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  • ...duced [[XML dump|XML]] export in [[legends mode]], аdded graphics for many plants and child/baby creatures. ...[[Mouse control|mouse support]], a new user [[interface]], tutorials, and new [[soundtrack|music]] and sound effects. A number of features from v0.47 wer
    25 KB (3,081 words) - 06:45, 21 May 2024
  • When starting a new fortress, the game allows you to choose almost any regions on the world map * <span style="background-color:black;color:Red;font-family:Courier New">&nbsp;None&nbsp;</span>
    9 KB (1,391 words) - 01:33, 30 June 2012
  • ...fortress larger than an outpost fed and boozed up in the long run. Several plants are also important for turning into thread, cloth, and parchment, and an ex *[[Food]] industry: Cooking of items such as meat, eggs, flour, and plants to make meals for hungry dwarves. Although dwarves can eat many food items
    11 KB (1,764 words) - 20:25, 25 June 2024
  • ...t rely on plants [[plant gathering|gathered]] on your map or [[seed]]s and plants brought in by human and elven [[caravan]]s. They do have the advantage of g ...but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on whe
    16 KB (2,557 words) - 23:07, 8 April 2014
  • ...[[Dwarf|dwarves]] to [[grower|grow]]. They are one of the fastest growing plants and can be [[cooking|cooked]], [[brewing|brewed]] into dwarven wine, and ev ...then be transferred to a seed [[bag]], then planted and used to grow more. New players should definitely [[Farming|farm]] this crop because it grows relat
    2 KB (322 words) - 03:49, 20 December 2022
  • ...cap, and have burgundy-colored spores. They are one of the fastest growing plants and can be [[cooking|cooked]], [[brewing|brewed]] into dwarven wine, and ev ...then be transferred to a seed [[bag]], then planted and used to grow more. New players should definitely [[Farming|farm]] this crop because it grows relat
    2 KB (357 words) - 01:44, 28 April 2024
  • ...[[plump helmet]]s grow faster than other crops, and as long as the mature plants are harvested promptly, it is not hard to grow multiple crops of either pla ! Average Plants Harvested Per Tile Per Year
    4 KB (597 words) - 19:47, 30 June 2015
  • | ANIMALS || NATURE || FISH || PLANTS || || it growls, buzzes, clicks and generally makes a varied racket ...RAINBOWS, SUN || DARKNESS, TWILIGHT || it returns surrounding light with a new vibrance and intensity
    15 KB (2,109 words) - 03:59, 20 December 2022
  • ...olonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate. ...ext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.
    13 KB (2,169 words) - 03:09, 20 December 2022
  • ...olonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate. ...ext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.
    13 KB (2,091 words) - 22:02, 14 March 2024
  • ...affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings. ...ed item or skill. When viewing items, hit {{k|n}} to go to a menu for any "new" items, that are not currently listed, including any you removed by reducin
    26 KB (4,466 words) - 14:33, 23 November 2016
  • ...affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings. ...nsiderations. Of all the things you can ignore to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of
    31 KB (5,144 words) - 04:58, 1 March 2024
  • ...yer without a pool of water will have only muddy dense floor fungus and no plants or trees except for [[Blood thorn]]s. ...itionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark
    17 KB (2,862 words) - 13:01, 22 July 2014
  • ...iotic area with homogeneous features, characterized by distinctive [[plant|plants]], [[creatures|animal species]] and [[climate]]. ...affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.
    26 KB (4,447 words) - 19:39, 9 February 2022
  • ...ustain a number of dwarves during a [[siege]] or the first few months of a new outpost. ...arrel of flour can easily be worth more than 200☼. Typically, a stack of 2 plants will be ground to produce a single bag with 2 flour and 2 seeds.
    6 KB (1,041 words) - 11:30, 23 March 2024
  • Most new players will lose their first few forts sooner rather than later; when you ...e "Others" tab to see what's sharing your map. Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be re
    22 KB (3,725 words) - 03:39, 20 December 2022
  • Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks so ...ou can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parame
    71 KB (11,322 words) - 02:54, 7 March 2022
  • ...saves have also had their current thoughts wiped clean to make way for the new emotion/circumstance pairs. == New stuff ==
    1 KB (245 words) - 19:09, 28 October 2014
  • Most new players will lose their first few forts sooner rather than later; when you ...e "Others" tab to see what's sharing your map. Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be re
    22 KB (3,741 words) - 23:10, 14 May 2024
  • ...dispoable setup so your would-be archologists to dig up and exploit their new home. The more Fun you leave behind, the harder it will be for your second ...farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse abo
    96 KB (15,752 words) - 04:01, 20 December 2022

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