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  • ...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
  • ...n]] layers (default 3). However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned [[forgotten beast]]s. ...REGION" template (instead of an "ISLAND" template which is used by "Create New World!") can significantly reduce the height of caverns and also place them
    23 KB (3,796 words) - 20:37, 9 May 2024
  • ...biological human life and hereditary rulers of the empire. Furthermore, a new designation has arisen to account for clades which exist outside these cast ...they cling to life in their technocratic arcologies, continuing to develop new technology for panhuman society.
    29 KB (4,124 words) - 03:03, 28 March 2023
  • *{{k|p}} Gather Plants - Mark [[plant|plants]] to be [[herbalist|gathered]] *{{k|a}} Add - Creates a new burrow.
    13 KB (2,174 words) - 22:39, 8 April 2014
  • *{{k|p}} Gather Plants - Mark [[plant|plants]] to be [[herbalist|gathered]] *{{k|a}} Add - Creates a new burrow.
    13 KB (2,225 words) - 03:16, 20 December 2022
  • Most new players will lose their first few forts sooner rather than later; when you ..."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
    18 KB (3,101 words) - 16:15, 6 December 2023
  • 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
    63 KB (9,936 words) - 15:59, 13 July 2017
  • *{{K|q}} - Create a new work order *{{K|a}}: Add route - Create a new route.
    25 KB (4,026 words) - 03:42, 20 December 2022
  • *{{K|q}} - Create a new work order *{{K|a}}: Add route - Create a new route.
    25 KB (4,027 words) - 21:15, 14 March 2023
  • ...0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!|7:1}} '''with:''' ...the game will vary depending on the civilization, occupation, and skills. New items are added with {{k|n}}, the list of possible items can be filtered by
    43 KB (7,415 words) - 07:36, 17 May 2023
  • ...creature bones in old saves, but the preference is no longer generated in new dwarves.<br /> ...the beds in the mead hall. They are just trying their best to follow the new schedules without having a home to go to.</blockquote>
    3 KB (455 words) - 18:21, 12 March 2014

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