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  • ...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 (7,400 words) - 05:12, 2 July 2024
  • ...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
  • ...s must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possib ...f Fortress'' and use that new program to build a new computer to program a new game of ''Dwarf Fortress'' and use that game inside of a game inside of a g
    64 KB (10,853 words) - 16:27, 13 September 2024
  • ...0|For your first game...|'''Generate a world using''' {{DFtext|Create&nbsp;New&nbsp;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 (7,414 words) - 02:51, 20 December 2022
  • ...ld bulb]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds. ...(uncooked). For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general [[crop]]s page.
    25 KB (3,547 words) - 17:53, 18 April 2024
  • ...ld bulb]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds. ...(uncooked). For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general [[crop]]s page.
    15 KB (2,288 words) - 15:30, 15 June 2024
  • *[[Farming]] industry: The gathering and farming of plants for food and textiles. *[[Food]] industry: Cooking of items such as meat, eggs, flour, and plants to make meals for hungry dwarves.
    7 KB (1,105 words) - 03:35, 20 December 2022
  • Countless of species of [[Modification:The Long Night: Plants|plants]] and animals were driven to extinction by pollution and industrialization, ...rouded in mystery, but most agree that these failed experiments to created new race of humans, but they only end up warped and twisted animalistic creatur
    34 KB (3,946 words) - 11:55, 5 December 2023
  • ...nderground plants for dwarves to grow. They are one of the fastest growing plants and can be cooked, brewed into dwarven wine and even eaten raw. They requi ...hen 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
    1 KB (255 words) - 22:55, 11 December 2011
  • ...ants which are edible raw. Raw plants which require processing to eat and plants which have been processed aren't counted here. * {{DFtext|Other}} includes [[cooking|cooked]] meals, processed plants, [[fat]], [[honey]], and everything which doesn't fit into the other catego
    15 KB (2,563 words) - 17:13, 29 June 2012
  • ...nderground plants for dwarves to grow. They are one of the fastest growing plants and can be cooked, brewed into dwarven wine and even eaten raw. They requi ...hen 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
    1 KB (255 words) - 21:51, 18 February 2012

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