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  • Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks so ...u 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
    82 KB (13,016 words) - 08:47, 21 January 2023
  • {{new in v0.42}} ...to their faith. Once established, these worshippers may congregate at the new temple, though it does not stop them from using temples to no particular de
    9 KB (1,499 words) - 04:02, 20 December 2022
  • ...able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strat ...e group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in. Related to Core24.
    37 KB (5,912 words) - 20:46, 7 February 2023
  • ...eful for those who'd like some help creating what they want. When adding a new reaction, make sure to add a line for it in the entity_default file, under This is the built-in reaction to brew alcohol from plants.
    6 KB (902 words) - 11:51, 9 January 2023
  • ...tore civilization’s forebears asunder, there came to this world a strange new race: the dwarves. The ancestry of the dwarves is muddled and confused, of ...rief campaign of recreational genocide the Mountain King grew bored of his new playthings and continued on, leaving the goblins broken and scattered, conn
    40 KB (6,714 words) - 15:29, 27 July 2023
  • ...able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strat ...e group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in. Related to Core24.
    37 KB (5,912 words) - 04:05, 20 December 2022
  • ...eful for those who'd like some help creating what they want. When adding a new reaction, make sure to add a line for it in the entity_default file, under This is the built-in reaction to brew alcohol from plants.
    6 KB (851 words) - 03:52, 20 December 2022
  • ...ky wastelands, areas of the map can be channeled out for grass growth. The new grass tiles will even allow tree growth, with enough time. Deserts form in All desert plants can appear in any type of deserts.
    17 KB (2,396 words) - 17:38, 30 June 2023
  • ...covers things that are not actually trees, such as cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees). ...opping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile co
    41 KB (5,944 words) - 12:07, 3 December 2023
  • ...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 '''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those a
    70 KB (11,448 words) - 14:39, 15 December 2020
  • ...c to their faith. Once established, these worshipers may congregate at the new temple, though it does not stop them from using other temples to no particu |Experience|| ||Earth, Plants
    11 KB (1,719 words) - 22:08, 13 March 2024
  • ...s is very limited at present, and only involves ground plants. There is a new workshop for this in dwarf mode. You can use blue mushrooms or import othe ==New stuff==
    2 KB (368 words) - 14:48, 13 March 2014
  • New frontier is an upcoming mod that is currently in development. :*All new creature library (near-complete revamp)
    6 KB (1,051 words) - 19:51, 8 April 2010
  • ...to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilization {{new in v0.42}}
    48 KB (7,387 words) - 03:52, 20 December 2022
  • {{new in v0.42}} *Have your dwarves gather plants
    12 KB (1,932 words) - 05:29, 7 June 2024
  • ...tored in separate barrels, meaning that you can get a free barrel for each new food you buy. A single unit of each of the cheap (2☼) meats is recommend ...rocessing]], and [[milling]] plants all produce seeds; if you process your plants as you go along, your seed stockpiles will grow exponentially.
    32 KB (5,458 words) - 20:14, 23 June 2017
  • In order to advance your [[fortress]]'s ''rank'' and attract a new tier of [[noble]], your dwarves must perform a number of "diverse tasks" wi * Harvest Plants
    3 KB (368 words) - 19:54, 11 November 2023
  • ...er if they're from the same category. For example, dwarves will never mix plants and meat in the same barrel. ...ll. Get your textile industry started early; you may want to avoid milling plants until it ramps up. [http://www.bay12forums.com/smf/index.php?topic=79168.ms
    8 KB (1,299 words) - 20:50, 17 January 2024
  • ...As long as your growers and herbalists provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will contin *Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of p
    23 KB (3,833 words) - 23:02, 9 January 2024
  • ...ken to the dining hall to be consumed. In the workshops or when eating the plants, seeds may be recovered that eventually need to find their way back to the ...e farm plots right in the middle of the corridor, no harm will come to the plants even if there's constant traffic across the fields.
    16 KB (2,124 words) - 20:32, 6 February 2014

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