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  • ...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
    25 KB (4,057 words) - 03:41, 20 December 2022
  • ...[[alcohol|booze]] or purchase additional skills for the expedition party. New players can [[Your_first_fortress#Trading|look here]] for advice on trading * All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of yo
    20 KB (3,317 words) - 23:59, 21 May 2024
  • ...accomplish anything a rope can, ''every'' fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative [[thought]]s ===Plants===
    4 KB (637 words) - 03:15, 20 December 2022
  • ...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 (1,303 words) - 04:05, 20 December 2022
  • ...accomplish anything a rope can, ''every'' fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative [[thought]]s ===Plants===
    4 KB (652 words) - 14:47, 8 March 2024
  • ...refuse, silk, leather, plant fiber cloth, meat and fish, totems, and even plants. They will accept animals in trade, as long as their [[Cage|cages]] are not *Various aboveground plants, with sometimes [[whip vine]] and [[sun berry]] or their byproducts.
    6 KB (1,036 words) - 12:44, 5 November 2020
  • ...g gear, because certain items can always be obtained through trade later. New players can [[Your first fortress#Trading|look here]] for advice on trading * All caravans will bring extra food (meat and edible plants) and cloth/leather (for making clothes) if the supplies of your fortress ar
    13 KB (2,117 words) - 00:14, 6 September 2021
  • ...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.
    10 KB (1,304 words) - 17:39, 30 June 2023
  • ...c orders to each dwarf. Using this feature, you can give unskilled dwarves new jobs or stop certain dwarves from performing labors like hauling. This menu ...lcohol]] best of all. If you manage to get your farms churning out lots of plants, you can set up a brewing operation and never need a well.
    11 KB (1,958 words) - 22:57, 5 November 2012
  • ...rs in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the {{K|j}}ob l === Placing new orders ===
    14 KB (2,318 words) - 23:27, 20 December 2023
  • The advanced world generation screen is reached by clicking "Create new world" at the main menu, then clicking "Detailed mode". Once at that screen Parameter sets can be made by clicking "New parameter set" or by clicking "Copy" to copy the selected set. This will ap
    82 KB (12,884 words) - 06:47, 30 June 2024
  • ...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 ...span below, the temple floor, and the support, then link the lever to the new support.
    63 KB (10,704 words) - 20:24, 15 January 2023
  • ...zy Newb Pack]] is an effort to make ''Dwarf Fortress'' more accessible for new players or returning veterans by bundling and configuring utilities, graphi ...and the game itself. It allows you to start playing DF really quickly on a new machine - no need to download all the latest stuff, check dependencies, and
    22 KB (3,393 words) - 17:16, 10 April 2023
  • All new arrivals at the fortress (including your initial seven dwarves) will have a * [[Harvest]] Plants (if you have "All Dwarves Harvest" set on the ['''o''']rders menu)
    12 KB (1,557 words) - 15:47, 8 December 2011
  • ...wonder what has happened. Then I remember: I didn't lock the doors to the new farms, some poor fellow has probably walked to the flooding farmcavern. Whe ...They cheered when Imere’s headless corpse fell down, feeding blood to the plants. A second later, they saw a sad side affect to the impact. The poor mule ha
    34 KB (6,108 words) - 13:04, 23 April 2010
  • All new arrivals at the fortress (including your initial seven dwarves) will have a * [[Harvest]] Plants (if you have "All Dwarves Harvest" set on the {{k|o}}rders menu)
    13 KB (1,838 words) - 19:30, 23 June 2013
  • ...ustain a number of dwarves during a [[siege]] or the first few months of a new outpost. ...s; a single barrel of flour can easily be worth more than 200☼. A stack of plants size ''n'' produces a bag with ''n'' flour and ''n'' seeds.
    3 KB (436 words) - 22:33, 27 October 2013
  • ...itionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc) or fish available on embark ...e the creatures in the cavern, and then you can wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creature
    13 KB (2,226 words) - 19:31, 31 July 2012
  • ==New stuff== * made all plants appear in the food stockpile list
    2 KB (273 words) - 14:30, 13 March 2014
  • ==New stuff== * restricted wilderness creatures and plants from appearing in unhealthy temperature areas
    4 KB (672 words) - 14:49, 13 March 2014

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