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  • Well, it stopped happening after the new-version change of the main page, whatever the cause was. Thanks anyway. --[ ...code because that creates problems with updating the mediawiki software to new versions. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:E
    68 KB (11,395 words) - 18:51, 28 June 2013
  • ...//www.bay12forums.com/smf/index.php?topic=28829.0 game mods] which can add new creatures/crops/items/etc, or increase the difficulty of the game. .../nowiki>''' token to other entity definitions. This is not recommended for new players. See the [[modding guide]] for information on how to do this.
    64 KB (10,735 words) - 21:26, 12 August 2014
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th First, [[World generation|create a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generat
    86 KB (14,760 words) - 04:47, 17 March 2024
  • ...ments that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this i ===New Races===
    21 KB (3,661 words) - 20:14, 17 June 2019
  • ...//www.bay12forums.com/smf/index.php?topic=28829.0 game mods] which can add new creatures/crops/items/etc, or increase the difficulty of the game. .../nowiki>''' token to other entity definitions. This is not recommended for new players. See the [[modding guide]] for information on how to do this.
    63 KB (10,691 words) - 18:12, 8 December 2011
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th First, [[World generation|generate a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generat
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...round trees. Deserts and glaciers are excessively dwarfy, though - with no plants and no water, there's no way to survive till caravans arrive (none of the s * Don't gather plants except those you plant yourself.
    71 KB (11,875 words) - 16:34, 26 July 2021
  • * A few new interactions can be used by most playable creatures. Almost every playable === New Creatures ===
    51 KB (8,240 words) - 17:26, 27 November 2022
  • * Don't gather plants except those you plant yourself. * Trade for plants and wood only with the elves; they understand your environmental code.
    63 KB (10,491 words) - 16:07, 26 July 2021
  • ...nly options will be Create New World and Quit. Let's go ahead and create a new world! The next screen is the option screen for [[World generation|creating ...tion can take a while, depending on your computer speed. I've got a pretty new machine and it took 5 minutes. During this time it randomly generates terra
    76 KB (13,750 words) - 14:55, 24 November 2021
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will al
    82 KB (14,401 words) - 12:46, 20 June 2018
  • "When starting a new fortress, types and quantities of available soils are listed at the bottom == Underground plants on dry soil ==
    10 KB (1,285 words) - 12:49, 26 July 2011
  • In the "stockpile at rest" (when no new seeds have been generated in a long time), we will most likely have 1 or 2 ...d out, and then finally dragged back to the original stockpile. And if any new seeds have been generated while that's going on, then the cycle never ends.
    15 KB (2,460 words) - 19:18, 22 January 2023
  • In the "stockpile at rest" (when no new seeds have been generated in a long time), we will most likely have 1 or 2 ...d out, and then finally dragged back to the original stockpile. And if any new seeds have been generated while that's going on, then the cycle never ends.
    15 KB (2,513 words) - 04:00, 20 December 2022
  • :''This is not a tutorial, a FAQ, or a new players guide. This is a mildly advanced theoretical treatment for someone ...which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
    48 KB (8,169 words) - 21:16, 5 August 2014
  • ...imed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated o ...trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.
    22 KB (3,752 words) - 00:53, 14 October 2023
  • ...k & the originals, and be patient at having to [[World generation|generate new worlds]] over and over. ...ply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.
    38 KB (6,028 words) - 11:06, 16 January 2022
  • ...f new mega-beasts (Like the Steel Colossus), new metals (such as Mithril), new stones (woadstone), civilization-unique trap components(such as magical war ...rate has been drasticly reduced (to 600), and the introduction of multiple new trap_avoid threats, and metals like Keen, an alloy of steel and impure mith
    26 KB (4,423 words) - 20:49, 23 June 2017
  • :''This is not a tutorial, a FAQ, or a new player's guide. This is a mildly advanced theoretical treatment for someone ...which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
    49 KB (8,344 words) - 03:59, 20 December 2022
  • :''This is not a tutorial, a FAQ, or a new player's guide. This is a mildly advanced theoretical treatment for someone ...which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
    49 KB (8,347 words) - 15:27, 26 September 2023

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