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  • === Sample size === Lastly, there is a direct correlation between the Dwarven factor and Sample size. Simply put, the bigger, the more Dwarvenly, ironic because the dwarve
    14 KB (2,276 words) - 22:26, 26 March 2012
  • ...grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwar ...hey reach full size in only 5 years). Upon reaching adulthood, non-sapient creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared
    8 KB (1,157 words) - 21:54, 1 March 2024
  • ...grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwar ...hey reach full size in only 5 years). Upon reaching adulthood, non-sapient creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared
    8 KB (1,163 words) - 02:51, 20 December 2022
  • ...dimensions of a [[tile]], or the [[List_of_creatures_by_adult_size|list of creatures by size.]]'' ...er]]ing returns, [[storage]] limits, and [[combat]] effectiveness for both creatures and weapons.
    13 KB (1,766 words) - 20:22, 15 May 2024
  • ...grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwar ...re (though they reach full size in only 5 years). Upon reaching adulthood, creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared
    6 KB (886 words) - 04:45, 12 August 2013
  • ...can equip, [[butcher]]ing returns, and [[combat]] effectiveness, both for creatures ([[elephant]]s are very hard to kill because there's so much tissue to them ...|token]]s) how much damage they can inflict in melee. On {{tt|[HUMANOID]}} creatures, size also directly determines what kind of equipment a creature can wear:
    8 KB (1,134 words) - 00:49, 16 January 2014
  • ...dimensions of a [[tile]], or the [[List_of_creatures_by_adult_size|list of creatures by size.]]'' ...er]]ing returns, [[storage]] limits, and [[combat]] effectiveness for both creatures and weapons.
    8 KB (1,103 words) - 07:21, 2 December 2023
  • after preying on the blood of civilized creatures I could do without all of those creatures and that tangled greenery.
    795 KB (120,124 words) - 03:34, 25 February 2020
  • (Debated about putting this here or on your sample code discussion.) To test out making a new module (very easy btw, awesome) ...s (from the memory hack page terms) and are flagged by a bitmap. The code sample I posted above, to add in finding only deposits of ore to Reveal, uses anot
    48 KB (7,552 words) - 03:49, 25 September 2012
  • ...erous mythical creatures. For additional details about surroundings, see [[Creatures#Threat Matrix|here]]. You will want contact with all of the races; the gobl ==Sample builds and build strategies==
    31 KB (5,230 words) - 15:54, 8 December 2011
  • ...ct; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}} | These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...ct; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}} | These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the
    52 KB (7,911 words) - 13:53, 19 November 2021
  • ...ge. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. ...wild, so [[Herbalism]] is often used only early in the game to gather some sample plants and never again, so "unskilled" covers many players' needs there. Y
    40 KB (6,591 words) - 04:07, 22 February 2014
  • The world is safer for travelers when night creatures no longer stalk the darkness. Creatures grow mighty out in the wildest regions.
    248 KB (37,728 words) - 00:28, 8 August 2013
  • * Found out how to tweak generated creatures to allow extracting from their hearts as well. If the creature has a valid ...r things like quadrupeds and other abnormal creatures to have joints. Huge creatures generally are less vulnerable to joint-breaks though.
    51 KB (8,240 words) - 17:26, 27 November 2022
  • == HFS creatures == ...n't seem to have any pages for them, shouldn't they have pages like normal creatures? --[[Special:Contributions/78.151.176.4|78.151.176.4]] 13:09, 11 April 2010
    68 KB (11,395 words) - 18:51, 28 June 2013
  • ...completion. No promises, but if I need a break from 16x16, I might do a "sample" set for 12x12 (e.g. just all the major profession groups) But if you real ...all possible race/class tags? What is the format of this file? I see for creatures it is [class:racepage:x:y:??:?Status (like undead/guard/not?)]
    15 KB (2,380 words) - 19:29, 8 July 2013
  • ...e is showing up in the biome section of the creature info for subterranean creatures (like the [[Olm man]]). I poked around a bit and found <nowiki>{{#switch: { :Sample data:
    37 KB (6,029 words) - 22:50, 29 November 2023
  • ==Hair on living creatures== ...ture can have. It can also have different colors, turning grey or white as creatures age.
    731 bytes (111 words) - 03:32, 20 December 2022
  • '''Graphics sets''' are used to change the appearance of [[Main:creatures|creatures]] in the game, such as dwarves and unicorns. They usually come with and are [http://www.img.ie/images/84007.png Sample creatures from Beefmo 2012, maintained by Thirin]
    10 KB (1,311 words) - 20:19, 17 June 2019

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