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  • ==New stuff== * restricted seedless plants from default start equipment
    3 KB (443 words) - 14:56, 13 March 2014
  • ...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 ...DESCRIPTION tokens can be defined in a reaction, and each will appear on a new line. The pop-up box that contains the description is limited to 325 chara
    64 KB (9,534 words) - 23:14, 1 May 2024
  • ...on the fortress in the copy of the world, then start adventure mode in the new clone world. ...ore, making it impossible for you to get new quests, use the shops, or get new companions.''' <!-- Unless you hack it. -->
    84 KB (14,686 words) - 13:21, 3 December 2023
  • ...ding sprites for children and babies for many of the creatures and outdoor plants. This also includes dragon hatchings! How cute! Other important fixes for b == New stuff ==
    1 KB (186 words) - 05:17, 3 May 2023
  • ...e tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the curren ...oximately what sequence of actions players usually take when starting up a new fort.]]
    6 KB (886 words) - 00:37, 26 September 2016
  • please use the following template to add new world examples ...e parameter set text into it, then start Dwarf Fortress and select "Design New World With Advanced Parameters". The world parameters will appear in the li
    28 KB (3,067 words) - 01:38, 30 June 2012
  • ...e]] agreements. If the guild representative dies, you will ''never'' get a new one in order to establish further trade agreements. If your broker is dead or injured, you need only assign a new one, but you must do this before the caravan arrives (since the lack of a b
    6 KB (1,010 words) - 01:22, 7 June 2022
  • ...things that are not actually trees, such as palms, 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
    36 KB (5,304 words) - 01:32, 20 October 2023
  • ...e tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the curren ...oximately what sequence of actions players usually take when starting up a new fort.]]
    7 KB (1,086 words) - 04:05, 20 December 2022
  • ...rves wearing pants. Also note that a bug prevents dwarves from putting on new clothing when their old clothing wears out, so eventually all of your dwarv Unlike the other displays, this takes you to a whole new screen. The status screen itself only shows the number of objects owned by
    9 KB (1,654 words) - 23:36, 21 June 2024
  • ...ss the ''Dwarf Fortress'' memory space, allowing for easier development of new tools and a vast expansion of capabilities for mods. For players, it is a v All new releases are announced on [https://store.steampowered.com/news/app/2346660
    10 KB (1,496 words) - 22:40, 28 April 2024
  • ...e tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the curren ...oximately what sequence of actions players usually take when starting up a new fort.]]
    5 KB (783 words) - 10:26, 3 July 2012
  • When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected. ...king, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing creatures is an example of this.
    7 KB (1,169 words) - 16:43, 9 May 2022
  • ...ireable fortresses, claimable non-player fortresses and a great variety of plants and additional animal people. ...s (monasteries, bandit forts and the return of castles) as well as several new [[night creature]]s. This release was cut short, leaving out most of the [[
    6 KB (895 words) - 19:50, 8 August 2023
  • ...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.
    51 KB (8,717 words) - 12:51, 19 August 2018
  • * DF Biomeviewer - shows what creature/plants can be found in which biomes. ...than the [[Legends mode]] of DF itself. Legends Viewer can open pages in new tabs, filter information on a wide range of criteria, and display informati
    22 KB (3,312 words) - 08:45, 18 November 2023
  • * Small plants, e.g. [[grass]], [[shrub]]s ...fig_id`` from step 2. The game should immediately after this recognize the new noble and display them in the nobles screen, but the noble will '''not''' r
    15 KB (2,395 words) - 17:38, 24 May 2024
  • ...red yet. You can use the mouse on this screen. It's also written up in a new way that is independent of the 80x25 window to facilitate some more flexibi ==New stuff==
    2 KB (294 words) - 18:12, 12 March 2014
  • .... I caught a lot of the stay-inside problems, but there are probably some new issues with random jobs now. I'll fix these as I hear about them. I'll al ==New stuff==
    4 KB (709 words) - 14:49, 13 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 ...span below, the temple floor, and the support, then link the lever to the new support.
    41 KB (7,106 words) - 22:48, 22 February 2016

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