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  • ...ew [[food]]stuffs gained from trading, first [[crop]]s from [[seed]]s, and plants [[Plant gathering|gathered]] from the wild.
    10 KB (1,563 words) - 15:24, 26 April 2024
  • ...opping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traf ...annot'' be specifically "planted"; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elve
    14 KB (2,163 words) - 01:23, 20 October 2023
  • *Gather Plants ({{Menu icon|g}}) - Mark [[shrub]]s to be gathered. (req. [[Plant gathering ...s soon as the game is unpaused—or in marker mode. Switch the mode of new designations with {{K|M}}. Marker mode designations appear cyan instead of
    7 KB (1,239 words) - 18:58, 26 March 2024
  • ...nteresting. Some players download game [[List of mods|mods]] to introduce new variety or to make the game more challenging. Other players play the game #* The use of most game mods requires generating a new world. Trying to apply these mods to an existing game (like the one used f
    7 KB (1,082 words) - 02:25, 7 May 2012
  • ...te the (non-existent) economy by hiring local. Forgotten beast, you're the new (ruined) warehouse administrator, congratulations! — [[Toady One]] ...s are round and close-set. Beware its fire! Gelu is associated with water, plants, nature, muck and animals.
    60 KB (10,079 words) - 18:24, 17 June 2024
  • ...focus on modular and compact designs as they're the most easily adapted to new situations. ...op job needs raw materials. Is your [[still]] near some empty barrels and plants? Does your mason have easy access to stone? A smelter must have quick acc
    21 KB (3,516 words) - 02:21, 13 January 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 (982 words) - 08:51, 12 January 2023
  • Lemis the Leopard of Roots, deity: animals, plants ...ruler (<code> *** Original Line,</code>), starting a new line (<code> *** New Line,</code>), or by inheriting the position (<code> Inherited from </code>
    6 KB (894 words) - 15:24, 8 December 2011
  • ...t originally on a stockpile and a new spot has just opened up) and storing plants after [[herbalist|gathering]] or [[grower|harvesting]] them.
    686 bytes (94 words) - 15:43, 8 December 2011
  • If the guild representative dies, you will ''never'' get a new one in order to establish further trade agreements; however, the upgraded v * Plants (only edible ones)
    4 KB (622 words) - 05:01, 9 April 2014
  • ...op job needs raw materials. Is your [[still]] near some empty barrels and plants? Does your mason have easy access to stone? A smelter must have quick acc ...oms it can be a lot more efficient to dig down one level than to place the new rooms 20 tiles farther from the center of your fortress.
    8 KB (1,373 words) - 22:41, 8 April 2014
  • ...Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run forema ...ke not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).
    7 KB (1,106 words) - 01:10, 15 September 2021
  • ...nwhile, your legendary [[armorer]] grabs some '''‼'''charcoal'''‼''' for a new steel project. Soon, he's a '''‼'''legendary armorer'''‼''' (but not f
    10 KB (1,778 words) - 21:25, 31 January 2022
  • ...d to be (and can't be) "planted" - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. <!--Which is why thos {{Plants}}
    8 KB (1,221 words) - 01:22, 20 October 2023
  • ...]stuffs gained from trading, first [[crop|crops]] from [[seed|seeds]], and plants [[Plant gathering|gathered]] from the wild. Items that have been designate
    12 KB (2,074 words) - 20:24, 23 June 2017
  • ...passageways. Build [[road]]s through any vegetation to ensure that no new plants grow up to disrupt the path in the future.
    1 KB (223 words) - 04:02, 20 December 2022
  • ...t originally on a stockpile and a new spot has just opened up) and storing plants after [[herbalist|gathering]] or [[grower|harvesting]] them.
    671 bytes (93 words) - 22:46, 18 February 2012
  • ...lly, even if people generally don't associate that substance with "growing plants". When starting a new fortress, types and quantities of available soils are listed at the bottom
    4 KB (581 words) - 10:33, 11 May 2018
  • ...y, expensive meat makes your dwarves happier than cheap mule meat, but any plants the elves bring are not more valuable than your own.
    3 KB (523 words) - 02:22, 2 July 2012
  • * handled new forbid orders vs. butchery, severs and sever-drops * fixed problem causing single tile mountain civs from using feature plants
    1 KB (203 words) - 20:32, 21 November 2020

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