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  • === Geographic features / Inhabitants / History === ...ayer]]s underground, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes, strictly speaking, are [[riv
    26 KB (4,340 words) - 03:20, 20 December 2022
  • ...roduce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Unde ===Features===
    26 KB (3,975 words) - 09:57, 10 January 2023
  • ...rsion also includes Steam Workshop integration for [[mod]]ding. Most other features will be shared with ''Dwarf Fortress Classic'' which will release simultane ...dwarf's [[Physical_description|physical appearance]], like hair and facial features.. Each dwarf's [[relationships]] with others and the [[deities]] they worsh
    34 KB (5,283 words) - 13:36, 16 June 2024
  • ...roduce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Unde ===Features===
    30 KB (4,542 words) - 18:06, 14 May 2024
  • Picking a starting region to build your dwarf [[fortress]] is a delicate work. Take a look at the lis == Visible features ==
    3 KB (480 words) - 11:00, 18 May 2015
  • The [[color]]s of a map tile may give information about that region's predominant [[biome]]: its temperature, alignment, and other handy things === Subterranean Features===
    5 KB (473 words) - 05:13, 24 August 2017
  • A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    7 KB (958 words) - 18:47, 31 July 2012
  • ...region will be frozen over and exist as a [[glacier]]. All of these water features may be frozen year-round. ...helpful in tundras, especially if they encompass only a small part of the region, as they provide a source of water for you fortress, which would otherwise
    3 KB (492 words) - 19:06, 31 July 2012
  • A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    6 KB (949 words) - 00:36, 23 June 2014
  • ...d less chance of generating an [[embarkment]] site with the combination of features you'd like. You can change the world size to something other than a square :'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''
    12 KB (1,958 words) - 20:30, 23 June 2017
  • ...on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage. ...spect all tiles in a potential site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due
    86 KB (14,760 words) - 04:47, 17 March 2024
  • ...n then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash). ...ed by Dwarf Foreman (below) and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual d
    18 KB (3,033 words) - 01:10, 15 September 2021
  • The right pane displays the full map of the settled region. The cyan area is open space (because we are about halfway up the mountain) At the very right of the screen is one of the new interface features, the altitude bar. The number in the bottom right indicates the absolute el
    76 KB (13,750 words) - 14:55, 24 November 2021
  • ...y if none of these applies will the name of the region (that is, the local region the current travel map tile belongs to) be chosen. The upper left corner of the screen features a site compass. It lists the nearby [[site]]s of interests closest to the l
    10 KB (1,763 words) - 20:23, 23 June 2017
  • ...revealed, even if not all their tiles are "above ground". Any underground features that are initially hidden will be fully revealed, top to bottom, once they
    2 KB (337 words) - 20:51, 31 July 2012
  • ...ores]], [[gems]] and other [[Stone#Other_Stone|useful stones]], or special features such as [[caverns]] and [[magma]]. A secondary goal for exploratory mining * ''Bottom line'': High-labor method, second only to hollowing out a region. Comparatively inefficient way to find clusters and veins. Easy to designat
    16 KB (2,491 words) - 22:30, 30 March 2024
  • * Pocket (17×17 region tiles) Each region tile corresponds to 16×16 local area blocks of 48×48 [[tile]]s each.
    17 KB (2,636 words) - 04:08, 20 December 2022
  • ...atch in the [region] swamps", and designating a zone next to water in that region will show "0" for fishing. ...game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.
    10 KB (1,661 words) - 20:50, 15 January 2014
  • ** Generating a world using a "REGION" template (instead of an "ISLAND" template which is used by "Create New Wor ** Lava stone tiles need to take the biome number and look up some region information to determine what lava-stone to use, then continue as above
    25 KB (4,057 words) - 03:41, 20 December 2022
  • * Pocket (17×17 region tiles) Each region tile corresponds to 16×16 local area blocks of 48×48 [[tile]]s each.
    16 KB (2,544 words) - 15:19, 13 November 2023

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