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  • ...the information available on this page is already stated on more specific pages. ...s|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gath
    22 KB (3,752 words) - 00:53, 14 October 2023
  • # Assign starting [[skill]]s to each dwarf. ...of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they sele
    31 KB (5,144 words) - 04:58, 1 March 2024
  • {{FAQ2|Time|How quickly does time pass in ''Dwarf Fortress''?}} {{FAQ2|Swimmer|How long does it take for a dwarf/goblin/creature to drown?}}
    18 KB (2,876 words) - 00:28, 21 December 2022
  • {{FAQ2|Time|How quickly does time pass in ''Dwarf Fortress''?}} {{FAQ2|Swimmer|How long does it take for a dwarf/goblin/creature to drown?}}
    18 KB (2,876 words) - 03:24, 20 December 2022
  • ...on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page. ...part of the reaction itself). There are currently three types of fuel in ''Dwarf Fortress'':
    18 KB (2,964 words) - 03:42, 20 December 2022
  • ...thin plants and creatures) as well as in [[:Category:material template raw pages|material templates]]. ...ial as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.").
    32 KB (4,815 words) - 16:17, 2 April 2024
  • ...on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page. ...s part of the reaction itself). There are currently three types of fuel in Dwarf Fortress.
    17 KB (2,916 words) - 08:49, 27 June 2014
  • ...on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page. ...part of the reaction itself). There are currently three types of fuel in ''Dwarf Fortress'':
    18 KB (2,962 words) - 21:04, 29 April 2023
  • # Assign starting [[skill]]s to each dwarf. ...of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they sele
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...the information available on this page is already stated on more specific pages. ...s|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gath
    19 KB (3,285 words) - 09:43, 26 December 2022
  • ...the end-game of [[dwarf fortress mode]] for those unfortunate or [[Stupid dwarf trick|daring enough]] to do so. ...ixture of 7/7 squares of magma and water, obsidian, high-quality gems, and raw adamantine. Intermingled with this are single-tile empty squares, which ca
    11 KB (1,902 words) - 18:18, 21 April 2024
  • ...require a dwarf with the [[architecture]] labor enabled, and then another dwarf with a labor appropriate for the material it's made from ([[masonry]] for s ===Getting a dwarf to the depot===
    22 KB (3,995 words) - 18:43, 8 December 2011
  • # Assign starting [[skill]]s to each dwarf. ...t be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'
    26 KB (4,466 words) - 14:33, 23 November 2016
  • ...ng it serves as the end-game of [[dwarf fortress mode]] for those [[Stupid dwarf trick|daring enough]] to do so. '''Digging through an adamantine vein:''' [[Raw adamantine]] veins are shaped like vertical tubes and breach through any la
    10 KB (1,697 words) - 04:05, 20 December 2022
  • Proper placement of [[stockpile]]s is key. Almost every workshop job needs raw materials. Is your [[still]] near some empty barrels and plants? Does you ...ckpile area associated with it. Some workshops will need more if multiple raw ingredients are needed. An efficient arrangement is to place output stockp
    8 KB (1,373 words) - 22:41, 8 April 2014
  • # Assign starting [[skill|skills]] to each dwarf. ...h the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job.
    26 KB (4,447 words) - 19:39, 9 February 2022
  • ...page, in much the same way tilesets and graphic packs are distributed for Dwarf Fortress, see the [[Tileset repository]] for reference. ...e ''creatures'' folder etc. For more information on this, see the specific pages on content configuration.
    18 KB (2,732 words) - 16:24, 27 July 2023
  • ...a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start o ...ed in this manner), but this is far beyond the capabilities of an ordinary dwarf.
    30 KB (4,434 words) - 18:15, 21 April 2024
  • ...a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start o ...lled in this manner), but this is far beyond the capacities of an ordinary dwarf.
    30 KB (4,327 words) - 09:56, 2 January 2023
  • ...[stockpile]]s is the key to productivity. Almost every workshop job needs raw materials. Is your [[still]] near some empty barrels and plants? Does you ...ckpile area associated with it. Some workshops will need more if multiple raw ingredients are needed. An efficient arrangement is to place output stockp
    8 KB (1,319 words) - 22:02, 31 October 2012

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