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  • ...rves will catch and consume [[vermin]] to survive, resulting in an unhappy thought. :* 65000 - dwarf gets an unhappy thought about being hungry, cancels current job to get something to eat
    7 KB (1,118 words) - 03:24, 20 December 2022
  • ...rves will catch and consume [[vermin]] to survive, resulting in an unhappy thought. :* 65000 - dwarf gets an unhappy thought about being hungry, cancels current job to get something to eat
    7 KB (1,108 words) - 23:16, 28 April 2024
  • ...nteraction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which | 76 - 90 || can be very happy and optimistic
    14 KB (1,997 words) - 10:39, 14 April 2015
  • ...ding tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions. ...y may use the weapons they're carrying. Suddenly, keeping those axe lords happy seems a bit more high priority, eh?
    9 KB (1,549 words) - 09:58, 10 March 2023
  • ...riod of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. ...iserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
    71 KB (11,875 words) - 16:34, 26 July 2021
  • ::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]] :* Your goals vs "basic survival needs" to keep your fortress healthy and happy.
    48 KB (8,169 words) - 21:16, 5 August 2014
  • == Happy prisoners == ...me terminally upset. Generally inmates are still suffering from the bad [[thought]]s that caused them to [[tantrum]] and become imprisoned in the first place
    6 KB (1,068 words) - 18:37, 28 August 2021
  • ...riod of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. ...iserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
    85 KB (14,135 words) - 16:52, 7 May 2024
  • ...riod of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. ...iserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]] :* Your goals vs "basic survival needs" to keep your fortress healthy and happy
    49 KB (8,344 words) - 03:59, 20 December 2022
  • Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. ...an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress. (You may still
    31 KB (4,417 words) - 20:54, 15 November 2021
  • ::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]] :* Your goals vs "basic survival needs" to keep your fortress healthy and happy
    49 KB (8,347 words) - 15:27, 26 September 2023
  • ...Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate. ...n the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful ta
    70 KB (11,448 words) - 14:39, 15 December 2020
  • .... Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well. ...s]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents
    8 KB (1,249 words) - 14:49, 23 November 2021
  • ...an [[office]] prevents them from working, but doesn't give them an unhappy thought (and the manager doesn't even need an office until your fortress has a popu ...appy [[thought]]. If it isn't met soon enough it will generate an unhappy thought, the noble will forget about it, and then later come up with a new demand.
    11 KB (1,946 words) - 01:02, 18 November 2013
  • ...sfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish] ...rf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].
    7 KB (1,116 words) - 19:09, 12 November 2020
  • ...sfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish] ...f will get something they [[Preferences|like]], giving the eater a happy [[thought]].
    7 KB (1,226 words) - 19:31, 4 April 2024
  • ...sfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish] ...f will get something they [[Preferences|like]], giving the eater a happy [[thought]].
    10 KB (1,647 words) - 19:26, 4 April 2024
  • .... Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well. ...nimals they work with over time. The death of a bonded animal causes a bad thought to the trainer.
    13 KB (2,019 words) - 03:53, 20 December 2022
  • .... Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well. ...nimals they work with over time. The death of a bonded animal causes a bad thought to the trainer.
    13 KB (2,016 words) - 18:06, 23 September 2023

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