v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Search results

Jump to navigation Jump to search
  • This page was created to aid those looking to create new creatures. Those familiar with creature raws should feel free to add helpfu ===Creature made of plants===
    10 KB (1,310 words) - 01:55, 8 February 2023
  • These tokens are specified for all plants and define their most basic characteristics. | Starts defining a new local plant material with the given name and '''no''' properties.
    19 KB (2,994 words) - 22:17, 16 January 2023
  • ...this mod will give you three new dye colours, three new alcohols, and one new cloth. Some of these plants are restricted to certain biomes, so don't be surprised if you can't find a
    4 KB (720 words) - 11:54, 16 January 2022
  • ::''If you are a new player looking for a solid basis to survive the first couple of months or y ...which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
    40 KB (6,591 words) - 04:07, 22 February 2014
  • ...to list new details from this version. It also lists pages about entirely new subjects introduced in this version, such as [[burrow]]s; articles created ** These include the [[Noble|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia
    34 KB (5,534 words) - 19:32, 21 February 2023
  • ...are modding the easiest thing to do is just to generate a new world. This new version saves raw and graphic information IN the SAVE->(REGION1) folder. If It seems many people don't realize the new method of save handling and reaction handling. There are multiple places th
    120 KB (16,480 words) - 13:06, 27 July 2021
  • This is a guide to help new players get started on their first [[fortress]] and teach them the basics o ...to tweak the parameters to suit your play style, but for now, the ''Create New World Now!'' option is an easy way to get into your first game.
    57 KB (10,148 words) - 21:12, 5 January 2023
  • | ANIMALS || NATURE || FISH || PLANTS || || it growls, buzzes, clicks and generally makes a varied racket || [[La ...IRTH, YOUTH || || it is covered with a filmy sac || [[Language_SYM.txt/New|NEW]]
    24 KB (3,322 words) - 20:20, 13 April 2024
  • ...arven capitol and they cannot receive immigrants. There is another, rather new development to this plot. The dwarves cannot dig, due to the lack of picks. ==New Creatures==
    3 KB (431 words) - 20:30, 26 July 2013
  • ...sic token]]s and [[sound token]]s in the raw files. However, you can't add new music or sounds other than replacing what's already there. ...nal raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely. You shou
    71 KB (11,124 words) - 22:51, 28 April 2024
  • If you want a secure way to farm outdoor plants, consider building a greenhouse. This can be done by [[channel]]ing out a s ...the plot will be planted with the newly designated crop. Some underground plants can only be planted during certain seasons.
    14 KB (2,387 words) - 01:39, 16 October 2023
  • ...TY]</code> [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the <code>[ENTITY:''entity_ID''] | Same as USE_EVIL_ANIMALS for all uses of plants.
    43 KB (6,645 words) - 01:27, 20 February 2024
  • ...d dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can *The new dead bodies will only make everyone even more depressed
    7 KB (1,163 words) - 17:40, 5 November 2012
  • ...d dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can *The new dead bodies will only make everyone even more depressed
    8 KB (1,253 words) - 02:22, 2 July 2012
  • This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, ...f is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will al
    54 KB (9,560 words) - 12:51, 18 May 2013
  • | Defines a new name for a creature in baby state at the caste level. For non-caste-specifi | Defines a new name for a creature in the child state at the caste level. For non-caste-sp
    110 KB (16,814 words) - 00:51, 17 May 2024
  • ...to 6 plants each (with an average of 3.17) without fertilizer, or up to 10 plants each (with an average of 5.17) when fertilized. ...gh they generally provide more valuable ingredients. As long as the mature plants are harvested promptly, dwarves can grow multiple plantings in the same plo
    6 KB (906 words) - 13:45, 24 April 2024
  • ...to 6 plants each (with an average of 3.17) without fertilizer, or up to 10 plants each (with an average of 5.17) when fertilized. ...gh they generally provide more valuable ingredients. As long as the mature plants are harvested promptly, dwarves can grow multiple plantings in the same plo
    6 KB (899 words) - 19:01, 24 April 2024
  • The default plants are stored in the plant_standard.txt file, while grasses are stored in plan These tokens are specified for all plants and define their most basic characteristics.
    10 KB (1,474 words) - 03:12, 30 December 2011

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)