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  • ...above values are arbitrary although these settings effectively disable the region/range counts.'''</small> ...se rejections if the world generated does not support the placement of the features in sufficient quantities, or at all. For example, a volcano requires the sq
    4 KB (578 words) - 04:08, 20 December 2022
  • ...e of them useful if you are trying to create worlds with specific types of features. Features:
    28 KB (3,067 words) - 01:38, 30 June 2012
  • ...ing build. The starting builds below should be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and wh The differences include what [[biome]]s, [[region]]s and stone [[layer]]s are present in your chosen embark site, as viewable
    40 KB (6,591 words) - 04:07, 22 February 2014
  • * added init options/world parameters to show map features during embark * added display and other features relating to last seed used by world gen
    3 KB (451 words) - 15:51, 12 March 2014
  • ...ting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and wh The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.
    48 KB (8,169 words) - 21:16, 5 August 2014
  • A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...[[Mountain]]s have a lot of [[ore]] and some exclusive [[underground river|features]], but no [[soil]].
    6 KB (925 words) - 18:47, 31 July 2012
  • [[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach ...resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against th
    5 KB (796 words) - 18:59, 31 July 2012
  • ...ting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and wh The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.
    43 KB (7,388 words) - 23:13, 18 February 2012
  • ...above values are arbitrary although these settings effectively disable the region/range counts.'''</small> ...se rejections if the world generated does not support the placement of the features in sufficient quantities, or at all. For example, a volcano requires the sq
    4 KB (575 words) - 14:55, 19 May 2024
  • <br />Human characteristics vary greatly from region to region, as they are quite adaptable and take on many shapes, sizes and colours to <br />Aryans are tall and blonde humanoids with blue eyes and androgynous features. Their bodies can seem quite frail, but they are capable of great feats of
    6 KB (1,051 words) - 19:51, 8 April 2010
  • ...kind of software, including video games. Version numbers increase as more features, fixes and changes are added over time. The number that increases is heavil |PROPER UNDERGROUND/MAP FEATURES
    37 KB (5,912 words) - 20:46, 7 February 2023
  • ...kind of software, including video games. Version numbers increase as more features, fixes and changes are added over time. The number that increases is heavil |PROPER UNDERGROUND/MAP FEATURES
    37 KB (5,912 words) - 04:05, 20 December 2022
  • * Viewing your [[region]] on the World and Regional maps. ** Confirm the presence of important features, such as [[magma]] vents or [[river]]s.
    4 KB (673 words) - 20:06, 31 July 2012
  • | Determines whether creature can show up on "evil" maps (see [[Region#Surroundings]]). ...and attack you on its own. In practice, this has little effect because map features have finite populations and tend to get depleted as soon as you discover th
    40 KB (5,917 words) - 22:41, 3 September 2021
  • ...ver erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when ch ...d water – and on the "region" screen as a red ^. Note that a red ≈ on the "region" screen means something different entirely (red sand).
    25 KB (4,141 words) - 03:40, 20 December 2022
  • | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. ...y of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.
    110 KB (16,814 words) - 00:51, 17 May 2024
  • ...''events'' will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may ''not'' be, possibly becau || See [[Region]]
    8 KB (1,310 words) - 21:07, 2 February 2024
  • ...Linux. It includes Baughn's new OpenGL code, which is faster and has more features (including support for PNG tilesets and using scroll wheels). :World size: Medium region (default, nonmodified)
    5 KB (799 words) - 21:10, 6 February 2014
  • ...ver erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when ch ...d water – and on the "region" screen as a red ^. Note that a red ≈ on the "region" screen means something different entirely (red sand).
    26 KB (4,225 words) - 17:40, 14 March 2024
  • ...ing to catch in <some area>", 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.
    12 KB (1,949 words) - 03:23, 20 December 2022

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