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  • ...een different timing periods will happen gradually over the course of 2000 ticks. Priority seems to control what to display when there would be multiple sym ...w long the plant takes to grow to harvest in a farm plot. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.
    19 KB (2,994 words) - 22:17, 16 January 2023
  • ...ish. Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered. ...lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day). Given the proper extract, you could even create a beneficial
    43 KB (6,759 words) - 05:58, 13 July 2014
  • ...ish. Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered. ...lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day). Given the proper extract, you could even create a beneficial
    44 KB (6,774 words) - 09:55, 21 December 2022
  • ...atures currently have this tag set to 20000 [[Time|ticks]], which, at 1200 ticks per day, means they all can be milked every 17 in-game days. Due to this ti
    7 KB (1,068 words) - 03:43, 20 December 2022
  • ...RECOVER token. ATTACK_PREPARE_AND_RECOVER:3:3 means "3 ticks to prepare, 3 ticks to recover"; this is the usual, for most attacks. Some attacks, such as kic
    28 KB (4,610 words) - 03:16, 20 December 2022
  • ...een different timing periods will happen gradually over the course of 2000 ticks. Priority seems to control what to display when there would be multiple sym ...w long the plant takes to grow to harvest in a farm plot. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.
    21 KB (3,298 words) - 06:53, 24 April 2024
  • '''Giant ticks''' are the non-vermin variety of [[tick]]s. They carry the MOUTH_SUCK_ATTA
    1 KB (182 words) - 03:12, 13 January 2023
  • '''Giant ticks''' are the non-vermin variety of [[tick]]s. They carry the MOUTH_SUCK_ATTA
    1 KB (177 words) - 03:30, 20 December 2022
  • ...ire about every 250 ticks, with open and close signals offset by about 125 ticks, when built as shown. It's very effective at rapidly triggering any device
    19 KB (3,053 words) - 03:17, 20 December 2022
  • ...means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. For short-term syndromes, this will cause very differen It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.
    8 KB (1,200 words) - 18:56, 26 April 2024
  • ...rate, is the measure of the amount of computational [[Time#Basic_mechanics|ticks]] the game calculates in one second. Each tick requires the calculation of Ticks are also known as game calculation '''steps''', but note these are not equi
    3 KB (467 words) - 03:24, 20 December 2022
  • ...eatures currently have this tag set to 20000 ticks, which, at roughly 1200 ticks per day, means they all can be milked every 17 game days. Due to this time-
    3 KB (518 words) - 13:17, 7 June 2014
  • ...RECOVER token. ATTACK_PREPARE_AND_RECOVER:3:3 means "3 ticks to prepare, 3 ticks to recover"; this is the usual, for most attacks. Some attacks, such as kic
    28 KB (4,740 words) - 05:27, 14 May 2024
  • ...m will be totally consumed after exactly 322560 game ticks (which, at 1200 ticks per day, takes 9 months and 16.8 days)).
    5 KB (783 words) - 02:20, 12 December 2023
  • '''Giant ticks''' are the non-vermin variety of [[tick]]s. They carry the MOUTH_SUCK_ATTA
    1 KB (170 words) - 21:14, 29 June 2013
  • ...ower''' than "smaller" speeds. Currently, the maximum allowed speed is 100 ticks/100 tiles, or 1 tick per tile.
    8 KB (1,148 words) - 03:25, 20 December 2022
  • ...ish. Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered. ...lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day). Given the proper extract, you could even create a beneficial
    44 KB (6,755 words) - 15:29, 19 March 2024
  • ...ly, however items, creatures and buildings fall more slowly (over multiple ticks) ...while falling. Water falls at a semi-random rate, taking between 5 and 20 ticks to fall a single z-level.
    4 KB (630 words) - 03:31, 20 December 2022
  • A dwarf will go insane after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for
    49 KB (7,895 words) - 04:00, 20 December 2022
  • ...ly, however items, creatures and buildings fall more slowly (over multiple ticks) ...while falling. Water falls at a semi-random rate, taking between 5 and 20 ticks to fall a single z-level.
    4 KB (628 words) - 08:04, 3 February 2023

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