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  • | 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
  • *[[Template:DFNewVersion]] - should be added to '''every''' new new version page, for later automation.<br /> *[[Template:NewVersionStub‎]] - marks a page as a new concept, one that needs fleshing out<br />
    70 KB (11,951 words) - 00:05, 24 June 2020
  • ...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 (2,388 words) - 20:28, 17 June 2024
  • ...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
  • == should adding examples for certain common work orders be a new page or added to this one? == ...ples for people to follow and am unsure if such things would be best for a new page or a section on here?
    8 KB (1,334 words) - 17:27, 1 January 2023
  • ...bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening se *http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)
    40 KB (6,709 words) - 07:11, 11 December 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
  • ...r size is variable. So the first decision you have to make when creating a new tileset is deciding on the tile size: Bigger tiles allow you to draw more d ...it in a separate folder. Try to create a typical fortress to see how your new tileset will look in the most common situations''
    38 KB (5,582 words) - 22:02, 7 March 2016
  • * Merging the three different tables into one so you can sort all the plants at once rather than needing to do so in three separate tables and compare o ...he Good/Evil/Savage can be listed directly in Biome column for those three plants.
    4 KB (669 words) - 01:09, 28 August 2018
  • ...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) - 20:23, 16 June 2024
  • | 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
    111 KB (17,017 words) - 22:51, 19 June 2024
  • ...&section=1&editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request'''] ...edirect is cached and still points to [[v0.34:Adamantine]]. Our [[DF:REDIR|new policy]] is to keep redirects in versioned namespaces, so feel free to tag
    106 KB (16,866 words) - 21:23, 6 May 2024
  • :* 7) '''Ushat Lokumning''' - Grower +5/(tbd) +5 (likes pigtail plants... meh.) ...red before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to store everything.
    40 KB (6,796 words) - 03:24, 14 June 2020
  • ...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
  • # Alcohol grants a new barrel after every 5th unit. ...cludes raw meats, prepared creature parts, e.g. brains, and fish) grants a new barrel after every 10th unit. Different parts of the same creature are stor
    7 KB (1,074 words) - 14:40, 29 August 2020

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