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  • ...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.
    111 KB (17,017 words) - 22:51, 19 June 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
  • ...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 (1,947 words) - 03:56, 18 May 2024
  • | 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.
    102 KB (15,512 words) - 00:24, 25 January 2024
  • ...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.
    49 KB (8,344 words) - 03:59, 20 December 2022
  • ...''events'' will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may ''not'' be, possibly becau ...lly caused by DFHack's workflow), and creates a compressed folder for each region suitable for Legends Viewer (or simply compresses the XML, if some parts ha
    12 KB (1,943 words) - 03:38, 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.
    52 KB (7,911 words) - 13:53, 19 November 2021
  • ...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.
    49 KB (8,347 words) - 15:27, 26 September 2023
  • | 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.
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...above values are arbitrary although these settings effectively disable the region 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 squa
    3 KB (488 words) - 14:00, 27 October 2019
  • ...ch your settings, the site finder it will mark all acceptable sites on the Region and World maps and allow you to examine them for yourself. ...ger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger
    4 KB (679 words) - 15:53, 24 June 2014
  • ...either sideways (into the hillside) or straight down. Availability of map features ([[river]]s, [[chasm]]s, [[magma]], and [[adamantine]]) are now dependent o Map features no longer contain an infinite number of creatures - once their inhabitants
    9 KB (1,408 words) - 17:49, 15 February 2023

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