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  • 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
  • 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 (1,479 words) - 16:53, 6 September 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
    102 KB (15,512 words) - 00:24, 25 January 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 child state at the caste level. For non-caste-specif
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...ay to accomplish your goals, you need to be willing to learn new rules and new ways of thinking. ***Some plants grow outside, while others grow inside
    12 KB (1,963 words) - 21:56, 24 November 2019
  • * Domestic Animal Booster: Many new pets for your fort including Hounds, Cave Lynx, & Living Statues. ..., and Shy Guys), 15+ minor non-playable races, power-ups, cooking recipes, new materials, 120+ creatures and monsters, a few mega beasts, and more.<br />
    10 KB (1,524 words) - 03:39, 20 December 2022
  • ...to make prepared meals, but what sets plant fibers apart from other edible plants is their ability to be made into [[thread]] and ultimately [[cloth]]. Ergo, The following plants qualify as plant fiber:
    4 KB (546 words) - 03:49, 20 December 2022
  • ...to make prepared meals, but what sets plant fibers apart from other edible plants is their ability to be made into [[thread]] and ultimately [[cloth]]. Ergo, The following plants qualify as plant fiber:
    4 KB (618 words) - 06:01, 4 March 2023
  • Hit {{k|n}} on the equipment screen to add a new type of equipment/food. When adding new equipment, type in a keyword to find the item you want. Try "meat", "seed",
    31 KB (5,230 words) - 15:54, 8 December 2011
  • Does this template need to be updated? it doesn't seem to be handling the new aboveground crops with fruit properly. see [[Eggplant]], which is being li ...emplate no longer represents useful information because it is ignoring the new plant structures. No one really cares if the entire plant is edible if ther
    3 KB (509 words) - 21:36, 16 February 2015
  • ...is time not converting it into a png) and replace it? I can't do "Upload a new version of the file" because I think the file format can't be altered as it --Happy new year. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:56, 31 December 2021 (
    24 KB (3,663 words) - 10:07, 22 July 2023
  • ...Work orders; and the list of currently queued tasks and the button to add new tasks. The bottom section shows the current contents of the workshop, incl ...tab''' shows the current list of tasks, and is what allows you to queue up new tasks to be carried out immediately. Tasks are carried out in the order the
    24 KB (3,701 words) - 18:43, 22 February 2024
  • ...we and horror incomprehensible to the common man, built upon the back of a new breed of scientific law scarcely understood even by its practitioners. Eart ..., and only the greatest among the great stand a chance of bringing forth a new dawn.
    35 KB (5,764 words) - 12:20, 6 December 2023
  • ...- or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, an ...ue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make S
    26 KB (4,186 words) - 20:00, 7 January 2024
  • ...- or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, an ...ue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make S
    27 KB (4,342 words) - 03:17, 20 December 2022
  • ...any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile. ...- You can also select Food, hit {{K|b}} for Block All, then move to Food->Plants and press {{K|p}} for Permit.
    4 KB (667 words) - 02:31, 6 August 2014
  • To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type i <blockquote>Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the ti
    40 KB (6,722 words) - 22:41, 15 November 2022
  • ...any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile. ...- You can also select Food, hit {{K|b}} for Block All, then move to Food->Plants and press {{K|p}} for Permit.
    4 KB (667 words) - 02:31, 6 August 2014
  • ...any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile. ...- You can also select Food, hit {{K|b}} for Block All, then move to Food->Plants and press {{K|p}} for Permit.
    4 KB (677 words) - 03:51, 20 December 2022
  • ...any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile. ...- You can also select Food, hit {{K|b}} for Block All, then move to Food->Plants and press {{K|p}} for Permit.
    4 KB (677 words) - 00:43, 21 December 2022

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