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Gamefolder
If you installed Dwarf Fortress on Arch Linux using pacman, then running dwarffortress will dump the configuration files you should edit into your home directory under .dwarffortress - editing the files under /opt/dwarffortress/data/init will not change how the game behaves.
SU by default we believe the itch.io app stores game files in `%APPDATA%/itch/apps`, at least on windows.
Misc
- If you want to start a new topic, click here. I'll usually reply here, so adding this page to your watchlist will make it easier to check for replies. (If you're not logged in, you won't be able to add pages to your watchlist, so check this page for a reply.)
- If I left a message on your talk page, please respond there to keep things organized. I probably added your talk page to my watchlist (and I check the recent changes frequently), so I'll almost certainly notice replies.
- If page editing is broken entirely, check the wiki board of the forums or /r/dwarffortress for announcements.
Category:Message_box_templates
| Welcome to the Dwarf Fortress Wiki!
Please do not add content specific to v50 (the new DF premium release) yet! We are working on a migration that will be complete in the next few days. Adding content for v0.47 or to other pages is still encouraged. |
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
How does a dwarven light bulb looks like?
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A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
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A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
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Note: A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.
Conserving Resources
Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.
Conserving Resources
Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.
Conserving Resources
Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.
Conserving Resources
Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.
Conserving Resources
Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.
Token
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Arguments
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Description
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NAME
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The singular form of the plant's name as seen in-game.
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NAME_PLURAL
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The plural form of the plant's name as seen in-game.
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ADJ
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The word or phrase used to describe items made from this plant.
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ALL_NAMES
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Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
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PREFSTRING
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What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
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MATERIAL
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Starts defining a new local plant material with the given name and no properties.
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USE_MATERIAL
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- material_name
- old_material
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Starts defining a new local plant material with the given name and using the properties of another local plant material.
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USE_MATERIAL_TEMPLATE
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- material_name
- template_name
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Starts defining a new local plant material with the given name and using the properties of the specified material template.
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BASIC_MAT
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Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
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Token
|
Arguments
|
Description
|
NAME
|
|
The singular form of the plant's name as seen in-game.
border-top:1px solid #dddddd;
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NAME_PLURAL
|
|
The plural form of the plant's name as seen in-game.
|
ADJ
|
|
The word or phrase used to describe items made from this plant.
|
ALL_NAMES
|
|
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
|
PREFSTRING
|
|
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
|
MATERIAL
|
|
Starts defining a new local plant material with the given name and no properties.
|
USE_MATERIAL
|
- material_name
- old_material
|
Starts defining a new local plant material with the given name and using the properties of another local plant material.
|
USE_MATERIAL_TEMPLATE
|
- material_name
- template_name
|
Starts defining a new local plant material with the given name and using the properties of the specified material template.
|
BASIC_MAT
|
|
Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
|
Token
|
Arguments
|
Description
|
NAME
|
|
The singular form of the plant's name as seen in-game.
|
NAME_PLURAL
|
|
The plural form of the plant's name as seen in-game.
|
ADJ
|
|
The word or phrase used to describe items made from this plant.
|
ALL_NAMES
|
|
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
|
PREFSTRING
|
|
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
|
MATERIAL
|
|
Starts defining a new local plant material with the given name and no properties.
|
USE_MATERIAL
|
- material_name
- old_material
|
Starts defining a new local plant material with the given name and using the properties of another local plant material.
|
USE_MATERIAL_TEMPLATE
|
- material_name
- template_name
|
Starts defining a new local plant material with the given name and using the properties of the specified material template.
|
BASIC_MAT
|
|
Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
|
.wikitable,
.prettytable{
border: none !important;
width:auto;
max-width:100%;
margin-bottom:20px;
background-color:transparent;
border-spacing:0px;
}
.wikitable tr,
.prettytable tr{
border-top:1px solid #dddddd;
}
.wikitable th,.prettytable th{
border: none !important;
text-align:left;
}
.wikitable td,.wikitable th,
.prettytable td,.prettytable th{
border: none !important;
padding:0;
}
.wikitable tr > th,
.prettytable tr > th{
padding:8px !important;
line-height:1.42857143;
vertical-align:top;
border-top:1px solid #dddddd;
border-collapse:collapse;
border-spacing:0;
text-align:center;
vertical-align:middle;
}
.wikitable tr > td,
.prettytable tr > td{
padding:8px !important;
line-height:1.42857143;
vertical-align:top;
border-top:1px solid #dddddd;
border-collapse:collapse;
border-spacing:0
}
.wikitable tbody > tr:nth-child(even),
.prettytable tbody > tr:nth-child(even){
background-color:#f5f5f5
}
.wikitable tr > th.headerSort,
.prettytable tr > th.headerSort{
padding-right:21px !important
}
/*
.wikitable tr:hover{
background: #f1f1f1;
*/
}
Navigation
User Interface:
- Quickstart_guide#Pre-Embark • Quickstart guide/Starting site • Site finder • Starting build
Modding:
Development:
Tools & Utilities
Game Files:
Template:Main modding
--
Misc Mechanics:
token nonsense testing style options
Reference
Template:DF2014 diamonds
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Settings | |
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Gameplay settings | |
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Log files | |
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Other | |
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Ornamental (2☼-15☼) | Agates | |
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Feldspars | |
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Jades | |
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Jaspers | |
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Opals | |
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Quartzes | |
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Tourmalines | |
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Semi-Precious (20☼-30☼) | Beryls | |
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Chrysoberyls | |
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Garnets | |
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Grossulars | |
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Opals | |
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Zircons | |
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Tourmalines | |
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Spinels | |
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Precious (40☼) | |
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Rare (60☼) | |
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See also: Diamond • Glass • Stone |
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Mining | |
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Woodworking | |
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Stoneworking | |
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Hunting/Related | |
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Healthcare | |
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Farming/Related | |
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Fishing/Related | |
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Metalsmithing | |
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Jewelry | |
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Crafts | |
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Engineering | |
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Hauling | |
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Other Jobs | |
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Topsoil | |
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Ocean floor | |
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Sand | |
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Clay | |
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Insects & bugs | |
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Subterranean | |
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Birds | |
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Mammals | |
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Oceanic | |
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Rivers & lakes | |
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Reptiles & amphibians | |
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Other | |
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Other Misc curiosities
{{Columns-list}} - css "fix" for the annoying margin glitch that skews columns sometimes.
Download links
Bay12Forum
GitHubSomething
Bay12Download
DFFDDownload
SteamDownload
Button text
Get Started Tutorial
Files
Maybe merge many of the file articles stubs, and create an entry which documents all DF important files and folders.
Dwarf Fortress
data
art
init
save
sound
raw
graphics
objects
Dwarf Fortress
data
init
announcements.txt
arena.txt
colors.txt
d init.txt
embark profiles.txt
init.txt
interface.txt
macros
world gen.txt
gamelog.txt
errorlog.txt
Dwarf Fortress \ data \ init
Tokens
syntax highlighting - for simple and quick code block highlight :
* [MANNERISM_EYELIDS]
* [MANNERISM_FINGERS:finger:fingers]
* [MANNERISM_NOSE:nose]
Inline template stuff:
- [MANNERISM_FINGERS:finger:fingers]
- [MANNERISM_FINGERS:fingers:fingers]
- [MANNERISM_FINGERS:fingers:fingers]
- [MANNERISM_FINGERS:fingers:fingers]
- [MANNERISM_FINGERS:fingers:fingers]
Template with anchor but no link:
<span id="{{{1}}}" style="background-color: #eaecf0; font-family: monospace,monospace; font-weight: bold;"><span style="margin: 0 2px;">[</span><!--
--><span style="color: #008000">{{{1}}}</span><!--
-->{{#if:{{{2|}}}|<!--
--><span style="margin: 0 2px;">:</span><!--
--><span style="color: #7D9029;">{{{2}}}</span>}}<!--
-->{{#if:{{{3|}}}|<!--
--><span style="margin: 0 2px;">:</span><!--
--><span style="color: #BC7A00;">{{{3}}}</span>}}<!--
--><span style="margin: 0 2px;">]</span></span>
Modding notes
- Token is catch all name for everything inside brackets
- Token pages
- Most document how to define new objects of that type.
- Some document how to reference objects and list their default parameters e.g. Material_token and Item_token
- Article naming is inconsistent
- Some Token objects aren't covered or aren't tagged as such e.g. Caste.
- Documentation
- Our syntax is sometimes unclear to the uninitiated e.g. Creature token wth is caste TYPE how it differs from creature type of special?
- Our syntax is sometimes inconsistent.
- Some object names seems inconsistent as far as I understand their use here.
[OBJECT:CREATURE]
[CREATURE:<identifier>]
Don't match
[OBJECT:DESCRIPTOR_COLOR] - match article name, never used
[COLOR:<identifier>] - what is used everwhere that I seen.
[OBJECT:DESCRIPTOR_PATTERN]
[COLOR_PATTERN:<identifier>]
[OBJECT:DESCRIPTOR_SHAPE]
[SHAPE:<identifier>]
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