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  • you become a county then a duchy. A happy fortress with many exports and massive wealth you will need to keep your citizens happy.
    931 KB (148,541 words) - 18:41, 1 December 2023
  • happy Be happy!
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...all the thoughts a particular dwarf has is simply summed to determine how happy or unhappy they are. If dwarves are particularly unhappy, they may throw [[ Now you will see descriptions on how the dwarf feels ''(Ecstatic, happy, content, unhappy, miserable)'', and what recent events made an impact on t
    27 KB (4,235 words) - 21:24, 29 September 2021
  • ...them more or less happy, with each experience recorded and displayed as a Thought. The rate at which a dwarf gains certain thoughts is controlled by [[perso ...wish to avoid Bad Thoughts, please consult ways of [[keeping your dwarves happy]].
    13 KB (2,088 words) - 15:10, 24 September 2012
  • | style="background:#33cc00" | 125 to 149 || happy ...them more or less happy, with each experience recorded and displayed as a thought. The rate at which a dwarf gains these thoughts is controlled by varying as
    26 KB (3,794 words) - 03:16, 21 May 2014
  • ...type of [[alcohol]] (wine, rum, ale, and beer) to avoid dwarves getting "[[thought|tired of the same old booze lately]]". If bringing meat, [[turtle]] is rec ...wed, giving your dwarves access to a variety of alcohols, which makes them happy. All alcohol can also be turned into food via cooking, making them all via
    32 KB (5,458 words) - 20:14, 23 June 2017
  • dwarf thought before he flung himself into the black air of the chasm stared at the wall in amazement. Impossible, he thought.
    156 KB (27,608 words) - 08:54, 15 November 2022
  • ...of thought has a cooldown period, during which subsequent instances of the thought simply override the current instance. ...s cut in half (and rounded up) unless noted otherwise; after 3 months, the thought is forgotten.
    25 KB (3,774 words) - 14:52, 27 June 2014
  • THOUGHT very happy about the trading
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...n your character's adventures. {{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time. ...an most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}
    59 KB (8,766 words) - 16:11, 16 December 2023
  • ...in your character's adventures.{{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time. ...an most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}
    60 KB (8,847 words) - 18:39, 21 April 2024
  • ...ation, rounded down. Not meeting this number is supposed to give unhappy [[thought]]s to the Sheriff (or Captain of the Guard), but due to a bug it does not. ...lad to have punishment reduced recently") and the injured party an unhappy thought ("upset that a criminal could not be properly punished").
    3 KB (515 words) - 20:35, 1 December 2023
  • ...ill result in the Sheriff (or Captain of the Guard) receiving an unhappy [[thought]]. ...lad to have punishment reduced recently") and the injured party an unhappy thought ("upset that a criminal could not be properly punished").
    4 KB (691 words) - 14:17, 8 March 2024
  • THOUGHT very happy about the trading
    237 KB (33,753 words) - 21:06, 23 June 2017
  • ...n must be using them, accessing the mines away from the magma flow, Aloran thought, though she did not dwell on it long. Soon her mind was focused again on d ...ls, each walking on four stumpy legs. They look like cave oysters, Aloran thought. She raised her axe.
    87 KB (15,188 words) - 02:06, 14 December 2022
  • THOUGHT very happy about the trading
    248 KB (37,728 words) - 00:28, 8 August 2013
  • When a dwarf has been [[Thought|unhappy]] enough, he'll decide that enough is enough and throw a tantrum. ...that the certain dwarf may go [[insane]] unless something makes the dwarf happy.
    11 KB (1,853 words) - 15:46, 28 July 2021
  • After enough time passes, the happiness bonus/penalty for the thought is cut in half (and rounded up) unless noted otherwise. ! Thought
    21 KB (3,330 words) - 22:54, 2 August 2012
  • ...ed as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship. ...Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.
    100 KB (16,380 words) - 19:18, 14 November 2023
  • ...a dwarf needs to sleep is a 1-tile bed, anywhere. However, to be [[Thought|happy]], a dwarf wants their own room with a bed, and a chest and a cabinet to pu Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home.
    32 KB (4,681 words) - 23:19, 22 December 2022
  • ...a dwarf needs to sleep is a 1-tile bed, anywhere. However, to be [[Thought|happy]], a dwarf wants their own room with a bed, and a chest and a cabinet to pu Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home.
    32 KB (4,786 words) - 18:37, 26 March 2024
  • ...ed as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship. ...Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.
    96 KB (15,752 words) - 04:01, 20 December 2022
  • ...points, determining their mood. Unhappy thoughts add to the stress score, happy thoughts subtract from the stress score. It is confirmed that there are onl ...run for 7 years. The overall mood of the fortresses after 7 years was 45% happy to ecstatic, 55% fine, less than 1% unhappy (4 dwarves in total).
    31 KB (4,802 words) - 02:58, 26 February 2024
  • ...points, determining their mood. Unhappy thoughts add to the stress score, happy thoughts subtract from the stress score. It is confirmed that there are onl ...run for 7 years. The overall mood of the fortresses after 7 years was 45% happy to ecstatic, 55% fine, less than 1% unhappy (4 dwarves in total).
    40 KB (5,759 words) - 05:56, 3 January 2023
  • ...lue|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it. ...o them will sleep. However, sleeping in dormitory will generate a negative thought(embarrassed after sleeping without a proper room).
    29 KB (4,895 words) - 21:50, 14 March 2024
  • ...nd the reluctant minotaur returned to the castle. The cow man was none to happy to arrive back at the place where he had been created. Night, thief of all cheer. When has the sun set on a happy soul in
    118 KB (20,738 words) - 15:56, 13 December 2022
  • ...ts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼ does not mean a happy dwarf if Urist keeps dwelling over their grouchiness at being caught in the ...s and, in extreme cases, isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-s
    11 KB (1,738 words) - 03:37, 20 December 2022
  • ...ts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼ does not mean a happy dwarf if Urist keeps dwelling over their grouchiness at being caught in the ...s and, in extreme cases, isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-s
    12 KB (1,901 words) - 12:03, 5 March 2023
  • When a dwarf has been [[Thought|unhappy]] enough, he'll decide that enough is enough and he'll throw a tant ...that the certain dwarf may go [[insane]] unless something makes the dwarf happy.
    7 KB (1,137 words) - 22:15, 26 July 2021
  • ...nteraction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which | rowspan=3 | More susceptible to unhappy [[thought]]s
    16 KB (2,257 words) - 10:39, 14 April 2015
  • ...rves will catch and consume [[vermin]] to survive, resulting in an unhappy thought. * 35000 - dwarf gets an unhappy thought about being Thirsty and cancels its current job to get something to drink
    7 KB (1,185 words) - 20:38, 28 June 2014
  • ...all the thoughts a particular dwarf has is simply summed to determine how happy or unhappy they are. ...enter}}. Now you will see descriptions on how the dwarf feels ''(Ecstatic, happy, content, unhappy, miserable)'', and what recent events made an impact on t
    18 KB (2,735 words) - 21:23, 29 September 2021
  • ...o feel nothing or not care about certain situations, giving them a neutral thought. A few examples of different levels of thoughts can go as follows: ...p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - Positive thought<br />
    23 KB (3,607 words) - 04:02, 20 December 2022
  • ...o feel nothing or not care about certain situations, giving them a neutral thought. A few examples of different levels of thoughts can go as follows: ...p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - Positive thought<br />
    23 KB (3,615 words) - 01:32, 25 February 2024
  • ...they see the type of animal they [[preference|prefer]] in a cage. A happy thought which they won't get if they see the same animal running around free. Yeah ...a happy [[thought]] from sleeping in their own bedroom, and also get more happy thoughts from owning their own [[furniture]].
    17 KB (3,136 words) - 19:10, 12 November 2020
  • .... A dwarf with serious cave adaptation (at least 1.5 years) will gain the thought 'nauseated by the sun recently' and will [[vomit]] all over the ground in a ...d dwarves will come out, admire the items in the meeting area, get a happy thought, then vomit all over themselves. If you do it right, you roughly break eve
    7 KB (1,227 words) - 17:34, 25 April 2024
  • ...white|white}} shows the dwarf's [[thoughts]]. The first sentence says how happy or unhappy s/he is at the moment, and the next sentence lists the recent ev ...A dwarf consuming the type of food/booze s/he prefers will get a happy [[thought]]. The types of plants and animals listed in the first sentence is entirel
    9 KB (1,654 words) - 17:48, 26 July 2021
  • ...ding tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions. ...y may use the weapons they're carrying. Suddenly, keeping those axe lords happy seems a bit more high priority, eh?
    12 KB (2,053 words) - 19:00, 1 December 2023
  • [[File:FlowchartDF.png|thumb|200px|right|[[From Caravan to Happy Dwarves]] - a flowchart showing approximately what sequence of actions most ...|berserk]], killing and destroying things. This is why you want them to be happy.
    64 KB (10,735 words) - 21:26, 12 August 2014
  • ...ains, ropes or metal cages to be designated as jails, getting an unhappy [[thought]] if you don't have enough. The current number of ropes or chains needed i == Happy prisoners ==
    6 KB (1,064 words) - 18:37, 28 August 2021
  • ...rves will catch and consume [[vermin]] to survive, resulting in an unhappy thought. :* 65000 - dwarf gets an unhappy thought about being hungry, cancels current job to get something to eat
    7 KB (1,118 words) - 03:24, 20 December 2022
  • ...rves will catch and consume [[vermin]] to survive, resulting in an unhappy thought. :* 65000 - dwarf gets an unhappy thought about being hungry, cancels current job to get something to eat
    7 KB (1,108 words) - 23:16, 28 April 2024
  • ...nteraction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which | 76 - 90 || can be very happy and optimistic
    14 KB (1,997 words) - 10:39, 14 April 2015
  • ...ding tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions. ...y may use the weapons they're carrying. Suddenly, keeping those axe lords happy seems a bit more high priority, eh?
    9 KB (1,549 words) - 09:58, 10 March 2023
  • ...riod of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. ...iserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
    71 KB (11,875 words) - 16:34, 26 July 2021
  • ::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]] :* Your goals vs "basic survival needs" to keep your fortress healthy and happy.
    48 KB (8,169 words) - 21:16, 5 August 2014
  • == Happy prisoners == ...me terminally upset. Generally inmates are still suffering from the bad [[thought]]s that caused them to [[tantrum]] and become imprisoned in the first place
    6 KB (1,068 words) - 18:37, 28 August 2021
  • ...riod of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. ...iserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
    85 KB (14,135 words) - 16:52, 7 May 2024
  • ...riod of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. ...iserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]] :* Your goals vs "basic survival needs" to keep your fortress healthy and happy
    49 KB (8,344 words) - 03:59, 20 December 2022
  • Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. ...an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress. (You may still
    31 KB (4,417 words) - 20:54, 15 November 2021
  • ::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]] :* Your goals vs "basic survival needs" to keep your fortress healthy and happy
    49 KB (8,347 words) - 15:27, 26 September 2023
  • ...Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate. ...n the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful ta
    70 KB (11,448 words) - 14:39, 15 December 2020
  • .... Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well. ...s]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents
    8 KB (1,249 words) - 14:49, 23 November 2021
  • ...an [[office]] prevents them from working, but doesn't give them an unhappy thought (and the manager doesn't even need an office until your fortress has a popu ...appy [[thought]]. If it isn't met soon enough it will generate an unhappy thought, the noble will forget about it, and then later come up with a new demand.
    11 KB (1,946 words) - 01:02, 18 November 2013
  • ...sfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish] ...rf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].
    7 KB (1,116 words) - 19:09, 12 November 2020
  • ...sfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish] ...f will get something they [[Preferences|like]], giving the eater a happy [[thought]].
    7 KB (1,226 words) - 19:31, 4 April 2024
  • ...sfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish] ...f will get something they [[Preferences|like]], giving the eater a happy [[thought]].
    10 KB (1,647 words) - 19:26, 4 April 2024
  • .... Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well. ...nimals they work with over time. The death of a bonded animal causes a bad thought to the trainer.
    13 KB (2,019 words) - 03:53, 20 December 2022
  • .... Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well. ...nimals they work with over time. The death of a bonded animal causes a bad thought to the trainer.
    13 KB (2,016 words) - 18:06, 23 September 2023
  • ...luding tame animals and long-dead persons. The fort population will feel [[thought|affronted]] at particularly nonsensical convictions. ...will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).
    7 KB (1,088 words) - 20:11, 12 December 2013
  • ...aluable communal dining hall is an excellent way to [[Thought|keep dwarves happy]]. ...ither side of a table, dwarves will receive an [[Thought#Amenities|unhappy thought]] if forced to share a table.
    3 KB (589 words) - 02:00, 8 September 2016
  • ...end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[ ...ow ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.
    26 KB (4,340 words) - 03:20, 20 December 2022
  • ::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]] :* Your goals vs "basic survival needs" to keep your fortress healthy and happy.
    43 KB (7,388 words) - 23:13, 18 February 2012
  • ...end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[ ...ow ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.
    24 KB (4,039 words) - 19:59, 19 February 2024
  • '''Memories''' are recipients for a dwarf's [[thought]]s. They are essentially an evolution of the old trauma system from previou ...one of its group in a memory slot the strongest memory of the two, the new thought and the existing memory, will be kept and the other discarded.
    8 KB (1,414 words) - 03:42, 20 December 2022
  • ...ies_preview.png|258px|right]]'''Memories''' are recipients for a dwarf's [[thought]]s. They are essentially an evolution of the old trauma system from previou ...one of its group in a memory slot the strongest memory of the two, the new thought and the existing memory, will be kept and the other discarded.
    8 KB (1,426 words) - 02:36, 1 March 2024
  • Some tips on how to keep your dwarves [[thoughts|happy]], thus reducing the chances of [[tantrum]]ing and tantrum spirals: ...o have all different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.
    4 KB (680 words) - 00:30, 13 September 2019
  • ...a minimum) and (with some investment in variety) for keeping your dwarves happy. ...Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (i
    14 KB (1,914 words) - 16:38, 31 March 2024
  • ...a minimum) and (with some investment in variety) for keeping your dwarves happy. ...Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (i
    14 KB (1,805 words) - 16:39, 31 March 2024
  • ...itect and providing the possibility for your dwarves to experience happy [[thought]]s when walking across the tile. ** Roads and bridges can generate happy thoughts when your dwarves walk across them--something even an engraved flo
    12 KB (1,798 words) - 21:08, 14 May 2023
  • ...one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thought]]s, but also some positive thoughts from the rescue and recovery process (s ==un/happy thoughts==
    16 KB (2,577 words) - 19:44, 17 June 2014
  • ...one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thought]]s, but also some positive thoughts from the rescue and recovery process (s ==un/happy thoughts==
    17 KB (2,740 words) - 20:30, 23 June 2017
  • ...d booze is preferred over imported booze of the same type, influencing the thought.{{verify}}
    4 KB (694 words) - 00:21, 21 December 2022
  • :* Your goals vs "basic survival needs" to keep your fortress healthy and happy. ...eate [[wealth]] ''(with high-value products)'' with the need to maintain [[thought|morale]] ''(with low-value but commonly used products, like [[bed]]s, which
    40 KB (6,591 words) - 04:07, 22 February 2014
  • :* recent good/bad [[thought]]s | 76 - 90 || can be very happy and optimistic
    16 KB (2,260 words) - 02:37, 12 November 2023
  • ...hat your [[soldier]]s have some domestic skills so they will not receive [[thought|unhappy thoughts]] from being de-activated from the [[military]] in the eve ...is eliminated once friendships and relationships are formed and producing happy thoughts.
    30 KB (5,046 words) - 20:09, 23 June 2017
  • ...rom a waterfall, just being near or seeing a waterfall will not generate a thought.
    4 KB (635 words) - 16:12, 15 July 2017
  • ...d booze is preferred over imported booze of the same type, influencing the thought.{{verify}}
    4 KB (694 words) - 03:11, 20 December 2022
  • ...png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of acti ...note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods the
    86 KB (14,760 words) - 04:47, 17 March 2024
  • ...chain will also let the prisoner admire it, giving them a boost to their [[Thought|happiness]]. However, one should consider the fact that if a chain or rope === Keeping them happy ===
    8 KB (1,254 words) - 03:36, 20 December 2022
  • ...Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower framerate. ...n the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful ta
    30 KB (5,073 words) - 16:15, 20 June 2020
  • ...png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of acti ...note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods the
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...chain will also let the prisoner admire it, giving them a boost to their [[Thought|happiness]]. However, one should consider the fact that if a chain or rope === Keeping them happy ===
    8 KB (1,241 words) - 15:51, 27 January 2024
  • ...p her, but she just beat the mayor with his loincloth some more. The mayor thought about the situation and, became enraged by the fact he was getting beaten u === Keeping the new boss happy...<sup>DF</sup> ===
    14 KB (2,548 words) - 13:04, 23 April 2010
  • ...end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[ ...ow ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.
    25 KB (4,160 words) - 21:28, 12 August 2014
  • ...wn [[preference]]s) for themselves, giving the owner an additional unhappy thought about "losing property to the Royal Guard". ...enough taxes are collected, however, the Tax Collector will get an unhappy thought for having "disappointed a noble lately", and the Baron will be "upset that
    2 KB (340 words) - 15:07, 6 July 2020
  • ...ectly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortress' development, and the broader arcs are still ...ng the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.
    286 KB (44,767 words) - 10:59, 17 January 2022
  • .... A dwarf with serious cave adaptation (at least 1.5 years) will gain the thought 'nauseated by the sun recently' and will [[vomit]] all over the ground in a ...nough to totally negate the "slept in a room like a personal palace" happy thought), and can easily push already unhappy dwarves over the edge, but it is very
    6 KB (963 words) - 23:53, 5 March 2020
  • ...Owning furniture (especially high-quality furniture) gives dwarves happy [[thought]]s, and cabinets and coffers give them a place to store their possessions. ...[[dwarves]] going to and from their bedrooms, it is important to put some thought into the placement of the bedrooms. Simply making a long hall with rooms br
    4 KB (626 words) - 02:16, 24 February 2013
  • ...nishments will give the criminal an unhappy thought (and the guard a happy thought).
    4 KB (699 words) - 19:12, 12 September 2012
  • Some tips on how to keep your dwarves [[thoughts|happy]], thus reducing the chances of [[tantrum]]ing and tantrum spirals: ...have all different varieties of booze on hand, since dwarves get a happier thought out of drinking the kind of booze they prefer.
    2 KB (400 words) - 14:01, 4 July 2016
  • ...being friends with one another, although this does not generate a negative thought. An unhappy thought is produced on the death of a friend, and a severe unhappy thought is produced if the friend's [[corpse]] is not buried quickly and rots.
    943 bytes (150 words) - 00:48, 29 April 2013
  • ...Owning furniture (especially high-quality furniture) gives dwarves happy [[thought]]s, and cabinets and coffers give them a place to store their possessions. ...[[dwarves]] going to and from their bedrooms, it is important to put some thought into the placement of the bedrooms. Simply making a long hall with rooms br
    4 KB (643 words) - 21:34, 14 December 2011
  • ===Happy Soldiers=== ...ving the wrong number assigned to train in a squad can also generate bad [[Thought|thoughts]].
    5 KB (796 words) - 15:37, 28 July 2021
  • Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. ...an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress. (You may still
    24 KB (3,511 words) - 20:53, 15 November 2021
  • Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. ...an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress. (You may still
    24 KB (3,120 words) - 20:53, 15 November 2021
  • Equally as bad is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not eno ...to give your dwarves happy [[thought]]s and enough to give them unhappy [[thought]]s, then your dwarves will start to throw [[tantrum]]s, grow melancholy, an
    12 KB (2,067 words) - 00:34, 31 March 2015
  • ...s, new [[noble]] positions become available. While regular dwarves will be happy with simple rooms provided to them, dwarves appointed or elected to noble p ...a mountain, combating threats inside, and making little workshops. Then I thought, well, how should the high score list work? We really like to keep records
    34 KB (5,290 words) - 18:36, 29 August 2023
  • ...itect and providing the possibility for your dwarves to experience happy [[thought]]s when walking across the tile. ** Roads and bridges can generate happy thoughts when your dwarves walk across them--something even an engraved flo
    12 KB (1,832 words) - 04:07, 2 February 2016

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