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  • ..., fruits give five times as much for the same price. In addition, choosing brewable items instead of booze will allow you the freedom to retire your fort if yo
    26 KB (3,515 words) - 06:27, 14 February 2024
  • Brewers need a [[still]], a brewable [[plant]], and at least one empty [[barrel]] in order to brew drinks. Regardless of skill, a brewer produces five units of alcohol for each unit of brewable plant. Because of crop stacking, this allows brewers to synergize well with
    1 KB (174 words) - 20:30, 12 August 2022
  • ...ke only an appropriately chosen subset of the plants (the still takes only brewable plants, while the farmer's workshop for the textile industry only takes pla A food stockpile accepting brewable [[plant|plants]]. Some of these have other uses, like pig tail for making
    15 KB (2,513 words) - 04:00, 20 December 2022
  • ..., fruits give five times as much for the same price. In addition, choosing brewable items instead of booze will allow you the freedom to retire your fort if yo
    18 KB (2,532 words) - 20:05, 3 May 2023
  • The green stockpile should accept brewable plants, and plants which can be processed: [[Pig tail|Pig tails]], [[cave w
    15 KB (2,143 words) - 04:08, 20 December 2022
  • Brewing [[alcohol]] requires a brewable item (most [[crop]]s from your farms as well as most gathered plants can be
    2 KB (329 words) - 15:54, 8 December 2011
  • Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seeds]] for some very helpful above-ground [[crops]] whi
    26 KB (4,466 words) - 14:33, 23 November 2016
  • Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop, and [[highwood]]s, a slow-growing tree that can grow as t
    11 KB (1,758 words) - 04:01, 20 December 2022
  • * Brewer's stock: brewable plants.
    18 KB (2,989 words) - 14:21, 24 June 2022
  • Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seed]]s for some very helpful above-ground [[crops]] whi
    31 KB (5,144 words) - 04:58, 1 March 2024
  • Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop, and [[highwood]]s, a slow-growing tree that can grow as t
    13 KB (2,011 words) - 15:01, 5 March 2024
  • {{Category|Brewable}}
    1 KB (234 words) - 03:34, 20 December 2022
  • A food stockpile accepting brewable [[plant|plants]]*. Some of these have other uses, (like pig tail for weavi
    4 KB (634 words) - 01:34, 31 July 2014
  • ...[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item, and deposits the alcohol in the container, recovering any plant [[see
    14 KB (1,914 words) - 16:38, 31 March 2024
  • * Brewer's stock: [[List of crops|brewable plants]].
    30 KB (4,990 words) - 14:26, 24 June 2022
  • Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seed]]s for some very helpful above-ground [[crops]] whi
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item and deposits the alcohol in the container, recovering any plant [[seed
    8 KB (1,260 words) - 14:32, 2 May 2014
  • ...| || X || [[Surroundings#Evil|Evil]], Not Freezing || X || X || X || X || brewable
    21 KB (3,357 words) - 07:55, 16 November 2023
  • ! Type !! '''Value''' !! '''Weight''' !! '''Grows''' !! '''Growable''' !! '''Brewable''' !! '''Millable''' !! '''Cookable'''
    4 KB (546 words) - 03:49, 20 December 2022
  • ...will be stockpiled together and be eligible for the same reactions. Edible/brewable growths will have separate entries in the kitchen menu, though.
    19 KB (2,994 words) - 22:17, 16 January 2023

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