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  • [[File:creatures_many.png|thumb|right|124px|Many creatures packed into one area.]] {{CreatureCurrent table row|name=[[Giant grey parrot]]|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|
    142 KB (20,073 words) - 03:17, 20 December 2022
  • ...fference between them is the particular kind of wildlife that inhabits the area. [[Elf|Elves]] build their homes (known as [[forest retreat]]s) in any type | {{Tile|p|7:0}} [[Grey parrot]]
    46 KB (4,429 words) - 17:41, 30 June 2023
  • ...fference between them is the particular kind of wildlife that inhabits the area. [[Elf|Elves]] build their homes (known as [[forest retreat]]s) in any type | {{Tile|p|7:0}} [[Grey parrot]]
    75 KB (7,825 words) - 05:29, 27 February 2024
  • ===Meeting area as defense=== ...lse, the site of your wagon (even once deconstructed) is a default meeting area.
    27 KB (4,194 words) - 15:10, 28 July 2021
  • '''''Note: Some icons have a black or grey background to make them easier to see against the wiki's white background.' * [[File:med_fog_icon.png]] / {{Tile|▒|7:0:1}} '''Fog''' — Fog enshrouds the area.
    23 KB (3,575 words) - 00:17, 16 May 2024
  • ...ey}}, press {{K|Enter}}, scroll up with {{K|-}} to select {{DFtext|Cooking|Grey}}, hit {{K|Enter}} again, then {{K|Esc}} twice to return to the main menu.
    10 KB (1,758 words) - 18:39, 8 December 2011
  • ...[[dog]] are a white "c" and brown "d", while a [[giant cave spider]] is a grey "S". ...ns. Names are generated for the biomes and rivers. The names depend on the area's [[good]]/[[evil]] variable (the [[alignment]]) and though in English, the
    34 KB (5,290 words) - 18:36, 29 August 2023
  • ...|Pink patch of an evil biome.]][[File:biome_evil2.png|frame|right|Dark red/grey patch of an evil biome.]] ...t circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the de
    11 KB (1,758 words) - 04:01, 20 December 2022
  • ...is "good" aligned. Purple and grey/red areas have "evil" alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green
    4 KB (439 words) - 20:45, 23 August 2017
  • ...f objects you have that fit within that category, split into first column (grey): number available or in use normally, and second column (red): number of r ...h a trailing question mark and will be displayed in brown instead of light grey (for instance, "20?" instead of "17"). Above the lowest precision, your [[
    9 KB (1,424 words) - 20:25, 23 June 2017
  • ...is "good" aligned. Purple and grey/red areas have "evil" alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green
    4 KB (437 words) - 20:26, 23 August 2017
  • ...is "good" aligned. Purple and grey/red areas have "evil" alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green
    5 KB (473 words) - 05:13, 24 August 2017
  • ...f objects you have that fit within that category, split into first column (grey): number available or in use normally, and second column (red): number of r ...h a trailing question mark and will be displayed in brown instead of light grey (for instance, "20?" instead of "17"). Above the lowest precision, your [[
    10 KB (1,652 words) - 05:04, 14 January 2012
  • ...). Note that an animal in a stockpiled cage within the defined pen/pasture area (i.e. stockpile overlaps pen/pasture zone) is considered to be within the p ...ting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is ma
    6 KB (1,061 words) - 03:47, 20 December 2022
  • ...he road is ready to receive wagons when you see a 3-wide area of scattered grey +'s extending off the western edge of the map. If there are fewer, this mea :Road Area = (Material Amount) x 4 - 1
    9 KB (1,589 words) - 15:41, 17 December 2014
  • ...g this triple-line are white, the animal is currently pastured; if they're grey, the animal has not yet been brought to pasture, or still needs to be moved ...ting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is ma
    6 KB (1,059 words) - 06:06, 23 November 2022
  • ...rn]]s, and occasionally on the surface. The web itself looks like a light-grey [[gem]], most often labeled as being from [[cave spider]]s, [[giant cave sp ...eb in your inventory will become thread. Also, new webs may appear when an area is reloaded.
    5 KB (860 words) - 05:54, 6 March 2024
  • ...and occasionally appear on the surface. The web itself looks like a light-grey [[gem]], and is most often labeled as being from [[cave spider]]s, [[giant ...eb in your inventory will become thread. Also, new webs may appear when an area is reloaded.
    5 KB (826 words) - 04:07, 20 December 2022
  • To build a workshop, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighbo ...el, the more drastic the effect on production. Even the least severe, dark grey (CLT) will increase production times by a factor of two, and each additiona
    7 KB (1,225 words) - 21:57, 6 January 2014
  • ...t circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the de ...show more wormy tendrils. In ASCII mode, evil areas can appear as magenta, grey and red; brown can be seen in ocean and lake areas. There is no functional
    13 KB (2,011 words) - 15:01, 5 March 2024

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