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  • ...ve folder may become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. "regionXX") ''before saving'', sa ...is area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move mo
    82 KB (14,401 words) - 12:46, 20 June 2018
  • <br>&emsp;[[File:Folder.svg|20px|link=]] region# <br>&emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day
    9 KB (1,483 words) - 13:06, 4 January 2023
  • <br>&emsp;[[File:Folder.svg|20px|link=]] region# <br>&emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day
    10 KB (1,728 words) - 06:34, 26 June 2023
  • The '''saved game folder''' is the location in where a certain region's information and necessary files are stored and accessed by ''Dwarf Fortre ...warf Fortress root directory. By default, they are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; howev
    6 KB (1,078 words) - 13:07, 4 January 2023
  • ...e_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    8 KB (1,183 words) - 08:09, 21 January 2023
  • ...0_biome_collage.png|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    8 KB (1,170 words) - 07:01, 3 March 2024
  • Magma almost exclusively occurs in two different features; magma pools and magma pipes. ...er, it IS actually possible for a volcano that shows up on the "local" and region screen in the starting location chooser to be entirely underground - althou
    19 KB (3,344 words) - 17:29, 4 July 2020
  • ...oss an entire world map, a starting location is defined by the number of [[region|area blocks]] that they select when starting a game - they can never explor ...ws its location within the entire generated [[world]]; the middle pane ("[[Region]]") shows the general [[biome|terrain]] types and [[civilization]]s in the
    11 KB (1,876 words) - 21:35, 14 December 2011
  • ...cal map. The entire local map is represented by that yellow X. Most of the region is forest, with a mountain range in the bottom right. The two light blue li ...g out all the way. The yellow X represents the approximate position of the region.
    57 KB (10,148 words) - 21:12, 5 January 2023
  • ...lay area after you embark. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move mo ...warf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to m
    54 KB (9,560 words) - 12:51, 18 May 2013
  • === Geographic features / Inhabitants / History === ...ayer]]s underground, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes, strictly speaking, are [[riv
    26 KB (4,340 words) - 03:20, 20 December 2022
  • ...roduce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Unde ===Features===
    26 KB (3,975 words) - 09:57, 10 January 2023
  • ...rsion also includes Steam Workshop integration for [[mod]]ding. Most other features will be shared with ''Dwarf Fortress Classic'' which will release simultane ...dwarf's [[Physical_description|physical appearance]], like hair and facial features.. Each dwarf's [[relationships]] with others and the [[deities]] they worsh
    34 KB (5,290 words) - 18:36, 29 August 2023
  • ...roduce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Unde ===Features===
    30 KB (4,542 words) - 23:57, 12 March 2024
  • Picking a starting region to build your dwarf [[fortress]] is a delicate work. Take a look at the lis == Visible features ==
    3 KB (480 words) - 11:00, 18 May 2015
  • The [[color]]s of a map tile may give information about that region's predominant [[biome]]: its temperature, alignment, and other handy things === Subterranean Features===
    5 KB (473 words) - 05:13, 24 August 2017
  • A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    7 KB (958 words) - 18:47, 31 July 2012
  • ...region will be frozen over and exist as a [[glacier]]. All of these water features may be frozen year-round. ...helpful in tundras, especially if they encompass only a small part of the region, as they provide a source of water for you fortress, which would otherwise
    3 KB (492 words) - 19:06, 31 July 2012
  • A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    6 KB (949 words) - 00:36, 23 June 2014
  • ...d less chance of generating an [[embarkment]] site with the combination of features you'd like. You can change the world size to something other than a square :'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''
    12 KB (1,958 words) - 20:30, 23 June 2017

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