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  • ...grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwar ...hey reach full size in only 5 years). Upon reaching adulthood, non-sapient creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared
    8 KB (1,163 words) - 02:51, 20 December 2022
  • ...dimensions of a [[tile]], or the [[List_of_creatures_by_adult_size|list of creatures by size.]]'' ...er]]ing returns, [[storage]] limits, and [[combat]] effectiveness for both creatures and weapons.
    13 KB (1,767 words) - 06:00, 22 April 2024
  • ...grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwar ...re (though they reach full size in only 5 years). Upon reaching adulthood, creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared
    6 KB (886 words) - 04:45, 12 August 2013
  • ...can equip, [[butcher]]ing returns, and [[combat]] effectiveness, both for creatures ([[elephant]]s are very hard to kill because there's so much tissue to them ...|token]]s) how much damage they can inflict in melee. On {{tt|[HUMANOID]}} creatures, size also directly determines what kind of equipment a creature can wear:
    8 KB (1,134 words) - 00:49, 16 January 2014
  • ...dimensions of a [[tile]], or the [[List_of_creatures_by_adult_size|list of creatures by size.]]'' ...er]]ing returns, [[storage]] limits, and [[combat]] effectiveness for both creatures and weapons.
    8 KB (1,103 words) - 07:21, 2 December 2023
  • after preying on the blood of civilized creatures I could do without all of those creatures and that tangled greenery.
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...ct; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}} | These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...erous mythical creatures. For additional details about surroundings, see [[Creatures#Threat Matrix|here]]. You will want contact with all of the races; the gobl ==Sample builds and build strategies==
    31 KB (5,230 words) - 15:54, 8 December 2011
  • ...ct; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}} | These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the
    52 KB (7,911 words) - 13:53, 19 November 2021
  • ...ge. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. ...wild, so [[Herbalism]] is often used only early in the game to gather some sample plants and never again, so "unskilled" covers many players' needs there. Y
    40 KB (6,591 words) - 04:07, 22 February 2014
  • The world is safer for travelers when night creatures no longer stalk the darkness. Creatures grow mighty out in the wildest regions.
    248 KB (37,728 words) - 00:28, 8 August 2013
  • ==Hair on living creatures== ...ture can have. It can also have different colors, turning grey or white as creatures age.
    731 bytes (111 words) - 03:32, 20 December 2022
  • '''Graphics sets''' are used to change the appearance of [[Main:creatures|creatures]] in the game, such as dwarves and unicorns. They usually come with and are [http://www.img.ie/images/84007.png Sample creatures from Beefmo 2012, maintained by Thirin]
    10 KB (1,311 words) - 20:19, 17 June 2019
  • ==Hair on living creatures== ...ture can have. It can also have different colors, turning grey or white as creatures age.
    1 KB (174 words) - 20:04, 14 August 2023
  • ...e with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'O Details, sample screen shots and other tile sets at [[User:Sphr/gfx_set|my gfx set page]].
    10 KB (1,538 words) - 05:12, 20 June 2023
  • ...going to lose limbs very easily. They are among the weakest, most harmless creatures you will encounter in the caverns, as even civilian [[dwarf|dwarves]] and [ [[File:bloodman.png|thumb|240px|center|Very easy to get a blood sample from.<br><small>''Art by Fault''</small>]]
    1 KB (233 words) - 03:10, 20 December 2022
  • ...going to lose limbs very easily. They are among the weakest, most harmless creatures you will encounter in the caverns, as even civilian [[dwarf|dwarves]] and [ [[File:bloodman.png|thumb|240px|center|Very easy to get a blood sample from.<br><small>''Art by Fault''</small>]]
    1 KB (236 words) - 17:36, 10 March 2024
  • ...ned meat || subterranean || 10 || none || n/a || yes || yes || cloned meat sample || 2 [[Modification:The Long Night: Creatures|The Long Night: Creatures]]<br>
    9 KB (1,280 words) - 05:05, 29 March 2023
  • ...warf's slots (e.g. multiple instances of horror in battle when seeing many creatures die), memories are grouped into categories, and only the strongest emotion ...whether it's random or predictable, but it seems to be frequent. (Across a sample size of 300 dwarves, all of whom had been in one of several 'happy' fortres
    8 KB (1,414 words) - 03:42, 20 December 2022
  • |sample= .... They're also a good choice for [[minecart]]s: platinum minecarts destroy creatures of virtually any size by crushing.
    1 KB (146 words) - 18:47, 6 May 2024

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