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  • Assign new display items Retake hatch to forbid it.
    931 KB (148,541 words) - 18:41, 1 December 2023
  • insufficient justice buildings Exchange, give, take or show personal items
    795 KB (120,124 words) - 03:34, 25 February 2020
  • Drop Off Job Items General Items
    311 KB (47,240 words) - 11:27, 4 October 2011
  • Drop Off Job Items General Items
    237 KB (33,753 words) - 21:06, 23 June 2017
  • ...m/smf/index.php?topic=28829.0 game mods] which can add new creatures/crops/items/etc, or increase the difficulty of the game. ...t, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This
    64 KB (10,735 words) - 21:26, 12 August 2014
  • * Preventing dwarves from trying to retrieve items from an area controlled by hostile monsters * Forcing dwarves to use specific materials or items, for example when satisfying a [[mandate]] or [[demand]], or to force them
    4 KB (749 words) - 00:30, 30 June 2012
  • Drop Off Job Items Buildings
    248 KB (37,728 words) - 00:28, 8 August 2013
  • ==Listing items== There are multiple ways of listing items:
    11 KB (1,882 words) - 18:44, 8 December 2011
  • Also shown, below the list of items occupying the tile, are indicators for 'Outside', 'Light', and 'Above Groun ...Remove this reference to the old version? --> There are a total of 60 job items. I won't cover them all now, so I'll just let you know I set him up with Fa
    76 KB (13,750 words) - 14:55, 24 November 2021
  • ...use normally, and second column (red): number of restricted or uncollected items (read more below), both adding up to the total number on the map. In v0.44. *[[Raw fish]] - uncleaned fish or other food items produced by fishing
    14 KB (2,188 words) - 04:00, 20 December 2022
  • ...efully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barr ...at the stockpile "gives" to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]].
    35 KB (5,825 words) - 19:58, 21 October 2023
  • ...efully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barr ...at the stockpile "gives" to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]].
    34 KB (5,560 words) - 18:23, 16 March 2024
  • ...vailable or in use normally, and second column (red): number of restricted items (read more below), both adding up to the total number on the map. ...l only have a rough total, no ability to view or manipulate the individual items.
    10 KB (1,652 words) - 05:04, 14 January 2012
  • ...vailable or in use normally, and second column (red): number of restricted items (read more below), both adding up to the total number on the map. *[[Raw fish]] - uncleaned fish or other food items produced by fishing
    13 KB (2,044 words) - 11:13, 22 June 2014
  • ...arbage dumps''' are [[activity zone]]s in or from which dwarves will throw items marked for dumping. ...]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map.
    7 KB (1,291 words) - 16:00, 27 January 2024
  • ...elf with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu. ...ng/resting upon them. The menu displays [[Creatures]], Objects, [[Building|Buildings]], [[Map tile]]s in that order. You can use the {{k|+}} {{k|-}} keys to bro
    13 KB (2,174 words) - 22:39, 8 April 2014
  • ...elf with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu. ...ng/resting upon them. The menu displays [[Creatures]], Objects, [[Building|Buildings]], [[Map tile]]s in that order. You can use the {{k|+}} {{k|-}} keys to bro
    13 KB (2,225 words) - 03:16, 20 December 2022
  • ...only show items that match a string and the categories that contain those items. *[[Raw fish]] - uncleaned fish or other food items produced by fishing
    11 KB (1,705 words) - 13:35, 7 March 2024
  • '''Garbage dumps''' are [[activity zone]]s in which dwarves will throw items marked for dumping. (The garbage dump may be inappropriately named, as it's ...]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map.
    7 KB (1,233 words) - 03:25, 20 December 2022
  • Bonus: Declare war on human and dwarven caravans that try to trade you wooden items. ...etal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or v
    85 KB (14,135 words) - 16:52, 7 May 2024
  • Bonus: Declare war on human and dwarven caravans that try to trade you wooden items. ...etal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or v
    84 KB (13,988 words) - 03:49, 20 December 2022
  • Bonus: Declare war on human and dwarven caravans that try to trade you wooden items. ...etal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or v
    71 KB (11,875 words) - 16:34, 26 July 2021
  • General Items You don't having any buildings.
    123 KB (19,038 words) - 13:55, 10 November 2022
  • ...vailable or in use normally, and second column (red): number of restricted items (read more below), both adding up to the total number on the map. ...l only have a rough total, no ability to view or manipulate the individual items.
    9 KB (1,424 words) - 20:25, 23 June 2017
  • Some items related to gameplay (graphics / tiles used, features enabled, population ca ...Create a stockpile for everything, and dwarves will start to haul all your items there.}}
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...ll of the items created at your fortress which remain in in your fortress (items which were created in your fortress but are no longer present don't count), ...d is {{DFtext|Imported Wealth|white}}, which includes the value of all the items currently in your fortress which:
    15 KB (2,563 words) - 17:13, 29 June 2012
  • ...elf with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu. ...ng/resting upon them. The menu displays [[Creatures]], Objects, [[Building|Buildings]], [[Map tile]]s in that order. You can use the {{k|+}} {{k|-}} keys to bro
    9 KB (1,431 words) - 16:44, 8 December 2011
  • ...elf with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu. You can also designate an item to be [[forbid|forbidden]], [[dump|dumped]], or [[melt|melted]] from this menu, if it is a
    9 KB (1,443 words) - 20:08, 23 June 2017
  • * All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels ...including small buildings like [[cage]]s and [[bed]]s. [[Building]]s, like items, must be reclaimed before they can be used.
    13 KB (2,131 words) - 11:26, 21 April 2024
  • The {{DFtext|Stocks}} button at the top of the screen will show the items owned by your fortress. ...Create a stockpile for everything, and dwarves will start to haul all your items there.}}
    86 KB (14,760 words) - 04:47, 17 March 2024
  • ...ct the enemy's severed limbs. You can also set the default status for some items to forbidden under the [[standing orders]] menu. *Buildings are prioritized according to a LIFO (last in first out) queue, meaning your
    7 KB (1,154 words) - 06:53, 14 May 2014
  • | Holster/Unholster held weapons or items | View Items in [[Building]]s
    16 KB (2,359 words) - 03:16, 20 December 2022
  • * All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels ...including small buildings like [[cage]]s and [[bed]]s. [[Building]]s, like items, must be reclaimed before they can be used.
    12 KB (1,982 words) - 00:27, 21 December 2022
  • * {{key|t}} - View Items in [[Building]]s * {{key|b}}{{key|c}} - [[Reclaim|Reclaim items/buildings]]
    13 KB (2,019 words) - 22:39, 8 April 2014
  • * {{key|t}} - View Items in [[Building]]s * {{key|b}}{{key|c}} - [[Reclaim|Reclaim items/buildings]]
    13 KB (1,969 words) - 03:04, 2 July 2012
  • Bonus: Declare war on human and dwarven caravans that try to trade you wooden items. ...etal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or v
    63 KB (10,491 words) - 16:07, 26 July 2021
  • **{{K|c}}: Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]]. **{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[Forbid|forbidden]].
    4 KB (628 words) - 15:41, 27 August 2014
  • ...l [[corpse]]s or [[bones]], and then are randomly filled by haulers as the items become available on the map. :* Only accept items that have been marked for dumping.
    16 KB (2,760 words) - 16:31, 26 July 2021
  • *Bulk designation of items: ({{Menu icon|i}}) **{{K|F}}: Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].
    7 KB (1,239 words) - 18:58, 26 March 2024
  • *Bulk designation of items: ({{K|b}}) **{{K|c}}: Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].
    8 KB (1,324 words) - 03:19, 20 December 2022
  • *Bulk designation of items: ({{K|b}}) **{{K|c}}: Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].
    4 KB (721 words) - 15:41, 27 August 2014
  • ...main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. ...kpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]
    82 KB (14,401 words) - 12:46, 20 June 2018
  • ...ct the enemy's severed limbs. You can also set the default status for some items to forbidden under the [[standing orders]] menu. *Buildings are prioritized according to a LIFO (last in first out) queue, meaning your
    7 KB (1,126 words) - 03:42, 20 December 2022
  • ...ct the enemy's severed limbs. You can also set the default status for some items to forbidden under the [[standing orders]] menu. *Buildings are prioritized according to a LIFO (last in first out) queue, meaning your
    7 KB (1,126 words) - 14:21, 14 October 2023
  • * All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels ...including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used
    6 KB (957 words) - 13:55, 25 June 2014
  • ...the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk ...d only to designate claim {{K|i}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need
    19 KB (3,372 words) - 15:47, 10 March 2024
  • ...the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk ...ate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need
    19 KB (3,335 words) - 03:12, 20 December 2022
  • ...kpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]] ...along and turn the useless wagon into a few units of wood. Removing other buildings is done the same way.
    54 KB (9,560 words) - 12:51, 18 May 2013
  • ...enses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves ou ...or [[mandrill]] monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or thr
    50 KB (8,538 words) - 00:25, 21 December 2022
  • ...enses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves ou ...or [[mandrill]] monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or thr
    50 KB (8,538 words) - 03:18, 20 December 2022
  • ...t will show the visitor merchants' trade goods, while the right side shows items the player is setting up to trade. ...will hide bins that contain iron items. By changing this option, all iron items will be shown.
    9 KB (1,553 words) - 21:18, 22 January 2024
  • == Buildings and Zones == *<s>When linking buildings to levers/pressure plates, the view may center on a different building than
    14 KB (2,326 words) - 22:19, 26 July 2021
  • * All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels ...including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used
    4 KB (717 words) - 11:41, 24 December 2011
  • ...s can interfere with regular operation of your fortress, particularly with buildings and stockpiles. When placing a building, any loose stones will normally be ...pecific items more difficult, and occasionally result in overlooked rotten items producing miasma that disgusts dwarves. Additionally, some players find the
    12 KB (1,798 words) - 21:08, 14 May 2023
  • ...s a dwarf to set gems faster and with better quality, making the decorated items more valuable. ...e]], adding decorations of different types of gems is a good way to create items with very high value for [[trade]] or [[noble]]s.
    18 KB (3,099 words) - 03:25, 20 December 2022
  • ...the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk ...ate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need
    15 KB (2,638 words) - 16:33, 26 July 2021
  • ...s can interfere with regular operation of your fortress, particularly with buildings and stockpiles. When placing a building, any loose stones will normally be ...pecific items more difficult, and occasionally result in overlooked rotten items producing miasma that disgusts dwarves. Additionally, some players find the
    12 KB (1,832 words) - 04:07, 2 February 2016
  • ...s can interfere with regular operation of your fortress, particularly with buildings and stockpiles. When placing a building, any loose stones will normally be ...pecific items more difficult, and occasionally result in overlooked rotten items producing miasma that disgusts dwarves. Additionally, some players find the
    12 KB (1,914 words) - 04:00, 20 December 2022
  • For completeness, and to further complicate matters, there are also a few items that are made from the furniture submenu of the [[metalsmith's forge]], but Several furniture items have additional functions, like buckets (transporting [[water]]) and barrel
    11 KB (1,829 words) - 07:05, 24 March 2024
  • ...enses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves ou ...or [[mandrill]] monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or thr
    47 KB (7,991 words) - 16:28, 26 July 2021
  • ...enses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves ou ...or [[mandrill]] monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or thr
    43 KB (7,277 words) - 16:28, 26 July 2021
  • ...nses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves ou ...or [[mandrill]] monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or thr
    41 KB (6,894 words) - 15:00, 2 November 2015
  • ...ocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess. ...meals, cheese), potentially edible items (e.g. flour, syrup), and inedible items (e.g. dye), and is therefore an unreliable indicator of a fortress' food st
    12 KB (2,074 words) - 20:24, 23 June 2017
  • On a similar note, all buildings and furniture are equally strong - indestructible to most creatures, tissue ...hop. After you unforbid an item, the dwarf will retask it if the number of items of that type that were gathered before that one is not enough for the artif
    11 KB (1,945 words) - 20:12, 19 October 2023
  • ...100 z-levels to the magma sea than carry it. You can use this to transfer items between burrows. ...r stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended mi
    100 KB (16,380 words) - 19:18, 14 November 2023
  • ...100 z-levels to the magma sea than carry it. You can use this to transfer items between burrows. ...r stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended mi
    96 KB (15,752 words) - 04:01, 20 December 2022
  • ...e.g. "Workshop A"'s stone is in the way of "Wall B", and vice versa), both buildings will be suspended upon the arrival of a builder, since the other's stone ca ...he construction and it will complete with no further error. [[Forbid]]den items, however, will have to be manually unforbidden in order to make constructio
    3 KB (583 words) - 03:20, 20 December 2022
  • ...e.g. "Workshop A"'s stone is in the way of "Wall B", and vice versa), both buildings will be suspended upon the arrival of a builder, since the other's stone ca ...he construction and it will complete with no further error. [[Forbid]]den items, however, will have to be manually unforbidden in order to make constructio
    3 KB (583 words) - 00:23, 29 January 2023
  • ...will hide bins that contain iron items. By changing this option, all iron items will be shown. ...lt dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been br
    8 KB (1,392 words) - 08:47, 11 June 2023
  • ...elf with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu. ...], start [[Farm plot|farm]] plots, and such. In addition to a long list of items which can be scrolled through with the {{k|+}}/{{k|-}} keys, there are also
    7 KB (1,097 words) - 07:52, 7 January 2023
  • ...s, and it functions like a basic reference of the functions; specific menu items are (mostly) discussed in more detail in their own pages. * {{K|R}}: View Rooms/Buildings - View [[Room]]s and [[Building list|Building List]]
    25 KB (4,026 words) - 03:42, 20 December 2022
  • ...s, and it functions like a basic reference of the functions; specific menu items are (mostly) discussed in more detail in their own pages. * {{K|R}}: View Rooms/Buildings - View [[Room]]s and [[Building list|Building List]]
    19 KB (3,055 words) - 02:06, 30 November 2018
  • ...s, and it functions like a basic reference of the functions; specific menu items are (mostly) discussed in more detail in their own pages. * {{K|R}}: View Rooms/Buildings - View [[Room]]s and [[Building list|Building List]]
    25 KB (4,027 words) - 21:15, 14 March 2023
  • ...ocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess. ...meals, cheese), potentially edible items (e.g. flour, syrup), and inedible items (e.g. dye), and is therefore an unreliable indicator of a fortress' food st
    11 KB (1,940 words) - 11:42, 26 January 2015
  • ...ocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess. ...meals, cheese), potentially edible items (eg. flour, syrup), and inedible items (eg. dye), and is therefore an unreliable indicator of a fortress' food sto
    12 KB (2,026 words) - 16:32, 26 July 2021
  • ...ject is already linked, or tasked to be linked, to the lever in question. Buildings that are currently forbidden will also show the same warning message. A lev ...nism drop on the floor and become available for use. Alternatively you can forbid all of the mechanisms you do not want to use before linking the lever.
    13 KB (2,103 words) - 23:33, 14 August 2023
  • * {{K|R}}: View Rooms/Buildings - View [[Room]]s and [[Building list|Building List]] * {{K|t}}: View Items in Buildings
    19 KB (2,999 words) - 05:07, 17 February 2012
  • ...be assigned to a dwarf, who will end up owning all of the floor, walls and buildings (including furniture) inside the room. If a [[noble]] requires more furnit ...an indication of the monetary value of all the floor, walls and furniture/buildings in the room. If the floor areas of different rooms overlaps it decreases t
    17 KB (3,136 words) - 19:10, 12 November 2020
  • ...will hide bins that contain iron items. By changing this option, all iron items will be shown. ...ll dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been br
    6 KB (1,115 words) - 07:38, 10 November 2022
  • ...as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map. :* Only accept items that have been marked for dumping.
    13 KB (2,336 words) - 19:05, 30 August 2021
  • ...he chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your hau ...also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].
    29 KB (4,659 words) - 02:40, 29 April 2024
  • ...he chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your hau ...also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].
    29 KB (4,713 words) - 01:43, 16 October 2023
  • ...r items checked for temperature, which is the only major performance issue items cause. ** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't
    23 KB (3,796 words) - 20:37, 9 May 2024
  • ...s]] - The Stocks Status screen allows you to examine the number of various items that your fortress and its residents possess. ...meals, cheese), potentially edible items (e.g. flour, syrup), and inedible items (e.g. dye), and is therefore an unreliable indicator of a fortress' food st
    14 KB (2,265 words) - 03:59, 20 December 2022
  • ...ly when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happi * {{K|l}} Forbid/Permit Passage
    5 KB (922 words) - 15:41, 8 December 2011
  • * Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth. ** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't
    25 KB (4,057 words) - 03:41, 20 December 2022
  • * All stockpiles are removed. Buildings such as bedrooms and dining rooms are dereferenced. ...ers will not bring picks: you will need to either bring them as additional items, forge new ones, or pick up any that might remain from your dead miners.
    4 KB (627 words) - 22:59, 17 June 2017
  • ...reate sites, make stone axes, fell trees, perform carpentry, and construct buildings; Fortress mode work orders can now specify start conditions, restart freque ...munition, dead creatures' possessions, etc.), and dwarves now try to store items in partially-filled containers instead of empty ones
    25 KB (3,070 words) - 13:35, 17 April 2024
  • * Made buildings with burrows require a connectivity check when searching for items * Made dwarves forbid webs that are "accessible" but require pathing through unexplored areas
    3 KB (462 words) - 19:10, 28 October 2014
  • ...A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way. The number of items that fit in a bin varies, for example 10 bars or gems (probably the lowest
    4 KB (628 words) - 14:33, 8 December 2011
  • ...in [[road]]s, [[bridge]]s, [[workshop]]s and [[construction]]s (but not in items like [[craft]]s or [[furniture]]). Stone blocks are sometimes used as mate ...auling time. This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks.
    3 KB (471 words) - 16:27, 15 December 2011
  • * '''{{k|l}} Permit Passage/Forbid Passage''': This {{k|l}}ocks or un{{k|l}}ocks the door to (most) all creatu : (Note: This does not "[[Forbid]]" the door itself in the usual sense. It only "forbids <u>passage</u>" - a
    9 KB (1,464 words) - 03:19, 20 December 2022
  • ...it is from the workshop, and {{DFtext|Num|white}} indicates the number of items you've chosen so far for this construction (0) and how many of that type of ...look inside the workshop using {{K|t}}, which brings up the "View items in buildings" mode. Underneath {{DFtext|Carpenter's Workshop|olive}} will be three line
    12 KB (2,241 words) - 18:45, 8 December 2011
  • ...ly when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happi * {{K|l}} Forbid/Permit Passage
    7 KB (1,190 words) - 14:43, 8 December 2011
  • To see if a hive has a colony, use the "view i{{k|t}}ems in buildings" menu. If a colony is present, it will show a [[stack]] of live honey bees Splitting a colony does not reset the honeycomb and royal jelly production. [[Forbid]]ding a hive or its colony will not prevent beekeepers from using the hive'
    13 KB (2,169 words) - 03:09, 20 December 2022
  • To see if a hive has a colony, use the "view i{{k|t}}ems in buildings" menu. If a colony is present, it will show a [[stack]] of live honey bees Splitting a colony does not reset the honeycomb and royal jelly production. [[Forbid]]ding a hive or its colony will not prevent beekeepers from using the hive'
    13 KB (2,091 words) - 22:02, 14 March 2024
  • ...signal the instant any of their trigger conditions are met (though linked items retain their normal [[Pressure plate#Build order & delay|reaction delay]], Like other buildings, pressure plates built on top of a constructed wall remain even after that
    20 KB (3,194 words) - 03:50, 20 December 2022
  • ...signal the instant any of their trigger conditions are met (though linked items retain their normal [[Pressure plate#Build order & delay|reaction delay]], Like other buildings, pressure plates built on top of a constructed wall remain even after that
    20 KB (3,213 words) - 16:11, 26 January 2024
  • Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. This method is more of a ...stone blocks, and trade goods that you can trade en-masse. Alternatively, forbid your reservists from working in your real mason's workshops, order lots of
    27 KB (4,342 words) - 03:17, 20 December 2022
  • ...creatures, professions and job titles, as well as environments, furniture, items and more. All or most made by a single author! ...going with cave moss) gardens along your entrance halls. Just make sure to forbid traffic on it to avoid trampling them to bare ground.
    17 KB (2,167 words) - 03:31, 20 December 2022
  • ...creatures, professions and job titles, as well as environments, furniture, items and more. All or most made by a single author! ...going with cave moss) gardens along your entrance halls. Just make sure to forbid traffic on it to avoid trampling them to bare ground.
    17 KB (2,167 words) - 00:32, 21 December 2022
  • ...nd (&). They are all able to swim in and breathe water and magma, destroy buildings, speak and learn. Furthermore, they are immune to traps, pain, fear, nause ...be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass
    9 KB (1,553 words) - 19:27, 12 May 2019
  • ** {{Menu icon|i}} [[Melt]], [[dump]], [[Hide Items or Buildings|hide]], or [[forbid]] [i]tems
    2 KB (352 words) - 08:09, 23 February 2024
  • ...d [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], f ...n be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass
    30 KB (4,434 words) - 18:15, 21 April 2024
  • ...n if they are [[Vermin#Risks|accosted]] by them). To prevent this, you can forbid the vermin, but not the animal trap. This will stop the dwarves from eating {{Buildings}}
    4 KB (690 words) - 14:31, 8 December 2011
  • : (Note: This does not "[[Forbid]]" the door itself in the usual sense. It only "forbids <u>passage</u>" - a ...ped open, which makes it impossible to lock and will allow fluids in. Such items will also jam mechanically linked doors; in order for the door to be shut,
    9 KB (1,540 words) - 02:49, 18 April 2024
  • ...d [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], f ...n be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass
    30 KB (4,327 words) - 09:56, 2 January 2023
  • ...nd (&). They are all able to swim in and breathe water and magma, destroy buildings, speak and learn. Furthermore, they are immune to traps, pain, fear, nause ...be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass
    12 KB (1,920 words) - 02:44, 30 December 2014