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  • ...this mod will give you three new dye colours, three new alcohols, and one new cloth. Some of these plants are restricted to certain biomes, so don't be surprised if you can't find a
    4 KB (720 words) - 11:54, 16 January 2022
  • #REDIRECT [[Modification:New plants]]
    37 bytes (4 words) - 11:00, 16 January 2022
  • #REDIRECT [[40d:New Plants]]
    28 bytes (4 words) - 01:10, 9 April 2014

Page text matches

  • This is a table of the real-life growths and growth seasons of plants found in ''Dwarf Fortress''. It is a work in progress. The values in this table will be incorporated into the Expanded Plants mod. Please feel free to help with the research!
    127 KB (17,652 words) - 20:30, 11 January 2023
  • bad array new length The dance enters a new section with
    931 KB (148,541 words) - 18:41, 1 December 2023
  • <type>hf new pet</type> <type>new site leader</type>
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...ith mixed {{DFtext|Light|6:0:1}} and {{DFtext|Dark|0:0:1}} tiles may show plants as "available" when only a tiny fraction of the tiles in the farm are valid ...le on [[crop]]s for details on the conditions needed to grow the available plants.
    29 KB (4,659 words) - 02:40, 29 April 2024
  • ...ith mixed {{DFtext|Light|6:0:1}} and {{DFtext|Dark|0:0:1}} tiles may show plants as "available" when only a tiny fraction of the tiles in the farm are valid ...le on [[crop]]s for details on the conditions needed to grow the available plants.
    29 KB (4,713 words) - 01:43, 16 October 2023
  • |name = Expanded Plants ...dest Module-style mod which seeks to provide more true-to-life versions of plants present in the vanilla game.
    7 KB (1,157 words) - 22:32, 6 February 2019
  • PLANTS Plants
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constru ...le on [[crop]]s for details on the conditions needed to grow the available plants.
    19 KB (3,145 words) - 01:42, 16 October 2023
  • PLANTS Plants
    237 KB (33,753 words) - 21:06, 23 June 2017
  • PLANTS Plants
    248 KB (37,728 words) - 00:28, 8 August 2013
  • Creating New Region Create New World
    123 KB (19,038 words) - 13:55, 10 November 2022
  • Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the * Don't gather plants except those you plant yourself.
    85 KB (14,135 words) - 16:52, 7 May 2024
  • Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the * Don't gather plants except those you plant yourself.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • adds 35 new fish Adds 73 new plants, some indoor and lots outdoor
    10 KB (1,611 words) - 11:06, 16 January 2022
  • ...//www.bay12forums.com/smf/index.php?topic=28829.0 game mods] which can add new creatures/crops/items/etc, or increase the difficulty of the game. .../nowiki>''' token to other entity definitions. This is not recommended for new players. See the [[modding guide]] for information on how to do this.
    64 KB (10,735 words) - 21:26, 12 August 2014
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th First, [[World generation|create a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generat
    86 KB (14,760 words) - 04:47, 17 March 2024
  • ...ments that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this i ===New Races===
    21 KB (3,661 words) - 20:14, 17 June 2019
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th First, [[World generation|generate a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generat
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...round trees. Deserts and glaciers are excessively dwarfy, though - with no plants and no water, there's no way to survive till caravans arrive (none of the s * Don't gather plants except those you plant yourself.
    71 KB (11,875 words) - 16:34, 26 July 2021
  • * Don't gather plants except those you plant yourself. * Trade for plants and wood only with the elves; they understand your environmental code.
    63 KB (10,491 words) - 16:07, 26 July 2021
  • ...nly options will be Create New World and Quit. Let's go ahead and create a new world! The next screen is the option screen for [[World generation|creating ...tion can take a while, depending on your computer speed. I've got a pretty new machine and it took 5 minutes. During this time it randomly generates terra
    76 KB (13,750 words) - 14:55, 24 November 2021
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will al
    82 KB (14,401 words) - 12:46, 20 June 2018
  • In the "stockpile at rest" (when no new seeds have been generated in a long time), we will most likely have 1 or 2 ...d out, and then finally dragged back to the original stockpile. And if any new seeds have been generated while that's going on, then the cycle never ends.
    15 KB (2,460 words) - 19:18, 22 January 2023
  • In the "stockpile at rest" (when no new seeds have been generated in a long time), we will most likely have 1 or 2 ...d out, and then finally dragged back to the original stockpile. And if any new seeds have been generated while that's going on, then the cycle never ends.
    15 KB (2,513 words) - 04:00, 20 December 2022
  • :''This is not a tutorial, a FAQ, or a new players guide. This is a mildly advanced theoretical treatment for someone ...which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
    48 KB (8,169 words) - 21:16, 5 August 2014
  • ...imed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated o ...trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.
    22 KB (3,752 words) - 00:53, 14 October 2023
  • ...k & the originals, and be patient at having to [[World generation|generate new worlds]] over and over. ...ply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.
    38 KB (6,028 words) - 11:06, 16 January 2022
  • ...f new mega-beasts (Like the Steel Colossus), new metals (such as Mithril), new stones (woadstone), civilization-unique trap components(such as magical war ...rate has been drasticly reduced (to 600), and the introduction of multiple new trap_avoid threats, and metals like Keen, an alloy of steel and impure mith
    26 KB (4,423 words) - 20:49, 23 June 2017
  • :''This is not a tutorial, a FAQ, or a new player's guide. This is a mildly advanced theoretical treatment for someone ...which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
    49 KB (8,344 words) - 03:59, 20 December 2022
  • :''This is not a tutorial, a FAQ, or a new player's guide. This is a mildly advanced theoretical treatment for someone ...which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
    49 KB (8,347 words) - 15:27, 26 September 2023
  • ...imed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated o ...trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.
    19 KB (3,285 words) - 09:43, 26 December 2022
  • ...rs in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order ...of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.
    18 KB (3,069 words) - 16:22, 14 April 2024
  • ...ull fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc. ...omizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that
    286 KB (44,767 words) - 10:59, 17 January 2022
  • ...] begins the definition of a [[plant]] [[raw file]]. Following this, each new plant definition begins with the <code>[PLANT:plant_ID]</code> token, where These tokens are specified for all plants and define their most basic characteristics.
    21 KB (3,298 words) - 06:53, 24 April 2024
  • ...of the game's metals and minerals. Major modifications normally require a new world to be generated using the modified files before they can be played. ...e your civilization in the ways of innovation and spirituality. Rife with new features to discover and a huge amount of hidden content, LFR is rewarding
    10 KB (1,481 words) - 21:14, 6 February 2014
  • ...ood choice for food production, moreover, hemp and rope reeds are the only plants usable to make thread that are found outside tropical biomes. Rope reeds, l For easy reference, the plants are listed below:
    21 KB (3,313 words) - 14:46, 29 April 2023
  • ...ood choice for food production, moreover, hemp and rope reeds are the only plants usable to make thread that are found outside tropical biomes. Rope reeds, l For easy reference, the plants are listed below:
    21 KB (3,357 words) - 07:55, 16 November 2023
  • :''This is not a tutorial, a FAQ, or a new players guide. This is a mildly advanced theoretical treatment for someone ...which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
    43 KB (7,388 words) - 23:13, 18 February 2012
  • == Other Designations: cutting trees, gathering plants == While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other desi
    44 KB (7,730 words) - 22:36, 15 September 2019
  • This page was created to aid those looking to create new creatures. Those familiar with creature raws should feel free to add helpfu ===Creature made of plants===
    10 KB (1,310 words) - 03:17, 20 December 2022
  • This page was created to aid those looking to create new creatures. Those familiar with creature raws should feel free to add helpfu ===Creature made of plants===
    10 KB (1,310 words) - 01:55, 8 February 2023
  • These tokens are specified for all plants and define their most basic characteristics. | Starts defining a new local plant material with the given name and '''no''' properties.
    19 KB (2,994 words) - 22:17, 16 January 2023
  • ...this mod will give you three new dye colours, three new alcohols, and one new cloth. Some of these plants are restricted to certain biomes, so don't be surprised if you can't find a
    4 KB (720 words) - 11:54, 16 January 2022
  • ::''If you are a new player looking for a solid basis to survive the first couple of months or y ...which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
    40 KB (6,591 words) - 04:07, 22 February 2014
  • ...to list new details from this version. It also lists pages about entirely new subjects introduced in this version, such as [[burrow]]s; articles created ** These include the [[Noble|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia
    34 KB (5,534 words) - 19:32, 21 February 2023
  • ...are modding the easiest thing to do is just to generate a new world. This new version saves raw and graphic information IN the SAVE->(REGION1) folder. If It seems many people don't realize the new method of save handling and reaction handling. There are multiple places th
    120 KB (16,480 words) - 13:06, 27 July 2021
  • This is a guide to help new players get started on their first [[fortress]] and teach them the basics o ...to tweak the parameters to suit your play style, but for now, the ''Create New World Now!'' option is an easy way to get into your first game.
    57 KB (10,148 words) - 21:12, 5 January 2023
  • | ANIMALS || NATURE || FISH || PLANTS || || it growls, buzzes, clicks and generally makes a varied racket || [[La ...IRTH, YOUTH || || it is covered with a filmy sac || [[Language_SYM.txt/New|NEW]]
    24 KB (3,322 words) - 20:20, 13 April 2024
  • ...arven capitol and they cannot receive immigrants. There is another, rather new development to this plot. The dwarves cannot dig, due to the lack of picks. ==New Creatures==
    3 KB (431 words) - 20:30, 26 July 2013
  • ...sic token]]s and [[sound token]]s in the raw files. However, you can't add new music or sounds other than replacing what's already there. ...nal raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely. You shou
    71 KB (11,124 words) - 22:51, 28 April 2024
  • If you want a secure way to farm outdoor plants, consider building a greenhouse. This can be done by [[channel]]ing out a s ...the plot will be planted with the newly designated crop. Some underground plants can only be planted during certain seasons.
    14 KB (2,387 words) - 01:39, 16 October 2023
  • ...TY]</code> [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the <code>[ENTITY:''entity_ID''] | Same as USE_EVIL_ANIMALS for all uses of plants.
    43 KB (6,645 words) - 01:27, 20 February 2024
  • ...d dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can *The new dead bodies will only make everyone even more depressed
    7 KB (1,163 words) - 17:40, 5 November 2012
  • ...d dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can *The new dead bodies will only make everyone even more depressed
    8 KB (1,253 words) - 02:22, 2 July 2012
  • This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, ...f is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will al
    54 KB (9,560 words) - 12:51, 18 May 2013
  • | Defines a new name for a creature in baby state at the caste level. For non-caste-specifi | Defines a new name for a creature in the child state at the caste level. For non-caste-sp
    110 KB (16,803 words) - 06:57, 4 May 2024
  • ...to 6 plants each (with an average of 3.17) without fertilizer, or up to 10 plants each (with an average of 5.17) when fertilized. ...gh they generally provide more valuable ingredients. As long as the mature plants are harvested promptly, dwarves can grow multiple plantings in the same plo
    6 KB (906 words) - 13:45, 24 April 2024
  • ...to 6 plants each (with an average of 3.17) without fertilizer, or up to 10 plants each (with an average of 5.17) when fertilized. ...gh they generally provide more valuable ingredients. As long as the mature plants are harvested promptly, dwarves can grow multiple plantings in the same plo
    6 KB (899 words) - 19:01, 24 April 2024
  • The default plants are stored in the plant_standard.txt file, while grasses are stored in plan These tokens are specified for all plants and define their most basic characteristics.
    10 KB (1,474 words) - 03:12, 30 December 2011
  • The default plants are stored in the plant_standard.txt file, while grasses are stored in plan These tokens are specified for all plants and define their most basic characteristics.
    10 KB (1,479 words) - 16:53, 6 September 2013
  • | Defines a new name for a creature in baby state at the caste level. For non-caste-specifi | Defines a new name for a creature in the child state at the caste level. For non-caste-sp
    102 KB (15,512 words) - 00:24, 25 January 2024
  • | Defines a new name for a creature in baby state at the caste level. For non-caste-specifi | Defines a new name for a creature in child state at the caste level. For non-caste-specif
    67 KB (9,951 words) - 13:53, 19 November 2021
  • * Domestic Animal Booster: Many new pets for your fort including Hounds, Cave Lynx, & Living Statues. ..., and Shy Guys), 15+ minor non-playable races, power-ups, cooking recipes, new materials, 120+ creatures and monsters, a few mega beasts, and more.<br />
    10 KB (1,524 words) - 03:39, 20 December 2022
  • ...to make prepared meals, but what sets plant fibers apart from other edible plants is their ability to be made into [[thread]] and ultimately [[cloth]]. Ergo, The following plants qualify as plant fiber:
    4 KB (546 words) - 03:49, 20 December 2022
  • ...to make prepared meals, but what sets plant fibers apart from other edible plants is their ability to be made into [[thread]] and ultimately [[cloth]]. Ergo, The following plants qualify as plant fiber:
    4 KB (618 words) - 06:01, 4 March 2023
  • Hit {{k|n}} on the equipment screen to add a new type of equipment/food. When adding new equipment, type in a keyword to find the item you want. Try "meat", "seed",
    31 KB (5,230 words) - 15:54, 8 December 2011
  • ...Work orders; and the list of currently queued tasks and the button to add new tasks. The bottom section shows the current contents of the workshop, incl ...tab''' shows the current list of tasks, and is what allows you to queue up new tasks to be carried out immediately. Tasks are carried out in the order the
    24 KB (3,701 words) - 18:43, 22 February 2024
  • ...we and horror incomprehensible to the common man, built upon the back of a new breed of scientific law scarcely understood even by its practitioners. Eart ..., and only the greatest among the great stand a chance of bringing forth a new dawn.
    35 KB (5,764 words) - 12:20, 6 December 2023
  • ...- or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, an ...ue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make S
    26 KB (4,186 words) - 20:00, 7 January 2024
  • ...- or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, an ...ue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make S
    27 KB (4,342 words) - 03:17, 20 December 2022
  • ...any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile. ...- You can also select Food, hit {{K|b}} for Block All, then move to Food->Plants and press {{K|p}} for Permit.
    4 KB (667 words) - 02:31, 6 August 2014
  • To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type i <blockquote>Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the ti
    40 KB (6,722 words) - 22:41, 15 November 2022
  • ...any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile. ...- You can also select Food, hit {{K|b}} for Block All, then move to Food->Plants and press {{K|p}} for Permit.
    4 KB (667 words) - 02:31, 6 August 2014
  • ...any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile. ...- You can also select Food, hit {{K|b}} for Block All, then move to Food->Plants and press {{K|p}} for Permit.
    4 KB (677 words) - 03:51, 20 December 2022
  • ...any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile. ...- You can also select Food, hit {{K|b}} for Block All, then move to Food->Plants and press {{K|p}} for Permit.
    4 KB (677 words) - 00:43, 21 December 2022
  • This is a guide to help new players get started on their first [[fortress]] and teach them the basics o ...ersion there are no world generation parameters, so just select <tt>Create New World</tt> and press Enter.
    41 KB (7,264 words) - 22:15, 28 July 2021
  • When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected. ...e example. However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably
    44 KB (6,064 words) - 03:14, 20 December 2022
  • When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected. ...e example. However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably
    44 KB (6,038 words) - 15:25, 24 May 2023
  • ...the rest of the plot will be planted with the newly designated crop. Some plants can only be planted during certain seasons. ...eaten both raw or cooked. Plump helmets are also one of the 2 fast growing plants ([[Pig tail]]s being the other but they can only be brewed, not eaten). [[Q
    14 KB (2,526 words) - 17:12, 13 December 2023
  • This is intended to be a guide to inform those new to DF modding on what elements of the game can be modified, and how. After ...f is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.
    51 KB (8,103 words) - 09:54, 13 June 2016
  • ...[[plump helmet]]s grow faster than other crops, and as long as the mature plants are harvested promptly, it is not hard to grow two crops of either plant ea ...year. A properly-managed and fully-utilized 3x3 plot (9 tiles * average 5 plants harvested per season * 4 seasons * 5 brewing/milling multiplier = 900 units
    3 KB (475 words) - 19:47, 30 June 2015
  • ...ill be created but they will not be part of it. After clicking "accept", a new menu pane opens up with a list of pre-set stockpile rules, of which you mus ...ow those particular items. These items also mark the tile as "full", so no new items will be stored in that tile until all the original items in the tile
    34 KB (5,560 words) - 18:23, 16 March 2024
  • ...aved and the required changes are made, you are ready to play DF with your new tileset! |comments=So on suggestion I made the new version of Monoscii which has every tile be 1 pixel, the entire map nearly
    92 KB (13,986 words) - 00:21, 25 November 2023
  • ...aved and the required changes are made, you are ready to play DF with your new tileset! |comments=So on suggestion I made the new version of Monoscii which has every tile be 1 pixel, the entire map nearly
    91 KB (13,800 words) - 19:13, 20 December 2022
  • ...ow those particular items. These items also mark the tile as "full", so no new items will be stored in that tile until all the original items in the tile ...les cannot be expanded once created; you must delete the pile and create a new one. [[Utility:DFHack|DFHack]] provides a command to copy an existing stock
    30 KB (4,990 words) - 14:26, 24 June 2022
  • plants. It was the titan of the lake. The axolotls scattered in all new wings and launched into the night's sky. There wasn't much time
    118 KB (20,738 words) - 15:56, 13 December 2022
  • When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected. ...king, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.
    40 KB (5,447 words) - 22:14, 26 July 2021
  • When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected. ...king, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.
    39 KB (5,344 words) - 04:00, 26 September 2013
  • This is intended to be a guide to inform those new to DF modding on what elements of the game can be modified, and how. After ...f is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.
    34 KB (5,491 words) - 22:52, 1 March 2016
  • ...ue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make S ...lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will contin
    19 KB (3,093 words) - 22:47, 17 December 2011
  • * Don't gather plants except those you plant yourself. * Trade for plants and wood only with the elves; they understand your environmental code.
    49 KB (8,248 words) - 16:33, 26 July 2021
  • ...ow those particular items. These items also mark the tile as "full", so no new items will be stored in that tile until all the original items in the tile ...les cannot be expanded once created; you must delete the pile and create a new one. [[Utility:DFHack|DFHack]] provides three stockpile-related [https://do
    35 KB (5,825 words) - 19:58, 21 October 2023
  • ...ck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds. ...a table showing the various seed production methods for all seed-producing plants.
    6 KB (929 words) - 06:43, 26 July 2014
  • ==Plants, Wool, or Silk== To create thread from harvested plants and wool, you must {{k|q}}uery the [[farmer's workshop]] and order it to {{
    8 KB (1,314 words) - 10:47, 29 January 2012
  • ==Plants or Silk== ''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''<br />
    7 KB (1,064 words) - 15:19, 8 December 2011
  • ...r [[Civilization and World Info|civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to de ...These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that in
    18 KB (2,871 words) - 03:24, 1 May 2024
  • ...er without a pool of water will have only muddy dense floor fungus, and no plants or trees except [[blood thorn]]s. ...itionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark
    26 KB (3,975 words) - 09:57, 10 January 2023
  • ...er without a pool of water will have only muddy dense floor fungus, and no plants or trees except [[blood thorn]]s. ...itionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark
    30 KB (4,542 words) - 23:57, 12 March 2024
  • ...plot]]s. All underground plants produce seeds, as well as several outdoor plants. 1-2 seeds are created when a plant is [[Plant processing|processed]]/[[Mi ...he cave; all other plants can only be found outdoors. Several aboveground plants will produce seeds (specifically, [[wild strawberry|wild strawberries]], [[
    3 KB (554 words) - 15:53, 8 December 2011
  • * Dozens of new minerals have been added, each having different colors, weights, and values * Over a hundred new types of [[gem]]s have also been added, giving your dwarves a much wider va
    9 KB (1,408 words) - 17:49, 15 February 2023
  • ...to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a lit ...e your civilization in the ways of technology and spirituality. Rife with new features to discover and a huge amount of hidden content, LFR is rewarding
    6 KB (890 words) - 12:19, 8 July 2014
  • ...affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings. ...ed item or skill. When viewing items, hit {{k|n}} to go to a menu for any "new" items, that are not currently listed, including any you removed by reducin
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...ue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make S ...lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will contin
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  • ...signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'l ...s a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].
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  • ...s because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may f : Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc.).
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  • ...s because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may f Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc.).
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  • ...dispoable setup so your would-be archologists to dig up and exploit their new home. The more Fun you leave behind, the harder it will be for your second ...farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse abo
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  • ...ue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make S ...lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will contin
    30 KB (5,046 words) - 20:09, 23 June 2017
  • ...0.31.21, without compiling the SVN development version (or downloading the new non SVN version), by downloading the updated [http://stonesense.googlecode. ...ke not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more). '''Using Reveal has been known to corru
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  • ...duced [[XML dump|XML]] export in [[legends mode]], аdded graphics for many plants and child/baby creatures. ...[[Mouse control|mouse support]], a new user [[interface]], tutorials, and new [[soundtrack|music]] and sound effects. A number of features from v0.47 wer
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  • When starting a new fortress, the game allows you to choose almost any regions on the world map * <span style="background-color:black;color:Red;font-family:Courier New">&nbsp;None&nbsp;</span>
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  • ...fortress larger than an outpost fed and boozed up in the long run. Several plants are also important for turning into thread, cloth, and parchment, and an ex *[[Food]] industry: Cooking of items such as meat, eggs, flour, and plants to make meals for hungry dwarves. Although dwarves can eat many food items
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  • ...t rely on plants [[plant gathering|gathered]] on your map or [[seed]]s and plants brought in by human and elven [[caravan]]s. They do have the advantage of g ...but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on whe
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  • ...[[Dwarf|dwarves]] to [[grower|grow]]. They are one of the fastest growing plants and can be [[cooking|cooked]], [[brewing|brewed]] into dwarven wine, and ev ...then be transferred to a seed [[bag]], then planted and used to grow more. New players should definitely [[Farming|farm]] this crop because it grows relat
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  • ...cap, and have burgundy-colored spores. They are one of the fastest growing plants and can be [[cooking|cooked]], [[brewing|brewed]] into dwarven wine, and ev ...then be transferred to a seed [[bag]], then planted and used to grow more. New players should definitely [[Farming|farm]] this crop because it grows relat
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  • ...[[plump helmet]]s grow faster than other crops, and as long as the mature plants are harvested promptly, it is not hard to grow multiple crops of either pla ! Average Plants Harvested Per Tile Per Year
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  • | ANIMALS || NATURE || FISH || PLANTS || || it growls, buzzes, clicks and generally makes a varied racket ...RAINBOWS, SUN || DARKNESS, TWILIGHT || it returns surrounding light with a new vibrance and intensity
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  • ...olonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate. ...ext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.
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  • ...olonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate. ...ext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.
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  • ...affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings. ...ed item or skill. When viewing items, hit {{k|n}} to go to a menu for any "new" items, that are not currently listed, including any you removed by reducin
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  • ...affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings. ...nsiderations. Of all the things you can ignore to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of
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  • ...yer without a pool of water will have only muddy dense floor fungus and no plants or trees except for [[Blood thorn]]s. ...itionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark
    17 KB (2,862 words) - 13:01, 22 July 2014
  • ...iotic area with homogeneous features, characterized by distinctive [[plant|plants]], [[creatures|animal species]] and [[climate]]. ...affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.
    26 KB (4,447 words) - 19:39, 9 February 2022
  • ...ustain a number of dwarves during a [[siege]] or the first few months of a new outpost. ...arrel of flour can easily be worth more than 200☼. Typically, a stack of 2 plants will be ground to produce a single bag with 2 flour and 2 seeds.
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  • Most new players will lose their first few forts sooner rather than later; when you ...e "Others" tab to see what's sharing your map. Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be re
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  • Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks so ...ou can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parame
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  • ...saves have also had their current thoughts wiped clean to make way for the new emotion/circumstance pairs. == New stuff ==
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  • Most new players will lose their first few forts sooner rather than later; when you ...e "Others" tab to see what's sharing your map. Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be re
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  • ...dispoable setup so your would-be archologists to dig up and exploit their new home. The more Fun you leave behind, the harder it will be for your second ...farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse abo
    96 KB (15,752 words) - 04:01, 20 December 2022
  • ...n]] layers (default 3). However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned [[forgotten beast]]s. ...REGION" template (instead of an "ISLAND" template which is used by "Create New World!") can significantly reduce the height of caverns and also place them
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  • ...biological human life and hereditary rulers of the empire. Furthermore, a new designation has arisen to account for clades which exist outside these cast ...they cling to life in their technocratic arcologies, continuing to develop new technology for panhuman society.
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  • *{{k|p}} Gather Plants - Mark [[plant|plants]] to be [[herbalist|gathered]] *{{k|a}} Add - Creates a new burrow.
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  • *{{k|p}} Gather Plants - Mark [[plant|plants]] to be [[herbalist|gathered]] *{{k|a}} Add - Creates a new burrow.
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  • Most new players will lose their first few forts sooner rather than later; when you ..."Others" tab to see what's sharing your map. Learn to do this regularly — new creatures will frequently migrate onto your map, and then off again, to be
    18 KB (3,101 words) - 16:15, 6 December 2023
  • Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks so ...ou can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parame
    63 KB (9,936 words) - 15:59, 13 July 2017
  • *{{K|q}} - Create a new work order *{{K|a}}: Add route - Create a new route.
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  • *{{K|q}} - Create a new work order *{{K|a}}: Add route - Create a new route.
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  • ...0|For your first game...|'''Generate a world using''' {{DFtext|Create&nbsp;New&nbsp;World!|7:1}} '''with:''' ...the game will vary depending on the civilization, occupation, and skills. New items are added with {{k|n}}, the list of possible items can be filtered by
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  • ...creature bones in old saves, but the preference is no longer generated in new dwarves.<br /> ...the beds in the mead hall. They are just trying their best to follow the new schedules without having a home to go to.</blockquote>
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  • ...s must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possib ...f Fortress'' and use that new program to build a new computer to program a new game of ''Dwarf Fortress'' and use that game inside of a game inside of a g
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  • ...0|For your first game...|'''Generate a world using''' {{DFtext|Create&nbsp;New&nbsp;World!|7:1}} '''with:''' ...the game will vary depending on the civilization, occupation, and skills. New items are added with {{k|n}}, the list of possible items can be filtered by
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  • ...ld bulb]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds. ...(uncooked). For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general [[crop]]s page.
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  • ...ck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds. ...(uncooked). For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general [[crop]]s page.
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  • *[[Farming]] industry: The gathering and farming of plants for food and textiles. *[[Food]] industry: Cooking of items such as meat, eggs, flour, and plants to make meals for hungry dwarves.
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  • Countless of species of [[Modification:The Long Night: Plants|plants]] and animals were driven to extinction by pollution and industrialization, ...rouded in mystery, but most agree that these failed experiments to created new race of humans, but they only end up warped and twisted animalistic creatur
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  • ...nderground plants for dwarves to grow. They are one of the fastest growing plants and can be cooked, brewed into dwarven wine and even eaten raw. They requi ...hen be transferred to a seed [[bag]], then planted and used to grow more. New players should definitely [[Farming|farm]] this crop because it grows relat
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  • ...ants which are edible raw. Raw plants which require processing to eat and plants which have been processed aren't counted here. * {{DFtext|Other}} includes [[cooking|cooked]] meals, processed plants, [[fat]], [[honey]], and everything which doesn't fit into the other catego
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  • ...nderground plants for dwarves to grow. They are one of the fastest growing plants and can be cooked, brewed into dwarven wine and even eaten raw. They requi ...hen be transferred to a seed [[bag]], then planted and used to grow more. New players should definitely [[Farming|farm]] this crop because it grows relat
    1 KB (255 words) - 21:51, 18 February 2012
  • Most new players will lose their first few forts earlier than later; <s>if</s> when ...scroll down to see what's sharing your map. Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be re
    12 KB (2,067 words) - 00:34, 31 March 2015
  • Most new players will lose their first few forts earlier than later; <s>if</s> when ...scroll down to see what's sharing your map. Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be re
    8 KB (1,428 words) - 20:46, 28 May 2014
  • ...dated with 0.47.01, are now restricted to certain evil regions, and gained new powers}} ...given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions
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  • Most new players will lose their first few forts sooner rather than later; when you ...nd scroll down to see what's sharing your map. Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be re
    14 KB (2,417 words) - 20:50, 28 May 2014
  • ...dated with 0.47.01, are now restricted to certain evil regions, and gained new powers}} ...given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions
    50 KB (8,737 words) - 02:51, 20 December 2022
  • ...s can only be found and grown aboveground. Most (but not all) aboveground plants will produce seeds (see [[List of crops]]), which in turn can be planted to Cooking seeds can be an effective way of [[experience|training]] a new [[cook]].
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  • *{{K|a}}: Add route - Create a new route. *{{K|a}}: Add new burrow - Create a new burrow
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  • ...ustain a number of dwarves during a [[siege]] or the first few months of a new outpost. ...s; a single barrel of flour can easily be worth more than 200☼. A stack of plants of size ''n'' produces a bag with ''n'' flour and ''n'' seeds. Barrels of p
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  • *{{K|a}}: Add route - Create a new route. *{{K|a}}: Add new burrow - Create a new burrow
    19 KB (3,055 words) - 02:06, 30 November 2018
  • ...ve been many other changes. Seeing most of them will require generating a new world. There are lots of new domestic animals. We also added [[giraffe]]s, [[rhinoceros|rhinos]], [[hon
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  • ==New stuff== ...w things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some sh
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  • Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks so ...u can also {{K|c}}opy an existing set to a new one, allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parame
    82 KB (13,016 words) - 08:47, 21 January 2023
  • {{new in v0.42}} ...to their faith. Once established, these worshippers may congregate at the new temple, though it does not stop them from using temples to no particular de
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  • ...able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strat ...e group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in. Related to Core24.
    37 KB (5,912 words) - 20:46, 7 February 2023
  • ...eful for those who'd like some help creating what they want. When adding a new reaction, make sure to add a line for it in the entity_default file, under This is the built-in reaction to brew alcohol from plants.
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  • ...tore civilization’s forebears asunder, there came to this world a strange new race: the dwarves. The ancestry of the dwarves is muddled and confused, of ...rief campaign of recreational genocide the Mountain King grew bored of his new playthings and continued on, leaving the goblins broken and scattered, conn
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  • ...able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strat ...e group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in. Related to Core24.
    37 KB (5,912 words) - 04:05, 20 December 2022
  • ...eful for those who'd like some help creating what they want. When adding a new reaction, make sure to add a line for it in the entity_default file, under This is the built-in reaction to brew alcohol from plants.
    6 KB (851 words) - 03:52, 20 December 2022
  • ...ky wastelands, areas of the map can be channeled out for grass growth. The new grass tiles will even allow tree growth, with enough time. Deserts form in All desert plants can appear in any type of deserts.
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  • ...covers things that are not actually trees, such as cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees). ...opping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile co
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  • ...farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse abo '''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those a
    70 KB (11,448 words) - 14:39, 15 December 2020
  • ...c to their faith. Once established, these worshipers may congregate at the new temple, though it does not stop them from using other temples to no particu |Experience|| ||Earth, Plants
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  • ...s is very limited at present, and only involves ground plants. There is a new workshop for this in dwarf mode. You can use blue mushrooms or import othe ==New stuff==
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  • New frontier is an upcoming mod that is currently in development. :*All new creature library (near-complete revamp)
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  • ...to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilization {{new in v0.42}}
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  • {{new in v0.42}} *Have your dwarves gather plants
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  • ...tored in separate barrels, meaning that you can get a free barrel for each new food you buy. A single unit of each of the cheap (2☼) meats is recommend ...rocessing]], and [[milling]] plants all produce seeds; if you process your plants as you go along, your seed stockpiles will grow exponentially.
    32 KB (5,458 words) - 20:14, 23 June 2017
  • In order to advance your [[fortress]]'s ''rank'' and attract a new tier of [[noble]], your dwarves must perform a number of "diverse tasks" wi * Harvest Plants
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  • ...er if they're from the same category. For example, dwarves will never mix plants and meat in the same barrel. ...ll. Get your textile industry started early; you may want to avoid milling plants until it ramps up. [http://www.bay12forums.com/smf/index.php?topic=79168.ms
    8 KB (1,299 words) - 20:50, 17 January 2024
  • ...As long as your growers and herbalists provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will contin *Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of p
    23 KB (3,833 words) - 23:02, 9 January 2024
  • ...ken to the dining hall to be consumed. In the workshops or when eating the plants, seeds may be recovered that eventually need to find their way back to the ...e farm plots right in the middle of the corridor, no harm will come to the plants even if there's constant traffic across the fields.
    16 KB (2,124 words) - 20:32, 6 February 2014
  • ...n]] layers (default 3). However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned [[forgotten beast]]s. ...REGION" template (instead of an "ISLAND" template which is used by "Create New World!") can significantly reduce the height of caverns and also place them
    25 KB (4,057 words) - 03:41, 20 December 2022
  • ...[[alcohol|booze]] or purchase additional skills for the expedition party. New players can [[Your_first_fortress#Trading|look here]] for advice on trading * All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of yo
    20 KB (3,314 words) - 00:16, 6 September 2021
  • ...accomplish anything a rope can, ''every'' fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative [[thought]]s ===Plants===
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  • ...er if they're from the same category. For example, dwarves will never mix plants and meat in the same barrel. ...ll. Get your textile industry started early; you may want to avoid milling plants until it ramps up. [http://www.bay12forums.com/smf/index.php?topic=79168.ms
    8 KB (1,303 words) - 04:05, 20 December 2022
  • ...accomplish anything a rope can, ''every'' fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative [[thought]]s ===Plants===
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  • ...refuse, silk, leather, plant fiber cloth, meat and fish, totems, and even plants. They will accept animals in trade, as long as their [[Cage|cages]] are not *Various aboveground plants, with sometimes [[whip vine]] and [[sun berry]] or their byproducts.
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  • ...g gear, because certain items can always be obtained through trade later. New players can [[Your first fortress#Trading|look here]] for advice on trading * All caravans will bring extra food (meat and edible plants) and cloth/leather (for making clothes) if the supplies of your fortress ar
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  • ...ky wastelands, areas of the map can be channeled out for grass growth. The new grass tiles will even allow tree growth, with enough time. Deserts form in All desert plants can appear in any type of deserts.
    10 KB (1,304 words) - 17:39, 30 June 2023
  • ...c orders to each dwarf. Using this feature, you can give unskilled dwarves new jobs or stop certain dwarves from performing labors like hauling. This menu ...lcohol]] best of all. If you manage to get your farms churning out lots of plants, you can set up a brewing operation and never need a well.
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  • ...rs in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the {{K|j}}ob l === Placing new orders ===
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  • The advanced world generation screen is reached by clicking "Create new world" at the main menu, then clicking "Detailed mode". Once at that screen Parameter sets can be made by clicking "New parameter set" or by clicking "Copy" to copy the selected set. This will ap
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  • ...s must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possib ...span below, the temple floor, and the support, then link the lever to the new support.
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  • ...zy Newb Pack]] is an effort to make ''Dwarf Fortress'' more accessible for new players or returning veterans by bundling and configuring utilities, graphi ...and the game itself. It allows you to start playing DF really quickly on a new machine - no need to download all the latest stuff, check dependencies, and
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  • All new arrivals at the fortress (including your initial seven dwarves) will have a * [[Harvest]] Plants (if you have "All Dwarves Harvest" set on the ['''o''']rders menu)
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  • ...wonder what has happened. Then I remember: I didn't lock the doors to the new farms, some poor fellow has probably walked to the flooding farmcavern. Whe ...They cheered when Imere’s headless corpse fell down, feeding blood to the plants. A second later, they saw a sad side affect to the impact. The poor mule ha
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  • All new arrivals at the fortress (including your initial seven dwarves) will have a * [[Harvest]] Plants (if you have "All Dwarves Harvest" set on the {{k|o}}rders menu)
    13 KB (1,838 words) - 19:30, 23 June 2013
  • ...ustain a number of dwarves during a [[siege]] or the first few months of a new outpost. ...s; a single barrel of flour can easily be worth more than 200☼. A stack of plants size ''n'' produces a bag with ''n'' flour and ''n'' seeds.
    3 KB (436 words) - 22:33, 27 October 2013
  • ...itionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc) or fish available on embark ...e the creatures in the cavern, and then you can wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creature
    13 KB (2,226 words) - 19:31, 31 July 2012
  • ==New stuff== * made all plants appear in the food stockpile list
    2 KB (273 words) - 14:30, 13 March 2014
  • ==New stuff== * restricted wilderness creatures and plants from appearing in unhealthy temperature areas
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  • ==New stuff== * restricted seedless plants from default start equipment
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  • ...to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilization ...DESCRIPTION tokens can be defined in a reaction, and each will appear on a new line. The pop-up box that contains the description is limited to 325 chara
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  • ...on the fortress in the copy of the world, then start adventure mode in the new clone world. ...ore, making it impossible for you to get new quests, use the shops, or get new companions.''' <!-- Unless you hack it. -->
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  • ...ding sprites for children and babies for many of the creatures and outdoor plants. This also includes dragon hatchings! How cute! Other important fixes for b == New stuff ==
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  • ...e tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the curren ...oximately what sequence of actions players usually take when starting up a new fort.]]
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  • please use the following template to add new world examples ...e parameter set text into it, then start Dwarf Fortress and select "Design New World With Advanced Parameters". The world parameters will appear in the li
    28 KB (3,067 words) - 01:38, 30 June 2012
  • ...e]] agreements. If the guild representative dies, you will ''never'' get a new one in order to establish further trade agreements. If your broker is dead or injured, you need only assign a new one, but you must do this before the caravan arrives (since the lack of a b
    6 KB (1,010 words) - 01:22, 7 June 2022
  • ...things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees). ...opping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile co
    36 KB (5,304 words) - 01:32, 20 October 2023
  • ...e tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the curren ...oximately what sequence of actions players usually take when starting up a new fort.]]
    7 KB (1,086 words) - 04:05, 20 December 2022
  • ...rves wearing pants. Also note that a bug prevents dwarves from putting on new clothing when their old clothing wears out, so eventually all of your dwarv Unlike the other displays, this takes you to a whole new screen. The status screen itself only shows the number of objects owned by
    9 KB (1,654 words) - 17:48, 26 July 2021
  • ...ss the ''Dwarf Fortress'' memory space, allowing for easier development of new tools and a vast expansion of capabilities for mods. For players, it is a v All new releases are announced on [https://store.steampowered.com/news/app/2346660
    10 KB (1,496 words) - 22:40, 28 April 2024
  • ...e tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the curren ...oximately what sequence of actions players usually take when starting up a new fort.]]
    5 KB (783 words) - 10:26, 3 July 2012
  • When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected. ...king, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing creatures is an example of this.
    7 KB (1,169 words) - 16:43, 9 May 2022
  • ...ireable fortresses, claimable non-player fortresses and a great variety of plants and additional animal people. ...s (monasteries, bandit forts and the return of castles) as well as several new [[night creature]]s. This release was cut short, leaving out most of the [[
    6 KB (895 words) - 19:50, 8 August 2023
  • ...s must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possib ...span below, the temple floor, and the support, then link the lever to the new support.
    51 KB (8,717 words) - 12:51, 19 August 2018
  • * DF Biomeviewer - shows what creature/plants can be found in which biomes. ...than the [[Legends mode]] of DF itself. Legends Viewer can open pages in new tabs, filter information on a wide range of criteria, and display informati
    22 KB (3,312 words) - 08:45, 18 November 2023
  • * Small plants, e.g. [[grass]], [[shrub]]s ...fig_id`` from step 2. The game should immediately after this recognize the new noble and display them in the nobles screen, but the noble will '''not''' r
    15 KB (2,396 words) - 19:08, 5 April 2024
  • ...red yet. You can use the mouse on this screen. It's also written up in a new way that is independent of the 80x25 window to facilitate some more flexibi ==New stuff==
    2 KB (294 words) - 18:12, 12 March 2014
  • .... I caught a lot of the stay-inside problems, but there are probably some new issues with random jobs now. I'll fix these as I hear about them. I'll al ==New stuff==
    4 KB (709 words) - 14:49, 13 March 2014
  • ...s must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possib ...span below, the temple floor, and the support, then link the lever to the new support.
    41 KB (7,106 words) - 22:48, 22 February 2016
  • ...les cannot be expanded once created; you must delete the pile and create a new one. ...as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy,
    22 KB (3,621 words) - 14:25, 24 June 2022
  • ...Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run forema DF Raw Editor is a brand new tool created to help edit the raw files.
    18 KB (3,033 words) - 01:10, 15 September 2021
  • ...I got my hands dirty, and started digging out some new rooms. There were 9 new immigrants in all, more than doubled my fortress. I was so rushed, I just l ...out of seeds. I checked my kitchen, I had it set to not cook any seeds or plants... so how did they all disappear? I hit up the wiki to check and see... Oh.
    13 KB (2,441 words) - 13:04, 23 April 2010
  • ...er by cutting all trees, smoothing all boulders, and perhaps gathering all plants. ..., either build a paved road on the bottom or smooth the surface to prevent plants and trees from growing.
    9 KB (1,473 words) - 04:14, 23 February 2024
  • {{new in v0.42}} *Cloth plants
    3 KB (393 words) - 03:47, 20 December 2022
  • ...od over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thou ...resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate.
    7 KB (1,185 words) - 20:38, 28 June 2014
  • ...be easily [[modding|modified]], allowing users to create (and distribute) new content. :* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).
    3 KB (490 words) - 13:05, 4 January 2023
  • ...be easily [[modding|modified]], allowing users to create (and distribute) new content. :* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).
    3 KB (504 words) - 13:54, 22 February 2024
  • ...d to be (and can't be) "planted" - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elve *Good/evil plants/trees don't appear ([[feather tree]]s, glumprongs, [[sliver barb]]s, and [[
    11 KB (1,742 words) - 01:22, 20 October 2023
  • ...uarry bush will yield several leaves, and an equal amount of quarry bush ''plants'', which may be [[plant processing|processed]] into yet more leaves at a [[ ...to re-plant the crop; if you grind up your entire supplies, you can't grow new quarry bushes.
    4 KB (677 words) - 01:52, 28 April 2024
  • ...s the other tiers. The tiers are in descending order. So you should put a new adventure entity above the Dwarves. Not at the end of the file. | As EVIL creatures for all uses of plants.
    21 KB (3,286 words) - 13:57, 8 December 2021
  • ...d to be (and can't be) "planted" - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elve ...m (depending on the local vegetation density ''and'' the quantity of other plants nearby); [[Tower-cap]]s work the same way, but they also benefit from muddy
    11 KB (1,842 words) - 01:22, 20 October 2023
  • ...uarry bush will yield several leaves, and an equal amount of quarry bush ''plants'', which may be [[plant processing|processed]] into yet more leaves at a [[ ...to re-plant the crop; if you grind up your entire supplies, you can't grow new quarry bushes.
    4 KB (667 words) - 05:25, 6 February 2024
  • ...od over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thou ...resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate. [[Vermin]] don't produce meat.
    7 KB (1,118 words) - 03:24, 20 December 2022
  • ...s the other tiers. The tiers are in descending order. So you should put a new adventure entity above the Dwarves. Not at the end of the file. | As EVIL creatures for all uses of plants.
    18 KB (2,769 words) - 01:29, 7 June 2022
  • ...be easily [[modding|modified]], allowing users to create (and distribute) new content. :* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).
    2 KB (326 words) - 13:04, 4 January 2023
  • ...od over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thou ...resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate. [[Vermin]] don't produce meat.
    7 KB (1,108 words) - 23:16, 28 April 2024
  • ...d into alcoholic [[mead]], the only form of drink that is not derived from plants or fruit. {{new in v0.42}}
    14 KB (1,805 words) - 16:39, 31 March 2024
  • ...limate]]s, but are mostly common to very hot areas. Very few [[tree]]s and plants are able to grow in these barren lands. Camels are very common to this kind ...ky wastelands, areas of the map can be channeled out for grass growth. The new grass tiles will even allow tree growth with enough time. Deserts form in a
    3 KB (455 words) - 22:41, 8 April 2014
  • ...as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, ...ns can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.
    18 KB (2,989 words) - 14:21, 24 June 2022
  • ...ains at an appropriate location (much like [[herbalist]]s do with gathered plants), resulting in it being given a "Store Item in Stockpile" job targeted at o ...are explained below). You don't even have to [[World generation|generate a new world]].
    4 KB (592 words) - 19:26, 1 January 2019
  • ...s will be associated with it, and then click done. You can then rename the new work detail. ...]stuffs gained from trading, first [[Crop|crops]] from [[Seed|seeds]], and plants [[Plant gathering|gathered]] from the wild. Item types for which all items
    22 KB (3,326 words) - 22:05, 13 March 2024
  • ...ew Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. Th ...rbitrary year, by editing the advanced option ''End Year'' in the ''Design New World with Advanced Parameters/Detailed Mode'' screen, or by interrupting w
    15 KB (2,244 words) - 19:58, 11 October 2023
  • ...ent made from [[sweet pod]]s at a [[farmer's workshop]] using the "process plants (barrel)" order and the [[plant processing]] labor. Five units of dwarven ...hauler isn't bringing new solid items fast enough or the cook grabbed the new one too fast, so queue up many lavish meal jobs on repeat and occasionally
    2 KB (295 words) - 03:20, 20 December 2022
  • ...pools of water. Further, if the pool abuts the edge of your embark area, new water will fill in from the edge, giving you an infinite source of water. ...e an area as a pool, tell dwarves to fill it, then smooth and engrave your new ice fort.
    15 KB (2,558 words) - 18:54, 28 July 2021
  • ==New stuff== * fixed problem with good plants being disallowed in farmplots late in the season
    859 bytes (133 words) - 17:29, 12 March 2014
  • ...ustain a number of dwarves during a [[siege]] or the first few months of a new outpost. ...tinue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as "bread" - some sort of solid beer - but they h
    2 KB (339 words) - 16:51, 8 December 2011
  • To change to a new color scheme, copy/paste a color list (or part of one or more) found below New and Improved! All colours have been altered slightly but most notably the b
    25 KB (3,786 words) - 14:14, 2 May 2024
  • ...pools of water. Further, if the pool abuts the edge of your embark area, new water will fill in from the edge, giving you an infinite source of water. ...area as a pool, tell the dwarves to fill it, then smooth and engrave your new ice fort.
    15 KB (2,627 words) - 06:44, 14 February 2024
  • ...this is to remove the quantum stockpile {{K|p}} - {{K|x}} and designate a new one. ...n a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop.
    9 KB (1,597 words) - 03:51, 20 December 2022

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