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  • Picking a starting region to build your dwarf [[fortress]] is a delicate work. Take a look at the lis == Visible features ==
    3 KB (480 words) - 11:00, 18 May 2015

Page text matches

  • an unknown underground region an unknown region
    795 KB (120,124 words) - 03:34, 25 February 2020
  • Would you like your fortress located in a forested mineral-rich region of this world where you can play through a short tutorial? You'll begin by creating your world and watching the region's history unfold.
    931 KB (148,541 words) - 18:41, 1 December 2023
  • Unrecognized Region Type Token: You will be saved for later use in the region.
    248 KB (37,728 words) - 00:28, 8 August 2013
  • Unrecognized Region Type Token: Creating New Region
    237 KB (33,753 words) - 21:06, 23 June 2017
  • === Region Types === Unrecognized Region Type Token:
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...same volcano, and several similarly ideal sites around volcanoes about six region tiles to the east and southeast. '''Features:''' [[Magma vent]], [[Aquifer]]
    40 KB (6,722 words) - 22:41, 15 November 2022
  • An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of com | Draw your own region maps, create your own towns, creatures, items, start situations, etc. For e
    286 KB (44,767 words) - 10:59, 17 January 2022
  • The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult ...ns if the terrain parameters don't allow enough suitable locations for the features to be placed.
    71 KB (11,322 words) - 02:54, 7 March 2022
  • Check the parameters governing these features. Reduce the number of high, medium or low squares required. Swamp region count fails by
    17 KB (2,578 words) - 09:02, 28 October 2019
  • The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult ...ns if the terrain parameters don't allow enough suitable locations for the features to be placed.
    82 KB (12,872 words) - 12:17, 3 April 2024
  • The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult ...ns if the terrain parameters don't allow enough suitable locations for the features to be placed.
    82 KB (13,016 words) - 08:47, 21 January 2023
  • ==== <REGION-QUALITY> <X/Y>-Variaton ==== ==== <REGION-QUALITY> Weighted Ranges ====
    14 KB (2,125 words) - 20:03, 23 June 2017
  • The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult Some biomes/features that are impacted by elevation:
    63 KB (9,936 words) - 15:59, 13 July 2017
  • ...rall view of where, relative to the rest of the features of the world, the region map is focused on. Currently, an embark must be entirely within a tile on the "Region" view. This restriction will be removed in the future. [http://www.bay12f
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...rall view of where, relative to the rest of the features of the world, the region map is focused on. The arrow keys control the X cursor in the center "Region" view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location
    26 KB (4,466 words) - 14:33, 23 November 2016
  • ...rall view of where, relative to the rest of the features of the world, the region map is focused on. The arrow keys control the X cursor in the center "Region" view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location
    26 KB (4,447 words) - 19:39, 9 February 2022
  • Some items related to gameplay (graphics / tiles used, features enabled, population cap, etc) are not available from in-game options screen ...ow the '''Choose Fortress Location''' screen. There are three maps: Local, Region, and World.
    94 KB (16,288 words) - 19:50, 3 January 2023
  • * A [[region]]'s raw files are now stored in their respective save folder. ...to each other with different appearances, including hair [[color]], facial features, etc.
    34 KB (5,534 words) - 19:32, 21 February 2023
  • |caption=Region View screen (v50.09) ...r unretire a site]], and choose your origin civilization. Each tile on the region view encompasses a 16×16 grid of local view tiles. In the local view, you
    31 KB (5,144 words) - 04:58, 1 March 2024
  • ...uch CPU power. (You can also just select a 3x3 area and still have all the features.) ...e with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.
    20 KB (2,620 words) - 20:21, 23 June 2017
  • ...ve folder may become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. "regionXX") ''before saving'', sa ...is area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move mo
    82 KB (14,401 words) - 12:46, 20 June 2018
  • <br>&emsp;[[File:Folder.svg|20px|link=]] region# <br>&emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day
    9 KB (1,483 words) - 13:06, 4 January 2023
  • <br>&emsp;[[File:Folder.svg|20px|link=]] region# <br>&emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day
    10 KB (1,728 words) - 06:34, 26 June 2023
  • The '''saved game folder''' is the location in where a certain region's information and necessary files are stored and accessed by ''Dwarf Fortre ...warf Fortress root directory. By default, they are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; howev
    6 KB (1,078 words) - 13:07, 4 January 2023
  • ...e_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    8 KB (1,183 words) - 08:09, 21 January 2023
  • ...0_biome_collage.png|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    8 KB (1,170 words) - 07:01, 3 March 2024
  • Magma almost exclusively occurs in two different features; magma pools and magma pipes. ...er, it IS actually possible for a volcano that shows up on the "local" and region screen in the starting location chooser to be entirely underground - althou
    19 KB (3,344 words) - 17:29, 4 July 2020
  • ...oss an entire world map, a starting location is defined by the number of [[region|area blocks]] that they select when starting a game - they can never explor ...ws its location within the entire generated [[world]]; the middle pane ("[[Region]]") shows the general [[biome|terrain]] types and [[civilization]]s in the
    11 KB (1,876 words) - 21:35, 14 December 2011
  • ...cal map. The entire local map is represented by that yellow X. Most of the region is forest, with a mountain range in the bottom right. The two light blue li ...g out all the way. The yellow X represents the approximate position of the region.
    57 KB (10,148 words) - 21:12, 5 January 2023
  • ...lay area after you embark. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move mo ...warf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to m
    54 KB (9,560 words) - 12:51, 18 May 2013
  • === Geographic features / Inhabitants / History === ...ayer]]s underground, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes, strictly speaking, are [[riv
    26 KB (4,340 words) - 03:20, 20 December 2022
  • ...roduce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Unde ===Features===
    26 KB (3,975 words) - 09:57, 10 January 2023
  • ...rsion also includes Steam Workshop integration for [[mod]]ding. Most other features will be shared with ''Dwarf Fortress Classic'' which will release simultane ...dwarf's [[Physical_description|physical appearance]], like hair and facial features.. Each dwarf's [[relationships]] with others and the [[deities]] they worsh
    34 KB (5,290 words) - 18:36, 29 August 2023
  • ...roduce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Unde ===Features===
    30 KB (4,542 words) - 23:57, 12 March 2024
  • Picking a starting region to build your dwarf [[fortress]] is a delicate work. Take a look at the lis == Visible features ==
    3 KB (480 words) - 11:00, 18 May 2015
  • The [[color]]s of a map tile may give information about that region's predominant [[biome]]: its temperature, alignment, and other handy things === Subterranean Features===
    5 KB (473 words) - 05:13, 24 August 2017
  • A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    7 KB (958 words) - 18:47, 31 July 2012
  • ...region will be frozen over and exist as a [[glacier]]. All of these water features may be frozen year-round. ...helpful in tundras, especially if they encompass only a small part of the region, as they provide a source of water for you fortress, which would otherwise
    3 KB (492 words) - 19:06, 31 July 2012
  • A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    6 KB (949 words) - 00:36, 23 June 2014
  • ...d less chance of generating an [[embarkment]] site with the combination of features you'd like. You can change the world size to something other than a square :'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''
    12 KB (1,958 words) - 20:30, 23 June 2017
  • ...on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage. ...spect all tiles in a potential site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due
    86 KB (14,760 words) - 04:47, 17 March 2024
  • ...n then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash). ...ed by Dwarf Foreman (below) and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual d
    18 KB (3,033 words) - 01:10, 15 September 2021
  • The right pane displays the full map of the settled region. The cyan area is open space (because we are about halfway up the mountain) At the very right of the screen is one of the new interface features, the altitude bar. The number in the bottom right indicates the absolute el
    76 KB (13,750 words) - 14:55, 24 November 2021
  • ...y if none of these applies will the name of the region (that is, the local region the current travel map tile belongs to) be chosen. The upper left corner of the screen features a site compass. It lists the nearby [[site]]s of interests closest to the l
    10 KB (1,763 words) - 20:23, 23 June 2017
  • ...revealed, even if not all their tiles are "above ground". Any underground features that are initially hidden will be fully revealed, top to bottom, once they
    2 KB (337 words) - 20:51, 31 July 2012
  • ...ores]], [[gems]] and other [[Stone#Other_Stone|useful stones]], or special features such as [[caverns]] and [[magma]]. A secondary goal for exploratory mining * ''Bottom line'': High-labor method, second only to hollowing out a region. Comparatively inefficient way to find clusters and veins. Easy to designat
    16 KB (2,491 words) - 22:30, 30 March 2024
  • * Pocket (17×17 region tiles) Each region tile corresponds to 16×16 local area blocks of 48×48 [[tile]]s each.
    17 KB (2,636 words) - 04:08, 20 December 2022
  • ...atch in the [region] swamps", and designating a zone next to water in that region will show "0" for fishing. ...game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.
    10 KB (1,661 words) - 20:50, 15 January 2014
  • ** Generating a world using a "REGION" template (instead of an "ISLAND" template which is used by "Create New Wor ** Lava stone tiles need to take the biome number and look up some region information to determine what lava-stone to use, then continue as above
    25 KB (4,057 words) - 03:41, 20 December 2022
  • * Pocket (17×17 region tiles) Each region tile corresponds to 16×16 local area blocks of 48×48 [[tile]]s each.
    16 KB (2,544 words) - 15:19, 13 November 2023
  • ...above values are arbitrary although these settings effectively disable the region/range counts.'''</small> ...se rejections if the world generated does not support the placement of the features in sufficient quantities, or at all. For example, a volcano requires the sq
    4 KB (578 words) - 04:08, 20 December 2022
  • ...e of them useful if you are trying to create worlds with specific types of features. Features:
    28 KB (3,067 words) - 01:38, 30 June 2012
  • ...ing build. The starting builds below should be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and wh The differences include what [[biome]]s, [[region]]s and stone [[layer]]s are present in your chosen embark site, as viewable
    40 KB (6,591 words) - 04:07, 22 February 2014
  • * added init options/world parameters to show map features during embark * added display and other features relating to last seed used by world gen
    3 KB (451 words) - 15:51, 12 March 2014
  • ...ting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and wh The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.
    48 KB (8,169 words) - 21:16, 5 August 2014
  • A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...[[Mountain]]s have a lot of [[ore]] and some exclusive [[underground river|features]], but no [[soil]].
    6 KB (925 words) - 18:47, 31 July 2012
  • [[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach ...resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against th
    5 KB (796 words) - 18:59, 31 July 2012
  • ...ting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and wh The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.
    43 KB (7,388 words) - 23:13, 18 February 2012
  • ...above values are arbitrary although these settings effectively disable the region/range counts.'''</small> ...se rejections if the world generated does not support the placement of the features in sufficient quantities, or at all. For example, a volcano requires the sq
    4 KB (576 words) - 17:00, 3 May 2023
  • <br />Human characteristics vary greatly from region to region, as they are quite adaptable and take on many shapes, sizes and colours to <br />Aryans are tall and blonde humanoids with blue eyes and androgynous features. Their bodies can seem quite frail, but they are capable of great feats of
    6 KB (1,051 words) - 19:51, 8 April 2010
  • ...kind of software, including video games. Version numbers increase as more features, fixes and changes are added over time. The number that increases is heavil |PROPER UNDERGROUND/MAP FEATURES
    37 KB (5,912 words) - 20:46, 7 February 2023
  • ...kind of software, including video games. Version numbers increase as more features, fixes and changes are added over time. The number that increases is heavil |PROPER UNDERGROUND/MAP FEATURES
    37 KB (5,912 words) - 04:05, 20 December 2022
  • * Viewing your [[region]] on the World and Regional maps. ** Confirm the presence of important features, such as [[magma]] vents or [[river]]s.
    4 KB (673 words) - 20:06, 31 July 2012
  • | Determines whether creature can show up on "evil" maps (see [[Region#Surroundings]]). ...and attack you on its own. In practice, this has little effect because map features have finite populations and tend to get depleted as soon as you discover th
    40 KB (5,917 words) - 22:41, 3 September 2021
  • ...ver erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when ch ...d water – and on the "region" screen as a red ^. Note that a red ≈ on the "region" screen means something different entirely (red sand).
    25 KB (4,141 words) - 03:40, 20 December 2022
  • | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. ...y of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.
    110 KB (16,803 words) - 06:57, 4 May 2024
  • ...''events'' will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may ''not'' be, possibly becau || See [[Region]]
    8 KB (1,310 words) - 21:07, 2 February 2024
  • ...Linux. It includes Baughn's new OpenGL code, which is faster and has more features (including support for PNG tilesets and using scroll wheels). :World size: Medium region (default, nonmodified)
    5 KB (799 words) - 21:10, 6 February 2014
  • ...ver erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when ch ...d water – and on the "region" screen as a red ^. Note that a red ≈ on the "region" screen means something different entirely (red sand).
    26 KB (4,225 words) - 17:40, 14 March 2024
  • ...ing to catch in <some area>", and designating a zone next to water in that region will show "0" for fishing. ...game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.
    12 KB (1,949 words) - 03:23, 20 December 2022
  • ...ing to catch in <some area>", and designating a zone next to water in that region will show "0" for fishing. ...game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.
    12 KB (1,947 words) - 01:24, 22 August 2023
  • | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. ...y of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.
    102 KB (15,512 words) - 00:24, 25 January 2024
  • ...ting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and wh The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.
    49 KB (8,344 words) - 03:59, 20 December 2022
  • ...''events'' will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may ''not'' be, possibly becau ...lly caused by DFHack's workflow), and creates a compressed folder for each region suitable for Legends Viewer (or simply compresses the XML, if some parts ha
    12 KB (1,943 words) - 03:38, 20 December 2022
  • | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. ...y of these creatures are present in each world map tile of the appropriate region.
    52 KB (7,911 words) - 13:53, 19 November 2021
  • ...ting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and wh The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.
    49 KB (8,347 words) - 15:27, 26 September 2023
  • | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. ...y of these creatures are present in each world map tile of the appropriate region.
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...above values are arbitrary although these settings effectively disable the region counts.'''</small> ...se rejections if the world generated does not support the placement of the features in sufficient quantities or at all. For example a volcano requires the squa
    3 KB (488 words) - 14:00, 27 October 2019
  • ...ch your settings, the site finder it will mark all acceptable sites on the Region and World maps and allow you to examine them for yourself. ...ger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger
    4 KB (679 words) - 15:53, 24 June 2014
  • ...either sideways (into the hillside) or straight down. Availability of map features ([[river]]s, [[chasm]]s, [[magma]], and [[adamantine]]) are now dependent o Map features no longer contain an infinite number of creatures - once their inhabitants
    9 KB (1,408 words) - 17:49, 15 February 2023
  • ...match your settings, the site finder will mark all acceptable sites on the Region and World maps and allow you to examine them for yourself. ...ger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger
    4 KB (662 words) - 04:51, 10 February 2024
  • ...weather effect in ''Dwarf Fortress''. It includes snow, rain, and special features in evil surroundings. Additionally, one can observe clouds, fog/mist and th ...l cloud types to 1. Generate a world, quit, then open ``world.dat`` in the region folder. Locate ``[INORGANIC:EVIL_CLOUD_1]``, then check the syndrome right
    23 KB (3,493 words) - 06:23, 21 August 2023
  • ...match your settings, the site finder will mark all acceptable sites on the Region and World maps and allow you to examine them for yourself. ...ger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger
    4 KB (683 words) - 03:57, 20 December 2022
  • ...erature. Starting in .19, though, it will mark all acceptable sites on the Region and World maps and allow you to examine them for yourself. ...ger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger
    4 KB (652 words) - 21:02, 24 February 2012
  • ...Most take the form of an animal, some not found in vanilla DF, with extra features (e.g. extra eyes, feathers) or removed body parts (e.g. skinless cobras) an ...ber of cavern layers, as exactly one beast is spawned per each underground region. All are [[building destroyer]]s, and are almost entirely immune to [[trap]
    34 KB (5,130 words) - 17:52, 6 January 2023
  • ...weather effect in ''Dwarf Fortress''. It includes snow, rain, and special features in evil surroundings. Additionally, one can observe clouds, fog/mist and th ...l cloud types to 1. Generate a world, quit, then open ``world.dat`` in the region folder. Locate ``[INORGANIC:EVIL_CLOUD_1]``, then check the syndrome right
    22 KB (3,360 words) - 08:00, 21 January 2023
  • ...imal, [[Random creature profile|some not found in vanilla DF]], with extra features (e.g. extra eyes, feathers) or removed body parts (e.g. skinless cobras) an ...ber of cavern layers, as exactly one beast is spawned per each underground region. All are [[building destroyer]]s, and are almost entirely immune to [[trap]
    35 KB (5,287 words) - 05:16, 12 February 2024
  • ...* to the [[Trade depot|Trade Depot]] when one is available. Site-bisecting features like rivers will limit them to appear on a specific side, if only one side ...the world map (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).
    11 KB (1,920 words) - 19:12, 4 January 2023
  • ...you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region. ...tern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself
    29 KB (4,862 words) - 03:06, 20 December 2022
  • ...water that will never run out (''i.e.'', water features you can see on the region map). These include "river sources" flowing into the map from the edge. I
    10 KB (1,742 words) - 18:49, 28 July 2021
  • ...n lynx spider is a conspicuous bright-green spider found on shrubs.The eye region is clothed with white appressed hairs.Gravid females are able to change the [PREFSTRING:pretty features]
    32 KB (4,572 words) - 13:10, 4 May 2020
  • ...h to the [[Trade depot|Trade Depot]] when one is available. Site-bisecting features like rivers will limit them to appear on a specific side, if only one side ...the world map (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).
    11 KB (1,909 words) - 17:59, 30 March 2024
  • ...also includes the factor of a volcano being in savage surroundings. On the Region embark map with ASCII mode enabled, they are represented as a red raised ca
    5 KB (821 words) - 01:16, 2 March 2024
  • * fixed problem with world generation civ region selection * fixed problem with end-game features not working in reclaim
    6 KB (880 words) - 15:01, 12 March 2014
  • ...en (if you wish) tunnel beneath the aquifer to the previously inaccessible region. ...tern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself
    17 KB (2,952 words) - 20:12, 24 July 2014
  • ...you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region. ...tern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself
    30 KB (5,044 words) - 21:53, 23 January 2024
  • ...le features, meaning that they can be surrounded by any [[biome]]. On the Region embark map, they are represented as a red caret ({{Tile|^|4:0:1}}), the sam
    2 KB (360 words) - 17:35, 8 December 2011
  • ...overgrown infrastructure and fragments of earth, what were normal terrain features in the past are at least partially artificial in this era. As a result, the *'''Continents''' - The playable area encompasses a single region referred to as a "Zone" of the megastructure.
    35 KB (5,764 words) - 12:20, 6 December 2023
  • A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...]] could be [[haunted]], [[wilderness]] or [[mirthful]]. However, a named region (which is a contiguous area of one category of biomes, such as forests or w
    2 KB (278 words) - 18:47, 31 July 2012
  • ...nish. [https://github.com/PeridexisErrant/dfhack/blob/PeridexisErrant/log-region-and-exportlegends/scripts/exportlegends.lua exportlegends] likewise exports ...lly caused by DFHack's workflow), and creates a compressed folder for each region suitable for Legends Viewer (or simply compresses the XML if some parts hav
    10 KB (1,606 words) - 17:31, 15 December 2016
  • ...region will be frozen over and exist as a [[glacier]]. All of these water features may be frozen year-round.
    2 KB (376 words) - 13:11, 9 May 2013
  • ...grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Tr A given [[Region|area block]] has a limit of "things that can grow on it" - and trees and sh
    11 KB (1,842 words) - 01:22, 20 October 2023
  • ...ver erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when ch ...lde) - essentially it looks like red water. Note that red ˜ marks in the "region" screen mean something different entirely (e.g. red sand).
    19 KB (3,079 words) - 14:48, 26 May 2017
  • ...le features, meaning that they can be surrounded by any [[biome]]. On the Region embark map, they are represented as a red raised caret (or circumflex) ({{T
    3 KB (554 words) - 00:51, 31 July 2013
  • ...en (if you wish) tunnel beneath the aquifer to the previously inaccessible region. ...tern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself
    15 KB (2,514 words) - 01:28, 30 June 2012
  • ...region will be frozen over and exist as a [[glacier]]. All of these water features may be frozen year-round.
    2 KB (271 words) - 19:05, 31 July 2012
  • ...ile features, meaning that they can be surrounded by any [[biome]]. On the Region embark map, they are represented as a red raised caret (or circumflex) ({{T
    5 KB (776 words) - 04:06, 20 December 2022