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  • {{Modding}} '''Modding''', or creating [[mod]]s, refers to modifying the behavior of the base game
    71 KB (11,124 words) - 22:51, 28 April 2024
  • {{Modding}} '''Modding''' refers to modifying the game's files. ''Dwarf Fortress'' is remarkably m
    63 KB (9,874 words) - 03:43, 20 December 2022
  • 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 reading throug This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wi
    51 KB (8,103 words) - 09:54, 13 June 2016
  • 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 reading throug ...rsion 0.27.176.39c (originally put to type by one Teldin; page found [[40d:Modding guide|here]]) and has later been rewritten for 0.31.xx.xx by a few differen
    34 KB (5,491 words) - 22:52, 1 March 2016
  • ...(Figure it out yourself, or see the [[40d:DIY#Minimalist_challenge_build|40d Do it Yourself]] article for a step-by-step "how to".) *Modding BONUS: Mod the raws and actually embark as humans.
    63 KB (10,491 words) - 16:07, 26 July 2021
  • ...eactions possible in an unmodified game though others can be added through modding. ==Changes from 40d==
    68 KB (11,828 words) - 13:20, 3 December 2023
  • .../ [[v0.34:Main Page|v0.34]] / [[v0.31:Main Page|v0.31]] / [[40d:Main Page|40d]] / [[23a:Main Page|23a]]</div> ...[[Cheating]] || [[Known bugs and issues|Known bugs]] || [[Framerate]] || [[Modding guide]]
    9 KB (1,127 words) - 14:56, 3 February 2024
  • {{uv|40d}} The ''Creature Modding GUI'' is an application designed to modify the 40d [[40d:Raw file|Creature Raws]]. It can be found here[http://www.bay12forums.com/s
    211 bytes (35 words) - 12:26, 15 January 2022
  • {{Modding}} ...changed from 40d]]; their relationships with each other as well as their [[40d Talk:Sphere|associated]] naming [[Language#language_SYM.txt|symbols]] may a
    24 KB (3,322 words) - 20:20, 13 April 2024
  • ...nd do not need any external [[Main:utilities|utilities]] or [[Main:modding|modding]]. Whether a player chooses to make use of an exploit or not depends on the ...ion of or destroy them.{{Verify}} See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#
    20 KB (3,391 words) - 15:50, 6 August 2021
  • ...nd do not need any external [[Main:utilities|utilities]] or [[Main:modding|modding]]. Whether a player chooses to make use of an exploit or not depends on the ...r used to destroy them.{{Verify}} See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#
    10 KB (1,741 words) - 04:52, 3 April 2012
  • {{Category|Modding}} ...NTERNAL] or the [EMBEDDED] tags will. Allows body parts to be pinched. In 40d it appears that body parts are visible unless [SMALL], even if they are [IN
    11 KB (1,900 words) - 20:06, 23 June 2017
  • {{Category|Modding}} ...NTERNAL] or the [EMBEDDED] tags will. Allows body parts to be pinched. In 40d it appears that body parts are visible unless [SMALL], even if they are [IN
    9 KB (1,531 words) - 18:34, 11 June 2012
  • ...anced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus s == Modding tools ==
    21 KB (3,304 words) - 10:58, 22 July 2013
  • The following values are from Dwarf Fortress version 0.28.181.40d, though most also apply to other versions as well. | 4181 (0.31), 2000 (40d)
    7 KB (1,012 words) - 13:01, 4 January 2023
  • ...within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on the ...of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#
    18 KB (2,976 words) - 02:58, 19 October 2023
  • ...centaur]]s, and [[griffon]]s. These creatures are included in the game's [[Modding|raw object data]] and so they may appear on engravings, but the actual crea ...and attempt to create their own mods. The following mods include magic for 40d:
    5 KB (791 words) - 14:16, 12 December 2023
  • ...within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on the ...of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#
    18 KB (3,023 words) - 03:22, 20 December 2022
  • * smallest map possible with the smallest site (2x2, assuming no modding), '''Centrino @ 1.6 GHz, Windows XP, DF 40d'''
    11 KB (1,729 words) - 21:05, 23 June 2017
  • * '''40d''': Short for "0.28.181.40d", the last version of Dwarf Fortress before the 2010 release. ...eased in 2010 and later. It has many changes and new features compared to 40d.
    3 KB (406 words) - 05:25, 17 February 2012
  • {{Main page progress bar|40d|width=48em}} <div>{{news/40d}}</div>
    5 KB (623 words) - 19:47, 10 March 2014
  • {{Modding}} * [[40d:Language]] (has expanded explanations of parts of the language system, whic
    4 KB (717 words) - 06:14, 8 February 2023
  • ...], the [[bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[blowgun]] which can only be made as an [[artifact]] in a [[bow <!-- Copied and reworded from [[Crossbowman]] References 40d data! -->
    6 KB (1,009 words) - 20:43, 27 July 2016
  • {{Modding}} ...type is "River", "River Slope", "River Source", "Waterfall" (used back in 40d for underground rivers), "Brook", "Murky Pool", or "Murky Pool Slope".
    19 KB (2,994 words) - 22:17, 16 January 2023
  • {{Modding}} [[40d:Language]] (has expanded explanations of parts of the language system, whic
    4 KB (594 words) - 03:37, 20 December 2022
  • ...ad." --Toady. Note that this can cause confusing issues when porting from 40d to 2010. Make sure you add your pluralizations! {{Category|Modding}}
    8 KB (1,329 words) - 16:37, 8 December 2011
  • {{40d creaturelookup/0|wiki=no}} One way to cheat your way out of a sticky situation is by [[modding]] the eagle entry. Wait for the bird to fly in the air and then save your g
    2 KB (385 words) - 14:49, 8 December 2011
  • ...ber may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function. {{Category|Modding}}
    40 KB (5,917 words) - 22:41, 3 September 2021
  • ...zation with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there ar {{Category|Modding}}
    25 KB (3,935 words) - 15:15, 7 April 2021
  • #REDIRECT [[40d:Modding guide]]
    31 bytes (4 words) - 05:38, 26 March 2010
  • ...] is actually caused by an old bug in the system which was reintroduced in 40d. When a [[pet]] [[cat]] kills a [[vermin]], it picks it up with its mouth a ...is message becomes more and more common, but it is easy enough to fix by [[modding]] (the exact steps are explained below). You don't even have to [[World gen
    4 KB (592 words) - 19:26, 1 January 2019
  • #REDIRECT [[40d:Modding guide]]
    31 bytes (4 words) - 12:58, 16 April 2010
  • ...dwarves]] outside of [[trading]], looting hostiles, [[strange mood]]s or [[modding]]; as such, this skill will be most relevant to your [[Crossbowman|marksdwa <!-- Copied and reworded from [[Crossbowman]] References 40d data! -->
    6 KB (1,046 words) - 03:06, 20 December 2022
  • ...s are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit. * Chasms as they were in 40d are gone for the time being, replaced by finite caverns.
    34 KB (5,534 words) - 19:32, 21 February 2023
  • ...from 2009 and earlier contained ''four'' numbers and a letter - see the [[40d:Version number|older versions of this page]] for more information. ...be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-ou
    37 KB (5,912 words) - 20:46, 7 February 2023
  • {{40d creaturelookup/0|butcher=no}} ...obust or finalized [[magic]] system, so they are in the game's [[:category:modding|raw object data]] only in order to allow them to appear in engravings.
    649 bytes (100 words) - 15:54, 13 December 2019
  • [[40d:Language]] (has expanded explanations of parts of the language system, whic {{Category|Modding}}
    3 KB (490 words) - 01:55, 18 September 2011
  • ...ill and [[alchemy]] [[labor]] have not served any function since version [[40d:Release information/0.28.181.39a|0.28.181.39a]] and have been removed from ...mal care|animal caretaking]]. Because of this, it is frequently used by [[Modding|modders]].
    3 KB (399 words) - 09:02, 8 May 2024
  • {{40d creaturelookup/0|butcher=no}} ...obust or finalized [[magic]] system, so they are in the game's [[:category:modding|raw object data]] only in order to allow them to appear in engravings.
    523 bytes (80 words) - 14:38, 8 December 2011
  • {{40d creaturelookup/0|butcher=no}} ...obust or finalized [[magic]] system, so they are in the game's [[:category:modding|raw object data]] only in order to allow them to appear in engravings.
    533 bytes (81 words) - 14:37, 8 December 2011
  • {{40d creaturelookup/0|butcher=no}} ...obust or finalized [[magic]] system, so they are in the game's [[:category:modding|raw object data]] only in order to allow them to appear in engravings.
    533 bytes (81 words) - 14:51, 8 December 2011
  • ...dwarves]] outside of [[trading]], looting hostiles, [[strange mood]]s or [[modding]]; as such, this skill will be most relevant to your [[Crossbowman|marksdwa <!-- Copied and reworded from [[Crossbowman]] References 40d data! -->
    6 KB (1,028 words) - 20:25, 25 December 2023
  • [[40d:Language]] (has expanded explanations of parts of the language system, whic {{Category|Modding}}
    3 KB (544 words) - 18:07, 31 January 2014
  • ...zation with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there ar {{Category|Modding}}
    21 KB (3,286 words) - 13:57, 8 December 2021
  • ...ad." --Toady. Note that this can cause confusing issues when porting from 40d to 2010. Make sure you add your pluralizations! {{Category|Modding}}
    10 KB (1,615 words) - 22:35, 8 April 2014
  • ...[[Cheating]] || [[Known bugs and issues|Known bugs]] || [[Framerate]] || [[Modding guide]] ....php/Main_Page (archive.org snapshot)]</sup>-->, [[40d:Main Page|v0.28.181.40d Wiki]], [[v0.31:Main Page|v0.31.25 Wiki]], [[v0.34:Main Page|v0.34.11 Wiki]
    8 KB (1,049 words) - 16:30, 13 November 2023
  • ...from 2009 and earlier contained ''four'' numbers and a letter - see the [[40d:Version number|older versions of this page]] for more information. ...be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-ou
    37 KB (5,912 words) - 04:05, 20 December 2022
  • ...ial+matgloss, but the item interprets the material as a creature ID. See [[40d Talk:Item token#Skulls|talk]] for more information. {{Category|Modding}}
    6 KB (864 words) - 01:25, 8 July 2013
  • DFHack is a modding framework that is packaged alongside a suite of tools that use it. For deve ...0d and 0.23.130.23a - more information can be found [[User:Quietust#DFHack-40d|here]] and [[User:Quietust#DFHack-23a|here]], respectively.
    10 KB (1,496 words) - 22:40, 28 April 2024
  • ...n is if they have very high [DAMBLOCK] and [MAXAGE] values</s>. Tested in 40d, [NO_GENDER] civs, at least, are not placed at all. Presumably if the civ- {{Category|Modding}}
    18 KB (2,769 words) - 01:29, 7 June 2022

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