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  • ...u give your custom civilization a reaction to produce "star metal" or some other custom material, only they will be able to use it. * ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.
    48 KB (7,387 words) - 03:52, 20 December 2022
  • ...y bee colonies might be unable to spawn because the "space" is occupied by other vermin colonies. Building [[dirt road]]s over existing colonies frees up sp ...e completely enclosed with constructions from outside while still creating products, allowing beekeepers to work safely at all times.
    13 KB (2,169 words) - 03:09, 20 December 2022
  • formed a false friendship where each used the other for information Other Kill
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...re they are edible, and still others are inedible, producing only non-food products (their seeds may be edible, though). Drinks may be cooked as ingredients in ...ks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barre
    38 KB (5,607 words) - 18:40, 8 January 2023
  • ...ich can [[rot]], and therefore requires slightly more micromanagement than other [[industry|industries]]. ...oms, etc. Hunters are rather single-minded; when hunting, they will ignore other animals besides their chosen quarry, even if the others are more easily att
    37 KB (6,210 words) - 03:41, 20 December 2022
  • ...fe]], due to its fixed temperature. The harvesting and use of wood to make products is known as the [[wood industry]]. ...and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allo
    20 KB (2,724 words) - 14:32, 3 February 2023
  • ...be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. ...ion, and basic crafting, according to Toady) are weighed more heavily than other skills.<sup>[http://www.bay12games.com/media/df_talk_12_transcript.html Sou
    25 KB (4,133 words) - 04:19, 30 April 2023
  • ...what the quality of various goods they produce will be, and possibly many other considerations. This page considers in detail how you might go about choosi Starting builds can and should vary based upon a number of other variables. [[embark#Choosing_a_Site|Where you choose to settle]] will dicta
    49 KB (8,344 words) - 03:59, 20 December 2022
  • ...and; there is no way to tell if your map will provide it until you embark (other than [[cheating]]). If you want to ensure the possibility of a flourishing ...[artifact]]s) can be made from raw glass purchased from [[caravan]]s. All other glass objects must be made from "sand bearing items", i.e. bags of sand.
    11 KB (1,743 words) - 03:30, 20 December 2022
  • ...ound]] tile. Subterranean hives can still store colonies but will not make products. ...xt|Do not gather products|7:1}} will prevent beekeepers from gathering the products inside the hive, leaving the colonies alive so they can be saved for splitt
    7 KB (1,078 words) - 03:34, 20 December 2022
  • ...and the other is 2, the spread will be the same as if one was 100 and the other was 200. Civs can spread out over biomes they cannot actually build in; fo ...lecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. CAVE_DETAILED civilizations will create fortresses in mounta
    38 KB (5,824 words) - 03:22, 20 December 2022
  • ...d in the entire fortress) is marked for hauling and is unavailable for any other purpose, including planting crops. The planter can't use any of those seeds ...e location (e.g. plants from [[farming|farm plots]]), and are used in many other locations. Rather than simply putting a plant stockpile by each workshop th
    15 KB (2,513 words) - 04:00, 20 December 2022
  • Seen in the above image as "Trees: Sparse" and "Other Vegetation: Moderate". ...so a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...tween civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in an | The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.
    15 KB (1,920 words) - 03:22, 20 December 2022
  • ...re the residual products of [[mining]], as the raw material for all of its products. The stone industry is essential for fortress [[Design strategies|developm [[Engraving]] and Stone [[smoothing]], while not actual products or constructions, add value to your fortress, and can also be considered pa
    13 KB (2,102 words) - 04:00, 20 December 2022
  • ...y or may not stabilize (depending on your idea of [[fun]]), leaving you to other challenges. ...things worse for yourself by swapping the ore for a fire-safe block. Raze other civilizations, and hope that you get metals.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ...industry''' deals with the harvesting and use of [[wood]] and wood-derived products: [[ash]], [[potash]], [[pearlash]], and [[charcoal]]. Dwarves prefer to use ...ntact, creating an artificial plateau or hill only accessible through some other means (like a [[bridge|drawbridge]] or a locked [[hatch]]). Underground, yo
    8 KB (1,325 words) - 04:08, 20 December 2022
  • ...good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals d ...d cannot be traded as is; you will need to decorate them or turn them into other items for them to become "valid" trading items.
    28 KB (4,584 words) - 04:04, 20 December 2022
  • ...ere it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your wate *Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to s
    96 KB (15,752 words) - 04:01, 20 December 2022
  • ...be used to jump start the process, but if your location is lacking in the other fuel sources, you will have to use charcoal exclusively (and whatever the c ...a fairly mature fortress. Once you hit magma, you will no longer need any other fuel source (except for [[Steel|steelmaking]]).
    18 KB (2,964 words) - 03:42, 20 December 2022
  • ...ther races can join them throughout world simulation; that can include the other main races, [[animal people]], etc. The main race of a civilization isn't s ...fs. Dwarven fortresses, [[mountain halls]], and some sites taken over from other civilizations can be hard to navigate out of, and sites with many inhabitan
    43 KB (7,414 words) - 02:51, 20 December 2022
  • ...e specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part o ...more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentr
    35 KB (5,825 words) - 19:58, 21 October 2023
  • ...erent purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarve Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel
    18 KB (2,665 words) - 04:08, 20 December 2022
  • ...apon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material. ...mes [[wood]], which may be available in more limited supply and needed for other things; additionally, due to the required wood, it cannot be sold to [[elve
    11 KB (1,469 words) - 03:41, 20 December 2022
  • ...ing can also be used to increase the value of the item. Glazed earthenware products can take a considerable toll on your wood resources, in particular if you a ...s. Bars of tin cannot be used to make tin glazes. Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware. It is
    21 KB (3,381 words) - 03:14, 20 December 2022
  • ...are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]] ...|k}}ing at the ground after that will show "<tree> flowers" in addition to other tile contents. Both flowers and fruit appear and fall at set times through
    36 KB (5,304 words) - 01:32, 20 October 2023
  • |Add the ability to talk to other creatures in adventure mode. |PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
    37 KB (5,912 words) - 04:05, 20 December 2022
  • ...able to jump. Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes ...their back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather
    50 KB (8,737 words) - 02:51, 20 December 2022
  • ...are exceptionally rare creatures and share their [[biome]] with dozens of other animals, making sighting them a very uncommon event. Even if you do encount ...on to any aforementioned dried meat products or the advertisement for such products.
    3 KB (421 words) - 03:55, 20 December 2022
  • ...lters and kilns. These different workshops often produce only intermediary products, items that are then used to create something else for the final product. ::*''Feeds into:'' fuel for other furnaces, [[steel]] making, [[Ashery|asheries]] and [[soap]] production
    4 KB (558 words) - 03:25, 20 December 2022
  • ...check your neighbors and avoid places with '''towers''', '''goblins''', or other groups at war with you. ...to the wagon. (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any mi
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...here are no other nearby sites with a market. [[Road]]s link towns between other nearby towns and dwarven [[fortress]]es, as well as sites conquered by huma ...ainment, which includes [[performance]]s and the occasional drunken brawl. Other people of interest include:
    10 KB (1,455 words) - 04:04, 20 December 2022
  • The '''gem industry''' deals with the processing of [[gem]]s. Like other [[Industry|industries]], it creates raw materials, [[finished goods]], and ...st ways as a rough gem. While glass has a relatively low value compared to other gems, with a [[magma glass furnace]] and [[sand]] it is possible to produce
    13 KB (1,969 words) - 03:25, 20 December 2022
  • ...uilding menu to satisfy the "Needs: X Chests" requirement for nobles. Each other storage object type has its own entry. ..., stone, clay, glass, or metal. Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold
    13 KB (2,085 words) - 11:41, 2 December 2023
  • ...doesn't spend all of his time walking from one end of the fortress to the other. If the correct stockpile is close at hand, those roasts will be coming out ...way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production. Additional stairs may be us
    15 KB (2,143 words) - 04:08, 20 December 2022
  • ...e, the seed barrel and all its contents will be blocked from access by any other job. ...be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of c
    15 KB (2,292 words) - 03:55, 20 December 2022
  • ...n. Since v0.31.22, the game no longer loads backup files with an extension other than ".txt", but duplicate entries are still a very bad thing. ...ike all other files, you may add more). They follow the same format as any other raw file:
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...to create a book. Like with suturing, it's best to temporarily forbid all other threads from the stocks menu if you want to force your dwarves to use these [[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly be
    21 KB (3,313 words) - 14:46, 29 April 2023
  • ...e]] upon trees for food, but for now they eat grass and cave moss like all other grazing animals. ...like [[cow]]s), and their great size means that there will be a ''lot'' of products.
    3 KB (466 words) - 03:21, 20 December 2022
  • ...s only available in single-unit stacks and has the same base value as most other foods. ...a [[hive]] with a colony of [[honey bee]]s that is toggled to "gather any products" will be harvested as part of the [[beekeeping industry]]. In order to coll
    1 KB (229 words) - 03:54, 20 December 2022
  • ...K|-}} to manually highlight "Make wooden Nest Box", or select {{K|g}} rock products, then use {{K|+}}/{{K|-}} to manually highlight "Make rock Nest Box". ...osion that rivals even the deadliest of [[catsplosion]]s. Several species other than birds, such as [[cave crocodile]]s and [[crundle]]s, are also prolific
    7 KB (1,171 words) - 03:45, 20 December 2022
  • ...are wearing full military [[armor]], upon pain of a quick death. Like all other species of snake, bushmasters take the whole extent of their lives to reach ...s made from bushmaster parts are 2 times more [[Item value|valuable]] than products made from common animals.
    2 KB (260 words) - 03:12, 20 December 2022
  • ...ir production.''' (Dwarves cannot normally decorate objects with wood, but other civilizations can, so be careful with objects with decorations) Elves bring ...ill generally accept:''' items made of green glass, stone, metal, bone and other refuse, silk, leather, plant fiber cloth, meat and fish, [[totem]]s, and ev
    13 KB (2,046 words) - 00:56, 11 January 2024
  • ...ody parts for [[meat]], [[fat]], [[skin]], [[bone]]s, [[skull]]s, and many other objects, at the [[butcher's shop]]. You will then proceed to butcher the corpse, dropping all of the products on your tile; also note that small animals, like [[raven]]s, cannot be butc
    14 KB (2,407 words) - 03:12, 20 December 2022
  • ...]]'''Insanity''' describes any of the conditions that cause a [[dwarf]] or other [[creature]] to immediately stop what they were doing and go mad. Dwarves t :Catatonia is special in that it will '''override''' other types of insanity - dwarves with extremely high '''stress vulnerability'''
    13 KB (2,044 words) - 16:52, 28 November 2023
  • Although some kinds of [[food]] can be eaten raw, other food resources are ingredients which are only edible when cooked into a mea ..."plump helmet stew [24]". Prepared meals cannot be used as ingredients in other prepared meals.
    8 KB (1,133 words) - 03:16, 20 December 2022
  • ...ually, these experiments may leave the necromancer that made them and join other civilizations. In older worlds, many civilizations will likely have signifi ...regular civilization. Necromancers from opposing entities will attack each other, but amusingly, their undead armies will be neutral to everyone. Due to the
    37 KB (6,081 words) - 22:22, 28 November 2023
  • ...removing any dye); thankfully these tasks are performed just as quickly as other weaving and smelting jobs. * All other items require 1 wafer.
    12 KB (1,916 words) - 02:09, 13 March 2024
  • ...ogs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felli ...g labor enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.
    9 KB (1,578 words) - 04:08, 20 December 2022
  • ...[[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attributes' cross-training. The ones relevant f | rowspan="6" | Social - Other
    14 KB (2,318 words) - 23:27, 20 December 2023

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