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  • you become a county then a duchy. A happy fortress with many exports and massive wealth you will need to keep your citizens happy.
    931 KB (148,541 words) - 18:41, 1 December 2023
  • happy Be happy!
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...all the thoughts a particular dwarf has is simply summed to determine how happy or unhappy they are. If dwarves are particularly unhappy, they may throw [[ Now you will see descriptions on how the dwarf feels ''(Ecstatic, happy, content, unhappy, miserable)'', and what recent events made an impact on t
    27 KB (4,235 words) - 21:24, 29 September 2021
  • ...them more or less happy, with each experience recorded and displayed as a Thought. The rate at which a dwarf gains certain thoughts is controlled by [[perso ...wish to avoid Bad Thoughts, please consult ways of [[keeping your dwarves happy]].
    13 KB (2,088 words) - 15:10, 24 September 2012
  • | style="background:#33cc00" | 125 to 149 || happy ...them more or less happy, with each experience recorded and displayed as a thought. The rate at which a dwarf gains these thoughts is controlled by varying as
    26 KB (3,794 words) - 03:16, 21 May 2014
  • ...type of [[alcohol]] (wine, rum, ale, and beer) to avoid dwarves getting "[[thought|tired of the same old booze lately]]". If bringing meat, [[turtle]] is rec ...wed, giving your dwarves access to a variety of alcohols, which makes them happy. All alcohol can also be turned into food via cooking, making them all via
    32 KB (5,458 words) - 20:14, 23 June 2017
  • dwarf thought before he flung himself into the black air of the chasm stared at the wall in amazement. Impossible, he thought.
    156 KB (27,608 words) - 08:54, 15 November 2022
  • ...of thought has a cooldown period, during which subsequent instances of the thought simply override the current instance. ...s cut in half (and rounded up) unless noted otherwise; after 3 months, the thought is forgotten.
    25 KB (3,774 words) - 14:52, 27 June 2014
  • THOUGHT very happy about the trading
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...n your character's adventures. {{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time. ...an most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}
    59 KB (8,766 words) - 16:11, 16 December 2023
  • ...in your character's adventures.{{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time. ...an most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}
    60 KB (8,847 words) - 18:39, 21 April 2024
  • ...ation, rounded down. Not meeting this number is supposed to give unhappy [[thought]]s to the Sheriff (or Captain of the Guard), but due to a bug it does not. ...lad to have punishment reduced recently") and the injured party an unhappy thought ("upset that a criminal could not be properly punished").
    3 KB (515 words) - 20:35, 1 December 2023
  • ...ill result in the Sheriff (or Captain of the Guard) receiving an unhappy [[thought]]. ...lad to have punishment reduced recently") and the injured party an unhappy thought ("upset that a criminal could not be properly punished").
    4 KB (691 words) - 14:17, 8 March 2024
  • THOUGHT very happy about the trading
    237 KB (33,753 words) - 21:06, 23 June 2017
  • ...n must be using them, accessing the mines away from the magma flow, Aloran thought, though she did not dwell on it long. Soon her mind was focused again on d ...ls, each walking on four stumpy legs. They look like cave oysters, Aloran thought. She raised her axe.
    87 KB (15,188 words) - 02:06, 14 December 2022
  • THOUGHT very happy about the trading
    248 KB (37,728 words) - 00:28, 8 August 2013
  • When a dwarf has been [[Thought|unhappy]] enough, he'll decide that enough is enough and throw a tantrum. ...that the certain dwarf may go [[insane]] unless something makes the dwarf happy.
    11 KB (1,853 words) - 15:46, 28 July 2021
  • After enough time passes, the happiness bonus/penalty for the thought is cut in half (and rounded up) unless noted otherwise. ! Thought
    21 KB (3,330 words) - 22:54, 2 August 2012
  • ...ed as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship. ...Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.
    100 KB (16,380 words) - 19:18, 14 November 2023
  • ...a dwarf needs to sleep is a 1-tile bed, anywhere. However, to be [[Thought|happy]], a dwarf wants their own room with a bed, and a chest and a cabinet to pu Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home.
    32 KB (4,681 words) - 23:19, 22 December 2022
  • ...a dwarf needs to sleep is a 1-tile bed, anywhere. However, to be [[Thought|happy]], a dwarf wants their own room with a bed, and a chest and a cabinet to pu Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home.
    32 KB (4,786 words) - 18:37, 26 March 2024
  • ...ed as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship. ...Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.
    96 KB (15,752 words) - 04:01, 20 December 2022
  • ...points, determining their mood. Unhappy thoughts add to the stress score, happy thoughts subtract from the stress score. It is confirmed that there are onl ...run for 7 years. The overall mood of the fortresses after 7 years was 45% happy to ecstatic, 55% fine, less than 1% unhappy (4 dwarves in total).
    31 KB (4,802 words) - 02:58, 26 February 2024
  • ...points, determining their mood. Unhappy thoughts add to the stress score, happy thoughts subtract from the stress score. It is confirmed that there are onl ...run for 7 years. The overall mood of the fortresses after 7 years was 45% happy to ecstatic, 55% fine, less than 1% unhappy (4 dwarves in total).
    40 KB (5,759 words) - 05:56, 3 January 2023
  • ...lue|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it. ...o them will sleep. However, sleeping in dormitory will generate a negative thought(embarrassed after sleeping without a proper room).
    29 KB (4,895 words) - 21:50, 14 March 2024
  • ...nd the reluctant minotaur returned to the castle. The cow man was none to happy to arrive back at the place where he had been created. Night, thief of all cheer. When has the sun set on a happy soul in
    118 KB (20,738 words) - 15:56, 13 December 2022
  • ...ts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼ does not mean a happy dwarf if Urist keeps dwelling over their grouchiness at being caught in the ...s and, in extreme cases, isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-s
    11 KB (1,738 words) - 03:37, 20 December 2022
  • ...ts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼ does not mean a happy dwarf if Urist keeps dwelling over their grouchiness at being caught in the ...s and, in extreme cases, isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-s
    12 KB (1,901 words) - 12:03, 5 March 2023
  • When a dwarf has been [[Thought|unhappy]] enough, he'll decide that enough is enough and he'll throw a tant ...that the certain dwarf may go [[insane]] unless something makes the dwarf happy.
    7 KB (1,137 words) - 22:15, 26 July 2021
  • ...nteraction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which | rowspan=3 | More susceptible to unhappy [[thought]]s
    16 KB (2,257 words) - 10:39, 14 April 2015
  • ...rves will catch and consume [[vermin]] to survive, resulting in an unhappy thought. * 35000 - dwarf gets an unhappy thought about being Thirsty and cancels its current job to get something to drink
    7 KB (1,185 words) - 20:38, 28 June 2014
  • ...all the thoughts a particular dwarf has is simply summed to determine how happy or unhappy they are. ...enter}}. Now you will see descriptions on how the dwarf feels ''(Ecstatic, happy, content, unhappy, miserable)'', and what recent events made an impact on t
    18 KB (2,735 words) - 21:23, 29 September 2021
  • ...o feel nothing or not care about certain situations, giving them a neutral thought. A few examples of different levels of thoughts can go as follows: ...p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - Positive thought<br />
    23 KB (3,607 words) - 04:02, 20 December 2022
  • ...o feel nothing or not care about certain situations, giving them a neutral thought. A few examples of different levels of thoughts can go as follows: ...p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - Positive thought<br />
    23 KB (3,615 words) - 01:32, 25 February 2024
  • ...they see the type of animal they [[preference|prefer]] in a cage. A happy thought which they won't get if they see the same animal running around free. Yeah ...a happy [[thought]] from sleeping in their own bedroom, and also get more happy thoughts from owning their own [[furniture]].
    17 KB (3,136 words) - 19:10, 12 November 2020
  • .... A dwarf with serious cave adaptation (at least 1.5 years) will gain the thought 'nauseated by the sun recently' and will [[vomit]] all over the ground in a ...d dwarves will come out, admire the items in the meeting area, get a happy thought, then vomit all over themselves. If you do it right, you roughly break eve
    7 KB (1,227 words) - 17:34, 25 April 2024
  • ...white|white}} shows the dwarf's [[thoughts]]. The first sentence says how happy or unhappy s/he is at the moment, and the next sentence lists the recent ev ...A dwarf consuming the type of food/booze s/he prefers will get a happy [[thought]]. The types of plants and animals listed in the first sentence is entirel
    9 KB (1,654 words) - 17:48, 26 July 2021
  • ...ding tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions. ...y may use the weapons they're carrying. Suddenly, keeping those axe lords happy seems a bit more high priority, eh?
    12 KB (2,053 words) - 19:00, 1 December 2023
  • [[File:FlowchartDF.png|thumb|200px|right|[[From Caravan to Happy Dwarves]] - a flowchart showing approximately what sequence of actions most ...|berserk]], killing and destroying things. This is why you want them to be happy.
    64 KB (10,735 words) - 21:26, 12 August 2014
  • ...ains, ropes or metal cages to be designated as jails, getting an unhappy [[thought]] if you don't have enough. The current number of ropes or chains needed i == Happy prisoners ==
    6 KB (1,064 words) - 18:37, 28 August 2021
  • ...rves will catch and consume [[vermin]] to survive, resulting in an unhappy thought. :* 65000 - dwarf gets an unhappy thought about being hungry, cancels current job to get something to eat
    7 KB (1,118 words) - 03:24, 20 December 2022
  • ...rves will catch and consume [[vermin]] to survive, resulting in an unhappy thought. :* 65000 - dwarf gets an unhappy thought about being hungry, cancels current job to get something to eat
    7 KB (1,108 words) - 23:16, 28 April 2024
  • ...nteraction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which | 76 - 90 || can be very happy and optimistic
    14 KB (1,997 words) - 10:39, 14 April 2015
  • ...ding tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions. ...y may use the weapons they're carrying. Suddenly, keeping those axe lords happy seems a bit more high priority, eh?
    9 KB (1,549 words) - 09:58, 10 March 2023
  • ...riod of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. ...iserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
    71 KB (11,875 words) - 16:34, 26 July 2021
  • ::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]] :* Your goals vs "basic survival needs" to keep your fortress healthy and happy.
    48 KB (8,169 words) - 21:16, 5 August 2014
  • == Happy prisoners == ...me terminally upset. Generally inmates are still suffering from the bad [[thought]]s that caused them to [[tantrum]] and become imprisoned in the first place
    6 KB (1,068 words) - 18:37, 28 August 2021
  • ...riod of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. ...iserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
    85 KB (14,135 words) - 16:52, 7 May 2024
  • ...riod of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. ...iserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]] :* Your goals vs "basic survival needs" to keep your fortress healthy and happy
    49 KB (8,344 words) - 03:59, 20 December 2022

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