v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Search results

Jump to navigation Jump to search

Page title matches

  • ...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

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)