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  • ...t also allows for more freedom in selecting starting gear, because certain items can always be obtained through trade later. New players can [[Your first f * the items of non-fortress members (only if they are alive, when they are dead they be
    13 KB (2,117 words) - 00:14, 6 September 2021
  • ...ully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag]]s, [[barrel]]s, or [[bin]]s (see [[U Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has
    18 KB (2,989 words) - 14:21, 24 June 2022
  • You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of :''Example:'' If two items of the same metal worth 0.4 bars each are melted at the same smelter, that
    6 KB (1,027 words) - 14:32, 30 June 2021
  • ==Base values of items== ===Items with no quality, made of special materials===
    13 KB (1,650 words) - 21:41, 11 May 2022
  • ...ocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess. Only appears once the [[Bookk ...), potentially edible items ([[fat]], [[tallow]], [[flour]]), and inedible items ([[dye]]), and is therefore an unreliable indicator of a fortress' food sto
    10 KB (1,563 words) - 15:24, 26 April 2024
  • ...ss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is ==Buying skills and items==
    41 KB (7,264 words) - 22:15, 28 July 2021
  • ...may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted. ...metal - see the [[weight]] article for more information. Note that certain items (such as Leather Armor) cannot be made of metal, so their weights will alwa
    18 KB (2,742 words) - 13:58, 2 November 2021
  • ...he construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tile ...ul things away from workshops once they've been completed. These completed items will pile up in the workshop where they were finished, and if no haulers or
    7 KB (1,225 words) - 21:57, 6 January 2014
  • ...d and cloth are examples of flammable items, stone and gems are not. Some items are especially flammable, such as [[coal]]. ...on fire also release [[smoke]] and can ignite adjacent items. Most burning items will eventually vanish, being completely consumed by the fire, but some tak
    8 KB (1,419 words) - 21:54, 9 July 2012
  • General Items Items:
    123 KB (19,038 words) - 13:55, 10 November 2022
  • All items in the game have a [[item value|base value]], which is multiplied by what [ All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) – but not intermediate ma
    18 KB (2,023 words) - 17:12, 13 December 2023
  • !# items !! # squares !! area (loss) !! material ratio/(mat-ratio for 3x?) |2 items || 7 squares || 3x2 (1) || .29/.33
    9 KB (1,589 words) - 15:41, 17 December 2014
  • ...[[bronze]], [[brass]], [[steel]], and [[electrum]]), these will count as 2 items. ...like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.
    6 KB (996 words) - 13:38, 26 June 2016
  • ...ched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed w ...r cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It
    33 KB (5,122 words) - 15:05, 11 March 2024
  • ...em in this version. You'll also notice right/left gloves. Creatures lose items now with severs, so you'll lose your left gauntlet if your left arm is remo ...this, and that's what is meant by these generic terms. You can remove the items from the entity raw before you play if it makes you feel uncomfortable.</bl
    4 KB (645 words) - 14:23, 13 March 2014
  • Allows dwarves to purchase items ...althy enough. A new shop's starting price is ☼200, and can stock up to 10 items to sell at a time.
    2 KB (344 words) - 15:53, 8 December 2011
  • * Various types of items: ...ant gathering, or trading. Additionally, most preferences will only be for items which are available to the unit's civilization; if an "exotic" item is sele
    9 KB (1,365 words) - 23:37, 27 July 2020
  • The most common use of editing raw files is to get free items. ...ure raw files does NOT require you to create a new world. If you want free items in your game without the hassle of planning your cheats when you create the
    7 KB (1,169 words) - 16:43, 9 May 2022
  • ..., however, the severity of kobold attacks is based solely on the number of items they have stolen. ...lways send 1-3 thieves to your fortress, adding more depending on how many items their last raid managed to steal:
    13 KB (2,225 words) - 02:54, 21 April 2024
  • For completeness, and to further complicate matters, there are also a few items that are made from the furniture submenu of the [[metalsmith's forge]], but Several furniture items have additional functions, like buckets (transporting water) and barrels (c
    7 KB (1,129 words) - 15:44, 8 December 2011

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