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  • ANIMALS HUNTING
    311 KB (47,240 words) - 11:27, 4 October 2011
  • | job name = [[Hunting]] ...ting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The a
    10 KB (1,615 words) - 06:48, 25 August 2015
  • ...(how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring. '''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]],
    21 KB (3,467 words) - 13:47, 24 December 2022
  • * Train Hunting Animals * Train War Animals
    8 KB (1,223 words) - 19:44, 12 June 2014
  • '''Dogs''' are trainable into war/hunting dogs. See [[Kennel]] for how this is done, and for a list of other trainabl ...[combat]] or [[hunting]] as either war dogs or hunting dogs. Like all tame animals they can serve as an [[butchering|emergency food supply]] and provide you w
    3 KB (551 words) - 04:51, 17 February 2012
  • ...a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged but ===Hunting Party===
    63 KB (10,491 words) - 16:07, 26 July 2021
  • ...initial [[dwarves]] some starting [[skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers :{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available
    64 KB (10,735 words) - 21:26, 12 August 2014
  • ...er]], and [[engraver]] (stone detailing) enabled. If you have dwarves with hunting or fishing, ''disable'' those until you have your initial fort completed. W ...neral stockpile area (be careful not to make this too small otherwise your animals and dwarves will start fighting). This works much like creating a stockpile
    54 KB (9,560 words) - 12:51, 18 May 2013
  • * Train [[dog|hunting animal]] ...animals (with food), and turning some [[tame animals]] into war or hunting animals.
    2 KB (385 words) - 18:51, 24 February 2014
  • ====Non-hunting hunters==== ...bout their business armed and armored. Note that if X number of hunt-able animals do appear on the map, that many dwarves will then go hunt them. Do note tha
    29 KB (4,905 words) - 20:28, 25 July 2012
  • :*'''Wild animals''' ::Wild animals can appear from the topside, but also from the [[cavern]]s that you may acc
    43 KB (7,277 words) - 16:28, 26 July 2021
  • ...ry early game, you can use a [[Zone#Meeting_Area|meeting zone]] to attract animals and idle dwarves to a given area. This makes a pretty poor defense in gener ===Guard Animals===
    32 KB (4,689 words) - 15:05, 19 July 2012
  • == Labors and work animals == === Work animals ===
    9 KB (1,654 words) - 17:48, 26 July 2021
  • * [[Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves. ...or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.
    12 KB (2,026 words) - 16:32, 26 July 2021
  • ...ng advantage of the path finding algorithm in Dwarf Fortress; all domestic animals seek to find the shortest (lowest cost) path to their desired targets (acti ==Animals==
    13 KB (2,185 words) - 23:16, 18 February 2012
  • *Spend the rest of the points on anything else you want like plump helmets, animals, wood, and ores. Taking copper ores (malachite/copper nuggets) and tin ores *spend the rest on whatever else you want like animals and ores.
    28 KB (4,491 words) - 19:27, 27 January 2018
  • * [[Tame animals]] * Corpses of untamed non-sentient animals
    5 KB (785 words) - 14:35, 12 February 2012
  • Under the title bar is the menu bar, showing {{DFtext|Animals Kitchen Stone Stocks}}, and possibly {{DFtext|Health}} and {{DFtext|Justice ===Animals sub-screen===
    15 KB (2,563 words) - 17:13, 29 June 2012
  • ...s than in others. A single butcher/tanner/cook trying to process multiple animals simultaneously will likely result in rotten food, carcases, or skins. But All embarks get the following items without paying for them: 2 animals (who pulled the wagon), and the 3 wood that make up the wagon.
    43 KB (7,388 words) - 23:13, 18 February 2012
  • ...rk]] or [[trade]]d for with [[caravan]]s. Wild versions of domesticated [[animals]] (horses, muskoxen, etc) can be [[tame]]d and used normally. ...for wagons after embark except to be deconstructed for [[wood]], so these animals can be slaughtered or kept for breeding and making your dwarves [[preferenc
    13 KB (1,779 words) - 16:47, 8 December 2011

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