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  • ...duced [[XML dump|XML]] export in [[legends mode]], аdded graphics for many plants and child/baby creatures. == Dwarf Fortress v0.34 ==
    25 KB (3,070 words) - 13:35, 17 April 2024
  • '''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections. ...lants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)
    71 KB (11,322 words) - 02:54, 7 March 2022
  • '''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections. ...ntirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be av
    82 KB (12,872 words) - 12:17, 3 April 2024
  • '''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections. ...ntirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be av
    82 KB (13,016 words) - 08:47, 21 January 2023
  • '''See also:''' [[:Category:V0.34:Modding]] == Modding plants ==
    51 KB (8,103 words) - 09:54, 13 June 2016
  • ...as a wealth of new content, including: +45 buildings, +850 creatures, +160 plants, +120 trees, +25 instruments, +85 toys, +85 food types, +75 weapons and arm ...es.com/file.php?id=5315 v1.3] [http://dffd.bay12games.com/file.php?id=5315 v0.34]<br />
    10 KB (1,524 words) - 03:39, 20 December 2022
  • ...refuse, silk, leather, plant fiber cloth, meat and fish, totems, and even plants. They will accept animals in trade, as long as their [[Cage|cages]] are not *Various aboveground plants, with sometimes [[whip vine]] and [[sun berry]] or their byproducts.
    6 KB (1,036 words) - 12:44, 5 November 2020
  • '''For v0.34:''' (this version) ...oil on your map), but require [[seed]]s that can be obtained from gathered plants or by trading with humans or elves.
    6 KB (886 words) - 00:37, 26 September 2016
  • '''For v0.34:''' (the previous version) ...oil on your map), but require [[seed]]s that can be obtained from gathered plants or by trading with humans or elves.
    7 KB (1,086 words) - 04:05, 20 December 2022
  • ...try [[butcher]]ing your [[domestic animal]]s, [[plant gathering|gathering plants]], [[hunting]] local wildlife, and [[cook]]ing any excess [[alcohol]]. ...e fort until the next caravan arrives. You must gather or [[farm]] certain plants to then [[brew]] those in a [[still]] with an empty [[barrel]]—it's just
    18 KB (3,101 words) - 16:15, 6 December 2023
  • ...y, even if you or I generally don't associate that substance with "growing plants". {{v0.34 soil}}
    4 KB (620 words) - 20:48, 19 October 2016
  • ...other dwarves appalling. Dwarves find the killing of animals, enemies and plants completely acceptable, unlike elves, kobolds and animal-people. An exceptio {{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v0.34:entity_default.txt|ENTITY|MOUNTAIN}}}}
    8 KB (1,200 words) - 12:38, 5 November 2020
  • ...rfectly acceptable. Like dwarves, humans find killing animals, enemies and plants acceptable. However, humans can avoid punishment for killing other humans i {{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v0.34:entity_default.txt|ENTITY|PLAINS}}}}
    3 KB (440 words) - 13:03, 5 November 2020
  • '''For v0.34:''' *[[Herbalist|Gathering plants]]
    6 KB (982 words) - 08:51, 12 January 2023