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  • My "{{verify}}" was aimed toward the statement of them being "unnatural" creatures, not identical to regular wolves. Sorry for the confusion, though. --[[User ...n the rarity of certain creatures are based on their frequency and biomes. Creatures that spawn only in certain biomes and have lower frequency (like stranglers
    70 KB (11,951 words) - 00:05, 24 June 2020
  • Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z ::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water sim
    16 KB (2,672 words) - 10:57, 29 December 2011
  • Both creatures and items can have [ATTACK] tokens. A creature can execute any of its natur ...eapons generally also have blunt attacks with larger area values; items or creatures without defined attacks get default blunt attack with area = (size)^(2/3).
    23 KB (2,996 words) - 01:37, 17 January 2024
  • ...te creature raw pages, and once I import each of the raw pages for 40d and 0.31, they'll automagically start working there as well. A few additional change ...Elf, and Goblin are all giving "502 Bad Gateway" almost immediately. Other creatures within creature_standard.txt (the largest of the raw files, weighing in at
    16 KB (2,648 words) - 07:08, 9 September 2011
  • ...would seem to me that they should belong under the "Races" section in the "Creatures" table at the bottom of the page. However, they are lumped with "Humanoids, :It's part of the {{tl|0.31 creatures}} template, which has now been updated. --[[User:Quietust|Quietust]] 13:07,
    720 bytes (120 words) - 01:11, 6 October 2011
  • :::: However, I couldn't get anything to do with creatures to work. I couldn't seem to find a value to put in for race_vector from Jif BTW, I have a whole bunch of custom entities and items and creatures, are these causing problems and/or likely to cause problems?
    48 KB (7,552 words) - 03:49, 25 September 2012
  • Both creatures and items can have [ATTACK] tokens. A creature can execute any of its natur ...eapons generally also have blunt attacks with larger area values; items or creatures without defined attacks get default blunt attack with area = (size)^(2/3).
    24 KB (3,019 words) - 08:54, 28 February 2024
  • ...close proximity. Perhaps the elves practice spay/neuter policies with the creatures they trade? [[User:Volouscheur|Volouscheur]] 21:59, 21 April 2010 (UTC) Can anyone verify that Elves still demand you limit deforestation in 0.31? [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)
    6 KB (947 words) - 08:42, 14 July 2011
  • Kobolds are small creatures adept at thieving that try to infiltrate your fortress and try to steal val ...of inferior [[metal]]s (generally [[copper]]); however, kobolds in version 0.31 are observed to have access to '''all''' metals, including [[steel]] (seemi
    3 KB (449 words) - 16:28, 27 July 2023
  • ...[[military]] response is both complex and slow. If you are new to version 0.31, and simply want to send your nearest dwarves after a thief, see [[Attack]] Certain "playful" [[creatures]] will also try to steal items from your hoard, if left open to more genera
    5 KB (861 words) - 22:56, 18 February 2012
  • ...mkv25.net/dfma/map-10161-ushririm Quakebreads] - First fortress in version 0.31 - updated through to .18, before the big changes for .19. No special perks, ...://mkv25.net/dfma/map-10167-rubalom Gillcrush] - First fortress in version 0.31.19. A bit more playing with aquifers, with an aquifer-breaching set-up and
    1 KB (189 words) - 09:41, 31 March 2011
  • ...They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handf ...urtle]]s are ''processed'' fish (with the shells already removed). Version 0.31.12 and beyond should have much fewer shell requests.
    27 KB (4,330 words) - 18:12, 21 February 2014
  • ...n '''definitely''' be named - I've had it happen numerous times in version 0.31. It mainly happens when the armor has successfully deflected a large quanti While it's true Artifacts cannot be destroyed by Building Destroyer creatures, aren't they deconstructed instead? If so that would be worth noting.
    3 KB (565 words) - 12:41, 22 February 2014

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