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  • :''For making clothes, see [[Textile industry]]'' :''For clothing coverage, see [[Armor#Types of protection]]''
    17 KB (2,703 words) - 20:12, 21 April 2024
  • ...es might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. ...er torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
    92 KB (14,678 words) - 18:35, 8 May 2024
  • The performers the story of
    931 KB (148,541 words) - 18:41, 1 December 2023
  • :''For making clothes, see [[Textile industry]]'' :''For clothing coverage, see [[Armor#Types of Protection]]''
    10 KB (1,716 words) - 03:15, 20 December 2022
  • ...es might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. ...er torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
    75 KB (12,156 words) - 19:50, 13 February 2023
  • rule the world bring peace to the world
    795 KB (120,124 words) - 03:34, 25 February 2020
  • [[Image:Textile-industry-flowchart.PNG|thumb|332px|''Textile industry flowchart.'']] ...oth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too.
    21 KB (3,357 words) - 07:55, 16 November 2023
  • [[Image:Textile-industry-flowchart.PNG|thumb|332px|''Textile industry flowchart.'']] ...oth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too.
    21 KB (3,313 words) - 14:46, 29 April 2023
  • ...full armor, whilst robes, cloaks, shirts (mail or not), and dresses cover the throat. '''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''
    64 KB (10,487 words) - 21:31, 24 November 2014
  • :''For making clothes, see [[Textile industry]]'' :''For clothing coverage, see [[Armor#Types of Protection]]''
    8 KB (1,367 words) - 03:37, 8 December 2018
  • ...[[glass]] pseudo-gems, the gem industry may be closely tied to the [[glass industry]] for training. ...ts'''. At the same workshop, a dwarf with the [[Gem setter]] skill can use the cut gems to [[decoration|encrust]] a wide variety of items.
    13 KB (1,969 words) - 03:25, 20 December 2022
  • ...[[glass]] pseudo-gems, the gem industry may be closely tied to the [[glass industry]] for training. ...ts'''. At the same workshop, a dwarf with the [[Gem setter]] skill can use the cut gems to [[decoration|encrust]] a wide variety of items.
    14 KB (1,996 words) - 21:55, 14 March 2024
  • ...[[glass]] pseudo-gems, the gem industry may be closely tied to the [[glass industry]] for training. ...ts'''. At the same workshop, a dwarf with the [[Gem setter]] skill can use the cut gems to [[decoration|encrust]] a wide variety of items.
    13 KB (1,889 words) - 22:46, 8 April 2014
  • ...oth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too. ...er industry|leather industry]], which can provide an alternative source of clothing.
    16 KB (2,557 words) - 23:07, 8 April 2014
  • ...love [[currency|money]], and a complete '''industry''' in all its glory is the easiest way to make lots and lots of money. ...ntroduction of libraries, your fortress can even have a quaternary sector "industry" (science, information generation and sharing).
    11 KB (1,764 words) - 04:39, 3 March 2024
  • [[File:industry_preview.jpg|thumb|300px|right|[[Human]]s busy with their own industry.]] ...love [[currency|money]], and a complete '''industry''' in all its glory is the easiest way to make lots and lots of money.
    7 KB (1,105 words) - 03:35, 20 December 2022
  • All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money. ...s). Quaternary industries (intellectual activities) are not present due to the fact that dwarves are not known for their intellectual pursuits.
    3 KB (495 words) - 03:08, 12 November 2013
  • The passing through a hole in the
    248 KB (37,728 words) - 00:28, 8 August 2013
  • ...d mature) of your tame animals, the spawning rates of wild animals, and/or the amount of meat and leather that traders bring. ...[[rot]], and therefore requires slightly more micromanagement than other [[industry|industries]].
    37 KB (6,224 words) - 07:11, 21 August 2023
  • ...d mature) of your tame animals, the spawning rates of wild animals, and/or the amount of meat and leather that traders bring. ...[[rot]], and therefore requires slightly more micromanagement than other [[industry|industries]].
    37 KB (6,210 words) - 03:41, 20 December 2022
  • All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money. ...industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (fur
    3 KB (406 words) - 17:16, 24 April 2022
  • ...of clothing can work similar in concept to [[armor]], but distinguished by the fact that they are ''owned'' by your dwarves and provide significantly less ...]]s, [[dwarves]], and [[elf|elves]] do not distinguish between articles of clothing with regards to gender, so it is common to see females wearing tunics and t
    5 KB (827 words) - 15:51, 30 June 2021
  • ...fspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring. ...ich can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].
    28 KB (4,719 words) - 13:48, 23 April 2014
  • ...of clothing can work similar in concept to [[armor]], but distinguished by the fact that they are ''owned'' by your dwarves and provide significantly less ...]]s, [[dwarves]], and [[elf|elves]] do not distinguish between articles of clothing with regards to gender, so it is common to see females wearing tunics and t
    5 KB (811 words) - 21:55, 14 December 2011
  • ...Fortress Mode.<br/>'''If you are looking for a fortress mode tutorial see the [[Tutorials]] or [[Quickstart guide]].''''' ...ns are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every detail, from geologically appropriat
    64 KB (10,735 words) - 21:26, 12 August 2014
  • ...in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' ...you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' follows the principle of learning from one's mistakes.}}
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' ...ss|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}
    86 KB (14,760 words) - 04:47, 17 March 2024
  • ...ol]] and [[hair]]<sup>[1]</sup>, [[dye]]ing that material, manufacturing [[clothing]], [[bag]]s, [[rope]]s and plant fiber or silk [[craft|crafts]], and [[deco ...ct storage of seeds and are needed to mill dyes and certain food products. Clothing may also provide some protection against cold and damage.{{verify}}
    8 KB (1,314 words) - 10:47, 29 January 2012
  • ...is divided into sections based on apparent divisions in the layout within the exe. Some uninteresting strings (C++ runtime stuff etc not related to DF) h ...(don't try to be helpful and copy it to the other one either, that's what the modding help pages are for.)
    311 KB (47,240 words) - 11:27, 4 October 2011
  • :''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' ...time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}
    82 KB (14,401 words) - 12:46, 20 June 2018
  • ...AMPLES OF A GOOD INFORMATIVE "INDUSTRY" PAGE. NOT EVERY LAST DETAIL, JUST THE OVERVIEW AND SYNTHESIS. ..."Coal fuel" rather than "carbon" - there is no "carbon" ever mentioned in the game.
    8 KB (1,252 words) - 05:04, 9 April 2014
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    49 KB (8,344 words) - 03:59, 20 December 2022
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    49 KB (8,347 words) - 15:27, 26 September 2023
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    48 KB (8,169 words) - 21:16, 5 August 2014
  • ...th [[plant fiber]] and [[silk]], [[dye]]ing that material, manufacturing [[clothing]], [[bag]]s, [[rope]]s and plant fiber or silk [[craft]]s, and [[decoration ''Requires: A [[farm]], a [[farmer]], and the appropriate [[seed]]s''<br />
    7 KB (1,064 words) - 15:19, 8 December 2011
  • ...y to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    43 KB (7,388 words) - 23:13, 18 February 2012
  • This section explains the relative importance of various goods in the early and late game. ...is recommended, and for whatever other food and drink you buy, try to have the quantity end in 1 or 6 (11, 16, 21, etc.) to get an extra barrel.
    32 KB (5,458 words) - 20:14, 23 June 2017
  • ..., it is the only sensible option for making [[quiver]]s and [[backpack]]s (the only alternative being [[adamantine]]), meaning some source of leather is a ==Leather industry==
    4 KB (610 words) - 00:41, 24 February 2024
  • ..., it is the only sensible option for making [[quiver]]s and [[backpack]]s (the only alternative being [[adamantine]]), meaning some source of leather is a ==Leather industry==
    3 KB (550 words) - 19:17, 31 March 2014
  • ..., it is the only sensible option for making [[quiver]]s and [[backpack]]s (the only alternative being [[adamantine]]), meaning some source of leather is a ==Leather industry==
    4 KB (584 words) - 03:38, 20 December 2022
  • ...and data are hard-coded within the game (as opposed to being contained in the [[raws]]). the
    237 KB (33,753 words) - 21:06, 23 June 2017
  • ...monly asked questions and answers. Some of these questions were taken from the Bay12 Gameplay Questions page. <!---To add a new question, COPY the following line and PASTE it BETWEEN the ###### comments lower on this page.
    18 KB (2,876 words) - 00:28, 21 December 2022
  • ...monly asked questions and answers. Some of these questions were taken from the Bay12 Gameplay Questions page. <!---To add a new question, COPY the following line and PASTE it BETWEEN the ###### comments lower on this page.
    18 KB (2,876 words) - 03:24, 20 December 2022
  • ...[[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]]. ...h) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [
    36 KB (5,948 words) - 09:14, 9 April 2024
  • ...loth''' is a versatile crafting and [[health care|medical]] good, vital to the long-term health of almost any fort. ...this need is [[leather]], which is arguably a less automated, more complex industry to get running.
    4 KB (637 words) - 03:15, 20 December 2022
  • ...loth''' is a versatile crafting and [[health care|medical]] good, vital to the long-term health of almost any fort. ...this need is [[leather]], which is arguably a less automated, more complex industry to get running.
    4 KB (652 words) - 14:47, 8 March 2024
  • ...an be used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], and [[decoration]]s, all at a [[leather works]]. ==The leather industry==
    2 KB (389 words) - 22:11, 28 December 2011
  • the the
    123 KB (19,038 words) - 13:55, 10 November 2022
  • ...pes of goods can be ordered directly at an appropriate workshop or through the [[manager]]. If you have a mandate to make rings, you can order rings direc ...le to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.
    8 KB (1,309 words) - 17:19, 23 February 2024
  • :''For making clothes, see [[Textile industry]]'' ...ficantly less protection against attacks. There have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts an
    2 KB (399 words) - 21:39, 26 July 2021
  • ...alk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Main:Dwarf Fortress|Dwarf Fortress]] motto: "Losing is [[fun]]!" ...treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.
    57 KB (10,148 words) - 21:12, 5 January 2023
  • ...fspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring. ...ich can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].
    21 KB (3,467 words) - 13:47, 24 December 2022
  • ...alk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Main:Dwarf Fortress|Dwarf Fortress]] motto: "Losing is [[fun]]!" ...treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.
    41 KB (7,264 words) - 22:15, 28 July 2021
  • :''This article refers to "hide" in terms of the skin of a creature, for the article on hiding items and buildings, see [[cv:Hide_Items_or_Buildings|Hid ...ane creatures have raw hide, which displays in-game as '''skin'''. This is the only type that can be tanned into leather.
    3 KB (473 words) - 16:21, 24 February 2024
  • :''This article refers to "hide" in terms of the skin of a creature, for the article on hiding items and buildings, see [[cv:Hide_Items_or_Buildings|Hid ...ane creatures have raw hide, which displays in-game as '''skin'''. This is the only type that can be tanned into leather.
    3 KB (460 words) - 03:57, 20 December 2022
  • This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''. ..., stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is
    21 KB (3,661 words) - 20:14, 17 June 2019
  • Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, ...dered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneat
    63 KB (10,491 words) - 16:07, 26 July 2021
  • The following is a list of [[challenge]]s relating to playstyle. Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years,
    85 KB (14,135 words) - 16:52, 7 May 2024
  • The following is a list of [[challenge]]s relating to playstyle. Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years,
    84 KB (13,988 words) - 03:49, 20 December 2022
  • Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, ...dered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneat
    71 KB (11,875 words) - 16:34, 26 July 2021
  • ...e inventory, managed by the [[bookkeeper]], who, periodically, must update the [[stockpile]] records depending on how quickly your fort's [[wealth]] is gr ...mber on the map. In v0.44.01, the stocks screen was sorted alphabetically (the prior arrangement is shown below).
    14 KB (2,188 words) - 04:00, 20 December 2022
  • ...entory. It is managed by the [[bookkeeper]], who periodically must update the [[stockpile]] records, depending on how quickly your fort's [[wealth]] is g ...restricted items (read more below), both adding up to the total number on the map.
    13 KB (2,044 words) - 11:13, 22 June 2014
  • ...e inventory, managed by the [[bookkeeper]], who, periodically, must update the [[stockpile]] records depending on how quickly your fort's [[wealth]] is gr ...he right side is a filter input to only show items that match a string and the categories that contain those items.
    11 KB (1,705 words) - 13:35, 7 March 2024
  • ...''(For a full discussion of the process and possibilities, see [[clothing industry]].)'' ...on the ground, turning them into thread. These 5 sub-types of thread, both the plant threads and silk, remain distinct and can be stockpiled separately.
    2 KB (412 words) - 20:07, 23 June 2017
  • Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for ...ng at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that t
    29 KB (4,895 words) - 21:50, 14 March 2024
  • ...uatic creatures may too have the common '''Raw hide''' skin (an example is the [[Whale]]). ...nning raw hides is done at the [[Tanner's shop]]. It requires a dwarf with the [[Tanning]] labor enabled.
    1 KB (197 words) - 05:23, 17 February 2012
  • ...ane creatures have raw hide, which displays in-game as '''skin'''. This is the only type that can be tanned into leather. Raw skin can be processed at a [[Tanner's shop]] by a dwarf with the [[Tanning]] labor enabled in order to produce [[leather]]. If skins are not
    1 KB (178 words) - 02:06, 12 October 2013
  • ...or a solid basis to survive the first couple of months or years, check out the aptly named guide on [[your first fortress]]. It includes a basic starting ::''If you're trying to plan the future, try [[what should I build first]]?''
    40 KB (6,591 words) - 04:07, 22 February 2014
  • ...e|animal]]. It can be used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[clothing]], [[shield]]s, [[armor]] and [[waterskin|water skin]]s at a [[leather work ...ther industry'' is part of the [[meat industry]] guide, not the [[clothing industry]] guide.
    2 KB (318 words) - 14:56, 8 December 2011
  • ...e|animal]]. It can be used to make [[bags]], [[quiver]]s, [[backpack]]s, [[clothing]], [[shields]], [[armor]] and [[waterskin]]s at a [[leather works]]. It can ...ther industry'' is part of the [[meat industry]] guide, not the [[clothing industry]] guide.
    2 KB (311 words) - 15:47, 8 December 2011
  • ...fspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring. ...ich can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].
    16 KB (2,757 words) - 15:00, 8 December 2011
  • ...fspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring. ...ich can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].
    15 KB (2,489 words) - 15:17, 25 March 2014
  • ...14 first tier, 11 second tier and 6 third tier across the game's various [[industry|industries]]. ...quired by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produ
    24 KB (3,701 words) - 18:43, 22 February 2024
  • ...rform a job, and a dwarf's overall skill levels determine which profession the game assigns to them. ..., and once created, an idle dwarf with that labor enabled will be assigned the job.
    21 KB (3,151 words) - 03:37, 20 December 2022
  • ...ed in the [[wikipedia: Museum of Modern Art|Museum of Modern Art]] to show the history of video gaming in 2012. ...explore, complete quests, or even visit old [[ruin|abandoned fortresses]]. The [[combat|combat system]] is [[Anatomy|anatomically detailed]] with combat l
    34 KB (5,290 words) - 18:36, 29 August 2023
  • :''Back to the [[Stonegears|main tutorial page]]'' ...sor around to look at different dwarves. If there are multiple dwarves on the same tile you can cycle between them by repeatedly pressing {{K|v}}.
    9 KB (1,654 words) - 17:48, 26 July 2021
  • ...arrogant [[tree]]-fondling hippies</s> [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (focused on trees). They often li ...es, the elves will not care that you used wooden bins to haul the goods to the depot'''.
    13 KB (2,046 words) - 00:56, 11 January 2024
  • ...y, stuck-up, arrogant [[tree]]-fondling hippies</s> humanoids dedicated to the protection of ''their'' concept of nature (focused on trees). ...es, the elves will not care that you used wooden bins to haul the goods to the depot. You may also steal from them or even kill/torture them without any k
    6 KB (1,036 words) - 12:44, 5 November 2020
  • * Wool cloth (called [[Yarn]] in the job menu) * [[Clothing]]
    2 KB (248 words) - 02:39, 2 February 2024
  • ...thread''' which is woven at a [[loom]]. Cloth can in turn be turned into [[clothing]], [[bag]]s, and [[restraint|ropes]] at a [[clothes maker's shop]] or craft ...on the ground, turning them into thread. These 4 sub-types of thread, both the plant threads and silk, remain distinct and can be stockpiled separately.
    2 KB (401 words) - 02:07, 8 July 2013
  • * [[Leather]] [[Clothing]] ...op]] which produces [[leather]] items out of tanned [[skin|hides]] made at the [[tanner's shop]]. These items include [[armor]], [[backpack]]s, [[flask|wa
    2 KB (244 words) - 02:40, 2 February 2024
  • [[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be w ...non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from
    60 KB (8,739 words) - 05:12, 7 January 2024
  • A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be w ...non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from
    56 KB (8,131 words) - 13:05, 6 January 2024
  • ...ords, and will update with the continual maintenance of your [[stocks]] by the bookkeeper. ...te]]d can easily be worth thrice the value of the rest of your fortress in the early years.
    7 KB (1,162 words) - 04:06, 20 December 2022
  • ...ords, and will update with the continual maintenance of your [[stocks]] by the bookkeeper. ...te]]d can easily be worth thrice the value of the rest of your fortress in the early years.
    7 KB (1,145 words) - 02:05, 12 March 2024
  • ...ords, and will update with the continual maintenance of your [[stocks]] by the bookkeeper. ...te]]d can easily be worth thrice the value of the rest of your fortress in the early years.
    5 KB (857 words) - 05:05, 9 April 2014
  • ...''(For a full discussion of the process and possibilities, see [[clothing industry]].)'' *[[Textile industry]]
    624 bytes (80 words) - 22:58, 18 February 2012
  • ...''(For a full discussion of the process and possibilities, see [[clothing industry]].)'' *[[Textile industry]]
    708 bytes (88 words) - 03:59, 20 December 2022
  • ...''(For a full discussion of the process and possibilities, see [[clothing industry]].)'' *[[Textile industry]]
    681 bytes (86 words) - 21:39, 4 January 2023
  • ...''(For a full discussion of the process and possibilities, see [[clothing industry]].)'' *[[Textile industry]]
    624 bytes (80 words) - 17:27, 8 December 2011
  • * [[Textile industry]] .... ''(For a full discussion of the process and possibilities, see [[textile industry]].)'' An entire spool of thread contains 15,000 inches/units of use.
    4 KB (586 words) - 20:15, 21 February 2024
  • ALSO, be sure to include the following format: ...effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced
    100 KB (16,394 words) - 09:01, 21 May 2024
  • <!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --> ...pear at the top of the wiki's [[Main Page]]. Many of them are musings from the developer notes, while others are forum posts made by ''DF'' players or sim
    59 KB (10,061 words) - 07:47, 24 April 2024
  • '''Modding''', or creating [[mod]]s, refers to modifying the behavior of the base game (vanilla). ''Dwarf Fortress'' is remarkably moddable. ...0px|right]]This section serves as a portal to all modding-related pages on the wiki.
    71 KB (11,124 words) - 22:51, 28 April 2024
  • '''Modding''' refers to modifying the game's files. ''Dwarf Fortress'' is remarkably moddable. ...0px|right]]This section serves as a portal to all modding-related pages on the wiki.
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...g_Your_Settlers|preparing an expedition]]. Unzip the Bentgirder package to the same directory as ''Dwarf Fortress'', and play along with this tutorial. ...mbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same [[starting build]], but you're on your own for finding a location.
    44 KB (7,730 words) - 22:36, 15 September 2019
  • '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth ...ly display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.
    29 KB (4,713 words) - 01:43, 16 October 2023
  • '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth ...the kind of crops that they are able to grow when selected by clicking on the plot.
    29 KB (4,659 words) - 02:40, 29 April 2024
  • '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cl ...ly display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.
    19 KB (3,145 words) - 01:42, 16 October 2023
  • ...underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it * Atom smashing a creature with a size over 1200000 will destroy the drawbridge.
    18 KB (3,023 words) - 03:22, 20 December 2022

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