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  • 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

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