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  • ...important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of th ...our dwarves sleep in a large communal [[barracks]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds.
    24 KB (3,120 words) - 20:53, 15 November 2021
  • #REDIRECT [[40d:Stockpile design]]
    34 bytes (4 words) - 01:35, 31 July 2014
  • For more information on organizing stockpiles see [[Stockpile Design]]. This design gives workshops easy access to input and output stockpiles.
    10 KB (1,348 words) - 02:00, 30 June 2012
  • ...on training, organizing and deploying soldiers and militia, see [[Military design]]. ...ve plan, (but might be adapted or plugged into one) see [[Trap design|Trap Design]].
    27 KB (4,194 words) - 15:10, 28 July 2021
  • ...ng your fortress and your dwarves. This page will focus on the theory and design of complex traps, mechanical systems and other automation for defending you ...For designs that could be adapted to use any complex trap, see [[Defense design]].
    24 KB (4,016 words) - 02:01, 7 January 2023
  • ...ical defenses that will defend your military, see [[Defense design|Defense Design]]. ...ve plan, (but might be adapted or plugged into one) see [[Trap design|Trap Design]].
    20 KB (3,347 words) - 20:18, 23 June 2017
  • #REDIRECT [[40d:Defense design]]
    32 bytes (4 words) - 23:26, 11 April 2010
  • As such, it's a good idea to design all these workshops and their stockpiles around each other. Farms can only It's often efficient to design your stockpiles around workshops to ensure they have the materials they nee
    6 KB (867 words) - 20:25, 23 June 2017
  • {{Category|Design}}
    30 KB (5,064 words) - 20:24, 23 June 2017
  • :* [[Defense design]] :* [[Trap design]]
    11 KB (1,807 words) - 15:09, 28 July 2021
  • #REDIRECT [[40d:Design strategies]]
    35 bytes (4 words) - 05:43, 26 March 2010
  • #REDIRECT [[40d:Design strategies]]
    35 bytes (4 words) - 05:43, 26 March 2010
  • ...ut they must be planned and designed carefully. This page discusses how to design a macro and avoid common problems. The specific operation or structure for Start by planning out your design as a series of steps to create the final result. Then code each step indivi
    8 KB (1,370 words) - 20:16, 23 June 2017

Page text matches

  • ...important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of th ...our dwarves sleep in a large communal [[barracks]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds.
    24 KB (3,120 words) - 20:53, 15 November 2021
  • :* [[Defense design]] :* [[Trap design]]
    11 KB (1,807 words) - 15:09, 28 July 2021
  • Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to |+'''Basic watermill design'''
    26 KB (3,185 words) - 20:29, 23 June 2017
  • ...on training, organizing and deploying soldiers and militia, see [[Military design]]. ...ve plan, (but might be adapted or plugged into one) see [[Trap design|Trap Design]].
    27 KB (4,194 words) - 15:10, 28 July 2021
  • * '''fortress layout''', see [[Defense design]]. * '''soldiers & military''', see [[Military design]].
    41 KB (6,894 words) - 15:00, 2 November 2015
  • ...ng your fortress and your dwarves. This page will focus on the theory and design of complex traps, mechanical systems and other automation for defending you ...For designs that could be adapted to use any complex trap, see [[Defense design]].
    24 KB (4,016 words) - 02:01, 7 January 2023
  • ==Workshop Design== ...appens, it is important to plan them as carefully as you do your [[Bedroom Design|bedrooms]]. Workshop designs have a couple key considerations:
    16 KB (2,622 words) - 20:30, 23 June 2017
  • For more information on organizing stockpiles see [[Stockpile Design]]. This design gives workshops easy access to input and output stockpiles.
    10 KB (1,348 words) - 02:00, 30 June 2012
  • ...ical defenses that will defend your military, see [[Defense design|Defense Design]]. ...ve plan, (but might be adapted or plugged into one) see [[Trap design|Trap Design]].
    20 KB (3,347 words) - 20:18, 23 June 2017
  • * ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction. ...single-tile gems. As an added bonus, it is more efficient than a 3×3 design.
    29 KB (4,118 words) - 22:32, 30 March 2024
  • Based on Palin88's Apartment design based on Raynard's Fractal Design. * Macro by Pyrofyr for Room Design -- Cleaned up by 0x517A5D
    58 KB (7,542 words) - 12:24, 29 July 2021
  • ===Basic Design=== The basic advantage of this design is that it uses much less water than infinite flow gates. A river is enough
    13 KB (1,944 words) - 20:12, 23 June 2017
  • ...'' of more or less complexity, depending on the situation and the player's design. Some complex [[trap design|trap designs]] incorporate machine components. You do ''not'' need machine
    18 KB (2,908 words) - 11:32, 30 November 2021
  • ...]]s. To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls. Remember not to dig under their feedi ...ill depends on the extent of your use of levers and traps in your fortress design.
    30 KB (5,046 words) - 20:09, 23 June 2017
  • In this design, a drawbridge is built to come down on at least one tile of solid floor. Th This is the most common design, since large areas (up to 9x10) can be affected per bridge; it's easy to cr
    2 KB (329 words) - 19:37, 13 December 2023
  • ==Design tips== {{main|Bedroom design}}
    4 KB (643 words) - 21:34, 14 December 2011
  • ==Design Examples== ...d --> <!-- GreyMario: Oh, right. Okay. It won't be too hard to modify that design, though. Water can flow through supports IIRC. -->
    17 KB (3,052 words) - 20:14, 23 June 2017
  • ...s agility: a no-skill building designer and a legendary designer will both design buildings at an identical rate. The rate of construction is likewise unaff ...support]]s in a recently mined hall. The architect can use nearby stone to design the supports and gain experience, then those designations can be deleted wi
    5 KB (808 words) - 21:54, 14 December 2011
  • :* [[Defense design]] :* [[Trap design]]
    12 KB (2,067 words) - 00:34, 31 March 2015
  • |+'''Basic watermill design''' |+ '''Basic windmill design'''
    7 KB (876 words) - 20:18, 23 June 2017
  • Such is the art of entrance design. Such is the art of wall design.
    9 KB (1,676 words) - 12:44, 31 October 2019
  • ...entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' fiel :* [[Defense design]]
    11 KB (1,810 words) - 02:51, 21 April 2024
  • == Design example (see pic at right) ==
    4 KB (635 words) - 16:12, 15 July 2017
  • As such, it's a good idea to design all these workshops and their stockpiles around each other. Farms can only It's often efficient to design your stockpiles around workshops to ensure they have the materials they nee
    6 KB (867 words) - 20:25, 23 June 2017
  • ...commended for their improved utility, to allow for unforeseen expansion of design.)'' ...end up on the inside. (The stairs must be shifted from the corner for this design.)
    26 KB (4,226 words) - 15:34, 28 July 2021
  • == Custom tileset design ==
    35 KB (4,907 words) - 20:27, 23 June 2017
  • ...eral fortifications as defense, see the [[Defense guide]] and/or [[Defense design]]. * [[Defense design]]
    4 KB (583 words) - 17:58, 24 July 2012
  • ...dom world can take several minutes. You can speed things up by selecting ''Design New World with Parameters'' instead of ''Create New World Now!'' and settin ...|q}}uerying the door and {{k|l}}ocking (forbidding) it. See the [[bedroom design]] page for ideas on how to set up your apartments.<br><br>
    57 KB (10,148 words) - 21:12, 5 January 2023
  • ...bove, there are many, ''many'' different tweaks and "improvements" to this design.)'' <!-- PUT PERSONAL DESIGN IDEAS HERE! ABOVE IS ONLY FOR "BASIC" CONCEPT.-->
    11 KB (1,795 words) - 11:28, 23 July 2013
  • ...r specific, personalized examples of starting builds, see [[starting build design]]'' See [[starting build design]]
    40 KB (6,591 words) - 04:07, 22 February 2014
  • The design can be further improved by using a [[drawbridge]] rather than a wall, this :*[[Defense design]]
    17 KB (2,744 words) - 01:36, 7 June 2022
  • ...n has a minimum of room allowed for this design. For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump
    14 KB (2,444 words) - 20:30, 19 October 2023
  • ...s completed in two stages. First a dwarf with the [[architect]] labor must design it. Then a dwarf (the same or a different one) with the appropriate labor m ...oor''' tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.
    15 KB (2,587 words) - 20:25, 19 October 2023
  • ...n-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other gates. *** design: http://i576.photobucket.com/albums/ss208/kanddak/magmatrap.png
    9 KB (1,421 words) - 21:32, 23 June 2017
  • :* [[Defense design]] :* [[Military design]]
    10 KB (1,793 words) - 14:26, 8 December 2011
  • Some traffic problems can be prevented by good [[Design strategies|fortress design]], such as making hallway which are likely to be high use double or more wi
    5 KB (848 words) - 00:33, 30 June 2012
  • ...edictable, it can be useful in [[Trap design|complex trap]]s and [[defense design|defense]].
    754 bytes (113 words) - 14:58, 8 December 2011
  • ...ut they must be planned and designed carefully. This page discusses how to design a macro and avoid common problems. The specific operation or structure for Start by planning out your design as a series of steps to create the final result. Then code each step indivi
    8 KB (1,370 words) - 20:16, 23 June 2017
  • *[[Design strategies]]
    76 KB (13,750 words) - 14:55, 24 November 2021
  • * When starting the game pick the "Design New World With Parameters" option.
    9 KB (1,455 words) - 15:16, 1 October 2021
  • ...across the map. This can be critical with some of the more complex [[Trap design|trap designs]]. For longer sieges, a small personal stockpile of booze and
    14 KB (2,408 words) - 20:16, 23 June 2017
  • Some toggleable [[trap design|trap designs]] may prove useless when there are a large amount of invaders
    6 KB (1,080 words) - 15:07, 8 December 2011
  • To start world painter, you have to start Dwarf Fortress, select the "Design New World With Parameters" option, then hit {{k|e}} to editing the advanced
    3 KB (437 words) - 20:16, 31 July 2012
  • It requires a dwarf with the [[architecture]] [[labor]] designated to design, and then a [[mason]]/[[carpenter]]/[[metalsmith]] to finish the constructi
    5 KB (908 words) - 22:12, 3 December 2012
  • ...on't want to take the time to wire up every cell to kill, you could always design only one execution chamber, and simply lock all of the other ones just befo
    6 KB (1,068 words) - 18:37, 28 August 2021
  • The following examples operate on these design rules
    7 KB (1,200 words) - 13:08, 23 October 2013
  • {{Category|Design}}
    467 bytes (71 words) - 20:14, 25 July 2012
  • ...y the rest of the fort. Food can be put in either through an airlock style design or by dumping it into a quantum stockpile. After making the items in a comp
    4 KB (665 words) - 16:10, 25 December 2023
  • One proven design is as follows:
    6 KB (1,019 words) - 17:50, 19 July 2022
  • ...ricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the res
    20 KB (3,314 words) - 00:16, 6 September 2021

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