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  • ...lants and creatures) as well as in [[:Category:material template raw pages|material templates]]. ==Material properties==
    32 KB (4,815 words) - 16:17, 2 April 2024
  • ...ether for inorganics or those within plants and creatures) as well as in [[material templates]]. ==Material properties==
    30 KB (4,452 words) - 03:41, 20 December 2022
  • ...whether for inorganics or those within plants and creatures) as well as in material templates. ==Material Properties==
    23 KB (3,482 words) - 20:09, 10 March 2014
  • ...whether for inorganics or those within plants and creatures) as well as in material templates. ==Material Properties==
    21 KB (3,318 words) - 20:10, 10 March 2014
  • ...ustom civilization a reaction to produce "star metal" or some other custom material, only they will be able to use it. [REAGENT:<name>:<quantity>:<item token>:<material token>][...modifiers...]
    64 KB (9,534 words) - 23:14, 1 May 2024
  • but it leaves [C:6:0:1]Boulders[C:7:0:0] which are an essential building material. Most [C:6:0:0]Workshops[C:7:0:0] require building material, such as [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0].
    931 KB (148,541 words) - 18:41, 1 December 2023
  • Creature Tissue Material Failure: : Special attack material missing state -- set to liquid
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...ken, where plant_ID is a unique identifier for the plant, and that plant's properties are then defined using the tokens listed below. | {{text anchor|MATERIAL}}
    21 KB (3,298 words) - 06:53, 24 April 2024
  • ...with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All * <[[material token]]>
    110 KB (16,803 words) - 06:57, 4 May 2024
  • {{Material properties}} ...icular, the game has a number of variables that describe what happens to a material when it's put under stress.
    23 KB (2,996 words) - 01:37, 17 January 2024
  • {{Material properties}} ...icular, the game has a number of variables that describe what happens to a material when it's put under stress.
    24 KB (3,019 words) - 08:54, 28 February 2024
  • {{Material properties}} ...ar, the game now has a number of variables that describe what happens to a material when it's put under stress.
    11 KB (1,876 words) - 05:18, 16 February 2020
  • The <code>[OBJECT:CREATURE]</code> [[token]] defines the properties of [[creatures]]; <!-- The exact nature of this creatures is further specif * <[[material token]]>
    102 KB (15,512 words) - 00:24, 25 January 2024
  • Graphically, each weapon's color palette will change according to the material used to make them, though this is currently the case with only dwarves. Wit ...nce they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.
    60 KB (8,739 words) - 05:12, 7 January 2024
  • ...nce they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them. (* of whatever material the ranged weapon is constructed from)
    56 KB (8,131 words) - 13:05, 6 January 2024
  • * [[material token]] * [[material token]]
    52 KB (7,911 words) - 13:53, 19 November 2021
  • The <code>[OBJECT:PLANT]</code> [[token]] defines the properties of [[plant]]s; this being a full list of all known plant tokens. | {{text anchor|MATERIAL}}
    19 KB (2,994 words) - 22:17, 16 January 2023
  • | MATERIAL | Starts defining a new local plant material with the given name and '''no''' properties.{{verify}}
    10 KB (1,474 words) - 03:12, 30 December 2011
  • | MATERIAL | Starts defining a new local plant material with the given name and '''no''' properties.
    10 KB (1,479 words) - 16:53, 6 September 2013
  • * [[material token]] | [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...that, we have the body of the entry, which determines the entry's specific properties. ...inorganic materials file, and the tissue is subsequently made out of this material. With us so far?
    71 KB (11,124 words) - 22:51, 28 April 2024
  • ...that, we have the body of the entry, which determines the entry's specific properties. ...inorganic materials file, and the tissue is subsequently made out of this material. With us so far?
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...efore any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[l ...is ''not'' the same as "leather armor", even if it consumes identical raw material. Protective leather armor that can be produced from the [[leather works]] i
    92 KB (14,678 words) - 18:35, 8 May 2024
  • ...nce they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them. ...do little blunt impact damage, due to the poor [[material science|material properties]] of wood. They were intended for avoiding injuries to training dwarves du
    34 KB (4,681 words) - 21:56, 30 March 2015
  • ...efore any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[l ...is ''not'' the same as "leather armor", even if it consumes identical raw material. Leather armor is a form of "military" armor, and non-military dwarves will
    75 KB (12,156 words) - 19:50, 13 February 2023
  • ...many [[Material]] properties on combat are somewhat understood (see the [[Material science]] page). ...to use the progression Silver->Copper->Iron->Bronze->Steel->Adamantine for material strength
    6 KB (1,013 words) - 17:31, 1 March 2014
  • ...many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.
    28 KB (4,610 words) - 03:16, 20 December 2022
  • ...many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.
    28 KB (4,740 words) - 05:27, 14 May 2024
  • ...DF, but it's a simple matter to add them to inorganic materials. When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the ...e any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.
    30 KB (4,766 words) - 17:29, 1 October 2018
  • ...that, we have the body of the entry, which determines the entry's specific properties. ...inorganic materials file, and the tissue is subsequently made out of this material. With us so far?
    51 KB (8,103 words) - 09:54, 13 June 2016
  • | Material is [[fire-safe]] | Material is [[magma-safe]]
    11 KB (1,632 words) - 21:44, 6 February 2024
  • | Material is [[fire-safe]] | Material is [[magma-safe]]
    11 KB (1,629 words) - 07:23, 20 April 2024
  • * Blunt weapons seem to use density for material strength ...to use the progression Silver->Copper->Bronze->Iron->Steel->Adamantine for material strength
    5 KB (845 words) - 03:24, 14 December 2011
  • ...or hide each item if you want (see [[#Setting Item Properties|Setting Item Properties]]). ...{{K|-}} {{K|+}} to scroll through this list and set their properties. The material that the building is made of will also appear.
    64 KB (10,735 words) - 21:26, 12 August 2014
  • | Material is [[fire-safe]] | Material is [[magma-safe]]
    8 KB (1,241 words) - 21:44, 6 February 2024
  • |properties= * [[Material value]] 5
    3 KB (423 words) - 14:01, 7 May 2024
  • |properties= * [[Material value]] 5
    3 KB (416 words) - 03:11, 20 December 2022
  • ....jpg|thumb|300px|right|Different types of pure metals.]]'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''bars''' ...ow]]), which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]].
    24 KB (3,054 words) - 22:11, 22 December 2022
  • [[File:metal_sprites_preview.png|right]]'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''[[Bar|ba ...ow]]), which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]].
    25 KB (3,229 words) - 09:21, 31 October 2023
  • ...ar, the game now has a number of variables that describe what happens to a material when it's put under stress. ...and the object can respond differently based on its material and how that material handles different stresses.
    4 KB (698 words) - 12:22, 19 July 2012
  • ...metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]]. The ...5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal to give the final value for the bar.
    22 KB (2,743 words) - 11:37, 30 June 2014
  • ...metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]]. The ...5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal to give the final value for the bar.
    22 KB (2,762 words) - 05:07, 17 February 2012
  • ...atch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this ...serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what a
    286 KB (44,767 words) - 10:59, 17 January 2022
  • === Material === ! Material !! Workshop !! Labor !! Notes
    64 KB (10,487 words) - 21:31, 24 November 2014
  • === Material States === Unrecognized Material State Token:
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...that, we have the body of the entry, which determines the entry's specific properties. ...inorganic materials file, and the tissue is subsequently made out of this material. With us so far?
    34 KB (5,491 words) - 22:52, 1 March 2016
  • ...remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be requir ...e outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be s
    51 KB (8,136 words) - 13:53, 17 April 2024
  • Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic "creature texture" types that ca * material flag
    27 KB (4,147 words) - 06:51, 24 April 2024
  • ...remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be requir ...e outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be s
    49 KB (7,895 words) - 04:00, 20 December 2022
  • *Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a [[bone]] spear, for e ...od and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A
    22 KB (2,920 words) - 18:20, 26 July 2021

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