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- ...rtress currently are '''[[water]]''' and '''[[magma]]'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈| ...fall straight down if they can, or else they will spread out to the sides. Fluids can flow diagonally on the same z-level, but will never move sideways and d13 KB (1,500 words) - 06:05, 27 January 2014
- ...rtress currently are '''[[water]]''' and '''[[magma]]'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈| ...fall straight down if they can, or else they will spread out to the sides. Fluids can flow diagonally on the same z-level, but will never move sideways and d12 KB (1,533 words) - 11:25, 30 July 2014
- ...ress'' currently are '''[[water]]''' and '''[[magma]]'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈| ...fall straight down if they can, or else they will spread out to the sides. Fluids can flow diagonally on the same z-level, but will never move sideways and d12 KB (1,569 words) - 03:24, 20 December 2022
- ...om entering your fortress use [C:5:0:1]Build[C:7:0:0] -> [C:5:0:1]Machines/fluids[C:7:0:0] -> [C:5:0:1]Lever[C:7:0:0] to build a [C:6:0:0]Lever[C:7:0:0]. Machines/fluids931 KB (148,541 words) - 18:41, 1 December 2023
- ...ress'' currently are '''[[water]]''' and '''[[magma]]'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈| ...fall straight down if they can, or else they will spread out to the sides. Fluids can flow diagonally on the same z-level, but will never move sideways and d13 KB (1,583 words) - 19:19, 15 August 2023
- | Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt | Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt69 KB (9,003 words) - 22:23, 10 March 2024
- |Text, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt |Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt34 KB (4,670 words) - 21:10, 13 February 2015
- |Text, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt |Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt39 KB (5,481 words) - 17:52, 27 December 2022
- | Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt | Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt67 KB (8,685 words) - 04:48, 3 March 2024
- |Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in in |Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt35 KB (4,907 words) - 20:27, 23 June 2017
- ...ids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes18 KB (3,181 words) - 22:16, 16 March 2024
- ...ids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it11 KB (1,820 words) - 18:26, 31 July 2012
- ...ids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it13 KB (2,276 words) - 14:22, 14 July 2016
- ...ids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes17 KB (2,946 words) - 04:06, 20 December 2022
- ...'''pressure'''. The basic idea here is quite simple - certain forms of '''fluids''' movement exert '''pressure''', causing them to potentially move ''upward ...essure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could21 KB (2,643 words) - 03:50, 20 December 2022
- ...'''pressure'''. The basic idea here is quite simple - certain forms of '''fluids''' movement exert '''pressure''', causing them to potentially move ''upward ...essure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could22 KB (2,698 words) - 13:10, 19 December 2023
- ...will flow immediately after being pumped, as normal for that fluid. Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never "forc To build a pump, open the {{k|b}}uild menu, select {{k|m}}achines/fluids and then Screw {{k|p}}ump. It's important to choose the proper orientation23 KB (3,912 words) - 16:28, 2 October 2023
- ...'''pressure'''. The basic idea here is quite simple - certain forms of '''fluids''' movement exert '''pressure''', causing them to potentially move ''upward ...essure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could16 KB (2,319 words) - 22:59, 8 April 2014
- ...humb|Minecarts]]Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart ...ids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with mag95 KB (15,558 words) - 20:25, 8 April 2024
- bodily fluids medicine:theory:classification of bodily fluids795 KB (120,124 words) - 03:34, 25 February 2020
- ===Cages and fluids=== It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.)19 KB (3,372 words) - 15:47, 10 March 2024
- ...ssure'''. The basic idea here is quite simple - certain forms of '''[[flow|fluids]]''' movement exert '''pressure''', causing them to potentially move ''upwa ...essure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could11 KB (1,639 words) - 16:12, 26 December 2011
- Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart ...ids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with mag93 KB (15,231 words) - 15:00, 15 December 2023
- ...ill flow immediately after being pumped, as normal for that fluid. Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never "forc ...ile" would be on the left - that entire tile is impassible to movement and fluids.]]<br style="clear: both"/>15 KB (2,587 words) - 20:25, 19 October 2023
- ===Cages and Fluids=== It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.)15 KB (2,638 words) - 16:33, 26 July 2021
- ===Cages and fluids=== It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.)19 KB (3,335 words) - 03:12, 20 December 2022
- ...ill flow immediately after being pumped, as normal for that fluid. Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never "forc ...ile" would be on the left - that entire tile is impassible to movement and fluids.]]<br style="clear: both"/>19 KB (3,237 words) - 17:46, 20 August 2014
- ...ill flow immediately after being pumped, as normal for that fluid. Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never "forc ...ile" would be on the left - that entire tile is impassible to movement and fluids.]]<br style="clear: both"/>21 KB (3,603 words) - 03:55, 20 December 2022
- ...ill flow immediately after being pumped, as normal for that fluid. Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never "forc ...ile" would be on the left - that entire tile is impassible to movement and fluids.]]<br style="clear: both"/>16 KB (2,763 words) - 06:32, 29 December 2011
- ...movement (dodging, being thrown, swept by current, etc). Nor do they block fluids. [[Window]]s and [[door]]s both block fluids (doors only when closed).14 KB (955 words) - 04:03, 20 December 2022
- ...ment (dodging, being thrown, swept by current, etc.). Statues do not block fluids. [[Window]]s and [[door]]s both block fluids (doors only when closed).11 KB (677 words) - 19:51, 14 January 2014
- === Rivers, Fluids and Flooding ===11 KB (1,863 words) - 21:11, 18 January 2023
- ...movement (dodging, being thrown, swept by current, etc) nor do they block fluids. [[Window]]s and [[door]]s both block fluids (doors only when closed).14 KB (965 words) - 17:28, 14 March 2024
- ===Cages and Fluids===9 KB (1,597 words) - 16:33, 26 July 2021
- Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart ...o a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart47 KB (7,730 words) - 19:15, 16 November 2014
- ...ancillary uses. For example, using a single large bridge to control [[flow|fluids]] can save a ton of mechanisms and time when replacing the likes of floodga ...or alive), legendary [[cheese]] makers and [[nobles]], to name a few. Even fluids get destroyed. Note, however, that lowering a drawbridge onto a sufficientl20 KB (3,327 words) - 05:23, 3 March 2024
- ...t of elements that carries [[water]] or [[magma]] (the game's two types of fluids) from one location to another. Using a combination of [[channel]]s, [[dig|t ...quires a special construction: the [[pump stack]] (aqueducts cannot "push" fluids up [[z-level]]s). Note that magma is much more viscous than water, so an ov4 KB (584 words) - 18:33, 11 October 2013
- ...t of elements that carries [[water]] or [[magma]] (the game's two types of fluids) from one location to another. Using a combination of [[channel]]s, [[dig|t ...quires a special construction: the [[pump stack]] (aqueducts cannot "push" fluids up [[z-level]]s). Note that magma is much more viscous than water, so an ov4 KB (587 words) - 03:06, 20 December 2022
- A '''floodgate''' is an object used to regulate the flow of fluids, such as [[water]] and [[magma]]. They can be manufactured from [[rock]] (a A floodgate in its default position (closed) prohibits the passage of fluids and all other creatures. A floodgate can be linked to a [[lever]], a proces5 KB (752 words) - 00:32, 21 April 2014
- A '''floodgate''' is an object used to regulate the flow of fluids, such as [[water]] and [[magma]]. It is not the ''only'' item that will do ...ock, anything! The exception to this rule is that floodgates will close on fluids (water and magma), and destroy (not displace) any units of liquid on the ti7 KB (1,196 words) - 20:11, 23 June 2017
- ...gerous terrain and also for fortress defense. Using them to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the fluid in quest ...or alive), legendary [[cheese]] makers and [[nobles]], to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the12 KB (2,096 words) - 08:30, 26 February 2012
- ...nism]] on an empty tile. It can be built from the Workshops menu, Machines/fluids, Lever ({{Menu icon|b|m|l|sep=-}}). Once in place, it can be linked to one [[Pressure plate]]s are like levers, but are triggered by creatures or fluids directly rather than by giving an order to a dwarf. If levers are too much13 KB (2,103 words) - 23:33, 14 August 2023
- ...ranged attacks from angels, and [[magma|fluids]]. When using this method, fluids can be deadly even if you only uncover a pocket of water, since flowing liq6 KB (1,087 words) - 17:55, 19 April 2024
- |Classification of bodily fluids |The classification of bodily fluids9 KB (1,071 words) - 04:03, 20 December 2022
- ...water, with the same effect as placing water without magma. You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ...ge the dimensions of the arena; they can only change the initial tiles and fluids present.5 KB (893 words) - 19:10, 16 October 2023
- ...t of elements that carries [[water]] or [[magma]] (the game's two types of fluids) from one location to another. Using a combination of [[channel]]s, [[dig|t ...quires a special construction: the [[pump stack]] (aqueducts cannot "push" fluids up [[z-level]]s). Note that magma is much more viscous than water, so an ov4 KB (587 words) - 00:19, 21 December 2022
- | There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces. ...can place and walk inside and hook together over many tiles and fill with fluids and stuff.286 KB (44,767 words) - 10:59, 17 January 2022
- ...ave a host of ancillary uses. For example, using bridges to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid ...or alive), legendary [[cheese]] makers and [[nobles]], to name a few. Even fluids get destroyed. Note, however, that lowering a drawbridge onto a sufficientl14 KB (2,333 words) - 12:57, 30 June 2018
- ...spawn rock walls in mid-air, usually causing a [[cave-in]]. You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ...ge the dimensions of the arena; they can only change the initial tiles and fluids present.10 KB (1,614 words) - 20:02, 28 March 2024
- ...ave a host of ancillary uses. For example, using bridges to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid ...or alive), legendary [[cheese]] makers and [[nobles]], to name a few. Even fluids get destroyed. Note, however, that lowering a drawbridge onto a sufficientl20 KB (3,307 words) - 03:11, 20 December 2022