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  • Traditionally, industries have been broken into primary (resource extraction), secondary (the refinin ...the end products of one industry are often the inputs to another, and some industries can fit into more than one category.
    11 KB (1,764 words) - 04:39, 3 March 2024
  • Traditionally, industries have been broken into primary (resource extraction), secondary (the refinin ...the end products of one industry are often the inputs to another, and some industries can fit into more than one category.
    7 KB (1,105 words) - 03:35, 20 December 2022
  • ...r your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dw ...Investing in some of these skills for your initial dwarves can make those industries much less painful to start. For example, [[metal]]-related skills generally
    48 KB (8,169 words) - 21:16, 5 August 2014
  • ...se resources into goods), and tertiary (provision of services). Quaternary industries (intellectual activities) are not present due to the fact that dwarves are ...the end products of one industry are often the inputs to another, and some industries can fit into more than one category.
    3 KB (495 words) - 03:08, 12 November 2013
  • ...r your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dw ...Investing in some of these skills for your initial dwarves can make those industries much less painful to start. For example, [[metal]]-related skills generally
    49 KB (8,344 words) - 03:59, 20 December 2022
  • ...r your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dw ...Investing in some of these skills for your initial dwarves can make those industries much less painful to start. For example, [[metal]]-related skills generally
    49 KB (8,347 words) - 15:27, 26 September 2023
  • Traditionally industries have been broken into primary (resource extraction), secondary (the refinin ...the end products of one industry are often the inputs to another, and some industries can fit into more than one category.
    3 KB (406 words) - 17:16, 24 April 2022
  • ...r your initial dwarves determine how quickly they will work early on, what industries you are guaranteed to be able to start with skilled workers, how well you c ...esting in some of these extensively in your initial dwarves can make those industries much less painful to start. For example, metal-related skills generally ea
    43 KB (7,388 words) - 23:13, 18 February 2012
  • ...n if the local area is sparse or your fortress is operating wood-intensive industries (such as [[metalcrafting]] without [[magma]]). Traders may also bring varie ==Wood Products and Related Industries==
    8 KB (1,323 words) - 21:56, 14 March 2024
  • ...n if the local area is sparse or your fortress is operating wood-intensive industries (such as [[metalcrafting]] without [[magma]]). Traders may also bring varie ==Wood Products and Related Industries==
    8 KB (1,300 words) - 23:11, 8 April 2014
  • ...n if the local area is sparse or your fortress is operating wood-intensive industries (such as [[metalcrafting]] without [[magma]]). Traders may also bring varie ==Wood Products and Related Industries==
    8 KB (1,325 words) - 04:08, 20 December 2022
  • == [[Industry|Industries]] == ...rectangular design which puts the food/drink industry, and the many other industries that feed of its by-products, together in one neat arrangement.
    15 KB (2,143 words) - 04:08, 20 December 2022
  • ==Wood Products and Related Industries== ...ial to the [[glass industry|glass]], [[soap]] and [[metal industry|metal]] industries.
    8 KB (1,361 words) - 14:28, 23 November 2016
  • == [[Industry|Industries]] == ...rectangular design which puts the food/drink industry, and the many other industries that feed of its by-products, together in one neat arrangement.
    15 KB (2,082 words) - 14:49, 29 October 2023
  • == [[Industry|Industries]] == ...rectangular design which puts the food/drink industry, and the many other industries that feed of its by-products, together in one neat arrangement.
    15 KB (2,151 words) - 01:40, 26 June 2014
  • ===Starting other industries=== You can use immigrants to set up more [[industries]] besides the food and stonecrafting ones you already have.
    9 KB (1,489 words) - 18:38, 8 December 2011
  • ...kshop]]. As with the [[metal industry|metal]] and [[glass industry|glass]] industries, a unique facility is required to create crafts, and for ceramics this is t ...ome efficiency advantage to be had by keeping the distance between the two industries short.
    21 KB (3,381 words) - 03:14, 20 December 2022
  • == [[Industry|Industries]] ==
    4 KB (690 words) - 09:56, 31 July 2021
  • ...kshop]]. As with the [[metal industry|metal]] and [[glass industry|glass]] industries, a unique facility is required to create crafts, and for ceramics this is t ...ome efficiency advantage to be had by keeping the distance between the two industries short.
    21 KB (3,341 words) - 21:29, 6 May 2024
  • * Your primary industries are farming and distilling. Trade primarily in these. Purchase all metals a * No other industries permitted, only imported
    63 KB (10,491 words) - 16:07, 26 July 2021
  • ...[rot]] and so requires slightly more micromanagement than other [[industry|industries]]. Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bag
    15 KB (2,489 words) - 15:17, 25 March 2014
  • * Your primary industries are farming and distilling. Trade primarily in these. Purchase all metals a * No other industries permitted, only imported
    71 KB (11,875 words) - 16:34, 26 July 2021
  • ...[rot]] and so requires slightly more micromanagement than other [[industry|industries]]. Animal products can support several industries within the fortress: they provide meat, fat and eggs for cooking, leather f
    21 KB (3,467 words) - 13:47, 24 December 2022
  • Building wealth is simple - just commit more people to useful industries and continue growing. You will want to establish a major [[industry]] and c Most players choose to walk the middle line, getting together the necessary industries, but concentrating on the [[metal industry]] early on, to get together thei
    7 KB (1,145 words) - 02:05, 12 March 2024
  • * Your primary industries are farming and distilling. Trade primarily in these. Purchase all metals a * No other industries permitted, only imported
    85 KB (14,135 words) - 16:52, 7 May 2024
  • * Your primary industries are farming and distilling. Trade primarily in these. Purchase all metals a * No other industries permitted, only imported
    84 KB (13,988 words) - 03:49, 20 December 2022
  • Building wealth is simple - just commit more people to useful industries and continue growing. You will want to establish a major [[industry]] and c Most players choose to walk the middle line, getting together the necessary industries but concentrating on the [[metal industry]] early on to get together their
    5 KB (857 words) - 05:05, 9 April 2014
  • ...[rot]] and so requires slightly more micromanagement than other [[industry|industries]]. Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bag
    16 KB (2,757 words) - 15:00, 8 December 2011
  • ...amic goods with the [[pottery]] and [[glazing]] skills. It is one of three industries that necessitates fuel, the others being the [[glass industry]] (to which i
    7 KB (1,242 words) - 13:30, 26 August 2014
  • Building wealth is simple - just commit more people to useful industries and continue growing. You will want to establish a major [[industry]] and c Most players choose to walk the middle line, getting together the necessary industries, but concentrating on the [[metal industry]] early on, to get together thei
    7 KB (1,162 words) - 04:06, 20 December 2022
  • ...[[cloth]], from which you can make [[bag]]s, which are critical to several industries, or [[Restraint|rope]]s, which are good for cheap restraints. Bringing a f [[Fishing]] is one of the better industries to found with your first wave of immigrants. The most useful 'fish' to cap
    32 KB (5,458 words) - 20:14, 23 June 2017
  • * By-products of the [[meat industry|meat]] and [[fishing industry|fishing]] industries ([[bones]], raw hide, [[shell]]s) Despite the name "refuse", some items can be valuable resources for dwarven industries:
    6 KB (933 words) - 03:53, 20 December 2022
  • * By-products of the [[meat industry|meat]] and [[fishing industry|fishing]] industries ([[bones]], raw hide, [[shell]]s) Despite the name "refuse", some items can be valuable resources for dwarven industries:
    6 KB (878 words) - 20:18, 16 March 2024
  • ...tier, 11 second tier and 6 third tier across the game's various [[industry|industries]].
    18 KB (2,665 words) - 04:08, 20 December 2022
  • ...warves will not make cheese out of frozen milk. For these reasons, milking industries should be set up underground, as Armok intended.
    7 KB (1,106 words) - 16:49, 31 March 2024
  • ...such are typically excluded from the stone industry. Stones used in other industries include [[ore]], [[flux]], [[plaster]], [[fuel]], [[porcelain]], and [[obsi
    13 KB (2,087 words) - 02:06, 22 August 2023
  • With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of
    22 KB (3,725 words) - 03:39, 20 December 2022
  • ...antum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring
    95 KB (15,558 words) - 20:25, 8 April 2024
  • ...ated [[ash]] used in the [[farmer|farming]] and [[glassmaker|glassmaking]] industries, ash [[tree]]s are one of the many genera of above ground trees modeled in
    450 bytes (64 words) - 10:15, 3 July 2012
  • ...e independence of vampires by building a self-contained factory. The best industries are those that require no special raw materials-- a factory containing both
    100 KB (16,380 words) - 19:18, 14 November 2023
  • ...'''charcoal''' or '''coke''', the two fuels used to power high-temperature industries, namely metalworking, glassworking, and [[pottery]]. One unit of either of
    7 KB (1,092 words) - 14:18, 12 January 2024
  • ...es raw harvested materials, and prepares them for further use in secondary industries.
    4 KB (420 words) - 00:28, 21 December 2022
  • ...waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.
    10 KB (1,749 words) - 02:59, 16 June 2014
  • ...llected]] for the [[glass industry|glass]] or [[ceramic industry|ceramic]] industries. If grass has grown on a collection [[activity zone]] you can easily clea
    4 KB (687 words) - 11:04, 14 May 2019
  • ...any unit of charcoal or coke, the two fuels used to power high-temperature industries, namely metalworking and glassworking. One unit of either of these fuels is
    7 KB (1,212 words) - 14:16, 25 December 2022
  • ...es raw harvested materials, and prepares them for further use in secondary industries.
    4 KB (419 words) - 16:53, 8 December 2011
  • With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of
    12 KB (2,067 words) - 00:34, 31 March 2015
  • ...esting in some of these extensively in your initial dwarves can make those industries much less painful to start. For example, metal-related skills generally ea
    40 KB (6,591 words) - 04:07, 22 February 2014
  • ...a fortress, before the [[metal industry|metal]] or [[glass industry|glass industries]] are up and running, wood is the only material available for the making of
    17 KB (2,483 words) - 21:36, 22 July 2023
  • ...making them an excellent base animal for combined meat, cheese, and cloth industries.
    2 KB (241 words) - 20:03, 2 June 2023

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