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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Another</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-03T23:24:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hatch_cover&amp;diff=169420</id>
		<title>v0.34 Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hatch_cover&amp;diff=169420"/>
		<updated>2012-04-05T03:22:49Z</updated>

		<summary type="html">&lt;p&gt;Another: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorry for my hasty edit. I was on the way to correct myself for special pathing circumstances when a conflicting better edit was made. The original article was still factually incorrect and that confused me.&lt;br /&gt;
--[[User:Another|Another]] 21:50, 4 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The original article probably did need some clarification, but I strongly believe that you're mistaken.  (I just want to make something clear: the only way to prevent building destruction is to use a LOCKED hatch; otherwise they'll just move up to the level of the hatch, and then destroy it.)  To confirm, I just released a caged troll into a chamber from which he could only exit up through a forbidden hatch-- a season later, he's still just running around without path.  Every great once in a while, people report hatches being destroyed from below.  Either there is inconsistent behavior (with forbidden hatches being only very occasionally destructible from below) or, more likely, people have forgotten to forbid their hatches.  If anybody could catch a movie of a building destroyer destroying a locked hatch from below, there would be clear evidence that the consensus on hatches in incorrect, and it would justify a wiki edit-- so if you can catch on film the behavior you're describing, I'll be forced to eat my hat.  I'm going to undo your edits, and try to introduce more specific and clear language into both this article and the building destroyer article.  --[[User:Vasiln|Vasiln]] 22:34, 4 April 2012 (UTC)&lt;br /&gt;
:Okay, Timrem's edits are great, I didn't change anything here, I just added a couple of diagrams to the BD page.  Hopefully this is useful for you Another? --[[User:Vasiln|Vasiln]] 23:03, 4 April 2012 (UTC)&lt;br /&gt;
::The only disagreement I still have with you is that I definitely saw a badly damaged hatch and 2 FB directly below it not moving and not attacking a hunter that was firing at them from the same z level as the hatch. After I made the hatch forbidden - the FBs immediately lost interest and wandered away. They try to path to the same level as the hatch and then attack if the path is found but they do not need to actually walk the whole path and can attack buildings from below in contradiction with what the article originally said. I suspect that a remote potential path is enough to start destroying even a forbidden hatch from below but that should be verified. --[[User:Another|Another]] 03:22, 5 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hatch_cover&amp;diff=169403</id>
		<title>v0.34 Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hatch_cover&amp;diff=169403"/>
		<updated>2012-04-04T21:50:30Z</updated>

		<summary type="html">&lt;p&gt;Another: Created page with &amp;quot;Sorry for my hasty edit. I was on the way to correct myself for special pathing circumstances when a conflicting better edit was made. The original article was still factually in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorry for my hasty edit. I was on the way to correct myself for special pathing circumstances when a conflicting better edit was made. The original article was still factually incorrect and that confused me.&lt;br /&gt;
--[[User:Another|Another]] 21:50, 4 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Hatch_cover&amp;diff=169394</id>
		<title>v0.34:Hatch cover</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Hatch_cover&amp;diff=169394"/>
		<updated>2012-04-04T20:51:11Z</updated>

		<summary type="html">&lt;p&gt;Another: from personal [fun] experience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:15, 16 April 2011 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Hatch covers act like [[door]]s, but between Z-levels instead of X/Y passageways.  They can be placed over stairs or open space, as long as they are supported by an adjacent floor tile.&lt;br /&gt;
&lt;br /&gt;
Like doors, they can be linked with mechanisms, locked, and kept tightly closed to keep out water, pets and foes alike.  They can be set as internal, but as [[room]]s cannot occupy multiple Z-levels, this has no effect at this time.&lt;br /&gt;
&lt;br /&gt;
When closed, hatches appear as a {{Raw Tile|¢|0:7:1}} and are not visible when open. Their colour will vary depending on the material it has been made from.&lt;br /&gt;
&lt;br /&gt;
As of version {{current/version}} building destroyers can now destroy a building directly above their heads{{verify}}, so floor hatches will not protect you from forgotten beasts.&lt;br /&gt;
In older versions building destroyers could not destroy buildings on other z-levels and floor hatches were quite effective at keeping out enemies.&lt;br /&gt;
&lt;br /&gt;
They can be constructed from a [[Mason's workshop]], [[Metalsmith's forge]], [[Carpenter's workshop]], or [[Glass furnace]] from [[stone]], [[metal]], [[wood]], or [[glass]] respectively. Once {{K|b}}uilt, they may be placed with {{K|H}}.&lt;br /&gt;
&lt;br /&gt;
A dwarf falling down stairs will be stopped by a closed floor hatch.&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Clay&amp;diff=138101</id>
		<title>v0.31:Clay</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Clay&amp;diff=138101"/>
		<updated>2011-03-11T10:49:45Z</updated>

		<summary type="html">&lt;p&gt;Another: version 0.31.21 added explicit clay management to stockpile options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:18, 10 November 2010 (UTC)}}{{soillookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of {{L|soil}} that can be found in Dwarf Fortress. {{L|Aquifer}}s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
Clay can be gathered for use in {{L|Ceramic_industry|Ceramics}}.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a {{L|Kiln}} and behaves similar to most material production, but includes elements similar to {{L|glass}} production. In order to gather clay a gathering zone must first be designated, much like with {{L|sand}}, however unlike sand gathering clay creates a Clay object similar to raw stone and does not require a bag. These clay objects are stored in a Stone stockpile.  As with sand, clay can be gathered indefinitely from a single tile.&lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, {{L|block|bricks}}, {{L|statue}}s, {{L|hive}}s and {{L|craft}}s. Small pots, called jugs, function similar to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel.&lt;br /&gt;
&lt;br /&gt;
Before an {{L|earthenware}} pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a {{L|kiln}} and requires either a unit of {{L|ash}} or a unit of {{L|cassiterite}} ({{L|tin}} ore), plus a unit of fuel. {{L|Stoneware}} and {{L|porcelain}} pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hair&amp;diff=137517</id>
		<title>v0.31 Talk:Hair</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hair&amp;diff=137517"/>
		<updated>2011-03-07T00:25:29Z</updated>

		<summary type="html">&lt;p&gt;Another: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So is the inability to make cloth from hair thread a bug or feature? I'm hoping to make me a nice pair of yak hair pants one day.  --[[User:Bouchart|Bouchart]] 00:00, 7 March 2011 (UTC)&lt;br /&gt;
:If there was at least an option to restrict Hospitals to use only hair thread...--[[User:Another|Another]] 00:25, 7 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=137516</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=137516"/>
		<updated>2011-03-07T00:07:26Z</updated>

		<summary type="html">&lt;p&gt;Another: Bugtracker says so. Still {verify}.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:01, 4 July 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements the {{L|liaison}} will approach you about becoming a barony. You will then have the option to promote a dwarf of your choice to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  However, if you chose to promote a married dwarf, then his/her partner will become their consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a noble in the {{k|u}}nits menu). Also, the promotion of the baron will '''not''' usher in the {{L|economy}} as it did in older versions. The baron may still mandate that coins be minted though.&lt;br /&gt;
&lt;br /&gt;
The elected baron(ess) may still perform usefull labour from his/her normal life as a miner, for example.  &lt;br /&gt;
&lt;br /&gt;
Some have met the requirements and not received the option to promote a dwarf to a baron, this is a bug.{{bug|519}} Seems to be solved in 0.31.17.{{verify}}&lt;br /&gt;
&lt;br /&gt;
This bug can be avoided by putting off the meeting with the liaison (e.g. by keeping the mayor busy or locking him up in a room) until the last member of the trade caravan has left the map. Apparently you have to delay the '''start''' of the meeting (&amp;quot;Greeting from the mountainhomes...&amp;quot; screen) because only that moment makes a difference. {{L|military|Draft}} to active patrol duty ASAP after the arrival of the liaison is the most reliable way. [http://www.bay12forums.com/smf/index.php?topic=62028.0 source]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
According to Toady [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312]&lt;br /&gt;
&lt;br /&gt;
*Have a caravan leave when your pop is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created (Imported?) 100k wealth&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=136580</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=136580"/>
		<updated>2011-02-19T20:07:38Z</updated>

		<summary type="html">&lt;p&gt;Another: /* How to disarm hostiles in cages */ I have high doubts there are &amp;quot;narrow&amp;quot; items in current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
For cage traps, see [[Traps#Cage_Trap|traps]].&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from {{L|wood}} at a {{L|carpenter's workshop}}, from {{L|metal}} at a {{L|metalsmith's forge}}, and from {{L|glass}} at a {{L|glass furnace}}.&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.  A major change in version .31.19 is that grazing creatures will starve if left in cages.  Grazing creatures require access to {{L|grass}}, {{L|moss}} or {{L|floor fungus}} for survival, which can be achieved by assigning them to a {{L|zone|pasture}} that has plenty of tasty grass/moss.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects or a {{L|dragon}}, a thousand cats plus more, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a {{L|tame}}d {{L|creature}}, the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed {{L|vermin}}, in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
===How to disarm hostiles in cages===&lt;br /&gt;
&lt;br /&gt;
The only way to effectively disarm a caged hostile creature is to enter the Stocks screen (provided you have a Bookkeeper), locate its equipment in the proper category (it will be listed in red) and mark it for dumping. While it is easy to identify goblin/kobold/human/hippy clothes because they will always be described as &amp;quot;narrow&amp;quot;{{verify}},&amp;quot;small&amp;quot; and &amp;quot;large&amp;quot;, it is difficult to make sure you have found the right weapons; you can verify that you are targeting the right items by using the zoom function; it should point you to the cage. &lt;br /&gt;
&lt;br /&gt;
Items Held By attackers may be in purple (if in cages) or red.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants cannot be freed. They can only be transferred between cages.&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Technical_tricks&amp;diff=136573</id>
		<title>v0.31:Technical tricks</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Technical_tricks&amp;diff=136573"/>
		<updated>2011-02-19T14:57:44Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Graphics */ wikified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:58, 26 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In order to configure Dwarf Fortress to your liking there are two files you can edit, init.txt and d_init.txt. The first file, init.txt, contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. The second file, d_init.txt, contains settings that affect game features such as saving and population controls.&lt;br /&gt;
&lt;br /&gt;
== Locating your configuration file ==&lt;br /&gt;
The configuration files are in the data\init folder of the directory that you installed Dwarf Fortress to.&lt;br /&gt;
&lt;br /&gt;
== Editing the configuration file ==&lt;br /&gt;
You can edit the configuration files with any word processing software or program that can open .txt files. A good program to edit these files in Windows is notepad.&lt;br /&gt;
All data in these files is contained in what are called tokens. Each token is defined by the text between an opening square bracket, '[', and the first closing square bracket, ']'. Arguments to the various tokens are separated from a token identifier by a colon, ':'.&lt;br /&gt;
&lt;br /&gt;
== Settings - init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
*[SOUND:ON]&lt;br /&gt;
Change the argument from &amp;quot;ON&amp;quot; to &amp;quot;OFF&amp;quot; to completely remove sound and music from the game. If this is &amp;quot;OFF&amp;quot;, it will not be possible to change the volume from the in game options menu.&lt;br /&gt;
&lt;br /&gt;
*[VOLUME:255]&lt;br /&gt;
Changes the default volume of sound in Dwarf Fortress. The argument can be any value from 0 to 255, with 255 representing 100% volume.&lt;br /&gt;
&lt;br /&gt;
=== Intro Movie ===&lt;br /&gt;
*[INTRO:YES]&lt;br /&gt;
Change the argument from &amp;quot;YES&amp;quot; to &amp;quot;NO&amp;quot; to turn off the intro movie. &lt;br /&gt;
&lt;br /&gt;
=== Window ===&lt;br /&gt;
*[WINDOWED:PROMPT]&lt;br /&gt;
Changes the window mode that Dwarf Fortress runs in. If this is &amp;quot;PROMPT&amp;quot; the game will ask you if you want to run in windowed or fullscreen mode. If this is &amp;quot;NO&amp;quot; the game will be fullscreen with no prompt, and if this is &amp;quot;YES&amp;quot; the game will be in windowed mode with no prompt.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDX:80]&lt;br /&gt;
If this is below 256, this specifies the width of the grid used by Dwarf Fortress with a minimum of 80. As such, the width of the window used will be the product of this value and the width of the font used. If this value is 256 or above, it specifies the width of the window used directly.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDY:25]&lt;br /&gt;
If this is below 256, this specifies the height of the grid used by Dwarf Fortress with a minimum of 25. As such, the height of the window used will be the product of this value and the height of the font use. If this value is 256 or above, it specifies the height of the window used directly.&lt;br /&gt;
&lt;br /&gt;
*[FONT:curses_640x300.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[RESIZABLE:YES]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot; you can resize the window while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
*[TOPMOST:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, the window is kept above all other windows.&lt;br /&gt;
&lt;br /&gt;
=== Fullscreen ===&lt;br /&gt;
These settings are used if the [WINDOWED:PROMPT/YES/NO] token is either &amp;quot;NO&amp;quot;, or &amp;quot;PROMPT&amp;quot; and the fullscreen option is chosen.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENX:0]&lt;br /&gt;
The width of the screen in fullscreen mode. If the value are 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENY:0]&lt;br /&gt;
The height of the screen in fullscreen mode. If the value is 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLFONT:curses_800x600.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles will be stretched to fit to the screen if there is a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space around the grid is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
*[GRAPHICS:NO]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will use the raw/graphics folder for certain tile graphics. Currently this is limited to [[Graphics_set_repository|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
The window width used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
The window height used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
The [[Tileset_repository|font]] used by Dwarf Fortress when in windowed mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
The width of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
The height of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
The font used by Dwarf Fortress when in fullscreen mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles are stretched to fit window in the case of a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Video Card Options ===&lt;br /&gt;
&lt;br /&gt;
*[PRINT_MODE:2D]&lt;br /&gt;
This value changes how Dwarf Fortress draws to the screen. As such, changing this value can significantly change the performance of Dwarf Fortress on your computer. Possible values for this are &amp;quot;2D&amp;quot;, &amp;quot;2DSW&amp;quot;, &amp;quot;2DASYNC&amp;quot;, &amp;quot;STANDARD&amp;quot;, &amp;quot;TEXT&amp;quot;, &amp;quot;ACCUM_BUFFER&amp;quot;, &amp;quot;FRAME_BUFFER&amp;quot;, &amp;quot;VBO&amp;quot; and &amp;quot;PARTIAL&amp;quot;.  A technical description of what these do can be found [http://www.bay12forums.com/smf/index.php?topic=63667.msg1478550#msg1478550 in this post].&lt;br /&gt;
&amp;quot;PARTIAL&amp;quot; print mode takes an additional argument similar to how the PARTIAL_PRINT value worked in previous versions, with the number representing the number of frames a changed tile is rendered before it is skipped.&lt;br /&gt;
&amp;quot;TEXT&amp;quot; is only available on Macintosh and Linux.&lt;br /&gt;
&lt;br /&gt;
*[SINGLE_BUFFER:NO]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot; Dwarf Fortress will use double buffering, which may reduce flickering of the screen at the expense of a possible (small) drop in frame rate. If this is &amp;quot;YES&amp;quot;, double buffering is turned off.&lt;br /&gt;
&lt;br /&gt;
*[ARB_SYNC:NO]&lt;br /&gt;
On video cards that support the OpenGL ARB_sync extension, turning this on can greatly improve performance in GPU overload conditions. However, this can cause Dwarf Fortress to crash on some video cards.&lt;br /&gt;
&lt;br /&gt;
*[VSYNC:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, when Dwarf Fortress redraws the screen it will wait for the monitor to finish it's vertical retrace. This can negatively impact your FPS if G_FPS is set high, as the game is forced to suspend calculating game frames to wait for the monitor to finish. The main reason to change this to &amp;quot;YES&amp;quot; is if tearing of the game image occurs regularly for you.&lt;br /&gt;
&lt;br /&gt;
*[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
Can be either &amp;quot;LINEAR&amp;quot; or &amp;quot;NEAREST&amp;quot;. If it is &amp;quot;NEAREST&amp;quot;, the texture values use the nearest pixel value without averaging. If it is &amp;quot;LINEAR&amp;quot;, the texture values use the average of the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
=== FPS ===&lt;br /&gt;
*[FPS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; a FPS counter is displayed on the top left corner.&lt;br /&gt;
&lt;br /&gt;
*[FPS_CAP:100]&lt;br /&gt;
The game frames per second the game limits itself to. This changes the number of turns calculated per second, not the graphical frames displayed. If this value is 0 the FPS is uncapped.&lt;br /&gt;
&lt;br /&gt;
*[G_FPS_CAP:50]&lt;br /&gt;
The graphical frames per second the game attempts to draw. This changes the number of times Dwarf Fortress draws itself to the screen per second. Lower numbers will cause Dwarf Fortress to run faster but skip displaying more game frames between each redraw.&lt;br /&gt;
To find the number of game frames that are calculated per redraw done by Dwarf Fortress, divide the value for FPS_CAP by the value of G_FPS_CAP. In the default case, this is 100/50=2, so every second frame calculated dwarf fortress will redraw to the screen.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
*[PRIORITY:NORMAL]&lt;br /&gt;
Change this to affect the process priority of Dwarf Fortress. Higher priorities mean that Dwarf Fortress will run faster and other programs will run slower. Possible values are &amp;quot;REALTIME&amp;quot;, &amp;quot;HIGH&amp;quot;, &amp;quot;ABOVE_NORMAL&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;BELOW_NORMAL&amp;quot; and &amp;quot;IDLE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
*[ZOOM_SPEED:10]&lt;br /&gt;
How fast the game zooms. A value of 10 corresponds to increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]&lt;br /&gt;
Change this to &amp;quot;NO&amp;quot; if you want to leave save uncompressed. If &amp;quot;YES&amp;quot;, saves are compressed in the .zip format to save space.&lt;br /&gt;
&lt;br /&gt;
=== Mouse ===&lt;br /&gt;
*[MOUSE:YES]&lt;br /&gt;
Determines if the game accepts mouse input.&lt;br /&gt;
&lt;br /&gt;
*[MOUSE_PICTURE:NO]&lt;br /&gt;
If the game should display a picture in place of the system mouse icon. The picture lags if Dwarf Fortress is lagging.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard ===&lt;br /&gt;
*[KEY_HOLD_MS:250]&lt;br /&gt;
The number of milliseconds before holding a key causes it to be repeated.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_MS:150]&lt;br /&gt;
The number of milliseconds between consecutive repetitions of a held key.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
*[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
*[MACRO_MS:150]&lt;br /&gt;
The number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
== Settings - d_init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Save Behavior ===&lt;br /&gt;
*[AUTOSAVE:NONE]&lt;br /&gt;
When Dwarf Fortress should automatically save your game. If this is &amp;quot;NONE&amp;quot;, Dwarf Fortress never saves your game for you. Possible values are &amp;quot;NONE&amp;quot;, &amp;quot;SEASONAL&amp;quot; and &amp;quot;YEARLY&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[AUTOBACKUP:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will back up your save file each time it autosaves your game.&lt;br /&gt;
&lt;br /&gt;
*[AUTOSAVE_PAUSE:NO]&lt;br /&gt;
If Dwarf Fortress should pause the game each time it autosaves for you.&lt;br /&gt;
&lt;br /&gt;
*[INITIAL_SAVE:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will save the game immediately after you embark.&lt;br /&gt;
&lt;br /&gt;
=== More Game Options ===&lt;br /&gt;
*[IDLERS:TOP]&lt;br /&gt;
Where to display the number of idlers. The value can be either &amp;quot;TOP&amp;quot;, &amp;quot;BOTTOM&amp;quot;, or &amp;quot;OFF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[PAUSE_ON_LOAD:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, Dwarf Fortress starts Fortress mode paused.&lt;br /&gt;
&lt;br /&gt;
*[TEMPERATURE:YES]&lt;br /&gt;
Turns on or off temperature. If temperature is off, being adjacent to lava will not cause objects (or creatures) to burn, nor will dwarves have any problems running around on top of glaciers naked if they so desire. Direct contact with lava or firebreath will still cause lots of Fun though.&lt;br /&gt;
&lt;br /&gt;
*[WEATHER:YES]&lt;br /&gt;
Turns on or off weather. If weather is off it will never rain or snow.&lt;br /&gt;
&lt;br /&gt;
*[ECONOMY:YES]&lt;br /&gt;
Turns on or off the fortress mode dwarven economy.&lt;br /&gt;
&lt;br /&gt;
*[INVADERS:YES]&lt;br /&gt;
Turns on or off fortress mode sieges. Turning this off for your first couple of games may make the game easier to start with.&lt;br /&gt;
&lt;br /&gt;
*[CAVEINS:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; it is possible for cave-ins to occur.&lt;br /&gt;
&lt;br /&gt;
*[ARTIFACTS:YES]&lt;br /&gt;
Turns on or off strange moods and the resulting artifacts.&lt;br /&gt;
&lt;br /&gt;
*[ZERO_RENT:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, when the dwarven economy kicks in all rooms will cost nothing, allowing even the poorest of haulers to have a room fit for a king.&lt;br /&gt;
&lt;br /&gt;
*[TESTING_ARENA:YES]&lt;br /&gt;
Turns on or off the testing arena.&lt;br /&gt;
&lt;br /&gt;
*[WALKING_SPREADS_SPATTER_DWF:NO]&lt;br /&gt;
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[DF2010:Fortress_mode|Fortress Mode]]. As contaminants are [[DF2010_Talk:Blood|buggy]] and can have a major negative impact on [[FPS]] in [[DF2010:Fortress_mode|Fortress Mode]], it is recommended to leave this set at &amp;quot;NO&amp;quot; for now.&lt;br /&gt;
&lt;br /&gt;
*[WALKING_SPREADS_SPATTER_ADV:YES]&lt;br /&gt;
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[DF2010:Adventure_mode|Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
*[PATH_COST:1:2:5:25]&lt;br /&gt;
The path finding costs associated with different traffic values. &lt;br /&gt;
&lt;br /&gt;
*[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
If &amp;quot;YES&amp;quot; pets will not be able to be buried in coffins.&lt;br /&gt;
&lt;br /&gt;
*[STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
*[STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
&lt;br /&gt;
*[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress will display the quality of items in the name. If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, inspecting engravings and artifacts in Fortress Mode will have an extended history displayed.&lt;br /&gt;
&lt;br /&gt;
*[LOG_MAP_REJECTS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will log the reason why maps were rejected during world gen in the log.txt file.&lt;br /&gt;
''Italic text''&lt;br /&gt;
&lt;br /&gt;
=== Adventure Mode ===&lt;br /&gt;
*[MORE:YES]&lt;br /&gt;
*[DISPLAY_LENGTH:23]&lt;br /&gt;
*[ADVENTURER_TRAPS:NO]&lt;br /&gt;
If you set this to &amp;quot;YES&amp;quot; your adventurer will trigger the traps of your old fortresses&lt;br /&gt;
*[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
*[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
=== Nicknames ===&lt;br /&gt;
*[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
=== Embark Options ===&lt;br /&gt;
*[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
*[SHOW_EMBARK_TUNNEL:FINDER]&lt;br /&gt;
*[EMBARK_RECTANGLE:4:4]&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
*[WOUND_COLOR_NONE:7:0:1]&lt;br /&gt;
The color of body parts when there are no recorded active wounds on the part.&lt;br /&gt;
Default = white&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MINOR:6:0:0]&lt;br /&gt;
The color of body parts when there is any damage that doesn't have functional/structural consequences (might be heavy bleeding though).&lt;br /&gt;
Default = brown&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_INHIBITED:6:0:1]&lt;br /&gt;
The color of body parts when there is any muscular, structural or functional damage without total loss.&lt;br /&gt;
Default = yellow&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_FUNCTION_LOSS:3:0:1]&lt;br /&gt;
The color of body parts when an important function of the part is completely lost, but the part is structurally sound (or at least partially intact).&lt;br /&gt;
Default = bright cyan&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_BROKEN:4:0:1]&lt;br /&gt;
The color of body parts when the part has lost all structural integrity or muscular ability.&lt;br /&gt;
Default = bright red&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MISSING:0:0:1]&lt;br /&gt;
The color of body parts when the part is completely gone.&lt;br /&gt;
Default = dark gray&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
*[SKY:178:3:0:0]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level.&lt;br /&gt;
The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;. &amp;lt;character&amp;gt; can be either an ASCII number or a character in single quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
*[CHASM:250:0:0:1]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level while indoors.&lt;br /&gt;
The format is the same as for SKY above.&lt;br /&gt;
&lt;br /&gt;
*[PILLAR_TILE:'O']&lt;br /&gt;
The tile displayed for pillars. Pillars are created at the ends of strings of wall tiles.&lt;br /&gt;
&lt;br /&gt;
*[VARIED_GROUND_TILES:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; the ground will be varied randomly using the tiles ,.`'.&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, only the period will be used for ground tiles.&lt;br /&gt;
&lt;br /&gt;
*[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, all engravings are displayed initially looking the same. Otherwise all engravings have a random tile given to them initially.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress displays water as numbers from 1-7 indicating depth.&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pig&amp;diff=136422</id>
		<title>v0.31 Talk:Pig</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pig&amp;diff=136422"/>
		<updated>2011-02-17T20:41:30Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Number of offspring */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Initial Groundwork ===&lt;br /&gt;
Laid down the facts about the pig from data I got from the raws/common sense(2 kidneys,4 hoofs, hur.) I took a little liberty in inferring the meaning of the new [Grazer:Number] tag.  I took it to mean the amount of time between &amp;quot;meals.&amp;quot; It makes sense when you compare the values. For cows it's 100 all the way down to rabbits at 120,000.  I guess I'm just kind of assuming the values are linear.  I'm also not sure whether &amp;quot;Grazing&amp;quot; will or should get its own page eventually, as I could see several other topics with which it could overlap. [[User:Stupergenius|Stupergenius]] 17:23, 17 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Number of offspring ==&lt;br /&gt;
&lt;br /&gt;
[MULTIPLE_LITTER_RARE] - &amp;quot;rare&amp;quot; really??? And no [LITTERSIZE] tag anywhere in all the raws.  It may be not on English Wikipedia but pigs really have 14 nipples and are common to give birth to 10 piglets with occasionally more than 20. &amp;quot;Dwarven pigs&amp;quot; may be different but not by much.--[[User:Another|Another]] 20:41, 17 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Important_advice&amp;diff=133271</id>
		<title>v0.31 Talk:Important advice</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Important_advice&amp;diff=133271"/>
		<updated>2010-12-08T16:13:08Z</updated>

		<summary type="html">&lt;p&gt;Another: /* lock in room vs. burrows */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Easy Underground Farms ==&lt;br /&gt;
&lt;br /&gt;
That advice is ''terible''. Bucket-filling anything takes forever an spams your dwarves with tasks, when they could otherwise be doing aything else. And yu ned enough buckets to equip enough dwarves to get it done quickly. The easies way is to start on a map with an infinite water source, likea river, dig your underground farm, dig from there to the river, put a floodgate attached to a lever at the mouth of the tunnel, and fill it that way. --Kydo 17:30, 24 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It's largely a matter of playstyle, Mr Kydo. My top priority when I start a fort is getting farms up and running, so I have the idle dwarfpower necessary to form a bucket brigade. With four buckets (built from freshly-slain trees), I can have my sweet pod plot ready for planting by (and sometimes before) mid-spring, with four to five more farms irrigated by mid-summer. Around that time, my miner has finished the initial plant storerooms with enough extra space for my bucket brigade to abandon their buckets and put their workshops in the corners. I also abhor unnecessary entrances to my fort, even when they're underwater and through a floodgate.&lt;br /&gt;
&lt;br /&gt;
== lock in room vs. burrows ==&lt;br /&gt;
&lt;br /&gt;
Some tips and tricks (like the jeweler and furniture) should probably be replaced with more convenient (once all is set up) ones that include burrows and workshop profiles. I don't use them much so please verify with your own experience what works and add to the article.--[[User:Another|Another]] 16:13, 8 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=133118</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=133118"/>
		<updated>2010-12-07T17:47:56Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Possessed */ see the talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a {{L|legendary artifact}} and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see {{L|status icons}}).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate {{L|labor}} designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain {{L|legendary}} (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is {{L|Announcement|announced}}; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in {{L|experience}}.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a {{L|butcher's shop}} or a {{L|tanner's shop}}. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf {{L|leather}} or {{L|bone}}. Once the artifact is completed, the fell dwarf will become a legendary {{L|bone carver}} or {{L|leatherworker}}. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal{{verify}}, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw {{l|turtle}}s, {{L|mussel}}s, {{L|oyster}}s, or {{L|cave lobster}}s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them. (version .31.12 should have much fewer shell requests.)&lt;br /&gt;
* Should the claimed workshop be a {{L|magma forge}} and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go {{L|insane}}. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarfes will no longer be satisfied with a regular forge.&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
* Glassmaker Dwarves will not use Magma Glass Furnaces, only regular glass furnaces. &amp;lt;sup&amp;gt;may not be bug&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{version|0.31.10}}&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Planepacked]] glitch.&lt;br /&gt;
* Moody dwarves will not claim workshops whose building materials have been forbidden.  This is usually the result of mass-forbidding every piece of low-value rock in an attempt to ensure valuable artifacts.  You can check whether a workshop's materials are forbidden with the i{{K|t}}ems command: the building materials are at the top of the list and will be purple if forbidden, cyan if not.&lt;br /&gt;
* Forbidding the base item of the craft after the dwarf begins working on it will cause the item's base material to become iron.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  {{L|Forbidden}} items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding {{L|economic stone}}. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - moody {{L|metalsmith}}s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal, though mining {{L|raw adamantine}} may cause them to insist on wafers of adamantine metal instead{{verify}}.&lt;br /&gt;
&lt;br /&gt;
As of DF2010, burrows seem to allow even better control over moody dwarfs' material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone}}&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal {{L|block}}s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal {{L|bar}}&lt;br /&gt;
| rock bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green {{L|glass}}&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}{{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (plant fiber)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bones}} or {{L|Shell}}{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, caused by stones and metals having been joined into a single &amp;quot;inorganic&amp;quot; material type in version 0.31 - they are actually asking for metal bars.&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
Moody metalworkers may occasionally require a specific type of metal as their artifact's primary material - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use.&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} but '''not''' {{L|Magma glass furnace}}{{verify}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leatherworks}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Tanner's shop}} or {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a {{L|craftsdwarf's workshop}} and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of {{L|chalk}} and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an {{L|obsidian}} {{L|bed}}, {{L|ruby}} {{L|floodgate}}, or turtle {{L|shell}} {{L|cage}}.&lt;br /&gt;
&lt;br /&gt;
Once created, most {{L|artifact}}s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value {{L|noble}} rooms. Artifact weapons in {{L|weapon trap}}s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.&lt;br /&gt;
&lt;br /&gt;
Unless the mood was a Possession, the dwarf will gain 20,000 points of experience in the skill used to produce the artifact, enough to boost them to Legendary.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Importing_and_exporting_worlds&amp;diff=132989</id>
		<title>v0.34 Talk:Importing and exporting worlds</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Importing_and_exporting_worlds&amp;diff=132989"/>
		<updated>2010-12-04T19:50:45Z</updated>

		<summary type="html">&lt;p&gt;Another: Getting saves from someone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting saves from someone. ==&lt;br /&gt;
&lt;br /&gt;
Slightly outdated info? All the raws and even graphical sets are automatically copied to and stored inside each save directory now.--[[User:Another|Another]] 19:50, 4 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=132851</id>
		<title>v0.31:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=132851"/>
		<updated>2010-12-02T16:34:42Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Town Destroyer */  Is it possible in new versions?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|13:08, 22 June 2010 (UTC)}}{{AV}}&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
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ALSO, be sure to include the following format:&lt;br /&gt;
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'''Difficulty:''' &lt;br /&gt;
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'''Usefulness:''' &lt;br /&gt;
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One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount time and effort - often for little or no practical benefit.  They exist only as a challenge for experienced players. &lt;br /&gt;
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==Adventure Mode Fortress==&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in {{L|adventure mode}}. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. A {{L|chasm}}, underground {{L|river}}, or {{L|hidden fun stuff}} can ensure the fortress is occupied. &lt;br /&gt;
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'''Difficulty:''' The sky's the limit. &lt;br /&gt;
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'''Usefulness:''' Not applicable.&lt;br /&gt;
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==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
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'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Zero.  They will sleep through '''anything'''.&lt;br /&gt;
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==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be {{L|Fun}}.  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheel.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very {{L|Fun}}.&lt;br /&gt;
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'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a {{L|pump}} stack, preferably powered by a {{L|windmill}} or {{L|water wheel}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love {{L|waterfall}}s. Putting a waterfall in your {{L|meeting hall}} will give your dwarves good {{L|thought}}s, although it can significantly lower frame rate&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter {{L|climate}} so it does not freeze.&lt;br /&gt;
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*MegaDwarf Bonus: Use {{L|magma}}. It does not freeze, even in a freezing climate!&lt;br /&gt;
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=={{L|Ballista}} Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
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'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
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'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Break the Dam==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically&lt;br /&gt;
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'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
'''Downside:''' Before you had goblins at the gates.  Now you have goblins on the roof.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See {{L|dam}}, or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarf Bonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
=={{l|Danger room|Danger Room}}==&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
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'''Usefulness''': High.  Trains combat skills very quickly, assuming you don't kill anyone.&lt;br /&gt;
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*MegaDwarf Bonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
&lt;br /&gt;
==Day Care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low &amp;lt;s&amp;gt;but annoying&amp;lt;/s&amp;gt;, burrows make this a snap now. You may have to micromanage to get every child into the room, and it'll be a hassle to get the grown ones out without releasing all of them. &lt;br /&gt;
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'''Usefulness:''' Low. Protecting the children may be more trouble than it's worth.&lt;br /&gt;
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==Doberman Bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
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'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium, potentially fortress-saving&lt;br /&gt;
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*Bonus: Train all dogs inside as war dogs when they mature.  &lt;br /&gt;
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*MegaDwarfBonus:  Make it a Bear Trap. &lt;br /&gt;
*MegaDwarfBonus: Combine with a drowning chamber and carp trap.&lt;br /&gt;
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==Drowning Chamber==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.&lt;br /&gt;
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*Bonus: Utilize lava.&lt;br /&gt;
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*Bonus: Utilize trained fish.&lt;br /&gt;
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*MegaDwarfBonus: Edit the raw and do both!&lt;br /&gt;
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=={{L|Computing|Dwarfputer}} Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible {{L|megaprojects}} dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a {{L|noble}}, complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Disco Ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., {{L|ruby|rubies}}, {{L|sapphire}}s, and {{L|emerald}}s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
&lt;br /&gt;
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'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
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'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Alternating {{L|alunite}} and {{L|obsidian}} tiles to make a 'dance floor'.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
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*Megadwarf Bonus: Caged &amp;quot;Dancers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many {{L|nether-cap}}s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
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'''Difficulty:''' Low to Medium&lt;br /&gt;
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'''Usefulness:''' None except pretty colored barrels&lt;br /&gt;
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==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
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'''Difficulty:''' Easy.&lt;br /&gt;
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'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
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==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic {{L|Carp}}.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
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==Gladiator Arena==&lt;br /&gt;
Station some soldiers at the bottom of a shallow {{L|Activity_zone#Pit/Pond|pit}} and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.  Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.  (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|h}} to hide the cage and its contents, then going to {{k|z}}-Stocks-Weapons, finding the '''H'''idden weapon and marking it for '''D'''umping (and unforbidding it), then using {{k|d}}-{{k|b}}-{{k|H}} to un-hide everything.)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution.  Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or {{l|Fun}} if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
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'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
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'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
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==Greenhouse==&lt;br /&gt;
A {{L|farming|greenhouse}} is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Much higher in DF2010, since this is the only way to farm without mud. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, {{L|sun berry|sun berries}} can be brewed into valuable {{L|Sunshine}}, and {{L|whip vine}}s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
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==Hammer of {{L|Armok}}==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting, or any other single-tile collapse mechanism. &lt;br /&gt;
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'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
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'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles length from your entrance actually works against sieges.&lt;br /&gt;
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*Bonus: Cover it with blood.&lt;br /&gt;
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*Bonus: Fill it with booze and add a detonator.&lt;br /&gt;
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==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more {{L|fun}}, make one out of some exotic material, like {{L|glass}}, {{L|ice}}, {{L|gold}}, or {{L|soap}}. &lt;br /&gt;
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'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
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'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
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==&amp;quot;I dinna say we wurren't crazy!&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by [http://www.irregularwebcomic.net/1455.html Irregular Webcomic].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative, due to the insane amounts of space it takes up.&lt;br /&gt;
&lt;br /&gt;
==It's A TRAP!==&lt;br /&gt;
It seems that {{L|traps}} are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Sieges will be instantaneous, and if you use cage traps, your {{L|arena}} will never want for combatants, including all those pesky wild animals you no longer need to hunt for.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.  &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the {{L|Nobles |Best and Brightest}} for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Design it so that it can return OR send all of your nobility on the voyage.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. {{L|Trap}}s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in {{L|adventure mode}}.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain {{L|cave}}s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need {{L|metal}} (or {{L|glass}}) {{L|screw pump}}s to make it work, {{L|magma-safe}} floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus:Put the coffin at least 20 floors down.&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the {{L|screw pump|pumps}} to use {{L|magma-safe}} pipes and screws in their construction. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those {{L|iron}} or {{L|steel}} pumps and {{L|bauxite}} {{L|floodgate}}s. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but also {{L|Fun}}. &lt;br /&gt;
&lt;br /&gt;
==Mega/Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an {{L|Aquifer}}, although that is far more difficult.&lt;br /&gt;
&lt;br /&gt;
=={{L|Obsidian}} factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than {{L|flux}} and 3 times as valuable as ordinary stone, making it ideal for your {{L|mason}}s and {{L|stone crafter}}s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.&lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version .40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the Damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' None, just looks nice.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Spike a goblin on every trap!&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single {{L|support}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
=={{L|Swimming}} pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain {{L|swimming}} skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
&lt;br /&gt;
==Town Destroyer==&lt;br /&gt;
Start your fortress in an area with an existing settlement{{verify}}. Create a channel all the way around it, then dig out everything on the Z-level below and watch it obliterate itself (and probably your frame rate).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to medium. It's not hard, just very time-consuming.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very low. Unless of course this is a goblin settlement and you want to get rid of them/want revenge for a previous fortress.&lt;br /&gt;
&lt;br /&gt;
==Underground Forest==&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &amp;lt;s&amp;gt;Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&amp;lt;/s&amp;gt; Zero, caverns now come this way.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater Statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.&lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her. &lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
&amp;lt;li&amp;gt;N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''aster '''O'''f '''K'''illing&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
Prevents {{L|cave adaptation}}. It's like the greenhouse, only instead of a farm, it's a {{L|meeting hall}} or {{L|barracks}}. Since you can't build {{L|table}}s or {{L|bed}}s outside, build the room and {{L|channel}} down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very {{L|Fun}} once {{L|goblin}} archers become involved.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus:Utilize trained fish.&lt;br /&gt;
&lt;br /&gt;
==Wildlife Overpass==&lt;br /&gt;
A bridge from one side of the river to the other so that the endless hordes of camels aren't battering at your doors trying to reach the other side via the underworld instead.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Extremely Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
*Bonus:  Trap it to provide a regular supply of meat, bone, and goblinite.&lt;br /&gt;
&lt;br /&gt;
==Emergency Destruct Stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
&lt;br /&gt;
==Magma Highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is Fun.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Currency&amp;diff=132848</id>
		<title>v0.31:Currency</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Currency&amp;diff=132848"/>
		<updated>2010-12-02T14:07:02Z</updated>

		<summary type="html">&lt;p&gt;Another: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:07, 2 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
==☼==&lt;br /&gt;
The game's currency is measured in &amp;quot;☼&amp;quot;, called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade {{L|value}} in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in {{L|trade}} for bartering goods, allowing both the {{L|merchant}} and {{L|trader}} to judge whether the bartered {{L|trade good}}s are equivalent or not.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
{{L|Metal crafter}}s may strike physical coins out of any {{L|metal}} at the {{L|metalsmith's forge}}. This process requires one metal {{L|bar}} and one unit of {{L|fuel}}, and produces one ''stack'' of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x {{L|material value}} of the component metal, and a given coin is (10 x {{L|material value}} / 500) of the value of the metal bar that produced it. For example a {{L|silver}} bar is worth 10☼, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed). Because coins do not have a {{L|value|quality modifier}}, they are not preferable as a {{L|trade good}}.&lt;br /&gt;
&lt;br /&gt;
Coins have their own {{L|stockpile}}, and are stored in ''stacks'' of up to 500 coins. Each {{L|bin}} in a coin stockpile can hold up to six stacks, or 3,000 coins. Coins are named based on the year they are minted and the name of your fortress, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the fortress is Thidalsokt, each coin in the stack will be a &amp;quot;Thidalsokt 1080&amp;quot; coin. The coins also depict images and figures from the history of the fortress. If the fortress is also the Mountainhome, the coins will be named after the civilization instead, and may depict the symbol and history of that civilization.&lt;br /&gt;
&lt;br /&gt;
Coins may be smelted at a {{L|smelter}} or {{L|magma smelter}}.&lt;br /&gt;
&lt;br /&gt;
===Coins and the Dwarven Economy===&lt;br /&gt;
Coins are intended for use with the {{L|dwarven economy}}, but the economy is not currently implemented in DF2010. In previous editions {{L|copper}}, {{L|silver}}, and {{L|gold}} coins had monetary value in edition to their intrinsic value, and dwarfs would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as &amp;quot;collector's coins.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=132441</id>
		<title>v0.31 Talk:Mechanism</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=132441"/>
		<updated>2010-11-26T18:19:26Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Wear and tear? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==quality mech's and trap accuracy==&lt;br /&gt;
I have no intention of assuming that high-quality mechanisms do not help weapons traps - and perhaps others as well - until we have more evidence in.  That's how it worked in the prev version, so I'll act on that until we know diff. However, I'm equally sure that citing a quote from July 2007 is not necessarily relevant to the version just released April 2010. (When was 40d released?)--[[User:Albedo|Albedo]] 22:54, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
Maybe it's just me, but I kind of wish that 'They can also be created at a forge' should get put in HUGE CAPS. Being able to make lava-proof mechanisms out of steel now? HUGE CHANGE! Plus, I almost edited the article to point it out again because I missed that the first time. Perhaps we should just change that . to a , in the first sentence. [[User:Savanik|Savanik]] 02:22, 14 April 2010 (UTC)&lt;br /&gt;
:Considering a great deal of other stones have become magma-safe, the ability to create metal mechanisms is less significant now. Too bad they're limited to weapons-grade metals, otherwise it'd become possible to have levers made of rose gold and lay pewter (which would permit colors otherwise not possible using stone). --[[User:Quietust|Quietust]] 05:09, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it should be stated in the article that in a forge mechanisms are treated as trap components, not as furniture, as they are in stockpiles? --[[User:Doub|Doub]] 09:44, 29 May 2010 (UTC)&lt;br /&gt;
::Done, but I'd like you all to look it over as I don't think it's as simple and direct as possible.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:28, 29 May 2010 (UTC)&lt;br /&gt;
:::Do metal mechanisms have any advantages over stone ones? They surely do in real life, so maybe new material system implicitly makes that difference?--[[User:Snus-mumrik|Snus-mumrik]] 17:54, 30 May 2010 (UTC)&lt;br /&gt;
::::There isn't a difference in time-to-activate.  Differences in trap accuracy/damage are possible, but I think unlikely.  (I am currently reverse-engineering trap damage and am finding it slow going.)  From a role-playing standpoint, I often set the self-imposed rule that stone mechanisms may only be used as levers and in stone-fall traps.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:18, 31 May 2010 (UTC)&lt;br /&gt;
:::::Thanks. By the way, do we have a page that summarizes such self-imposed rules from different users? I only saw the {{L|Challenges}} page, maybe we should add a section to it?&lt;br /&gt;
&lt;br /&gt;
== Wear and tear? ==&lt;br /&gt;
&lt;br /&gt;
I've never noticed this in previous versions, but some of my mechanisms are showing signs of wear and tear. One is &amp;quot;mangled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
http://img686.imageshack.us/img686/3554/201011241524561282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
http://img832.imageshack.us/img832/5619/201011241525371282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
http://img718.imageshack.us/img718/2351/201011241526181282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anybody know if this makes any difference to their usability? Worth noting in the article?&lt;br /&gt;
:Are they linked to doors or floodgates? If so, have any building destroyers been near those doors or floodgates? --[[User:Quietust|Quietust]] 17:35, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm not sure. They might have been used in the arena to unlock dragon cages at some point. Can building destroyers cause this?&lt;br /&gt;
:::Dragonfire could accidentally burn it and partially melt. Just a guess. There are exceptionally few dragonfire-safe materials by the way.--[[User:Another|Another]] 18:19, 26 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=132381</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=132381"/>
		<updated>2010-11-25T15:03:17Z</updated>

		<summary type="html">&lt;p&gt;Another: Undo revision 132348 by Twilightdusk (Talk)-wrong namespace for that edit:40d.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork|23:23, 22 May 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is red-hot molten rock present in {{L|volcano}}es, as well as magma pools and magma pipes. It serves as an energy source, powering {{L|magma forge}}s, {{L|magma glass furnace}}s, {{L|magma kiln}}s, and {{L|magma smelter}}s, which do not &amp;quot;use it up&amp;quot; in any way.  It is ''extremely'' dangerous, {{L|fun|and has led to the death of many dwarfs, and many fortresses}}.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. If mixed with water it can form obsidian (see below).&lt;br /&gt;
&lt;br /&gt;
'''Lava''' is the same substance. Magma is what it is called underground, while it is called Lava if it is above ground. &amp;lt;!-- see talk page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma almost exclusively occurs in two different features; magma pools and magma pipes.&lt;br /&gt;
&lt;br /&gt;
* A '''magma pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''magma pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* '''{{L|Eerie glowing pit|Hidden Fun Stuff}}''' also contains a very very very small amount of magma, enough for a smelter or two.&lt;br /&gt;
&lt;br /&gt;
Also, note that...&lt;br /&gt;
&lt;br /&gt;
* A '''{{L|volcano}}''' is identical in gameplay to a magma pipe, but it has the advantage of being a geographical feature that is visible on the {{L|location}} screen.  This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
* A magma &amp;quot;'''vent'''&amp;quot; is the generic, non-game term for either a pipe or pool. When the distinction doesn't matter, it's commonly referred to as a vent.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain {{L|utility}}, you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use {{L|exploratory mining}} to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a {{L|volcano}} (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily {{L|igneous extrusive}}. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running {{L|water}}, or a {{L|mountain}} for minerals, or a healthy {{L|tree}} population, a layer of {{L|flux}} for {{L|steel}} production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the {{L|utilities}} like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an {{L|obsidian}} &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power {{L|magma smelter}}s, {{L|magma glass furnace}}s and {{L|magma forge}}s.  (There are other uses, including defense, {{L|obsidian}} production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a {{L|channel}} down from the location you wish to build the smelter or forge.  Eventually, flowing into this channel (on that lower z-level immediately below the forge or smelter), there must be magma, either from the pipe/pool itself or channeled from the vent.  You can simply build a tunnel straight into the magma (and lose the miner who digs it 99% of the time), or use {{L|channel}}ing to tap into the magma safely from the level above - this latter requires the lower level to be wider than the upper, to jut out so that last tile can be channeled away from above to free the magma into the tunnel system on that level.  &lt;br /&gt;
&lt;br /&gt;
Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below). Unpressurized Magma is much slower than water from a river source, and can be stopped by any {{L|magma-safe}} {{L|floodgate}}, {{L|door}} or etc. with a {{L|bauxite}} mechanism. Take care however if you are using a {{L|screwpump}} to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma pipes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce {{L|obsidian}}, a stone which has a base value of 3 (compare with 1 for normal {{L|stone}} and 2 for {{L|flux}} stones), and which can be used to make swords at a {{L|Craftsdwarf's Workshop}}. &lt;br /&gt;
&lt;br /&gt;
See {{L|Obsidian farming}}.&lt;br /&gt;
&lt;br /&gt;
=== Creature Safety ===&lt;br /&gt;
{{L|volcano|Volcanoes}} do not house nice things. {{L|Fire man|Fire men}}, {{L|Magma man|Magma men}}, and {{L|Fire imp|Fire imps}} all have their habitats in magma. All of these are attributed to innumerable cases of {{L|fun}}, especially with newer players and forts starting off a bit too close to their volcano perches.&lt;br /&gt;
&lt;br /&gt;
There are several things you can do to prevent {{L|fun}}.&lt;br /&gt;
*Channel water in a moat around the the top of the volcano. This will prevent creatures from venturing too far from their homes, but they can still chuck fire at your {{L|woodcutter|woodcutters}} and {{L|fisherdwarf|fisherdwarfs}}. Losing these early on can easily damn your efforts.&lt;br /&gt;
*Build far enough away from the volcano as to not catch the attention of what lurks inside. It is perfectly alright to dig several screens away from the volcano and then tunnel up along side it. Magma does not have enormous {{L|water pressure|pressure}} and (typically) will not follow the rules of equilibrium.&lt;br /&gt;
*When channeling magma underground, there is a nice set-up you can use to prevent creatures from coming inside and having a party in your smithy.&lt;br /&gt;
**Build a {{L|bauxite}} floodgate connected to a lever using {{L|bauxite}} {{L|mechanism|mechanisms}}. Bauxite is the only {{L|magma-safe}} rock. ''Bauxite is your friend''. (To conserve Bauxite, the only material which can make magma-safe mechanisms other than raw adamantine, you can make the floodgate itself out of a magma-safe metal such as iron. Also, unless the lever is going to become submerged in magma, both it and the mechanism used within it can be made of magma-unsafe materials.)&lt;br /&gt;
**Open the gate so our engraver can get through.&lt;br /&gt;
**Tap into the magma by engraving fortifications into it with other engravings queued already. This will cause magma to flow much slower, and the queue will cause the dwarf to immediately rush off and begin working - instead of lingering in the room while the magma pours in.&lt;br /&gt;
**Once everyone is safe and the chamber you built to house the magma is filling up, go ahead and close the gate to seal the chamber.&lt;br /&gt;
&lt;br /&gt;
This is setup is advisable because {{L|Fire man|Fire men}} and {{L|Magma man|Magma men}} cannot pass through fortifications. However, {{L|Fire imp|Fire Imps}} can, but they cannot {{L|Building_destroyer|destroy}} floodgates, while the first two can.&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a [http://en.wikipedia.org/wiki/Non-Newtonian_fluid non-Newtonian fluid] and as such will not be affected by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump.{{version|0.28.181.40d}} However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions. It is possible to use this effect to channel magma from distant source. If you happen to have constructed your fortress very far from the magma source, you can use a screw pump to &amp;quot;pressurize&amp;quot; the magma to force to flow much more quickly. Where unpressurized magma might take years to flow across the map, pressurized magma would just take a few days.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma pipe refilling==&lt;br /&gt;
&lt;br /&gt;
[[Image:MagmaPipeProperties.png|thumb|188px|Unsafe and safe magma pipe configurations]]&lt;br /&gt;
&lt;br /&gt;
Magma pipes are '''not''' pressurized and will flow predictably ({{L|Magma#Magma_flow}}).&lt;br /&gt;
&lt;br /&gt;
Magma pipes refill itself slowly to its original z-level if there is nothing obstructing its path. Tiles above the magma flow tiles will randomly increase magma flow until its original z-level is at 7/7.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to this rule. If there is a floor or wall above a magma flow tile, it will not produce magma above the floor/wall.&lt;br /&gt;
&lt;br /&gt;
Note that since the addition of magma is quite slow, if you intend to breach only a few tiles to fill with magma, it might evaporate at a faster rate than replenishing. A single tile of replenishing magma will most likely evaporate with as little as 5-10 open tiles.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a [http://en.wikipedia.org/wiki/Non-Newtonian_fluid non-Newtonian fluid]. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
*Floodgates and {{L|pressure plate}}s work in magma.&lt;br /&gt;
*Constructed {{L|wall}}s of all kinds safely contain magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
*Magma will create mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and buildings made of most materials (see {{L|Magma#Magma vs. built objects|Magma vs. built objects}}) and thus destroying them.&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any {{L|dwarves}} to outrun, unless they are the ones digging into it. That is to say, digging into a volcano core is likely to result in the death of the miner unless he is sufficiently {{L|agile}} or has another immediately pending task - otherwise, he will pause for a moment, think of what to do next, then burst into flames as the magma flows onto him. It is recommended that you tell any prized miners to no longer mine and give a {{L|peasant}} or otherwise less desirable dwarf the sole responsibility of breaking the barrier holding back magma.  It is also usually safe to carve a {{L|fortification}} into the wall.&lt;br /&gt;
*Magma only spawns directly above the &amp;quot;Magma Flow&amp;quot; tiles at the bottom of a {{L|Magma#Magma sources|magma pipe}}, and only up to the original top level. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
*Magma reacts violently with water, releasing steam and leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
*Magma cannot be used to satisfy {{L|thirst}}.&lt;br /&gt;
*{{L|Magma mist}} is not generated by falling magma, but only by a {{L|cave-in}}.&lt;br /&gt;
*Magma mist will not generate happy {{L|thought}}s, but will instead burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of {{L|magma-safe materials}}. &lt;br /&gt;
&lt;br /&gt;
* {{L|Workshop}}s that are powered by magma need not be built of magma-safe materials to function - {{L|fire-safe}} materials are sufficient.&lt;br /&gt;
* Constructed objects like {{L|wall}}s, {{L|floor}}s, {{L|stairs}} and {{L|ramp|ramps}} can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
* Like walls, {{L|door}}s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much {{L|fun}} when you forget to build that last {{L|floodgate}}.&lt;br /&gt;
* {{L|Bridge}}s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
* Most machines must be made of {{L|magma-safe materials}} to function for more than a few minutes in magma. This includes {{L|floodgate}}s.  Unsafe materials will function for a while, but then melt or burn away. Screw pumps made from flammable materials (wood, possibly also graphite, lignite, or bituminous coal blocks) can catch fire, though stone and metal components need not be magma-safe unless the rear tile of the pump is submerged.&lt;br /&gt;
* Stone {{L|mechanism}}s attached to a construction will melt in magma unless made of bauxite or {{L|raw adamantine}}, even if the construction itself is made of {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
If even a single component of a submerged building melts (whether a chalk mechanism on a steel floodgate or a copper sword in a weapon trap), the entire building will deconstruct.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
{{L|Fire imp}}s, {{L|fire man|firemen}}, {{L|magma man|magma men}}, and {{L|fire snake}}s inhabit Magma. Fire snakes are a type of {{L|vermin}} that can set your fortress on {{L|fire}} with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection. However, they only spawn near natural formations. They will not spawn at a channel you have dug to another section of your fortress.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-{{L|magma-safe|magma-proof}} materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Flowing water: If magma happens to contact water it produces some steam and {{L|obsidian}}.  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of {{L|obsidian}} inside mined or constructed molds.  The resulting slabs of {{L|obsidian}} are functionally identical to native stone.&lt;br /&gt;
*[[Activity zone|Pond]] water: A bucket of water dumped onto magma from directly above will cause all of the magma in the tile to disappear in a puff of steam. If dropped from more than one Z-level up, obsidian will be created as expected.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: {{L|stone|Rock}}s left over from mining will melt if magma covers them. During the season change, all molten rock is automatically removed (at the same time as blood/vomit).&lt;br /&gt;
*Magma-safe items: {{L|Magma-safe}} items in magma (iron, adamantine, raw bauxite, etc) will never melt or be destroyed by the magma. One way to recover them it to turn the magma into obsidian using water and dig them out when it is safe, as encasing them in stone will also not destroy them.&lt;br /&gt;
*Trees: {{L|Tree}}s will not (yet) burn or be destroyed by magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Pressure: Magma does not transmit {{L|water pressure|pressure}}.&lt;br /&gt;
*Speed: Magma flows at the same rate as unpressurized water.&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops inside the pipe itself except at the highest level of magma.&lt;br /&gt;
*Cave-in: A cave-in of natural tiles or (more than one) constructed tiles landing in magma will cause potentially lethal {{L|magma mist}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=132379</id>
		<title>v0.31 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=132379"/>
		<updated>2010-11-25T14:32:31Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Which medical skills produce better results when higher? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs fixed in the current version  ==&lt;br /&gt;
&lt;br /&gt;
Just because it was true a version ago doesn't mean it's true now. Here are some bygone issues of Dwarven Healthcare:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; People have reported mixed results with bandaging wounds.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.04}} {{bug|474}}''.&lt;br /&gt;
*&amp;lt;s&amp;gt; Surgery will never complete if the Surgeon cannot lift his patient.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.07}} {{bug|318}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Patients requiring traction benches will never use them.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.07}} {{bug|1244}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Some wounds may heal before treatment, preventing the surgery job from completing, making your dwarf invalid forever.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.04}} {{bug|168}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Traction bench is broken.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1244}}''&lt;br /&gt;
* &amp;lt;s&amp;gt;Bone setting is broken.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1244}}''&lt;br /&gt;
* &amp;lt;s&amp;gt;Wounded dwarves in hospital but not in beds die of thirst&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1035}}''&lt;br /&gt;
&lt;br /&gt;
== Rest to death ==&lt;br /&gt;
&lt;br /&gt;
Be aware that once you have a hospital zone defined - all your injured dwarves will immediately run there at top speed and start to &amp;quot;Rest&amp;quot; there. &amp;quot;Rest&amp;quot; job can not be interrupted by any other job because a resting dwarf gains &amp;quot;unconscious&amp;quot; state. If you have no uninjured dwarves to bring food and water all patients will eventually get thirsty and dehydrate to death. Insanity breaks the &amp;quot;rest&amp;quot; job and the mad dwarf will wake up and wander around but it isn't helping.&lt;br /&gt;
&lt;br /&gt;
If all your dwarves are injured to some extent - don't designate hospital zones.&lt;br /&gt;
&lt;br /&gt;
:Not sure if this is still an issue. But if it is, a workaround I've used in the past is to deconstruct the bed the Unconscious dwarf is on. This will wake them up and hopefully convince them to go seek food/drink.--[[User:EvilGrin|EvilGrin]] 20:06, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starving to death in the hospital? ==&lt;br /&gt;
&lt;br /&gt;
I had a few injured dwarves; they ended up starving to death in the hospital while a surgeon tried to perform surgery. Do I need to put food stockpiles in the hospital? Does it need a well? --[[User:Bombcar|Bombcar]] 16:46, 3 April 2010 (UTC)&lt;br /&gt;
:Were all your other dwarves busy?  As &amp;quot;bring food/water to injured&amp;quot; is like a well job and will only occur when no other order is deemed more important.[[User:Kenji 03|Kenji 03]] 11:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: There was a bug. See &amp;quot;Wounded dwarves in hospital but not in beds die of thirst&amp;quot; at {{Bug:1035}}. The dwarves were dying because without a &amp;quot;Bed&amp;quot; they were not hitting the &amp;quot;Rest&amp;quot; state and the dwarves were never brought food.--[[User:Falldog|Falldog]] 01:42, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Splints, crutches and buckets no longer stored ==&lt;br /&gt;
&lt;br /&gt;
I had a hospital zone with everything stored but plaster. I removed all the containers and took away the hospital zone. Then I made the zone again, put all the containers back. Those three items didn't come back. I replaced the hospital zone and it's still not stocking them again. [[User:Richards|Richards]] 12:16, 13 July 2010 (UTC)&lt;br /&gt;
== Nearby pond/pool of water ==&lt;br /&gt;
&lt;br /&gt;
I think it's very important to make note that a pond or pool be located inside or at least in a room adjacent to the hospital.  See my user page if you want details, but the basics is that doctors (and possibly other dwarves) will run to the nearest water source to clean an injured/resting dwarf if they're dirty/muddy/bloody/whatever.  The problem is both sieges and distance.  During a siege, your doctor's going to get killed, plain and simple.  Yeah, other dwarves will get killed bringing water to dwarves, too, so it's important anyway.  Another thing is distance.  Say you have a bloody dwarf with a badly dented chest, and another dwarf with a mangled, broken head gushing blood.  For whatever reason, your doctor decides to diagnose Urist McDentedChest first.  The next course of action is cleaning.  Your doctor then grabs the nearest bucket from your hospital coffers, runs up the stairs to the nearest murky pool, brook, or river and halfway back to the fortress gate, UristMcGushingBloodOutHisHeadHemorrhage bleeds to death.&lt;br /&gt;
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On another note, dwarves do seem to clot very well now compared to old 40d.  UristMcGushingHead in my fort has stopped bleeding, and even gone from extreme pain to faint to pale, and now he's back to only fainting, but if you go into battle with multiple wounded dwarves, you're going to have your doctors making multiple runs outside.  Inside water needs to be made an important point.  With the irrigation technique required at the moment, it shouldn't be too hard to explain since a similar technique is used. --[[User:Ryun|Ryun]] 21:51, 3 April 2010 (UTC)&lt;br /&gt;
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         Would a well suffice?&lt;br /&gt;
&lt;br /&gt;
::It should, but I have not yet gotten to the point of making a well so I can't say I've tested it.  With the abundance of underground pools, it shouldn't be difficult to make.  I had suggested a pool initially because they would be easy to set up (except a little difficult to get full) for a new fort.  I assume they should, anyhow.  Once I bend my head around the technique of getting down to those pools multiple z-levels below, I'll test it. &lt;br /&gt;
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::After several stupid mining errors (&amp;quot;Let's use the channel ramps to mine instead of digging out the topmost staircase and get stuck forever!&amp;quot;) it appears that wells do indeed work for supplying dwarves water.  However, I would like a recommendation that the hospital is put on the z-level as closest as possible to an underground pool if that is the water source.  Dwarves take a fairly long time to get water when the distance the bucket must travel exceeds greater than 3 z-levels. Prep with multiple wells as well, of course, especially if you must place the well a long distance from the water source.--[[User:Ryun|Ryun]] 22:03, 13 April 2010 (UTC)&lt;br /&gt;
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::I chose to run stream water down to my hospital.  I channeled out a cistern one level deeper than the hospital level, connected ''diagonally'' to a shaft that ran to the stream.  The [[DF2010:Pressure#Diagonal_Flow|diagonal connection]] &amp;lt;!-- could someone tell me how to link from a talk page to the main pages as {L|DF2010:Pressure#Diagonal_Flow}} does not work --&amp;gt;kills the water pressure.  I crossed my fingers, channeled out the last tile connecting the shaft to the stream, and it worked perfectly, so I permitted use of the door to the cistern.  (I've not flooded a fort since the Second Magma Incident of 2007.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:11, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::A well works fine. Sadly my dwarves don't use my bewdiful balineae right across from the hospital to fill buckets. Maybe because of all the soap in the water. (Okay, I'll be honest, never seen a dwarf with soap there, but they do get nice thoughts from 'having a bath') --[[User:Old Ancient|Old Ancient]] 20:27, 18 April 2010 (UTC)&lt;br /&gt;
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::::A well works for cleaning patients and giving them water, but if Urist McBonedoctor needs water for plaster casts, he'll stand by the well with an empty bucket and do nothing.  This happened in v0.31.10 at a well inside the hospital and at a well outside the hospital.&lt;br /&gt;
&lt;br /&gt;
:::::My well goes 14 z-levels down, but channeling a single tile to designate pond keeps it filled. It does get contaminated with mud, but no patients have died of infections. Every dwarf in the upper fort still uses it to get clean, and gets a happy bath thought.[[User:Uzu Bash|Uzu Bash]] 13:30, 13 October 2010 (UTC)&lt;br /&gt;
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== Traction bench bug? ==&lt;br /&gt;
&lt;br /&gt;
My medical dwarves seem unable to move patients onto the traction bench. I've seen mine spend most of a year on &amp;quot;Place In Traction&amp;quot;, standing over the victim, not accomplishing anything. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 05:09, 18 April 2010 (UTC)&lt;br /&gt;
:I cannot confirm, for I have not even seen any of my hospital workers (with surgery enabled) use the things, and all the wounded recover just fine, regardless. --[[User:Bronzebeard|Bronzebeard]] 00:11, 1 May 2010 (UTC)&lt;br /&gt;
::i had the same &amp;quot;place on traction bench&amp;quot; problem; my doctor was stood over the patient for what seemed like an eternity with that job description, but nothing was happening. as he started to starve himself, i removed the traction bench and he went to get some grub. i then tried the bench in a different position (away from any walls), but that didnt work either; had the same job, both in the same positions, but nothing was happening... i've ended up just scrapping the traction bench altogether, and have had no problems since :]--[[User:DJ Devil|DJ Devil]] 02:20, 1 June 2010 (UTC)&lt;br /&gt;
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::: If playing on a Save made prior to .08 remove every traction bench and every table, everywhere on the map. This will remove the medical dwarves from the stalled loop that happens when they are unable to lift a patient and carry him to surgery. As of .08, the surgeons will be able to carry new patients if they are not already stuck in the loop. --[[User:Falldog|Falldog]] 04:28, 21 June 2010 (UTC)&lt;br /&gt;
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== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
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what does this mean?&lt;br /&gt;
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:I guess it refers to the more general bug of dwarves not respecting property of caravans in some situations; supposedly they will steal food and booze if there's none in the fortress piles and they r hungry. So in this case they try to fulfill the thread, cloth and so on requests, ordered in the hospital H menu. Haven't encountered this myself though. --[[Special:Contributions/92.202.18.240|92.202.18.240]] 20:33, 27 April 2010 (UTC)&lt;br /&gt;
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::I've seen it happen with dwarves who ''do'' have a valid depot.  As soon as I opened the gates to let the caravan in, they stole everything the hospital needed from the caravan. [[Special:Contributions/64.255.180.66|64.255.180.66]] 02:23, 5 August 2010 (UTC)&lt;br /&gt;
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== Surgery bugged? ==&lt;br /&gt;
&lt;br /&gt;
It worked fine for me: it took a heckuva long time because my surgeon was incompetent; several surgery jobs and some ancillary damage later, rediagnosis - no more surgery required!  So it looks like a bad surgeon will take lots of attempts to get there but will eventually succeed.  [[User:Soundandfury|soundandfury]] 22:55, 5 May 2010 (UTC)&lt;br /&gt;
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== Hospital beds ==&lt;br /&gt;
I had a soldier who required suturing and since suturing is bugged, he never healed. Despite doing his duty and fighting, he kept returning to the hospital, showing rest instead of sleep, racking up bad thoughts from not being in his room and bed and possibly didn't even eat or drink, only getting what others brought him. So I thought, meh, remove the beds. this made him sleep on the floor in the hospital. So eventually I removed the hospital and in no time he is back to ecstatic, sleeping in his room, eating in the hall, making new friends, taking a bath. His wound and the suture and dressing requests are still there and are performed (to no avail) in his room.&lt;br /&gt;
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My recommendation for now (31.04 should fix some hospital bugs): Don't have a hospital and first check if doctors work fine without it. --[[Special:Contributions/92.202.10.116|92.202.10.116]]&lt;br /&gt;
&lt;br /&gt;
=='Clean Patient'==&lt;br /&gt;
What labour relates to this? ..awh, he just died of infection.. but for future use, does anyone know? is it an automatic part of the diagnosis progress, done by the diagnostician? is it done by anyone with a healthcare skill? and can we have the answer on the page, please?--[[User:DJ Devil|DJ Devil]] 19:40, 26 May 2010 (UTC)&lt;br /&gt;
: It makes sense that wound dressing wound be part of this, but you'd have to check, it might just be cleaning skill.  Ya need soap btw. [[Special:Contributions/71.134.230.146|71.134.230.146]] 04:55, 31 May 2010 (UTC)&lt;br /&gt;
::'need' is such a false word. it's not 'need'-ed. it just helps fight infection, so i'm told. i still havent made any, though :p  nor plan on it. ^-^   and i think it's part of the diagnosis progress, but i've not had much injury of late, and i only have one specialized doctor with all the relative labours enabled, so my guess is as good as anyone's ^-^   i shall change some labours during the next megabeast attack and try to pin it to one of them (or all of them?)--[[User:DJ Devil|DJ Devil]] 02:27, 1 June 2010 (UTC)&lt;br /&gt;
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== Two dwarves in one bed? ==&lt;br /&gt;
&lt;br /&gt;
I was trying to ignore all the injured dwarves in my fortress for awhile, but it wasn't doing to well for me, so i opened a hospital. then 2 dwarves immediately went (as patients)and started resting in the same bed. what the deuce? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dudemcman|Dudemcman]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: At a loose guess, they both detected the same bed at the same time, and didn't detect each other heading for it. &lt;br /&gt;
: Were the two dwarves married to each other, or romantically involved? 21:37, 2 August 2010 (UTC)&lt;br /&gt;
--[[User:DeMatt|DeMatt]] 19:11, 3 June 2010 (UTC)&lt;br /&gt;
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== Bug: overlapping office with hospital zone prevents bag/chest filling ==&lt;br /&gt;
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I had a hospital zone with 10 chests, and my dwarves would not put anything in them- cloth, thread, splints, etc.&lt;br /&gt;
This was because my Chief Medical Dwarf's office overlapped the hospital. Once I deconstructed his office chair, dwarves came to fill the hospital chests with supplies.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:03, 3 June 2010 (UTC)&lt;br /&gt;
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== Single hospital versus multiple hospitals ==&lt;br /&gt;
&lt;br /&gt;
So... after I've gotten the hang of actually building a hospital, I've been wondering.  Can multiple dwarves work in the same hospital simultaneously, so you can store all the supplies in one central location?  Or is it better for efficiency to have several small but fully-equipped hospitals, so that each hospital can have a doctor working in it? --[[User:DeMatt|DeMatt]] 19:14, 3 June 2010 (UTC)&lt;br /&gt;
:Well, after watching two dwarves get simultaneously patched up in the same mini-hospital (ignoring the others), I'm fairly sure that multiple hospitals offer no benefit over singletons.  Besides being able to locate them in different spots, that is. --[[User:DeMatt|DeMatt]] 23:46, 6 June 2010 (UTC)&lt;br /&gt;
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== Which medical skills affect outcome? ==&lt;br /&gt;
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Do we know whether skill levels at wound dressing, suturing, surgery, etc. affect the chance of a successful outcome?  The articles on these skills didn't mention.  I think I remember Toady's devlog talking about dabbling surgeons being bad at surgery?  -- [[User:Creidieki|Creidieki]] 15:59, 16 June 2010 (UTC)&lt;br /&gt;
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== Whats the deal with rot? ==&lt;br /&gt;
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In the latest version .10 I've been pretty satisfied with healthcare; seems far more efficient and I even saw a cast get applied once (still won't show up in hospital information though);&lt;br /&gt;
however, my surgeons seem incapable of dealing with rot.  One of my militia commanders has a rotten lower arm from a forgotten beast attack, and every time my accomplished surgeon performs surgery he then &amp;quot;excises rotten tissue&amp;quot;; and when that is completed I can see what was listed as &amp;quot;advanced rot&amp;quot; is now &amp;quot;minor rot&amp;quot;.  However the wounded dwarf then requires another diagnosis and while my surgeon continues surgery the rot advances to moderate then back to advanced.  At which point the surgeon excises rotten tissue and the loops begins anew.  I thought it kinda useful for training up my surgeon, but really wtf is going on?  Looks like I have to wall off another hospital patient so they can die suffering and save my doctors time and all my supplies of soap (they re-clean the patient after every tissue excision).&lt;br /&gt;
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== How do I get rot off of my adventurer? ==&lt;br /&gt;
The same way you perform surgery on yourself in the real world. You don't. --[[User:TomiTapio|TomiTapio]] 14:18, 5 August 2010 (UTC)&lt;br /&gt;
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== How do I get my doctor to apply a cast? ==&lt;br /&gt;
If your doctor is stuck trying to fill a bucket with water while applying cast you can use the following workaround.&lt;br /&gt;
# Create a pond zone&lt;br /&gt;
# Allow a dwarf to fill a bucket with water&lt;br /&gt;
# Forbid the filled bucket and remove the pond&lt;br /&gt;
# Claim the bucket&lt;br /&gt;
# Forbid and reclaim the bucket the doctor is using&lt;br /&gt;
&lt;br /&gt;
The doctor should now return the cloth and plaster to a stockpile and restart the apply cast job; this time using the bucket filled with water. Tested in v0.31.12. --[[User:Kaustic|Kaustic]] 13:13, 12 August 2010 (UTC)&lt;br /&gt;
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=== Slightly different method ===&lt;br /&gt;
&lt;br /&gt;
Almost the same as above.&lt;br /&gt;
&lt;br /&gt;
* Make the pit two tiles deep.&lt;br /&gt;
* Build a well on top of the pit.&lt;br /&gt;
* Make a pump continuously pump 7/7 water from the lower tile of the pit into the upper part of the pit. (waterwheel + pump = perpetual motion) NOTE: not strictly needed, a constant water input and a constant drain will suffice in any way, but that's the easiest one.&lt;br /&gt;
* Once every few minutes, the water level will drop below 7/7 and a dwarf will be assigned to &amp;quot;fill pond&amp;quot; before the water level returns to 7/7. The dwarf will take a bucket of water to the well, and drop it, since the well is already full.&lt;br /&gt;
* IF this bucket is the nearest bucket available to the hospital, the next time the bone doctor requires one, he will take this one.&lt;br /&gt;
* ELSE you will still have to forbid the bone doctor's empty bucket.&lt;br /&gt;
&lt;br /&gt;
Critical points:&lt;br /&gt;
* It is currently unclear what factors in the chance of getting a dwarf to fill the invalid pond. For me it happens once every few minutes, which is not enough when you have many broken dwarves.&lt;br /&gt;
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== Infection can be healed ==&lt;br /&gt;
Should it be mentioned in the article that infected wounds can actually heal? One of my dwarves had both upper legs broken and smashed open. They became infected short time later. After a quarter year, the infections vanished. --[[User:Blur|Blur]] 21:31, 14 August 2010 (UTC)&lt;br /&gt;
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I too can confirm that I have had a dwarf heal from infected wounds. This dwarf had 2 smashed bones which were cleaned with water then set, and about a month after he got out of bed he was completely healed.&lt;br /&gt;
[[User:UberNube|UberNube]] 13:29, 23 August 2010 (UTC)&lt;br /&gt;
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== &amp;quot;Forbidden&amp;quot; Bolts not being removed from injured dwarves bodies? ==&lt;br /&gt;
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OK, please forgive me for asking what may just be a newb question.  I just realized (after 2 game years) that one of my axedwarfs wasn't healing because the bolts that had shot him were never removed because, apparently, they were forbidden thanks to the default forbidding of ammo after it has been shot.  Is this a new phenomenon, or just something I never thought of before... --[[Special:Contributions/98.185.254.172|98.185.254.172]] 00:13, 18 August 2010 (UTC)&lt;br /&gt;
:It was like that in 40d as well.  The typical solution is to go into the dwarf's inventory, and un-forbid the bolt and mark it for Dumping.  Someone should come along to dump the bolt then (assuming you have an active dump zone somewhere, and the refuse labors enabled), which will allow the wound to properly heal.&lt;br /&gt;
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==Bit too expensive sutures?==&lt;br /&gt;
After a heated battle with a forgotten beast, one of my dwarves got wounded perhaps everywhere in his body. Checking his treatment history, I noticed that the doctors were using ADAMANTITE sutures. I'd rather go for some less-important material, so is there any way to select what kind of sutures are used? --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
:I think if you put the container with the casts on a stockpile you can view the contents and then dump the adamantine casts. Not a pretty fix but it should work.--[[Special:Contributions/71.59.132.217|71.59.132.217]] 14:55, 2 September 2010 (UTC)&lt;br /&gt;
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== medical officer ==&lt;br /&gt;
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The chief isn't the only one who can diagnose for treatment, I have two other doctors with diagnosis job enabled, and they seem to screw off less often so they tend to be the ones to do it. It looks like the position only enables the health overview in z-menus. [[User:Uzu Bash|Uzu Bash]] 03:21, 13 October 2010 (UTC)&lt;br /&gt;
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== Order of medicine ==&lt;br /&gt;
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I've finally had my first injury in DF2010, after about 5 years: a broken foot, and a broken rib. The diagnosis set up requirements for suture, bone setting, wound dressing and immobilization, so I made sure all the appropriate doctors were on call for the job.&lt;br /&gt;
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It appears that the jobs are scheduled strictly in the order they appear in the {{l|health screen}}, from left to right: suture, then bone-setting, then wound dressing (twice), then the plaster cast. Now that all those jobs are done, I guess someone will eventually get around to addressing the infection that set in during all that. Jobs to give water and food were interspersed as needed, and I suspect the medical jobs were deferred at those times.&lt;br /&gt;
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If others can confirm this strict order, I think it'd be useful info for the article. [[User:Hv|Hv]] 09:00, 19 October 2010 (UTC)&lt;br /&gt;
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== Which medical skills produce better results when higher? ==&lt;br /&gt;
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For example&lt;br /&gt;
    * Diagnosis (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
    * Wound Dressing (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
    * Suturing (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
    * Surgery (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
    * Setting Bones (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all? &lt;br /&gt;
&lt;br /&gt;
Does a higher diagnosis skill affect the actual diagnosis? Or speed of it?&lt;br /&gt;
What does a higher wound dressing skill do?&lt;br /&gt;
And so on. If you're making a starting dwarf a doctor, what skills does he actually need? Is he just as effective if he's a novice in all skills?--[[User:Richards|Richards]] 03:26, 25 November 2010 (UTC)&lt;br /&gt;
:Bad surgery skill can kill the patient with additional blood loss. Other skills seem to only affect the speed for now. (A dwarf with 20 medium wounds may very well die waiting for 20 separate successive &amp;quot;suture&amp;quot; jobs and of 5 simultaneously wounded dwarfs 1 will not get diagnosed in time.) My dabbling doctors repaired quite a number of nasty compound fractures and the like with total patient recovery where nerves were not touched. No medical skill can produce a masterwork patient.--[[User:Another|Another]] 14:32, 25 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=132315</id>
		<title>v0.31 Talk:Noble</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=132315"/>
		<updated>2010-11-24T10:21:18Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Appointed vs. Immigrant Nobles */&lt;/p&gt;
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&lt;div&gt;How many nobles could I have in a dwarven fortress with 200 citizens? ie. how many nobles' bedrooms should I build, if none of the noble positions are occupied by the same person. --Anonymous&lt;br /&gt;
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Should this page be moved to [[DF2010:Nobles]]? [[User:Immibis|Immibis]] 08:05, 28 March 2010 (UTC)&lt;br /&gt;
:I think so, so I'll do it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 08:59, 28 March 2010 (UTC)&lt;br /&gt;
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== Appointed vs. Immigrant Nobles ==&lt;br /&gt;
I think much of this article only applies to nobles that emigrate from the mountainhomes. My Count still mines and carries rocks. Also, it should be made clear that the economy is nonfunctional and, for instance, tax collectors will never appear. Finally, what are the implications of NOT accepting when the liaison offers you a barony? I assume a baron comes anyway. I have never gotten a noble imigrant of any sort, do you need to reject the offer to get, for example, a dungeon master? [[User:GhostDwemer|GhostDwemer]] 17:13, 16 November 2010 (UTC)&lt;br /&gt;
:I posted on the forum, and it seems that if you don't appoint someone, the liaison will simply leave and try again next year. Which raises the question: are there ANY immigrant nobles in 31? I have not seen a single one in over a dozen forts and over twenty years total game time. I don't think much of this applies to the current game. Nobles are not lazy. They will continue to work at their regular jobs. Econ exempt is meaningless,  there is no econ. The hammerer doesn't show up, no arsenal dwarf, no dungeon master, no tax collector. I haven't gotten a monarch yet, can anyone who has comment on this? Does your leader get raised to king, or does the king actually immigrate? This whole page seems more geared towards the previous version. [[User:GhostDwemer|GhostDwemer]] 21:26, 19 November 2010 (UTC)&lt;br /&gt;
::The monarch '''does''' immigrate, though it seems to be quite common for said monarch to drop dead of old age immediately upon arriving at your fortress. --[[User:Quietust|Quietust]] 23:09, 19 November 2010 (UTC)&lt;br /&gt;
:::The monarch even immigrates with an immigrant wave that has ~5 Elite weapon users. They drop their armor (I don't remember now if they had any) and weapons as soon as they enter the map because they are not assigned to any squad by default and military/guard duties are nearly completely decoupled from civilian professions unlike in the .40d.--[[User:Another|Another]] 15:28, 20 November 2010 (UTC)&lt;br /&gt;
::::Thanks for the info. Can anyone confirm which nobles will and will not show up? I believe the Tax Collector will never show, as there is no economy. I, personally, have not seen a Dungeon Master on any .31.x generated world. Nor a Hammerer. Nor a Champion, but then I have not obtained any elite warriors yet. Can anyone confirm or deny the existence of the Dungeon Master, Champion, and Hammerer? I would love to take a stab at rewriting this page to make it more useful and less technical, but I don't want to spread misinformation based on just my experiences. [[User:GhostDwemer|GhostDwemer]] 20:47, 23 November 2010 (UTC)&lt;br /&gt;
:::::I was searching the forums and even left some requests* about reporting Baron/...-related nobles but only mentions I could find were about modding bookkeeper or manager to perform additional duties like [TAME_EXOTICS].&amp;lt;br&amp;gt; Given the caravan ark and world-wide economy are the immediate next development goals I suppose there will be major changes to fortress mode economy as well. And Toady will probably rather write new nobles code after that than fix existing one now. The comment part about hammer in the Hammerer raws obviously suggests that some parts of related code are plainly not implemented yet. Same goes for fortress mode caravans and wagons. &amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; I also tried various tricks myself in unmodded DF for no effect.--[[User:Another|Another]] 10:18, 24 November 2010 (UTC)&lt;br /&gt;
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== the raws ==&lt;br /&gt;
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can someone put the raw files responsible for all the noble atributes on the wiki somewhere i cant find them Edit: nvm found it in entity_default.txt --[[User:Xainiax|Xainiax]] 23:45, 23 August 2010 (UTC)&lt;br /&gt;
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== SOLDIER_COLOR ==&lt;br /&gt;
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The [SOLDIER_COLOR] token in the raws was actually SOLDIER_COLOR] (no left bracket). Whether this was done intentionally to comment them out is unclear, but I have corrected the 'typo' in this article. --[[User:Eagle0600|Eagle0600]] 13:48, 5 April 2010 (UTC)&lt;br /&gt;
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== Human Noble - High Goal ==&lt;br /&gt;
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I was wandering around a human town and entered a temple when I found a peculiar sight. There was a human called a High Goal standing there. I have no idea what he was meant to be and a google search reveals nothing, nor could I find a 'high goal' in the raws. Anyone got any clue? [[User:KoboldInDisguise|KoboldInDisguise]] 02:56, 11 April 2010 (UTC)&lt;br /&gt;
:Religious positions get randomised. You can have to high-priests of different temples and they'll be called entirely different things. Check the legends. --[[User:Eagle0600|Eagle0600]] 06:55, 11 April 2010 (UTC)&lt;br /&gt;
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== Monarch ==&lt;br /&gt;
&lt;br /&gt;
Have the requirements for a king changed since 40d?&lt;br /&gt;
&lt;br /&gt;
[POSITION:MONARCH] [NAME_MALE:king:kings] [NAME_FEMALE:queen:queens] [NUMBER:1] [SPOUSE_MALE:king consort:kings consort] [SPOUSE_FEMALE:queen consort:queens consort] [SUCCESSION:BY_HEIR] [RESPONSIBILITY:LAW_MAKING] [RESPONSIBILITY:RECEIVE_DIPLOMATS] [RESPONSIBILITY:MILITARY_GOALS] [PRECEDENCE:1] [RULES_FROM_LOCATION] [MENIAL_WORK_EXEMPTION] [MENIAL_WORK_EXEMPTION_SPOUSE] [SLEEP_PRETENSION] [PUNISHMENT_EXEMPTION] [FLASHES] [BRAG_ON_KILL] [CHAT_WORTHY] [DO_NOT_CULL] [KILL_QUEST] [EXPORTED_IN_LEGENDS] [DETERMINES_COIN_DESIGN] [COLOR:5:0:1] [ACCOUNT_EXEMPT] [DUTY_BOUND] [DEMAND_MAX:10] [MANDATE_MAX:5] [REQUIRED_BOXES:10] [REQUIRED_CABINETS:5] [REQUIRED_RACKS:5] [REQUIRED_STANDS:5] [REQUIRED_OFFICE:10000] [REQUIRED_BEDROOM:10000] [REQUIRED_DINING:10000] [REQUIRED_TOMB:10000] &lt;br /&gt;
&lt;br /&gt;
This should answer your question [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Individual Noble Articles==&lt;br /&gt;
&lt;br /&gt;
Added articles for every noble, still need to go through the raws and add functions and arrival conditions, if anyone reads this you're more than welcome to help [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Noble Death==&lt;br /&gt;
&lt;br /&gt;
My Count was murdered by the green menace....several years ago. Does anybody know how one goes about getting a new count/Baron/something purple?&lt;br /&gt;
My fortress is sitting at 39 dorfs and 6mill wealth, I have adamantine roads and and Throne room designed for a king and I would like to fill it. &lt;br /&gt;
--Anonymous&lt;br /&gt;
:At a loose guess, you need to up the number of dwarfs in your fortress, either through immigration or breeding, and you need to export more wealth.  Apparently, the King only sends a Duke if you've got 140 dwarves and have exported thirty thousand wealth (presumably just to the dwarven civilization).  As to getting a replacement Count or Baron... did the old Count have any kids?  They'd be his heirs... I think... --[[User:DeMatt|DeMatt]] 22:36, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, My first was single, no children. I've exported 30000 on the button, but I assume that counts all exports and is not exclusive to the dwarves. If that's the case, I am gonna give the dwarven caravan a massive amount of goods this autumn. I am not sure about the 140 dwarves thing. The liaison appointed a dwarf when I still had the population limit at 30 (I like to run smaller fortresses for organization purposes). I'll report in on any new findings. Oh, and I have struck several HFS columns and even breached the carnival once, though I revealed it through fortifications so the clowns couldn't reach my fortress. I don't think HFS prompts anything any more. --Anonymous&lt;br /&gt;
&lt;br /&gt;
==Not Masterwork==&lt;br /&gt;
I've changed the quality of the article down to Exceptional. The {{L|Forced Administrator}} link needs to be created. [[Special:Contributions/99.251.48.18|99.251.48.18]] 04:31, 6 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=132314</id>
		<title>v0.31 Talk:Noble</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=132314"/>
		<updated>2010-11-24T10:18:53Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Appointed vs. Immigrant Nobles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How many nobles could I have in a dwarven fortress with 200 citizens? ie. how many nobles' bedrooms should I build, if none of the noble positions are occupied by the same person. --Anonymous&lt;br /&gt;
&lt;br /&gt;
Should this page be moved to [[DF2010:Nobles]]? [[User:Immibis|Immibis]] 08:05, 28 March 2010 (UTC)&lt;br /&gt;
:I think so, so I'll do it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 08:59, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Appointed vs. Immigrant Nobles ==&lt;br /&gt;
I think much of this article only applies to nobles that emigrate from the mountainhomes. My Count still mines and carries rocks. Also, it should be made clear that the economy is nonfunctional and, for instance, tax collectors will never appear. Finally, what are the implications of NOT accepting when the liaison offers you a barony? I assume a baron comes anyway. I have never gotten a noble imigrant of any sort, do you need to reject the offer to get, for example, a dungeon master? [[User:GhostDwemer|GhostDwemer]] 17:13, 16 November 2010 (UTC)&lt;br /&gt;
:I posted on the forum, and it seems that if you don't appoint someone, the liaison will simply leave and try again next year. Which raises the question: are there ANY immigrant nobles in 31? I have not seen a single one in over a dozen forts and over twenty years total game time. I don't think much of this applies to the current game. Nobles are not lazy. They will continue to work at their regular jobs. Econ exempt is meaningless,  there is no econ. The hammerer doesn't show up, no arsenal dwarf, no dungeon master, no tax collector. I haven't gotten a monarch yet, can anyone who has comment on this? Does your leader get raised to king, or does the king actually immigrate? This whole page seems more geared towards the previous version. [[User:GhostDwemer|GhostDwemer]] 21:26, 19 November 2010 (UTC)&lt;br /&gt;
::The monarch '''does''' immigrate, though it seems to be quite common for said monarch to drop dead of old age immediately upon arriving at your fortress. --[[User:Quietust|Quietust]] 23:09, 19 November 2010 (UTC)&lt;br /&gt;
:::The monarch even immigrates with an immigrant wave that has ~5 Elite weapon users. They drop their armor (I don't remember now if they had any) and weapons as soon as they enter the map because they are not assigned to any squad by default and military/guard duties are nearly completely decoupled from civilian professions unlike in the .40d.--[[User:Another|Another]] 15:28, 20 November 2010 (UTC)&lt;br /&gt;
::::Thanks for the info. Can anyone confirm which nobles will and will not show up? I believe the Tax Collector will never show, as there is no economy. I, personally, have not seen a Dungeon Master on any .31.x generated world. Nor a Hammerer. Nor a Champion, but then I have not obtained any elite warriors yet. Can anyone confirm or deny the existence of the Dungeon Master, Champion, and Hammerer? I would love to take a stab at rewriting this page to make it more useful and less technical, but I don't want to spread misinformation based on just my experiences. [[User:GhostDwemer|GhostDwemer]] 20:47, 23 November 2010 (UTC)&lt;br /&gt;
:::::I was searching the forums and even left some requests* about reporting Baron/...-related nobles but only mentions I could find were about modding bookkeeper or manager to perform additional duties like [TAME_EXOTICS].&amp;lt;br&amp;gt; Given the caravan ark and world-wide economy are the immediate next development goals I suppose there will be major changes to fortress mode economy as well. And Toady will probably rather write new nobles code after that than fix existing one now. The comment part about hammer in the Hammerer raws obviously suggests that some parts of related code is plainly not implemented yet. Same goes for fortress mode caravans and wagons. &amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; I also tried various tricks myself in unmodded DF for no effect.--[[User:Another|Another]] 10:18, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== the raws ==&lt;br /&gt;
&lt;br /&gt;
can someone put the raw files responsible for all the noble atributes on the wiki somewhere i cant find them Edit: nvm found it in entity_default.txt --[[User:Xainiax|Xainiax]] 23:45, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SOLDIER_COLOR ==&lt;br /&gt;
&lt;br /&gt;
The [SOLDIER_COLOR] token in the raws was actually SOLDIER_COLOR] (no left bracket). Whether this was done intentionally to comment them out is unclear, but I have corrected the 'typo' in this article. --[[User:Eagle0600|Eagle0600]] 13:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Human Noble - High Goal ==&lt;br /&gt;
&lt;br /&gt;
I was wandering around a human town and entered a temple when I found a peculiar sight. There was a human called a High Goal standing there. I have no idea what he was meant to be and a google search reveals nothing, nor could I find a 'high goal' in the raws. Anyone got any clue? [[User:KoboldInDisguise|KoboldInDisguise]] 02:56, 11 April 2010 (UTC)&lt;br /&gt;
:Religious positions get randomised. You can have to high-priests of different temples and they'll be called entirely different things. Check the legends. --[[User:Eagle0600|Eagle0600]] 06:55, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch ==&lt;br /&gt;
&lt;br /&gt;
Have the requirements for a king changed since 40d?&lt;br /&gt;
&lt;br /&gt;
[POSITION:MONARCH] [NAME_MALE:king:kings] [NAME_FEMALE:queen:queens] [NUMBER:1] [SPOUSE_MALE:king consort:kings consort] [SPOUSE_FEMALE:queen consort:queens consort] [SUCCESSION:BY_HEIR] [RESPONSIBILITY:LAW_MAKING] [RESPONSIBILITY:RECEIVE_DIPLOMATS] [RESPONSIBILITY:MILITARY_GOALS] [PRECEDENCE:1] [RULES_FROM_LOCATION] [MENIAL_WORK_EXEMPTION] [MENIAL_WORK_EXEMPTION_SPOUSE] [SLEEP_PRETENSION] [PUNISHMENT_EXEMPTION] [FLASHES] [BRAG_ON_KILL] [CHAT_WORTHY] [DO_NOT_CULL] [KILL_QUEST] [EXPORTED_IN_LEGENDS] [DETERMINES_COIN_DESIGN] [COLOR:5:0:1] [ACCOUNT_EXEMPT] [DUTY_BOUND] [DEMAND_MAX:10] [MANDATE_MAX:5] [REQUIRED_BOXES:10] [REQUIRED_CABINETS:5] [REQUIRED_RACKS:5] [REQUIRED_STANDS:5] [REQUIRED_OFFICE:10000] [REQUIRED_BEDROOM:10000] [REQUIRED_DINING:10000] [REQUIRED_TOMB:10000] &lt;br /&gt;
&lt;br /&gt;
This should answer your question [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Individual Noble Articles==&lt;br /&gt;
&lt;br /&gt;
Added articles for every noble, still need to go through the raws and add functions and arrival conditions, if anyone reads this you're more than welcome to help [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Noble Death==&lt;br /&gt;
&lt;br /&gt;
My Count was murdered by the green menace....several years ago. Does anybody know how one goes about getting a new count/Baron/something purple?&lt;br /&gt;
My fortress is sitting at 39 dorfs and 6mill wealth, I have adamantine roads and and Throne room designed for a king and I would like to fill it. &lt;br /&gt;
--Anonymous&lt;br /&gt;
:At a loose guess, you need to up the number of dwarfs in your fortress, either through immigration or breeding, and you need to export more wealth.  Apparently, the King only sends a Duke if you've got 140 dwarves and have exported thirty thousand wealth (presumably just to the dwarven civilization).  As to getting a replacement Count or Baron... did the old Count have any kids?  They'd be his heirs... I think... --[[User:DeMatt|DeMatt]] 22:36, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, My first was single, no children. I've exported 30000 on the button, but I assume that counts all exports and is not exclusive to the dwarves. If that's the case, I am gonna give the dwarven caravan a massive amount of goods this autumn. I am not sure about the 140 dwarves thing. The liaison appointed a dwarf when I still had the population limit at 30 (I like to run smaller fortresses for organization purposes). I'll report in on any new findings. Oh, and I have struck several HFS columns and even breached the carnival once, though I revealed it through fortifications so the clowns couldn't reach my fortress. I don't think HFS prompts anything any more. --Anonymous&lt;br /&gt;
&lt;br /&gt;
==Not Masterwork==&lt;br /&gt;
I've changed the quality of the article down to Exceptional. The {{L|Forced Administrator}} link needs to be created. [[Special:Contributions/99.251.48.18|99.251.48.18]] 04:31, 6 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=132146</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=132146"/>
		<updated>2010-11-21T17:52:04Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Equipping your adventurer */ As much as I hate these words - &amp;quot;citation needed&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:46, 30 September 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
In '''adventurer mode''', you pick a race ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) and start out in either a {{L|Site|town}} of your race or in a previous {{L|fortress}} you played on. You can receive {{L|quest}}s, venture into the wilderness to find {{L|caves}}, abandoned towers and other {{L|Site|villages}}. You can even visit your old {{L|Fortress|fortresses}} and find whatever riches were left to be guarded by the {{L|creatures}} that sealed the fate of your {{L|fortress}}.&lt;br /&gt;
&lt;br /&gt;
The user interface differs somewhat from {{L|fortress mode}}; you may want to refer to the {{L|Adventure Mode quick reference|quick reference}} guide, or examine the detailed {{L|controls}} page. {{L|Site map}} may also prove useful.&lt;br /&gt;
&lt;br /&gt;
To jump right into things, see the [[DF2010:Adventure mode quick start|quick start guide]].&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes from 40d===&lt;br /&gt;
&lt;br /&gt;
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '&amp;gt;' downstairs symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast {{k|T}}ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds(use all skill points) granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns have only bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.&lt;br /&gt;
&lt;br /&gt;
=== Changes in 0.31.17 ===&lt;br /&gt;
&lt;br /&gt;
When generating an adventurer you now have points to assign to {{L|attributes}} as well as to skills.  You can reduce unwanted attributes down to 1 to get more points for other attributes.&lt;br /&gt;
&lt;br /&gt;
The travel-mode map is now more zoomed-in than before.  To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.&lt;br /&gt;
&lt;br /&gt;
The bar at the top of the travel-mode screen shows the position of the sun, giving you an easy indication of how much daylight is left.&lt;br /&gt;
&lt;br /&gt;
You become sleepy during travel mode. You can choose to sleep or wait for a specific time using (by default) {{k|shift}}+{{k|Z}}.  If you sleep outside during the night you can be ambushed by bogeymen or a myriad of other night monsters.  Sleeping inside a building (including the temples and lairs of vanquished monsters) will protect you from this.&lt;br /&gt;
&lt;br /&gt;
There are now hamlets (Æ and æ) and castles (○) in addition to towns (+) (NOTE: those symbols are how they appear in the world map (fully zoomed-out)).  When in a town or hamlet clusters of buildings will be marked as ▐ in the mini-map in the lower-left hand corner.  Only towns have shops, which appear as yellow ▐ in both the travel map and the mini-map.&lt;br /&gt;
&lt;br /&gt;
You can get quests from any person in a town/hamlet, and from any soldier in a castle after you've gained enough reputation from completing a few quests.  Quests to kill titans, dragons and hydras you can only get from leaders found in castles, and only after you've gained a lot of reputation.&lt;br /&gt;
&lt;br /&gt;
The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.   At hero or demigod level, you start off with a maximum of two companions, with the max increasing by one for each quest you complete, topping off at 19 companions.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in {{L|skills}}. {{L|Dwarves}} cannot wear {{L|human}} sized {{L|armor}}, and are somewhat limited in the {{L|weapons}} they can wield due to their size. {{L|Elves}} have a slightly different set of {{L|skills}} and start with wooden weapons. {{L|Humans}} are generally fairly well-balanced, and are the easiest to acquire quests from.  Additionally, human towns are the only places which have shops, which gives another means for upgrading equipment and getting food.  Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a {{L|weapon}}, you need to avoid having the most points spent in unarmored/{{L|wrestling}}. If you, for example, choose to start out with most points in {{L|swordsman}}, you will start out with a {{L|sword}}. When you have chosen your preferred set of {{L|skills}}, you can press {{key|Enter}} to embark. The weapon skill you choose will also determine what armor you start out with - swordsmen, macemen, axemen, hammermen, spearmen, and lashers start with chain armor and a shield, pikemen start with chain armor but no shield, bowmen and crossbowmen start with leather armor and no shield, and wrestlers start with no armor at all.&lt;br /&gt;
&lt;br /&gt;
All the {{L|skills}} you see CAN be improved through use in game, so don’t worry about spreading them out completely evenly. In general, pick the {{L|skills}} you think you’re going  to use. The {{L|skills}} are pretty self explanatory but its recommended that you put at least a few points into {{L|shield user}} and into a type of weapon. Be warned that {{L|weapon}} {{L|skills}} generally take a while to level up, so placing a good deal of points into a single weapon may be to your advantage. Also keep in mind that your skills determine what kind of equipment you have in the beginning, ie high sword skill means you’ll start with a sword. For information on the weapons and the other aspects of combat, please check the combat section. It is also a good idea to use a point or two for {{L|Swimming}}, otherwise you might end up drowning in a puddle.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
&lt;br /&gt;
==== Getting Quests ====&lt;br /&gt;
&lt;br /&gt;
If you chose human, you will start out in a human town or hamlet; the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.  The buildings can be spaced rather far apart, so even when you get your @ on top of a ▐ it might take some wandering about to find a building.  Once you find a building, step through the door.  It should have multiple Ü's, each of which is a human.  Press {{K|k}} to talk to one, then select &amp;quot;Service&amp;quot; to get a quest.  You can do this multiple times to get several quests.&lt;br /&gt;
&lt;br /&gt;
Now that you have some quests, press {{K|Q}} to look at them (this screen is called the Adventure Log).  The world map is on the left, with your current location highlighted by a blinking &amp;quot;O&amp;quot;, while on the right is the list of your quests.  You can select a quest and press {{K|z}} to find the location of the quest site: the blinking &amp;quot;O&amp;quot; will move to the quest site, with a green line drawing the path you need to take.  Pressing {{K|m}} will tell you the species of the monster you're supposed to kill.  You can also use the arrow keys to move the &amp;quot;O&amp;quot; around to examine the surrounding terrain and sites.&lt;br /&gt;
&lt;br /&gt;
Note that once you complete a quest that you can report your success to ''any'' human.  Once you tell one human, everyone in the same civilization will know about it.  The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.&lt;br /&gt;
&lt;br /&gt;
==== Traveling ====&lt;br /&gt;
&lt;br /&gt;
Getting to the quest sites and back would be extremely tedious if you had to move as your moving now.  Fortunately, there's a &amp;quot;quick travel&amp;quot; mode which can be activated by pressing {{K|T}}.  This will put you in a somewhat zoomed-out map, with the hamlet/town you're in represented by a cluster of ▐s, with your current location marked by a &amp;quot;@&amp;quot;.  Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking &amp;quot;X&amp;quot;.  Move in the direction of the quest site until the blinking &amp;quot;X&amp;quot; is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).&lt;br /&gt;
&lt;br /&gt;
At this point the quest site might not be visible, or its symbol might be the same color as the surrounding terrain and thus hard to see.  If this is the case, then exit quick travel mode by pressing {{K|&amp;gt;}}.  In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side.  At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and &amp;quot;TSK&amp;quot; to the right of the direction indicating an unfinished quest at that site.  Press {{K|T}} again to re-enter quick travel mode, and repeat the process until you get to the quest site.&lt;br /&gt;
&lt;br /&gt;
Once you get to the quest site, you'll be unable to enter it when using quick travel mode.  Attempting to do so will give the message &amp;quot;You cannot travel through the [site]&amp;quot;.  You must exit quick travel mode by pressing {{K|&amp;gt;}} and move the rest of the way using the normal movement mode.  The box in the upper left-hand corner will tell you the direction to go.  When you complete the quest the &amp;quot;TSK&amp;quot; will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show &amp;quot;Report Death of ...&amp;quot; instead of &amp;quot;Kill ...&amp;quot;.  You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you &amp;quot;You cannot travel until you leave this site&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Nighttime: survival and sleeping ====&lt;br /&gt;
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day.  If you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to a human habitation before nightfall and sleep the night away inside a building.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a human habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep travelling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
=== Food and Drink ===&lt;br /&gt;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (a vulture, say, or a racoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved.&lt;br /&gt;
&lt;br /&gt;
As of 31.17, the need to eat and drink has been removed pending further changes.&lt;br /&gt;
&lt;br /&gt;
=== Civilization? ===&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and are marked with an &amp;quot;H&amp;quot; on the town auto-map.  Medium buildings are stores, marked with a symbol that indicates what they sell - weapons, armor, food, clothing, trinkets.  As of the current version, you start in the mead hall which is marked with an &amp;quot;M&amp;quot; on the automap.  There are one or two apartment buildings which are two stories, with six rooms a story; they are also marked with an &amp;quot;H.&amp;quot;  There are two really large buildings - the &amp;quot;T&amp;quot;emple and the a fort-like building that is marked with &amp;quot;K.&amp;quot;  Temples tend to have two or three levels, and a pool of water, while the &amp;quot;K&amp;quot; buildings are three or four floors high and are almost entirely empty (they will occationally contain random smatterings of clothing though, if you're looking for things to sell.)&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in {{L|Fortress Mode}}!&lt;br /&gt;
&lt;br /&gt;
Goblins live in {{L|obsidian}} towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
In human towns (not hamlets or castles), you can find {{L|building|shops}}.  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.&lt;br /&gt;
&lt;br /&gt;
Due to some limitations, there are only &amp;quot;human town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.'''&lt;br /&gt;
&lt;br /&gt;
==== Selling and buying with money ====&lt;br /&gt;
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. One turn after the trade session ends, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most commonly giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring {{L|armor}} from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
{{L|Weapons}} and {{L|Armor#Shields and Bucklers|shields}} are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapons}} or {{L|Armor#Shields and Bucklers|Shields}} you would need to {{k|p}}ut your equipped weapon into your {{L|backpack}} and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the {{L|Armor#Shields and Bucklers|shield}} with the right hand. (actually, it's common for right-handers to hold shields in their right hand as shields tend to be rather heavy and also need to absorb a lot of force when struck){{verify}}&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Physical attributes are influenced by the skills selected in character generation, in the beginning ''and'' in maximum potential. Starting with fewer skill points spent will leave you a significantly weaker charater; choosing the &amp;quot;Play Now&amp;quot; option generates a character with no skills and the poorest attributes, for the most challenging playthrough.&lt;br /&gt;
&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|shift}}+{{k|A}}. Attacking a friendly creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}. Attacking a creature using this method, will allow you to make an aimed attack. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be... impossible to land and Easier attacks will be very easy to land. Don't be afraid to try Trickier attacks, especially against easier enemies. Attacks will also land more or less squarely. Square and very square attacks will deal more damage {{verify}}. Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can also be attacked using a non-aimed attack. To make a non-aimed attacked, simply advance towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective, a single attack to the cranium with a weapon will usually put an end to the fight. Depending on the situation, it may be worth trying to take even a &amp;quot;Difficult&amp;quot; shot at the head.&lt;br /&gt;
&lt;br /&gt;
=== The Weapons ===&lt;br /&gt;
&lt;br /&gt;
Weapons are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Non-weapon ===&lt;br /&gt;
&lt;br /&gt;
Besides your weapons you have two other major forms of attack: Wrestling and throwing.&lt;br /&gt;
&lt;br /&gt;
Wrestling: Wrestling can be performed by standing next to an enemy and pressing {{k|shift}}+{{k|A}} and then {{k|enter}} to switch to wrestling. You can wrestle any enemy.&lt;br /&gt;
&lt;br /&gt;
Throwing: Throwing is the skill of... well, basically throwing stuff. And vomit. And bugs and spears and rocks so on. Just about anything can be thrown, sometimes with devastating results.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrow stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}}&lt;br /&gt;
&lt;br /&gt;
== Tips/FAQ ==&lt;br /&gt;
&lt;br /&gt;
'''Q1: How do I get past NPCs which are in my way?'''&lt;br /&gt;
&lt;br /&gt;
A: Press {{K|s}} to sit, then move to crawl between their legs.  Once you're done press {{K|s}} to stand again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q2: How do I find an entrance to the underworld?'''&lt;br /&gt;
&lt;br /&gt;
A: As of v0.31.17 quest monsters no longer live in caves, so you can't find caves by asking for quests.  Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the the location of a cave.  If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Adventure Mode quick reference]]&lt;br /&gt;
*[[DF2010:Adventure mode quick start|quick start guide]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Web&amp;diff=132098</id>
		<title>v0.31 Talk:Web</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Web&amp;diff=132098"/>
		<updated>2010-11-21T00:56:27Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Workaround for a buggy webbed+injured state. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article states that webs can be found next to chasm tiles, chasms no longer existing in DF2010 so it seems like this article might contain copy and pasted info from 40D. Could someone with more knowledge look over this article for incorrect info and correct it?--[[User:Railick|Railick]] 23:38, 19 May 2010 (UTC)Railick&lt;br /&gt;
: Updated some info to v0.31.04. I couldn't veryfiy the sentence about web in the rain, though. --[[User:Doub|Doub]] 15:45, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some descriptions of forbidden beasts state that they can shoot webs.  Has anyone sen this?  Can it be collected?  --[[User:Bouchart|Bouchart]] 03:27, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
One of those &amp;quot;web-shooting&amp;quot; beasts visited me. Never got it to spit a single web. Shame... I wanted to start a forgotten beast silk farm :(  --[[User:Peglegpenguin|Peglegpenguin]] 16:53, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I also had a web-shooting FB early on in a fortress (before the defense plans had time to fully integrate a proper sense of acute paranoia..). It glued lots of my mildorfs to the floor, resulting in fairly epic [[Fun]] (from ~55 dwarfs to 40 corpses, 3 healthy dwarfs working full-time caring for 8 or so invalids, and about 5 loonies getting in the way. Closest I've ever come to total destruction where the fort actually survived long enough to repopulate..) I can say that webs were definitely created, but can't confirm whether or not they were collectable, or even whether they were &amp;quot;special&amp;quot; in any way (I want to say they just looked like ordinary (G?)CS webs when loo(k)ed at, but I don't really remember for sure). &lt;br /&gt;
&lt;br /&gt;
::Oh, and when that FB hit with a web, it hit -hard-, hard enough to break bone, or insta-kill with a head strike. Is that true for GCSs? The GCS page makes them sound dangerous, but not -that- dangerous. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:30, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Webbed creatures loose [TRAPAVOID]==&lt;br /&gt;
Everyone knows that GCS webs cause creatures to fall down, except for the GCS of course.&lt;br /&gt;
Also, falling down makes the game think for a short time, the creature in the web is unconcious and makes it trigger traps.&lt;br /&gt;
So a GCS and a trap filled corridor can stop HFS and FBs easily.&lt;br /&gt;
I am sure it should be noted somewhere, but I don't know if it should be on the GCS page, or on the webs page.--[[User:Niggy|Niggy]] 10:38, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Workaround for a buggy webbed+injured state. ==&lt;br /&gt;
&lt;br /&gt;
One of my hunters was battered by a GCS but not killed thanks to nearby militia killing said GCS in time. The state she ended in was unconscious + webbed + some moderate arm and head injuries. After a while she apparently somewhat recovered and decided that resting was a good idea. Since &amp;quot;Rest&amp;quot; is a task - it is interrupted by being webbed. Since the dwarf is somewhat injured - she didn't try anything besides &amp;quot;rest&amp;quot; and never exited &amp;quot;unconscious&amp;quot; state. Since she was always unconscious - she was not automatically breaking away from the webs like every conscious creature does.&lt;br /&gt;
&amp;lt;br&amp;gt; Spamming of &amp;quot;dwarf cancels rest: webbed&amp;quot; every turn was unpleasant but loosing a skilled, nearly healthy dwarf to drowsiness (food and drinks were delivered, &amp;quot;recover wounded&amp;quot; not started because it requires an immobile dwarf with &amp;quot;rest&amp;quot; job, &amp;quot;unconscious&amp;quot; but not &amp;quot;sleeping&amp;quot; or &amp;quot;resting&amp;quot; is not counted as sleep.) was insulting. Building/deconstructing a bed under the dwarf, one level drop by a small cave-in accomplished nothing.&lt;br /&gt;
&amp;lt;br&amp;gt; What helped was building a cage trap under her, auto-catching into a cage due to &amp;quot;uncoscious&amp;quot;, then - constructing that cage and letting the dwarf out. Quick diagnosis revealed that there were lots of torn hair on the head and prescribed cleaning. Actual wounds left some massive jugged scars and the dwarf was back to hunting. I wonder if being &amp;quot;incredibly fat&amp;quot; helped surviving GCS bites.--[[User:Another|Another]] 00:56, 21 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_lobster&amp;diff=132069</id>
		<title>v0.31 Talk:Cave lobster</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_lobster&amp;diff=132069"/>
		<updated>2010-11-20T17:02:10Z</updated>

		<summary type="html">&lt;p&gt;Another: problems with getting shell from underground&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 2 issues with cave lobsters:&lt;br /&gt;
&amp;lt;br&amp;gt;1) No shell is produced because without [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] the game doesn't know what material to use for &amp;quot;SHELL&amp;quot; tissue,  without [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] it doesn't know what material to use for &amp;quot;SHELL&amp;quot; material (used in the previous step) and without [BODY_DETAIL_PLAN:SHELL_POSITIONS] it doesn't know where to place &amp;quot;SHELL&amp;quot; bodypart. There are many &amp;quot;SHELL&amp;quot; tokens in the raws with different meanings: cave lobsters need SHELL token on SHELL_TEMPLATE material in material_template_default.txt to register that material as usable for SHELL-requiring jobs, SHELL token  in SHELL_TEMPLATE tissue in tissue_template_default.txt to use local creature material named &amp;quot;SHELL&amp;quot; and SHELL token in BODY_DETAIL_PLAN from b_detail_plan_default.txt to find where to place local bodypart named &amp;quot;SHELL&amp;quot;. &amp;quot;SHELL&amp;quot; bodypart from body_default.txt is declared and the game will try generate an item out of it on &amp;quot;fish processing&amp;quot; job but fail due to lack of information.&lt;br /&gt;
&amp;lt;br&amp;gt;2) 214 000 cave lobster population versus 9 900 000 turtle population and &amp;quot;unnumbered&amp;quot; mussels in a standard Large world makes them hard to find and trivial to deplete entirely in any region. I you had ever successfully fished a cave lobster - leave a note here please.--[[User:Another|Another]] 17:02, 20 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem_setter&amp;diff=132067</id>
		<title>v0.31 Talk:Gem setter</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem_setter&amp;diff=132067"/>
		<updated>2010-11-20T15:36:57Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Gem Set Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Gem Set Ammo ==&lt;br /&gt;
What is the benefit of encrusting ammo with gems? --[[User:Twilightdusk|Twilightdusk]] 23:25, 19 November 2010 (UTC)&lt;br /&gt;
:Aesthetic. --[[User:Another|Another]] 15:36, 20 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=132066</id>
		<title>v0.31 Talk:Noble</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=132066"/>
		<updated>2010-11-20T15:28:21Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Appointed vs. Immigrant Nobles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How many nobles could I have in a dwarven fortress with 200 citizens? ie. how many nobles' bedrooms should I build, if none of the noble positions are occupied by the same person. --Anonymous&lt;br /&gt;
&lt;br /&gt;
Should this page be moved to [[DF2010:Nobles]]? [[User:Immibis|Immibis]] 08:05, 28 March 2010 (UTC)&lt;br /&gt;
:I think so, so I'll do it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 08:59, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Appointed vs. Immigrant Nobles ==&lt;br /&gt;
I think much of this article only applies to nobles that emigrate from the mountainhomes. My Count still mines and carries rocks. Also, it should be made clear that the economy is nonfunctional and, for instance, tax collectors will never appear. Finally, what are the implications of NOT accepting when the liaison offers you a barony? I assume a baron comes anyway. I have never gotten a noble imigrant of any sort, do you need to reject the offer to get, for example, a dungeon master? [[User:GhostDwemer|GhostDwemer]] 17:13, 16 November 2010 (UTC)&lt;br /&gt;
:I posted on the forum, and it seems that if you don't appoint someone, the liaison will simply leave and try again next year. Which raises the question: are there ANY immigrant nobles in 31? I have not seen a single one in over a dozen forts and over twenty years total game time. I don't think much of this applies to the current game. Nobles are not lazy. They will continue to work at their regular jobs. Econ exempt is meaningless,  there is no econ. The hammerer doesn't show up, no arsenal dwarf, no dungeon master, no tax collector. I haven't gotten a monarch yet, can anyone who has comment on this? Does your leader get raised to king, or does the king actually immigrate? This whole page seems more geared towards the previous version. [[User:GhostDwemer|GhostDwemer]] 21:26, 19 November 2010 (UTC)&lt;br /&gt;
::The monarch '''does''' immigrate, though it seems to be quite common for said monarch to drop dead of old age immediately upon arriving at your fortress. --[[User:Quietust|Quietust]] 23:09, 19 November 2010 (UTC)&lt;br /&gt;
:::The monarch even immigrates with an immigrant wave that has ~5 Elite weapon users. They drop their armor (I don't remember now if they had any) and weapons as soon as they enter the map because they are not assigned to any squad by default and military/guard duties are nearly completely decoupled from civilian professions unlike in the .40d.--[[User:Another|Another]] 15:28, 20 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== the raws ==&lt;br /&gt;
&lt;br /&gt;
can someone put the raw files responsible for all the noble atributes on the wiki somewhere i cant find them Edit: nvm found it in entity_default.txt --[[User:Xainiax|Xainiax]] 23:45, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SOLDIER_COLOR ==&lt;br /&gt;
&lt;br /&gt;
The [SOLDIER_COLOR] token in the raws was actually SOLDIER_COLOR] (no left bracket). Whether this was done intentionally to comment them out is unclear, but I have corrected the 'typo' in this article. --[[User:Eagle0600|Eagle0600]] 13:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Human Noble - High Goal ==&lt;br /&gt;
&lt;br /&gt;
I was wandering around a human town and entered a temple when I found a peculiar sight. There was a human called a High Goal standing there. I have no idea what he was meant to be and a google search reveals nothing, nor could I find a 'high goal' in the raws. Anyone got any clue? [[User:KoboldInDisguise|KoboldInDisguise]] 02:56, 11 April 2010 (UTC)&lt;br /&gt;
:Religious positions get randomised. You can have to high-priests of different temples and they'll be called entirely different things. Check the legends. --[[User:Eagle0600|Eagle0600]] 06:55, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch ==&lt;br /&gt;
&lt;br /&gt;
Have the requirements for a king changed since 40d?&lt;br /&gt;
&lt;br /&gt;
[POSITION:MONARCH] [NAME_MALE:king:kings] [NAME_FEMALE:queen:queens] [NUMBER:1] [SPOUSE_MALE:king consort:kings consort] [SPOUSE_FEMALE:queen consort:queens consort] [SUCCESSION:BY_HEIR] [RESPONSIBILITY:LAW_MAKING] [RESPONSIBILITY:RECEIVE_DIPLOMATS] [RESPONSIBILITY:MILITARY_GOALS] [PRECEDENCE:1] [RULES_FROM_LOCATION] [MENIAL_WORK_EXEMPTION] [MENIAL_WORK_EXEMPTION_SPOUSE] [SLEEP_PRETENSION] [PUNISHMENT_EXEMPTION] [FLASHES] [BRAG_ON_KILL] [CHAT_WORTHY] [DO_NOT_CULL] [KILL_QUEST] [EXPORTED_IN_LEGENDS] [DETERMINES_COIN_DESIGN] [COLOR:5:0:1] [ACCOUNT_EXEMPT] [DUTY_BOUND] [DEMAND_MAX:10] [MANDATE_MAX:5] [REQUIRED_BOXES:10] [REQUIRED_CABINETS:5] [REQUIRED_RACKS:5] [REQUIRED_STANDS:5] [REQUIRED_OFFICE:10000] [REQUIRED_BEDROOM:10000] [REQUIRED_DINING:10000] [REQUIRED_TOMB:10000] &lt;br /&gt;
&lt;br /&gt;
This should answer your question [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Individual Noble Articles==&lt;br /&gt;
&lt;br /&gt;
Added articles for every noble, still need to go through the raws and add functions and arrival conditions, if anyone reads this you're more than welcome to help [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Noble Death==&lt;br /&gt;
&lt;br /&gt;
My Count was murdered by the green menace....several years ago. Does anybody know how one goes about getting a new count/Baron/something purple?&lt;br /&gt;
My fortress is sitting at 39 dorfs and 6mill wealth, I have adamantine roads and and Throne room designed for a king and I would like to fill it. &lt;br /&gt;
--Anonymous&lt;br /&gt;
:At a loose guess, you need to up the number of dwarfs in your fortress, either through immigration or breeding, and you need to export more wealth.  Apparently, the King only sends a Duke if you've got 140 dwarves and have exported thirty thousand wealth (presumably just to the dwarven civilization).  As to getting a replacement Count or Baron... did the old Count have any kids?  They'd be his heirs... I think... --[[User:DeMatt|DeMatt]] 22:36, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, My first was single, no children. I've exported 30000 on the button, but I assume that counts all exports and is not exclusive to the dwarves. If that's the case, I am gonna give the dwarven caravan a massive amount of goods this autumn. I am not sure about the 140 dwarves thing. The liaison appointed a dwarf when I still had the population limit at 30 (I like to run smaller fortresses for organization purposes). I'll report in on any new findings. Oh, and I have struck several HFS columns and even breached the carnival once, though I revealed it through fortifications so the clowns couldn't reach my fortress. I don't think HFS prompts anything any more. --Anonymous&lt;br /&gt;
&lt;br /&gt;
==Not Masterwork==&lt;br /&gt;
I've changed the quality of the article down to Exceptional. The {{L|Forced Administrator}} link needs to be created. [[Special:Contributions/99.251.48.18|99.251.48.18]] 04:31, 6 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Ruin&amp;diff=132061</id>
		<title>v0.31:Ruin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Ruin&amp;diff=132061"/>
		<updated>2010-11-20T14:05:04Z</updated>

		<summary type="html">&lt;p&gt;Another: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|14:05, 20 November 2010 (UTC)}}{{av}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Slab&amp;diff=131506</id>
		<title>v0.31:Slab</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Slab&amp;diff=131506"/>
		<updated>2010-11-13T18:26:18Z</updated>

		<summary type="html">&lt;p&gt;Another: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:11, 12 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Slab&lt;br /&gt;
|tile=∩&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=n&lt;br /&gt;
|glass=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|sculpture garden|Sculpture Garden}}&lt;br /&gt;
* {{L|memorial hall|Memorial Hall}} - after being engraved with a dead creature's name.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Slabs''' are buildings which can be built from the {{k|b}}uild menu under {{k|Alt}}+{{k|s}}lab. They can be made using one {{L|stone}} at the {{L|mason's workshop}}. Once made, they can be {{L|engraver|engraved}} as memorials at a {{L|craftsdwarf's workshop}} - once engraved, they can be built as an alternative to {{L|coffin}}s.&lt;br /&gt;
&lt;br /&gt;
Slabs are also used as signs in {{L|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
You can create a {{l|sculpture garden}} from a slab's {{k|q}}uery menu. Unlike {{L|statue}}s, slabs do not block movement.&lt;br /&gt;
&lt;br /&gt;
Engraved slabs have a make {{l|memorial mall}} command after being built.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Slab&amp;diff=131505</id>
		<title>v0.31:Slab</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Slab&amp;diff=131505"/>
		<updated>2010-11-13T18:23:49Z</updated>

		<summary type="html">&lt;p&gt;Another: +memorial hall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:11, 12 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Slab&lt;br /&gt;
|tile=∩&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=n&lt;br /&gt;
|glass=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|sculpture garden|Sculpture Garden}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Slabs''' are buildings which can be built from the {{k|b}}uild menu under {{k|Alt}}+{{k|s}}lab. They can be made using one {{L|stone}} at the {{L|mason's workshop}}. Once made, they can be {{L|engraver|engraved}} as memorials at a {{L|craftsdwarf's workshop}} - once engraved, they can be built as an alternative to {{L|coffin}}s.&lt;br /&gt;
&lt;br /&gt;
Slabs are also used as signs in {{L|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
You can create a {{l|sculpture garden}} from a slab's {{k|q}}uery menu. Unlike {{L|statue}}s, slabs do not block movement.&lt;br /&gt;
&lt;br /&gt;
Engraved slabs have a make {{l|Memorial Hall}} command after being built.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131455</id>
		<title>v0.31 Talk:Slab</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131455"/>
		<updated>2010-11-12T23:31:31Z</updated>

		<summary type="html">&lt;p&gt;Another: what to do with slabs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Filechanges txt also references ghost attacks: I am guessing this has to do with slabs in a sense, as dwarves who haven't been buried due to dying in volcanoes may need to be memorialized in order to put their souls to rest. This is speculation, however. Also, the file changes text references a [HOTKEY_CRAFTS_SLAB:ALT+S] which implies slabs may also be built at craftdwarve's workshops. I don't have the time to play at the moment or I'd actually update the article to reflect this. There are seriously a lot of interesting new changes, like the CONNECTOR tag for children as well as new skill rate tags.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:07, 12 November 2010 (UTC)&lt;br /&gt;
:The craftsdwarf's shop has &amp;quot;Engrave memorial slab&amp;quot; order...--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is currently a minor bug with slabs - they are listed twice in stockpiles menu:once on the second page after &amp;quot;statues&amp;quot; and once on the very last page. After producing a slab - contents of these entries are identical.--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Combat_skill&amp;diff=131446</id>
		<title>v0.31:Combat skill</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Combat_skill&amp;diff=131446"/>
		<updated>2010-11-12T20:05:27Z</updated>

		<summary type="html">&lt;p&gt;Another: /* General combat skills */ new dodging moves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all &amp;quot;combat skills&amp;quot; will redirect here, at least until it becomes more clear if/how we should break them up.''&lt;br /&gt;
&lt;br /&gt;
==General combat skills==&lt;br /&gt;
'''General Combat skills''' are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.&lt;br /&gt;
&lt;br /&gt;
:* Archer&lt;br /&gt;
:* Biter&lt;br /&gt;
:* Dodger&lt;br /&gt;
:* Fighter&lt;br /&gt;
:* Kicker&lt;br /&gt;
:* Striker&lt;br /&gt;
:* Wrestler&lt;br /&gt;
&lt;br /&gt;
'''Archer''' skill increases with the use of any ranged attack, including throwing. Its exact function is unknown, but when tested in {{L|arena}} mode with two dwarves, one no skill and one grand master on isolated pillars with bows, the grand master shot the no skill dwarf with far greater accuracy. &lt;br /&gt;
&lt;br /&gt;
'''Biter''' skill increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a {{L|syndrome}}, but some {{L|immigrant}}s will arrive with this skill as well, and unarmed combatants will occasionally learn a bit, implying that they chose to bite during a combat.&lt;br /&gt;
&lt;br /&gt;
'''Dodger''' aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales. In version{{v|0.31.17}} dodging became even more commonplace because unlike previous versions even creatures lying on the ground can dodge now (&amp;quot;scramble&amp;quot; and &amp;quot;roll&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The '''Fighter''' skill increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly.  Its use or significance is currently not known. However, when tested in arena mode with two dwarves, one unskilled and one grand master fighter, the one with fighter skill won consistently while armed with any of the default weapons. Unarmed dwarves showed no preference.&lt;br /&gt;
&lt;br /&gt;
'''Kicker''' skill is increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt {{L|attack type}}.&lt;br /&gt;
&lt;br /&gt;
'''Striker''' skill is increased by throwing punches in unarmed combat.&lt;br /&gt;
&lt;br /&gt;
'''Wrestler''' skill pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming.&lt;br /&gt;
&lt;br /&gt;
==Equipment skills==&lt;br /&gt;
'''Equipment skills''' are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.&lt;br /&gt;
&lt;br /&gt;
:* Armor User&lt;br /&gt;
:* Shield User&lt;br /&gt;
&lt;br /&gt;
'''Armor User''' skill is related to how well a dwarf moves in {{L|armor}}, and increases whenever a dwarf wearing armor is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus) Because even leather {{L|clothes}} count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a {{L|kobold}} {{L|thief}} or predatory animals. &lt;br /&gt;
&lt;br /&gt;
'''Shield User''' increases whenever a dwarf uses a {{L|shield}} or {{L|buckler}} to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a {{L|goblin}} axe to {{L|dragon|dragonfire}}.&lt;br /&gt;
&lt;br /&gt;
==Weapon skills==&lt;br /&gt;
'''Weapon skills''' are associated with the use of a particular {{L|weapon}} type, even if that weapon type is &amp;quot;thrown {{L|vomit}}&amp;quot; in adventure mode. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'. &lt;br /&gt;
:* Axeman&lt;br /&gt;
:* Blowgunner&lt;br /&gt;
:* Bowman&lt;br /&gt;
:* Crossbowman&lt;br /&gt;
:* Hammerman&lt;br /&gt;
:* Knife User&lt;br /&gt;
:* Lasher&lt;br /&gt;
:* Maceman&lt;br /&gt;
:* Misc. Object User&lt;br /&gt;
:* Pikeman&lt;br /&gt;
:* Spearman&lt;br /&gt;
:* Swordsman&lt;br /&gt;
:* Thrower&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Axeman''' skill allows characters to use axes, great axes, and halberds more effectively.&lt;br /&gt;
&lt;br /&gt;
'''Blowgunner''' allows characters to use blowguns more effectively.&lt;br /&gt;
&lt;br /&gt;
'''Bowman''' skill allows characters to use bows more effectively.&lt;br /&gt;
&lt;br /&gt;
'''Crossbowman''' skill allows characters to use crossbows more effectively.  The dwarven version is called '''Marksdwarf'''.&lt;br /&gt;
&lt;br /&gt;
'''Hammerman''' skill allows characters to use crossbows in melee, mauls, and war hammers more effectively.&lt;br /&gt;
&lt;br /&gt;
'''Knife User''' skill allows characters to use large daggers more effectively. There is no such thing as a small dagger in Dwarf Fortress, at least not one that can be equipped or seen.&lt;br /&gt;
&lt;br /&gt;
'''Lasher''' skill allows characters to use whips and scourges more effectively.&lt;br /&gt;
&lt;br /&gt;
'''Maceman''' skill allows characters to use flails, maces, and morningstars more effectively.&lt;br /&gt;
&lt;br /&gt;
'''Misc. Object User''' allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, this skill tends to increase when dwarves tantrum and break some heads with a +Granite Throne+. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).&lt;br /&gt;
&lt;br /&gt;
'''Pikeman''' skill allows characters to use pikes more effectively.&lt;br /&gt;
&lt;br /&gt;
'''Spearman''' skill allows characters to use spears more effectively.&lt;br /&gt;
&lt;br /&gt;
'''Swordsman''' skill allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.&lt;br /&gt;
&lt;br /&gt;
'''Thrower''' skill allows characters to throw miscellaneous objects more effectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=131432</id>
		<title>v0.31 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=131432"/>
		<updated>2010-11-12T16:37:31Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Changes in 0.31.17? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor raw changes==&lt;br /&gt;
Main armor types have been renamed to &amp;quot;breastplate&amp;quot; and &amp;quot;mail shirt&amp;quot; respectively.&lt;br /&gt;
Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.&lt;br /&gt;
&lt;br /&gt;
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.&lt;br /&gt;
&lt;br /&gt;
:The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results.  The current best description is to say that, for armor, adamantine&amp;gt;steel&amp;gt;bronze(bismuth or not)&amp;gt;iron&amp;gt;=copper&amp;gt;everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations).  Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --[[User:PencilinHand|PencilinHand]] 00:09, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Having worked on the problem some I must point out that there is an important difference between having no LBSTEP or UBSTEP and having zero LBSTEP and UBSTEP.  A lot of work still needs to be done, especially with regards to how materials work with armor.  Also, could everybody remember to sign their work [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal# like Zorro?]  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extensive coverage testing of various armors and UB/LBSTEP reveals some buggy behavior:&lt;br /&gt;
&lt;br /&gt;
-The only way to protect [STANCE], [GRASP], [HEAD], or [UPPERBODY] parts (feet, hands, head, and upperbody) is with armor worn on them specifically(LOWERBODY parts may be protected by armor worn on the UPPERBODY as well as the LOWEBODY).&lt;br /&gt;
&lt;br /&gt;
-[LIMB]s (arms and legs) are correctly protected by armors, pants, gloves, and gauntlets with appropriate UBSTEP and LBSTEP values.  For example, lower arms can be protected by body armor with UPSTEP &amp;gt;=2 as well as gloves with LBSTEP&amp;gt;=1.&lt;br /&gt;
&lt;br /&gt;
-Currently(31.03), the ONLY way to protect parts that are not [LIMB]s,[STANCE]s,[GRASP]s,[HEAD]s or [UPPER/LOWERBODY]s parts (such as facial features, toes, fingers, throat, vestigial wings, any cosmetic custom parts, etc)is by exploiting a bug. You need a robe, or a dress; an UPPERBODY armor with UBSTEP:MAX.  Armor configured this way will protect all [LIMB]s that are do not qualify for LBSTEP coverage, as well as fingers and toes etc, but it will NOT protect, hands, feet, or heads.  Gauntlets, boots, and helms currently protect hands, feet, and heads, but not fingers, toes, or facial features.  This is both counter intuitive, and at odds with toady's comments on the subject.&lt;br /&gt;
&lt;br /&gt;
--[[User:Derigo|Derigo]] 05:15, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether or not we know the exact mechanics of the various STEPS, I have added them to the Armor Tables so we can at least have a reference to what armor has what. Also, they are now sortable by those #s, because that was really bugging me. &lt;br /&gt;
&lt;br /&gt;
Does anyone know what the BONE/LEATHER/ETC categories are tracking? Because I think it is a holdover from 40d, but I wasn't going to delete them until I knew for sure. --[[User:Flaede|Flaede]] 10:08, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== wooden armor ==== &lt;br /&gt;
just curious -- how does it rate?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New armor layering rules==&lt;br /&gt;
I added the new rules for layering armor.  It is kind of complicated and I only typed it up so it will need to be presented in a more user friendly format at some point but it is past 2 am here so I am going to bed now.  Also, we need to confirm that these rules hold for fortress mode.  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I don't understand something--in the example, you say you can get 2x socks, 2x high boots. But if high boots have size 25 permit 15, how do you get the second pair on? Wouldn't the third rule be violated? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:74.104.157.229|74.104.157.229]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I suspect he's accepting the fact that a dwarf has two feet - so he'd get one sock and one high boot on one foot, and one sock and one high boot on the other.  But that's just my interpretation - I don't try and optimize my fortress-mode armoring any better than &amp;quot;okay, high boots protect more than low boots, so I'll make those instead&amp;quot;. --[[User:DeMatt|DeMatt]] 07:41, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --[[User:Dapanman|Dapanman]] 22:00, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Note that for optimal loadout in Fortress mode, be sure to select 'replace clothing' rather than 'over clothing' -- I tried to add breastplate, mail shirt and leather cloak to someone already wearing a shirt, and they'd just spin in 'Pickup Equipment' trying to overload themselves, swapping the mail shirt and breastplate.  If you don't mind specifying every piece of garb in their uniform, it's easier if they start naked and you build up from there.&lt;br /&gt;
&lt;br /&gt;
==Toga==&lt;br /&gt;
i dont see these on the table, yet i can create them in the '[j]obs' menu, in the leatherworks, and in the clothier's shop in both cloth and silk. surely it should be on there?--[[User:DJ Devil|DJ Devil]] 15:23, 28 May 2010 (UTC)&lt;br /&gt;
:i also cant make robes or coats. did anyone check the accuracy of this page before it was put on here..?--[[User:DJ Devil|DJ Devil]] 15:30, 28 May 2010 (UTC)&lt;br /&gt;
::Dunno why you can't make robes or coats - for me, my leatherworks has robes as the third choice, coats at fifth, and yes togas at sixth. Cloth has 'em in the same order, and the same for silk. Not in a position to comment on their protective capabilities, me, but they definitely exist. --[[User:DeMatt|DeMatt]] 16:43, 28 May 2010 (UTC)&lt;br /&gt;
:one possible reason could be that i'm still on 0.31.03, but i cant see that mattering too much - surely they didnt take any items out of that particular release which were in 40d, and then put it back in on 0.31.04? that'd be a bit bizarre.. but i cannot make robes or coats anywhere (i.e. not on the 'jobs' menu, or in the leatherworks, or in the clothier's). the list goes as such;&lt;br /&gt;
* leather armour (only in the leatherworks)&lt;br /&gt;
* dress&lt;br /&gt;
* shirt&lt;br /&gt;
* tunic&lt;br /&gt;
* toga&lt;br /&gt;
* vest&lt;br /&gt;
* cloak&lt;br /&gt;
* leggings (only in the leatherworks)&lt;br /&gt;
* trousers&lt;br /&gt;
* cap&lt;br /&gt;
* helm (only in the leatherworks)&lt;br /&gt;
* hood&lt;br /&gt;
* glove&lt;br /&gt;
* mitten&lt;br /&gt;
* sock (only in the clothier's (both materials))&lt;br /&gt;
* high boot (only in the leatherworks)&lt;br /&gt;
* shoe&lt;br /&gt;
very strange..--[[User:DJ Devil|DJ Devil]] 17:43, 28 May 2010 (UTC)&lt;br /&gt;
:The clothing objects you're able to make depend on your civilization - if you look, they're all in the raws. --[[User:Quietust|Quietust]] 18:00, 28 May 2010 (UTC)&lt;br /&gt;
::sorry, i dont quite understand. by 'civilisation', do you mean the race? i.e. goblin/human/dwarf? or do you mean specifically the settlement my town was created from? and in my raws it has robes and coats in the 'item_armor' file, along with togas, and the other stuff i CAN make.--[[User:DJ Devil|DJ Devil]] 18:15, 28 May 2010 (UTC)&lt;br /&gt;
:He does mean &amp;quot;specifically the settlement&amp;quot;, although the organization is not settlement-specific. Now that I look more closely, my leatherworks is missing &amp;quot;shirt&amp;quot; and &amp;quot;vest&amp;quot;, as is my clothier's shop. So yes, it varies depending on the civilization. You can get an idea of what your chosen civ has access to during the Embark phase. Just go to add a new item, and look at the Bodywear category. --[[User:DeMatt|DeMatt]] 19:46, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I will edit the table to add togas and add a disclaimer about availability being based on civilization.  --[[User:PencilinHand|PencilinHand]] 16:50, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal raws concerning armor ==&lt;br /&gt;
&lt;br /&gt;
What raws are related to how good a metal is as an armor material? [[User:Richards|Richards]] 21:23, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article quality ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;&lt;br /&gt;
Exceptional Quality Articles have ALL of the following characteristics: &lt;br /&gt;
&lt;br /&gt;
Is properly categorized &lt;br /&gt;
Has a decent amount of information (is &amp;quot;complete&amp;quot; for the purposes of new players looking for information&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
Source: http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Quality#Tattered#ixzz0vc6YZ2ES&lt;br /&gt;
&lt;br /&gt;
This article is mostly useless for a new play, badly formated for the information it does present, and utterly fails to give a wide range of information.  how can this be &amp;quot;exceptional?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/152.91.9.144|152.91.9.144]] 05:52, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Leather vs Chain vs Plate==&lt;br /&gt;
&lt;br /&gt;
Am I missing something, or is listing the distinction in the table between these types of armor an outdated concept? As far as I know, the game doesn't currently use these terms to categorize armor, and some of them don't even make sense anymore, like metal caps being categorized as &amp;quot;leather&amp;quot;. Surely the &amp;quot;Armor Level&amp;quot; column covers the concept comprehensively without causing confusion? --[[User:Soronhen|Soronhen]] 16:53, 15 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Human-sized armor ==&lt;br /&gt;
&lt;br /&gt;
Is there any issue with dwarves wearing human-made and human-sized armor pieces, e.g., &amp;quot;large cap&amp;quot;, &amp;quot;large breastplate&amp;quot;?  (If dwarves can wear them, why can't they make them?)  Elf-sized armor?  And would humans be interested in elf-made armor pieces?&lt;br /&gt;
It seems an obvious issue to ask about, but I haven't seen any answers... --  [[User:Maunder|Maunder]] 05:21, 26 October 2010 (UTC)&lt;br /&gt;
:Any armor/clothing that is labeled as &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; cannot be equipped; thus, gear worn by {{L|Human}}s, {{L|Troll}}s, and {{L|Kobold}}s is useful only for melting or for trading. {{L|Goblin}}s and {{L|Elf|Elves}} are the same size as Dwarves, so your dwarves can wear them just fine. --[[User:Quietust|Quietust]] 21:43, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantine dress and robe ==&lt;br /&gt;
&lt;br /&gt;
I verified that adamantine dresses and robes will protect everything except hands, feet, and heads. (Including toes, fingers, necks, and noses.) I believe that this makes adamantine robes the mose efficient use of the metal, granting near-immunity to piercing and slashing attacks. [[User:Decius|Decius]] 23:57, 7 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.31.17? ==&lt;br /&gt;
&lt;br /&gt;
I've just had a strike to a goblin toe deflected by his copper low boot. The article claims that it is impossible due to a bug. Recheck of armor coverage rules is in order.[[File:Foot_toe-deflected.png]]--[[User:Another|Another]] 16:37, 12 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Foot_toe-deflected.png&amp;diff=131430</id>
		<title>File:Foot toe-deflected.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Foot_toe-deflected.png&amp;diff=131430"/>
		<updated>2010-11-12T16:34:48Z</updated>

		<summary type="html">&lt;p&gt;Another: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Tooth_from_behind.png&amp;diff=131428</id>
		<title>File:Tooth from behind.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Tooth_from_behind.png&amp;diff=131428"/>
		<updated>2010-11-12T15:51:53Z</updated>

		<summary type="html">&lt;p&gt;Another: Only in DF. Nothing else was damaged by that shot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Only in DF. Nothing else was damaged by that shot.&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Maunder&amp;diff=130326</id>
		<title>User talk:Maunder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Maunder&amp;diff=130326"/>
		<updated>2010-10-28T07:36:35Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Resolving Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Resolving Questions ==&lt;br /&gt;
&lt;br /&gt;
:Training dogs - free them from their cages. Make sure that they don't have owners.&lt;br /&gt;
:Releasing tame creatures - once they are in a built cage - [q] there and remove the &amp;quot;+&amp;quot; sign against it. Freeing is not instant and a dwarf will go and release the animal eventually.&lt;br /&gt;
:Butchery - vermin are unusable (purring maggots and spiders are somewhat usable but nearly useless anyway), intelligent creatures are unbutcherable by default ethics dwarves. Butchery may be a little bugged currently - try setting &amp;quot;dwarves gather refuse from outside&amp;quot; in [o]options and [r]refuse; maybe even try building butchery workshop outside as well; maybe refuse pile both outside and inside.&lt;br /&gt;
:Trapping is next to useless - see vermin. Hunting works if there is a spare crossbow, '''quiver''' and bolts that are available to hunting under [m]military-&amp;gt;[f]ammunition. Fishing works on most maps with adequate amounts of water; there are bug reports however that some maps lack fish for unknown reasons.&lt;br /&gt;
:Military equipment - if you have few items and want total control - forget about uniforms and equip everyone manually. You may want to go as far as [m]military-&amp;gt;[e]equipment-&amp;gt;hit &amp;quot;Right&amp;quot; arrow 2 times, hit &amp;quot;Enter&amp;quot; until there are no items-&amp;gt;hit [A],[L],..[W] and assign &amp;quot;specific armor&amp;quot;, ..&amp;quot;specific weapon&amp;quot;. Quivers are assigned automatically if you have them and are essential for carrying bolts around.&lt;br /&gt;
:Pathing - try to use burrows and civilian alerts. There may be new difficulties with burrows and lots of job cancellation spam but it may help to keep your civilians from going whre you don't want them.&lt;br /&gt;
:Positioning - they always position themselves in the following priority order: left, right, up, down, lu, ld, ru, rd. There is a workaround - order construction of a wall on the tile you don't want them to end up, immediately suspend construction of that wall, cancel it after main construction.&lt;br /&gt;
:Gem cutting - either &amp;quot;cut gems&amp;quot; on repeat or look numbers through stocks screen, then queue tasks for each gem in bunches of up to 30 through [j]jobs-&amp;gt;[m]manager.&lt;br /&gt;
:Magma - more magma is always better.&lt;br /&gt;
--[[User:Another|Another]] 22:11, 11 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Thank you for your help!  In some cases though, I'm still sorta clueless.  I will try again on all counts, though. &lt;br /&gt;
:For example: My surface water has no fish in it.  I assigned a fishing zone of a bridge I made in a cavern, with water three levels below the bridge.  Does this work?  I've seen fish in there occasionally, but nothing has been caught yet.  Maybe it's because I gave all the fisherdwarves something useful to do... -- [[User:Maunder|Maunder]] 05:33, 12 October 2010 (UTC)&lt;br /&gt;
:''Pets cannot be trained!''  That explains part of my training problem.  I'm not sure if that's sensible, but now that I have the idea, I know to train dogs the instant they mature to adults! -- [[User:Maunder|Maunder]] 17:07, 12 October 2010 (UTC)&lt;br /&gt;
* Is the same priority of direction used for all designated work (e.g., mining, tree cutting, plant gathering) and building (furniture e.g. door placement)? -- [[User:Maunder|Maunder]] 17:05, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Gem encrusting - objects can have only 1 decoration of each material (artifacts can have multiple but of different types - e.g. spikes+bands+image). Queuing 100 encrusting with the same gem results in 100 different items being decorated (green glass is the main candidate). Queuing 100 encrusting with 100 different gems will most likely result in 1 item decorated 100 times. Same goes for studding with metals and sewing leather images.--[[User:Another|Another]] 07:36, 28 October 2010 (UTC)&lt;br /&gt;
=== Stuck Mason ===&lt;br /&gt;
&lt;br /&gt;
If that's the wall he constructed to his left, then what's blocking his path is that fungiwood tree to the right. --[[User:Quietust|Quietust]] 04:13, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I understand now.  Thank you!  Somehow I never realized that trees block movement, nor have I learned to identify the mature underground trees as such. -- [[User:Maunder|Maunder]] 05:12, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Multiple Edits ===&lt;br /&gt;
I took the liberty of editing your userpage (kinda).  My answers to your questions are [http://df.magmawiki.com/index.php/User:Maunder/DeMatts_edits here]. --[[User:DeMatt|DeMatt]] 23:09, 16 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Maunder&amp;diff=130325</id>
		<title>User talk:Maunder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Maunder&amp;diff=130325"/>
		<updated>2010-10-28T07:35:21Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Resolving Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Resolving Questions ==&lt;br /&gt;
&lt;br /&gt;
:Training dogs - free them from their cages. Make sure that they don't have owners.&lt;br /&gt;
:Releasing tame creatures - once they are in a built cage - [q] there and remove the &amp;quot;+&amp;quot; sign against it. Freeing is not instant and a dwarf will go and release the animal eventually.&lt;br /&gt;
:Butchery - vermin are unusable (purring maggots and spiders are somewhat usable but nearly useless anyway), intelligent creatures are unbutcherable by default ethics dwarves. Butchery may be a little bugged currently - try setting &amp;quot;dwarves gather refuse from outside&amp;quot; in [o]options and [r]refuse; maybe even try building butchery workshop outside as well; maybe refuse pile both outside and inside.&lt;br /&gt;
:Trapping is next to useless - see vermin. Hunting works if there is a spare crossbow, '''quiver''' and bolts that are available to hunting under [m]military-&amp;gt;[f]ammunition. Fishing works on most maps with adequate amounts of water; there are bug reports however that some maps lack fish for unknown reasons.&lt;br /&gt;
:Military equipment - if you have few items and want total control - forget about uniforms and equip everyone manually. You may want to go as far as [m]military-&amp;gt;[e]equipment-&amp;gt;hit &amp;quot;Right&amp;quot; arrow 2 times, hit &amp;quot;Enter&amp;quot; until there are no items-&amp;gt;hit [A],[L],..[W] and assign &amp;quot;specific armor&amp;quot;, ..&amp;quot;specific weapon&amp;quot;. Quivers are assigned automatically if you have them and are essential for carrying bolts around.&lt;br /&gt;
:Pathing - try to use burrows and civilian alerts. There may be new difficulties with burrows and lots of job cancellation spam but it may help to keep your civilians from going whre you don't want them.&lt;br /&gt;
:Positioning - they always position themselves in the following priority order: left, right, up, down, lu, ld, ru, rd. There is a workaround - order construction of a wall on the tile you don't want them to end up, immediately suspend construction of that wall, cancel it after main construction.&lt;br /&gt;
:Gem cutting - either &amp;quot;cut gems&amp;quot; on repeat or look numbers through stocks screen, then queue tasks for each gem in bunches of up to 30 through [j]jobs-&amp;gt;[m]manager.&lt;br /&gt;
:Magma - more magma is always better.&lt;br /&gt;
--[[User:Another|Another]] 22:11, 11 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Thank you for your help!  In some cases though, I'm still sorta clueless.  I will try again on all counts, though. &lt;br /&gt;
:For example: My surface water has no fish in it.  I assigned a fishing zone of a bridge I made in a cavern, with water three levels below the bridge.  Does this work?  I've seen fish in there occasionally, but nothing has been caught yet.  Maybe it's because I gave all the fisherdwarves something useful to do... -- [[User:Maunder|Maunder]] 05:33, 12 October 2010 (UTC)&lt;br /&gt;
:''Pets cannot be trained!''  That explains part of my training problem.  I'm not sure if that's sensible, but now that I have the idea, I know to train dogs the instant they mature to adults! -- [[User:Maunder|Maunder]] 17:07, 12 October 2010 (UTC)&lt;br /&gt;
* Is the same priority of direction used for all designated work (e.g., mining, tree cutting, plant gathering) and building (furniture e.g. door placement)? -- [[User:Maunder|Maunder]] 17:05, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Gem encrusting - objects can have only 1 decoration of each material (artifacts can have multiple but of different types - e.g. spikes+bands+image). Queuing 100 encrusting with the same gem results in 100 different items being decorated (green glass is the main candidate). Queuing 100 encrusting with 100 different gems will most likely result in 1 item decorated 100 times. Same goes for studding with metals and sewing leather images.&lt;br /&gt;
=== Stuck Mason ===&lt;br /&gt;
&lt;br /&gt;
If that's the wall he constructed to his left, then what's blocking his path is that fungiwood tree to the right. --[[User:Quietust|Quietust]] 04:13, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I understand now.  Thank you!  Somehow I never realized that trees block movement, nor have I learned to identify the mature underground trees as such. -- [[User:Maunder|Maunder]] 05:12, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Multiple Edits ===&lt;br /&gt;
I took the liberty of editing your userpage (kinda).  My answers to your questions are [http://df.magmawiki.com/index.php/User:Maunder/DeMatts_edits here]. --[[User:DeMatt|DeMatt]] 23:09, 16 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flesh_ball&amp;diff=130135</id>
		<title>v0.31 Talk:Flesh ball</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flesh_ball&amp;diff=130135"/>
		<updated>2010-10-25T11:36:25Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Butcherable? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Butcherable?==&lt;br /&gt;
I managed to capture 2 of these in cage traps, but after my military killed them, they were hauled to the refuse stockpile to rot. --[[User:Quietust|Quietust]] 19:30, 24 October 2010 (UTC)&lt;br /&gt;
:I once found 2 &amp;quot;flesh ball goo&amp;quot; (by memory) sitting inside my butcher's shop, never been hauled anywhere, which I believe may only be a result of auto-butchering flesh balls. IMHO they are much less tough in recent versions than the article describes them. --[[User:Another|Another]] 11:36, 25 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Scheduling&amp;diff=130086</id>
		<title>v0.31 Talk:Scheduling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Scheduling&amp;diff=130086"/>
		<updated>2010-10-24T14:51:13Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Note: Currently a possible bug makes your dwarves seem to only properly train if set to 'inactive'. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Note: Currently a possible bug makes your dwarves seem to only properly train if set to 'inactive'.'''==&lt;br /&gt;
While there are a number problems in the military screen, this is not one of them. I can verify that dwarves can train correctly in any alert state. If your dwarves are failing to train this is not the reason. &lt;br /&gt;
&lt;br /&gt;
At the same time I do know that dwarves failing to train is a common issue. Unfortunately I have not yet seen a clear reproducible report about any specific reason why this might be. Until we have more information on the subject simply accept for now that getting dwarves to train can be . . . difficult. &lt;br /&gt;
&lt;br /&gt;
One trick I have been using that often does seem to get dwarves training when they're being uncooperative is to go back to the squads screen, and toggle the active orders with {{k|t}} a few times. This seems to help. [[User:Doctorzuber|Doctorzuber]] 15:21, 8 April 2010 (UTC)&lt;br /&gt;
:Verily yes, that trick did the trick for me, thanks!&lt;br /&gt;
:[[User:Eric|Eric]] 01:09, 17 April 2010 (UTC)&lt;br /&gt;
::I kept playing a bit further this morning, and it seems that toggling active orders in the squads screen only moved them from being stuck in individual training, to being stuck organizing or waiting for combat training instead.&lt;br /&gt;
::[[User:Eric|Eric]] 15:46, 17 April 2010 (UTC)&lt;br /&gt;
:::This is strange. My alerts work just fine. They train as ordered. And I modified the schedule a little, and enabled &amp;quot;Train&amp;quot; at the squad's barracks.&lt;br /&gt;
:::--[[User:Pirate|Pirate]] 01:15, 24 October 2010 (UTC)&lt;br /&gt;
::::I believe it was so due to a bug that has since long ago been fixed. Setting &amp;quot;train, '''10''' minimum&amp;quot; as per default value is really inadvisable for reasons explained below.--[[User:Another|Another]] 14:51, 24 October 2010 (UTC)&lt;br /&gt;
::How many are you trying to train, vs. how many do you have in your squad?  I think if you use the default train 10 minimum, and you do not have ten in your squad, they won't ever meet the requirement and will be stuck waiting for ten dorfs to show up. Set the minimum to at least one fewer dorf than you have, so they can go off duty to eat and drink. --[[Special:Contributions/71.222.194.74|71.222.194.74]] 04:47, 24 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Im so looking forward to.. ==&lt;br /&gt;
..this big pile of &amp;lt;s&amp;gt;cr&amp;lt;/s&amp;gt;..salespitch being thrown out and replaced by facts and examles. XD&lt;br /&gt;
:As the one who wrote this 'salespitch' I'd like to know what you think about this article needs to be improved. I would contest your point on it having no facts, and while there aren't examples, very few dfwiki articles have examples to the best of my knowledge (as they generally aren't needed). Is there something wrong with telling you how a function works? If you're confused, the [[DF2010:Military_interface|interface walkthrough]] (despite being incomplete) should be able to help you. Additionally, please sign your comments. --[[User:Retro|Retro]] 17:06, 17 April 2010 (UTC)&lt;br /&gt;
::The article has a lot of info, I'm not sure anyone is arguing that, but the in-game menus are fairly unintuitive and make actually applying any of this information difficult to impossible. --[[user:mons_farrar|mons_farrar]]&lt;br /&gt;
==How to set up alerts==&lt;br /&gt;
Anyone, please write few instructions or example howto of setting common alerts like siege\ground attack. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:95.30.120.167|95.30.120.167]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:'''For civilians:'''&lt;br /&gt;
# Define burro{{k|w}}s over the relevant areas.&lt;br /&gt;
# Add the burrows to the relevant alerts ({{k|m}}ilitary screen -&amp;gt; {{k|a}}lerts, highlight the alert, move over to the burrow list, highlight the burrow, press {{k|Enter}}). {{DFtext|A|#0F0}} will show up beside the burrow name if it's assigned to that alert.&lt;br /&gt;
# Activate the alert ({{k|m}}ilitary screen -&amp;gt; {{k|a}}lerts, highlight the alert, press {{k|Enter}}). {{DFtext|A|#0F0}} will show up beside the alert name if the civilians are on that alert.&lt;br /&gt;
# Enjoy the resultant job-cancellation message spam as your civilians refuse to leave the defined burrows.&lt;br /&gt;
:'''For military:'''&lt;br /&gt;
# Define burro{{k|w}}s and {{k|N}}otable points.&lt;br /&gt;
# Define patrol routes between your points from the points selector ({{k|N}} -&amp;gt; {{k|r}}).&lt;br /&gt;
# Go to the {{k|m}}ilitary -&amp;gt; {{k|a}}lerts screen.&lt;br /&gt;
# Add as many alerts as you think you need.  Note that a squad may only be on one alert condition at a time.&lt;br /&gt;
# Go to the {{k|m}}ilitary -&amp;gt; {{k|s}}cheduling screen.&lt;br /&gt;
# Assign order(s) to each squad in each month for each alert.  Use {{k|/}} and {{k|*}} to switch between alerts, {{k|o}} to add another order to the current month, {{k|e}}dit the highlighted order, {{k|Tab}} to switch lists, and {{k|c}}opy and {{k|p}}aste.&lt;br /&gt;
# Go back to the military alerts screen.&lt;br /&gt;
# Place your squads on various alerts by highlighting the alert, highlighting the squad, and then press {{k|Enter}}.  {{DFtext|A|#0F0}} will show up beside the squad's name if it's on that alert.&lt;br /&gt;
# Enjoy watching your squaddies run around in circles as they try to follow your schedules.&lt;br /&gt;
:How's that? --[[User:DeMatt|DeMatt]] 06:59, 22 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wagon&amp;diff=129951</id>
		<title>v0.31 Talk:Wagon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wagon&amp;diff=129951"/>
		<updated>2010-10-21T13:21:34Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Attempts to mod them in */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No Wagons in Caravans ==&lt;br /&gt;
&lt;br /&gt;
Has anyone seen the caravan arrive with wagons?  I haven't seen it yet.&lt;br /&gt;
&lt;br /&gt;
:Me neither, a bug perhaps? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
::'''''Note:''' Wagons appear to have been removed since DF 31.01. Toady has not yet signaled if this is a bug or not.''--[[User:Albedo|Albedo]] 04:51, 20 April 2010 (UTC)&lt;br /&gt;
:::It's almost definitely a bug - wagons are most definitely still present in the raws, and Toady stated somewhere on the forums that they '''are''' supposed to be showing up. Upon closer examination, I'm suspecting the lack of [NO_THOUGHT_CENTER_FOR_MOVEMENT] and the various tissue properties (compare {{L|gabbro man}} and {{L|amethyst man}} and notice all of the extra tokens) may be at least partially responsible. --[[User:Quietust|Quietust]] 04:37, 12 October 2010 (UTC)&lt;br /&gt;
::::Unfortunately, a quick test suggests that this is '''not''' the cause of the lack of wagons. --[[User:Quietust|Quietust]] 14:52, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Attempts to mod them in ==&lt;br /&gt;
&lt;br /&gt;
I have attempted to reduce [TRADE_CAPACITY] of every creature that had it to 10 times less and adding [WAGON_PULLER]. Caravans came with 10 times less goods but no wagons.&lt;br /&gt;
Maybe adding all these can help?&lt;br /&gt;
    [FREQUENCY:100]&lt;br /&gt;
    [LARGE_ROAMING]&lt;br /&gt;
    [POPULATION_NUMBER:15:30]&lt;br /&gt;
    [NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]&lt;br /&gt;
        [NOTHOUGHT][NOEXERT]&lt;br /&gt;
    [NO_DIZZINESS]&lt;br /&gt;
    [NO_FEVERS]&lt;br /&gt;
    [NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
    [CANNOT_UNDEAD]&lt;br /&gt;
    [NOT_BUTCHERABLE]&lt;br /&gt;
    [NOFEAR]&lt;br /&gt;
    [NOBONES]&lt;br /&gt;
    [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
Copied these from both common domestic cow and gabbro man. The idea is to find at what point the difference between a cow and a wagon causes the later to not exist. [NOFEAR] may be a little too much :)&lt;br /&gt;
--[[User:Another|Another]] 13:21, 21 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=129811</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=129811"/>
		<updated>2010-10-18T21:25:52Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Relationship between density and impact/shear statistics */ a suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Field Observations ==&lt;br /&gt;
&lt;br /&gt;
It seems true that materials can't cut anything &amp;quot;tougher&amp;quot; than them. Fights between my small iron-armoured military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armour and the Goblins' copper &amp;amp; silver weapons can't get through my iron armour. Iron pikes have penetrated iron armour, and are th weapons that most consistently do so (logical, since the highest force is being applied in one place). IRON ARMOUR IS NOW INCREDIBLY USEFUL.&lt;br /&gt;
&lt;br /&gt;
Also, on a more theoretical note, the higher impact elasticity and shear elasticity of stel will be counteracted by much higher fracture toughness/strength. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than I thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are four different elements of the game that are being tested.  The wound system, the armor system, the weapon system, and the material system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system so tests on the material system are hideously complicated.  Suppose that the intent is for leather armor to act as an under-layer buffer with metal mail or plate as the over-layer, but for whatever reason the proportions in the armor raws are limiting the material effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because the only way to do that is by interpreting a wound system which doesn't always seem to reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and doesn't bleed.  You can pretty much forget about it killing something if it doesn't bleed as that is seemingly the primary mode of death right now.  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  However, it still requires a lot of effort. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Value vs. Material Multiplier ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason it's Value instead of [[Item_value#Material_multipliers|Material Multiplier]]?&lt;br /&gt;
It seems a bit inconsistent to me.&lt;br /&gt;
[[User:Kiraen|Kiraen]] 06:42, 20 April 2010 (UTC)&lt;br /&gt;
'''Bold text'''&lt;br /&gt;
&lt;br /&gt;
:I think this is a terminology question that might be more appropriate in the discussion page you linked.  In fact, I am sure that is what this is.  --[[User:PencilinHand|PencilinHand]] 04:27, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bronze is the new steel? ==&lt;br /&gt;
&lt;br /&gt;
From the table, it looks like bronze is 'better' than steel for blunt weapons, and maybe almost as good for bladed ones? Am I reading this right? Can someone with more DF/Science knowledge make a chart for the rest of us that lists the metals from best to worst in terms of a) Bladed weapons, b) Blunt weapons, and c) Armor? That would be nice, because that chart now is informative, but not, er, helpful. --[[User:Zombiejustice|Zombiejustice]] 17:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well Mr. mysteriouspersonwhoforgotto[http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal#Z signhisnamelikezoro], that seems like a reasonable request.  I will see what I can do.  --[[User:PencilinHand|PencilinHand]] 17:09, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Whoops! Embarrassing. And thank you.&lt;br /&gt;
&lt;br /&gt;
:::I put a table with guidelines for what is better for what.  Unfortunately, in the case of blunt attacks, there is generally very little discernible difference between one metal and another.  More testing needs to be conducted for finer granularity, I am afraid.  --[[User:PencilinHand|PencilinHand]] 02:57, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Does anyone have an idea what materials are best for bolts now? They do piercing damage, so I suppose it is like cutting (steel rules), but the kinetic energy they have may be dependent on the density (the bigger is the mass the less is the impact of air friction and so on, he-he). --[[User:Snus-mumrik|Snus-mumrik]] 17:56, 30 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Bolts and other missiles behave somewhat oddly.  The mechanics behind them work on some interpretation of the kinetic energy formula, F=(m*v^2)/2, where the bow and wielder provide the potential energy that is converted to the kinetic energy of the missile in the form of velocity.  The problem with this is, for something that weighs next to nothing like Adamantine, the velocity becomes unrealistically large(like approaching or exceeding the sound barrier) which breaks the assumption that friction is negligible.  To prevent this from happening Toady put velocity limits in the raws for the missiles that prevent that assumptions from being broken.  The end result is the best materials for missiles roughly follows the edge weapon scale with the exception of Adamantine which is dead last.  I will see what I can do to the table to get it to reflect this.  --[[User:PencilinHand|PencilinHand]] 16:32, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== grumble ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have the option of making hammers or maces from rose gold, and to save a little fuel &amp;amp; labor by making bismuth bronze from 2 bronze + copper + bismuth. Oh, well. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:216.27.178.205|216.27.178.205]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:1: Sign your comments (&amp;quot;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;quot;). 2: If you really want to, edit reaction_standard.txt and inorganic_metal.txt. 3: Platinum would be even better than rose gold, being denser ''and'' having much lower impact elasticity. --[[User:Quietust|Quietust]] 16:35, 9 May 2010 (UTC)&lt;br /&gt;
: While you're at it, why not allow cutting nickel with brass to yield nickel silver, or other similar alloy &amp;quot;chain reactions&amp;quot;? Might make for an interesting micro-mod. --[[User:Onul Rigothzas|Onul Rigothzas]] 07:34, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapons grade metal chart ==&lt;br /&gt;
&lt;br /&gt;
I updated the weapons grade metal chart and it's accompanying blurb to match the recent data zagibu recorded on the official forums. I left the previous blurb intact simply because the act of testing is very much a work in progress and not much is entirely settled yet.&lt;br /&gt;
&lt;br /&gt;
== Relationship between density and impact/shear statistics ==&lt;br /&gt;
&lt;br /&gt;
The mechanics implied in the Arena Testing section of {{L|Weapon}} do not seem to reflect the mechanics mentioned here. I'm referring specifically to the lauding of silver as an excellent blunt weapon metal. How does the density of a metal alter the impact/shear numbers listed above? -- [[User:hbernier|hbernier]] 13:55, 18 October 2010 (EST)&lt;br /&gt;
: Hmmm, {{L|Density}} seems to support the assertions of the Arena Testing section as well. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:hbernier|hbernier]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:: For the real-world metals, at least, those are the real-world properties of the metals, converted into DF-specific units.  So if you, or anybody, knows how &amp;quot;density&amp;quot; controls &amp;quot;impact yield&amp;quot; and so forth... then you've got a bright future ahead in the materials sciences industry.&lt;br /&gt;
:: As to how the combat calculations work out... I THINK that the impact stats are only slight modifiers, relative to density, when calculating blunt-force weapon attack.  The impact stats are important on the blunt-force armor defense side.  Edged weapons, I think, put less importance on density and more on the shear stats.  And edged-force armor defense probably relies entirely on the shear stats - hence steel armor is better than anything but adamantine. --[[User:DeMatt|DeMatt]] 20:19, 18 October 2010 (UTC)&lt;br /&gt;
:::One can add custom metals to the raws, conduct combat tests and determine effect and relative importance of all material properties. Like create &amp;quot;iron_impact_high&amp;quot; with 100 times higher impact yield or impact elasticity, &amp;quot;iron_impact_low&amp;quot; with 100 times lower and test it against normal iron for both weapons and armor. It seems like not that hard but definite and useful project.--[[User:Another|Another]] 21:25, 18 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meat_industry&amp;diff=129808</id>
		<title>v0.31 Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meat_industry&amp;diff=129808"/>
		<updated>2010-10-18T21:07:09Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Corpse distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As far as I can tell, there haven't been dramatic changes for the meat industry, save these:&lt;br /&gt;
&lt;br /&gt;
-slaughtering animals produces loads more 'results' thanks in part to the new tissue system; prepared kidneys, brains etc. And the as of now useless cartilage.&lt;br /&gt;
&lt;br /&gt;
-killing animals through your military has become slightly easier, once you've managed to equip and train your dwarfs, by designating animals to kill for your squads with your cursor, an area designation or from a list.&lt;br /&gt;
&lt;br /&gt;
-On the embark screen, you can select how many female and male creatures you want instead of being stuck with 50%.&lt;br /&gt;
&lt;br /&gt;
Minor changes:&lt;br /&gt;
Producing soap from tallow has to be done through the manager (u-&amp;gt;m-&amp;gt;q-&amp;gt;'soap').&lt;br /&gt;
And: elven traders bring much more exotic pets now, though I haven't got them to breed yet. Elven caravans are bugged anyway (as in: they bring way too much stuff sometimes), so that will probably be fixed.&lt;br /&gt;
&lt;br /&gt;
So far leatherworing, slaughtering animals, cage traps and breeding work the same. I suspect Pens and hunting do too.--[[User:Egregius|Egregius]] 19:08, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Started the article by copying and editing the old one. I haven't done hunting yet, so someone needs to check that. Also the article could use some editing methinks.--[[User:Egregius|Egregius]] 01:43, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Opinion: Fat and tallow are now worthless except for making soap and training cooking skill.  This is because fat is now converted to tallow one unit at a time, and the tallow doesn't restack.&amp;lt;br/&amp;gt;Soap is very important for healthcare, but you probably will need less than 20 bars over the entire lifespan of your fortress.  Training cooking is currently undesirable due to the masterwork meal bug reoccurring.&amp;lt;br/&amp;gt;When I butcher a horse, I end up nearly drowning in meat products.  I have no need to process, ''process'', '''''process''''' the fat in order to get yet &amp;lt;u&amp;gt;more&amp;lt;/u&amp;gt; single-item foodstuffs that won't lead to large stacks of cooked meals.  Worthless globs.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:35, 15 May 2010 (UTC)&lt;br /&gt;
:Rendered fat does get stacked into barrels and is used in cooking, and barrels of prepared meals are a pretty great trade item, I don't really see what the issue here is?[[User:FleshForge|FleshForge]] 19:14, 18 August 2010 (UTC)&lt;br /&gt;
:Well at least in 30.12 it does. [[User:FleshForge|FleshForge]] 10:46, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Breeding pairs=&lt;br /&gt;
Worth noting that you don't actually need a pair of tame animals for a tamed female to reproduce - just one female will eventually have children if males of the same species are anywhere else on the map.  Apparently DF critters reproduce by spores! [[User:FleshForge|FleshForge]] 16:24, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Corpse distance=&lt;br /&gt;
Does anyone need the exact maximum distance allowed for butchering a dead animal? A dragon corpse lying more than 100 tiles away seemed to have been too far. Dragging it to a gargabe dump just 7 tiles away and then un-forbidding worked fine however. [[User:Kap|Kap]] 16:32, 18 October 2010 (UTC)&lt;br /&gt;
:It may be the distance. But it may have something to do with being dragged or being forbidden-unforbidden.--[[User:Another|Another]] 21:07, 18 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=129791</id>
		<title>v0.31 Talk:Megabeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=129791"/>
		<updated>2010-10-18T12:50:17Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Pop Limit of Megabeasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* The number of megabeasts might be affected by the world gen params&lt;br /&gt;
&lt;br /&gt;
[MOUNTAIN_CAVE_MIN:25] and [NON_MOUNTAIN_CAVE_MIN:50]. I guess each cave must have a (semi-)megabeast.  --[[User:TomiTapio|TomiTapio]] 01:00, 4 July 2010 (UTC)&lt;br /&gt;
:In my experience, megabeasts (and kobolds) seem to only hang out in mountain caves, while all others (mountain or non) are populated by semimegabeasts. --[[User:Quietust|Quietust]] 01:03, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Reading Legends mode... one quadruped marsh titan was killed by a sylvan elf! (Genesis mod) --[[User:TomiTapio|TomiTapio]] 01:43, 5 July 2010 (UTC)&lt;br /&gt;
: I can confirm that I have several titans were killed during worldgen, and none of them by other megabeasts. So the 'megabeasts are invincible during worldgen' info is incorrect. --[[User:Aequor|Aequor]] 17:45, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a bronze colossus visit me soon after saving. I reloaded that save and at about the same time a dragon showed up instead. What is the mechanism for megabeasts in fortress mode? --[[User:Peglegpenguin|Peglegpenguin]] 06:19, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* The And/Or question about spawning megabeasts&lt;br /&gt;
&lt;br /&gt;
: I can confirm that the spawning of megabeast is either when you reach 100.000 wealth or 100 people. I got a humanoid megabeast made out of steam or water appearing after I created around 200.000 wealth and had 52 people. Unfortunately I didnt had the chance to either kill or see where he went. This is with build 0.31.16 -- Mr. Seeker, 18 October 2010&lt;br /&gt;
&lt;br /&gt;
== Pop Limit of Megabeasts ==&lt;br /&gt;
If I keep this hydra alive at the bottom of my pit, will it prevent future megabeasts/forgotten beasts from appearing? [[User:Aussiemon|Aussiemon]] 00:27, 29 August 2010 (UTC)&lt;br /&gt;
:No.--[[User:Another|Another]] 12:50, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== titans ==&lt;br /&gt;
&lt;br /&gt;
Titans don't seem to fall into the class of megabeasts as of 2010. After worldgen, they don't appear in the world until certain fortress-mode conditions are met, not all of them are hostile, and they may be slain in the course of history. Also, the Age of Heros can begin after slaying all dragons, hydra and colossi, without ever encountering a titan. [[User:DokEnkephalin|DokEnkephalin]] 20:32, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Scheduling&amp;diff=129790</id>
		<title>v0.31 Talk:Scheduling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Scheduling&amp;diff=129790"/>
		<updated>2010-10-18T12:46:57Z</updated>

		<summary type="html">&lt;p&gt;Another: Undo revision 129779 by Noit (Talk) - Information is not correct and flame in general. (Information in some other comments is outdated but not flame.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Note: Currently a possible bug makes your dwarves seem to only properly train if set to 'inactive'.'''==&lt;br /&gt;
While there are a number problems in the military screen, this is not one of them. I can verify that dwarves can train correctly in any alert state. If your dwarves are failing to train this is not the reason. &lt;br /&gt;
&lt;br /&gt;
At the same time I do know that dwarves failing to train is a common issue. Unfortunately I have not yet seen a clear reproducible report about any specific reason why this might be. Until we have more information on the subject simply accept for now that getting dwarves to train can be . . . difficult. &lt;br /&gt;
&lt;br /&gt;
One trick I have been using that often does seem to get dwarves training when they're being uncooperative is to go back to the squads screen, and toggle the active orders with {{k|t}} a few times. This seems to help. [[User:Doctorzuber|Doctorzuber]] 15:21, 8 April 2010 (UTC)&lt;br /&gt;
:Verily yes, that trick did the trick for me, thanks!&lt;br /&gt;
:[[User:Eric|Eric]] 01:09, 17 April 2010 (UTC)&lt;br /&gt;
::I kept playing a bit further this morning, and it seems that toggling active orders in the squads screen only moved them from being stuck in individual training, to being stuck organizing or waiting for combat training instead.&lt;br /&gt;
::[[User:Eric|Eric]] 15:46, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Im so looking forward to.. ==&lt;br /&gt;
..this big pile of &amp;lt;s&amp;gt;cr&amp;lt;/s&amp;gt;..salespitch being thrown out and replaced by facts and examles. XD&lt;br /&gt;
:As the one who wrote this 'salespitch' I'd like to know what you think about this article needs to be improved. I would contest your point on it having no facts, and while there aren't examples, very few dfwiki articles have examples to the best of my knowledge (as they generally aren't needed). Is there something wrong with telling you how a function works? If you're confused, the [[DF2010:Military_interface|interface walkthrough]] (despite being incomplete) should be able to help you. Additionally, please sign your comments. --[[User:Retro|Retro]] 17:06, 17 April 2010 (UTC)&lt;br /&gt;
::The article has a lot of info, I'm not sure anyone is arguing that, but the in-game menus are fairly unintuitive and make actually applying any of this information difficult to impossible. --[[user:mons_farrar|mons_farrar]]&lt;br /&gt;
==How to set up alerts==&lt;br /&gt;
Anyone, please write few instructions or example howto of setting common alerts like siege\ground attack. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:95.30.120.167|95.30.120.167]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:'''For civilians:'''&lt;br /&gt;
# Define burro{{k|w}}s over the relevant areas.&lt;br /&gt;
# Add the burrows to the relevant alerts ({{k|m}}ilitary screen -&amp;gt; {{k|a}}lerts, highlight the alert, move over to the burrow list, highlight the burrow, press {{k|Enter}}). {{DFtext|A|#0F0}} will show up beside the burrow name if it's assigned to that alert.&lt;br /&gt;
# Activate the alert ({{k|m}}ilitary screen -&amp;gt; {{k|a}}lerts, highlight the alert, press {{k|Enter}}). {{DFtext|A|#0F0}} will show up beside the alert name if the civilians are on that alert.&lt;br /&gt;
# Enjoy the resultant job-cancellation message spam as your civilians refuse to leave the defined burrows.&lt;br /&gt;
:'''For military:'''&lt;br /&gt;
# Define burro{{k|w}}s and {{k|N}}otable points.&lt;br /&gt;
# Define patrol routes between your points from the points selector ({{k|N}} -&amp;gt; {{k|r}}).&lt;br /&gt;
# Go to the {{k|m}}ilitary -&amp;gt; {{k|a}}lerts screen.&lt;br /&gt;
# Add as many alerts as you think you need.  Note that a squad may only be on one alert condition at a time.&lt;br /&gt;
# Go to the {{k|m}}ilitary -&amp;gt; {{k|s}}cheduling screen.&lt;br /&gt;
# Assign order(s) to each squad in each month for each alert.  Use {{k|/}} and {{k|*}} to switch between alerts, {{k|o}} to add another order to the current month, {{k|e}}dit the highlighted order, {{k|Tab}} to switch lists, and {{k|c}}opy and {{k|p}}aste.&lt;br /&gt;
# Go back to the military alerts screen.&lt;br /&gt;
# Place your squads on various alerts by highlighting the alert, highlighting the squad, and then press {{k|Enter}}.  {{DFtext|A|#0F0}} will show up beside the squad's name if it's on that alert.&lt;br /&gt;
# Enjoy watching your squaddies run around in circles as they try to follow your schedules.&lt;br /&gt;
:How's that? --[[User:DeMatt|DeMatt]] 06:59, 22 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=129740</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=129740"/>
		<updated>2010-10-17T13:29:08Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Farming Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--[[User:Birthright|Birthright]] 15:31, 23 May 2010 (UTC)&lt;br /&gt;
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)&lt;br /&gt;
::::Quote from: Dr. A - &amp;quot;Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting&amp;quot;&lt;br /&gt;
::::Reply from: Toady One - &amp;quot;I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.&amp;quot; from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098&lt;br /&gt;
::::I shall give this some testing over the next few days to see if a farm on top of a soil wall will allow planting of underground crops without being muddied first.--[[User:Malibu Stacey|Malibu Stacey]] 21:32, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.&lt;br /&gt;
&lt;br /&gt;
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --[[User:Tatterdemalian|Tatterdemalian]] 22:09, 22 May 2010 (UTC)&lt;br /&gt;
:Have same problem... did you dig out the level below your &amp;quot;aboveground&amp;quot; farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC)&lt;br /&gt;
::I just encountered this issue (version 31.04) but in a slightly different context.  I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are &amp;quot;No seeds available for this location&amp;quot;, despite having just embarked with many seeds.  Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC)&lt;br /&gt;
:::DF2010 requires farms to have mud whether on rock or soil layers. Cheers--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:50, 16 June 2010 (UTC)&lt;br /&gt;
::::Technically, it’s the bug that requires it (if I’m reading all the information correctly).  It seems that DF 2010 is supposed to allow farms on soil regardless of mud.  (Am I right, or is this actually intended behaviour?)  I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case.  You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built.&lt;br /&gt;
::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC)&lt;br /&gt;
:::::I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --[[Special:Contributions/99.67.238.66|99.67.238.66]] 22:00, 16 June 2010 (UTC)&lt;br /&gt;
::::::Hmmm.  I thought that the only reason mud was needed for the underground trees was because they were on rock, not soil.  Regardless, after testing it out, here's what I found:&lt;br /&gt;
::::::- You can *build* a farm on any soil (above ground or below)&lt;br /&gt;
::::::- Only the farm built above ground will &amp;quot;see&amp;quot; any available seeds (assuming no mud)&lt;br /&gt;
::::::- You can build an underground farm on soil and muddy the ground *afterward*&lt;br /&gt;
::::::- You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.&lt;br /&gt;
::::::- Water both provides mud *and* washes it away.  If you build an underground room with a hole in the ceiling and mark that hole with a &amp;quot;pond&amp;quot; zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen).&lt;br /&gt;
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 above-ground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. Above-ground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.'' - This isn't exactly true. I just found out that if the top left square of the farm doesn't have mud, then NONE of the farm will activate. I muddied my farm plot, but missed two squares in the top left. rebuilt the farm and it didn't work; rebuilt the farm slightly smaller so that the top left corner was muddied and the farm turned on. [[Special:Contributions/71.202.179.67|71.202.179.67]] 19:29, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;br /&gt;
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)&lt;br /&gt;
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page.  This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Farming describes the concept, plant uses, importance, possibilities and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.&lt;br /&gt;
:As far as I can tell, yeah, it's still accurate. I haven't run into any changes in this part of the game, and I've always found this chart to be exceedingly helpful... Though a little messy. Perhaps we could do up a cleaner version of it for the new page? --Kydo 07:43, 16 October 2010 (UTC)&lt;br /&gt;
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]&lt;br /&gt;
:::There is a similar table in [[DF2010:Crop]]. A table/chart for farming should preferably illustrate the processes of farming and not (re)iterate the specific crops and products. --[[User:Nahno|Nahno]] 12:52, 17 October 2010 (UTC)&lt;br /&gt;
::I'd say that the only improvement old farming process flowchart could utilize is grouping plants, drinks and products that have all options identical into blocks and not just color-coding by type and an arrow to uses. It may be harder to do with partially-overlapping groups though.--[[User:Another|Another]] 13:29, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set &amp;quot;Only Farmers harvest&amp;quot;).--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Indication of buggy behaviour ==&lt;br /&gt;
&lt;br /&gt;
It's been reverted multiple times whenever someone adds the &amp;quot;due to a bug&amp;quot; statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC)&lt;br /&gt;
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with farm plot sending jobs ==&lt;br /&gt;
&lt;br /&gt;
I made a 22 tile farm plot on muddied sand, a single tile in the corner was not muddied. It still let me build the plot, but until I resized the plot to make it not include that tile, my farm plot would not send jobs out.-[[User:Wafl|Wafl]] 21:53, 10 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=129667</id>
		<title>v0.31 Talk:Well</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=129667"/>
		<updated>2010-10-16T17:50:28Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Muddy water from a well. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Through a stairway or ramp==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've built a well over a downward ramp and it seems to be working fine. [[User:Haruspex Pariah|Haruspex Pariah]] 02:04, 15 April 2010 (UTC)&lt;br /&gt;
:Just confirmed that it works through a ramp, but not through a stairwell --[[User:Kuroneko|Kuroneko]] 02:49, 15 April 2010 (UTC)&lt;br /&gt;
::When you say it works ''through'' a ramp, do you mean it can reach the bottom part of the ramp through the top one, or do you mean it can reach below the bottom part of the ramp? [[User:VengefulDonut|VengefulDonut]] 03:27, 15 April 2010 (UTC)&lt;br /&gt;
:::I don't really understand your question, but where the ramp points upward it is sharing space with the water source. The source is only a square deep. [[User:Haruspex Pariah|Haruspex Pariah]] 03:33, 15 April 2010 (UTC)&lt;br /&gt;
::::Yes, the tile above a ramp counts as open space.  You can build wells, grates, hatches etc on downward ramps, even if there's water below.&lt;br /&gt;
:::::Yes, a well will work over top of a ramp. Ramps act like an empty tile with a special function applied. So if all you have is a hole in the ground with a ramp in it, full of water, the well will still work there. But because a ramp requires ground to be built upon, you can't dig out anywhere below said ramp, so you can't exactly have much of a reservoir if you do that. Basically all it means is that having a ramp at the bottom of your well does nothing to the functionality of a well. But staircases still interrupt functionality should they be at or above the water level. --Kydo 15:05, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can creatures come up through wells? ==&lt;br /&gt;
&lt;br /&gt;
I've just created a fortress the bowels of a cavern - the only way to make a well would be to siphon some water from the bottom of it.. I don't want any Giant Olm's or anything rushing up through my well :P What I'll do for now is place some bars in the tunnel that leads under the well to the water. But for future reference, can anyone tell me if a creature has ever come up through their well?&lt;br /&gt;
:Yes, it can happen, but only under certain circumstances. If you put two sets of bars or two fortifications in the passage, that'll stop creatures from getting into your reservoir. Mind you, if you use a pump/stack, you won't need to worry about that. As for creatures getting out of the wells, I've never had that happen in any of my fortresses. I'm certain it's possible if your well has a staircxase or some other escape method and an amphibious creature from the deeps or some zombified fish got in, but I've never done anything that would allow such things access to my well. And the water level in my wells is rarely right to the top. (That cuts it too close, as far as flooding potential goes, in my mind) --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At least as of .12 and later, bars, grates, and fortifications all turn the well to 'Dry'. Probably because they all block the bucket. Also, a pumpstack isn't feasible if your ground water is an expanse below many z-levels of open space. [[User:Uzu Bash|Uzu Bash]] 02:40, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I meant in the filling passage, the aqueduct, leading to the well. Not inside the well itself. Look, just go to my user page and look at the work I'm doing on the well guide. You'll see what I mean. --Kydo 07:24, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-freezing wells? ==&lt;br /&gt;
How do you make a well so that it doesn't freeze in winter?&lt;br /&gt;
:You put it underground. Also, '''sign your comments'''. --[[User:Quietust|Quietust]] 02:07, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verified Well Fishers ==&lt;br /&gt;
&lt;br /&gt;
Because a well is not an obstructing object, it's possible to designate a well as a fishing zone. The game basically reads it as a fancy hole in the ground full of water. Fisherdwarves can and will fish from a well, which could be a good thing if the well is over some underground water source. However, the water level must be right up under the well, or the available tiles for fishing will be reduced to 0. --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Muddy water from a well. ==&lt;br /&gt;
&lt;br /&gt;
I had a well built about 100 levels above 1 level-deep underground pools and the water from these was always &amp;quot;muddy&amp;quot; when used to clean hospital patients (It was muddy already in the bucket on its &amp;lt;s&amp;gt;long&amp;lt;/s&amp;gt; you-may-die-of-thirst-waiting-long way up). Water from a 2 levels-deep water source was never &amp;quot;muddy&amp;quot;. It may be related to &amp;quot;muddy floor&amp;quot; of the tile the bucket reaches to fill with water. It may have a minor effect on thirsty dwarven thoughts and infection chances. Some dedicated experiments may clarify this more.--[[User:Another|Another]] 17:50, 16 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Civilization_agreements_something.png&amp;diff=129542</id>
		<title>File:Civilization agreements something.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Civilization_agreements_something.png&amp;diff=129542"/>
		<updated>2010-10-15T17:19:08Z</updated>

		<summary type="html">&lt;p&gt;Another: &amp;quot;Something&amp;quot; was present on [c]civilizations screen for dwarves after the liaison offered me to recommend a baron (using delayed meeting trick). Immediately after he left the location I was granted the barony, &amp;quot;something&amp;quot; was removed from that screen and t&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Something&amp;quot; was present on [c]civilizations screen for dwarves after the liaison offered me to recommend a baron (using delayed meeting trick). Immediately after he left the location I was granted the barony, &amp;quot;something&amp;quot; was removed from that screen and the &amp;quot;liaison&amp;quot; position disappeared from the dwarven civilization either.&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Undead&amp;diff=129523</id>
		<title>v0.31:Undead</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Undead&amp;diff=129523"/>
		<updated>2010-10-15T12:44:00Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Skeletons */  bolts and arrows are counter-intuitively effective in current system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:50, 21 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Undead refers to either a zombie or skeletal form of a creature. These occur naturally in {{L|biome|evil}} areas. It is also possible to produce these forms in the {{L|arena}}. &lt;br /&gt;
&lt;br /&gt;
== Zombies ==&lt;br /&gt;
Zombie is an undead form that are possible on most creatures. Zombies produce a rotting corpse rather than a normal corpse when they die. Also, they do not bleed, so it can be difficult to properly dispose of them.&lt;br /&gt;
&lt;br /&gt;
== Skeletons ==&lt;br /&gt;
Skeleton is an undead form far more restrictive than zombie. They require the creature to have a bone structure, so creatures like {{L|Slugman|slugmen}} cannot have a skeletal form. Skeletons produce a skeleton rather than a normal corpse when they die.&lt;br /&gt;
&lt;br /&gt;
Skeletons are '''really''' tough, bring a slicing weapon of some sort if you expect to fight skeletons. Alternatively - copper bolts seem to usually kill a large skeleton in 1 hit to a finger. It takes about 5-10 bone bolts to kill a horse-sized skeleton.&lt;br /&gt;
&lt;br /&gt;
== Health Point System ==&lt;br /&gt;
&lt;br /&gt;
Undead have a health point system. In Toady's words: &amp;quot;Undead aren't quite where they need to be yet (skeletons in particular still don't understand how the skull and spine should be holding them together), but they are more killable in this version.  Since they don't make sense in the first place, there's a sort of hitpoint system for them now that'll get them dead eventually if you don't break them apart, though punching a skeleton to death takes a long time in this system (...) The undead HP will be revisited once the undead have more of a basis in the underlying reality. (...)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Maunder&amp;diff=129188</id>
		<title>User talk:Maunder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Maunder&amp;diff=129188"/>
		<updated>2010-10-11T22:12:46Z</updated>

		<summary type="html">&lt;p&gt;Another: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Training dogs - free them from their cages. Make sure that they don't have owners.&lt;br /&gt;
:Releasing tame creatures - once they are in a built cage - [q] there and remove the &amp;quot;+&amp;quot; sign against it. Freeing is not instant and a dwarf will go and release the animal eventually.&lt;br /&gt;
:Butchery - vermin are unusable (purring maggots and spiders are somewhat usable but nearly useless anyway), intelligent creatures are unbutcherable by default ethics dwarves. Butchery may be a little bugged currently - try setting &amp;quot;dwarves gather refuse from outside&amp;quot; in [o]options and [r]refuse; maybe even try building butchery workshop outside as well; maybe refuse pile both outside and inside.&lt;br /&gt;
:Trapping is next to useless - see vermin. Hunting works if there is a spare crossbow, '''quiver''' and bolts that are available to hunting under [m]military-&amp;gt;[f]ammunition. Fishing works on most maps with adequate amounts of water; there are bug reports however that some maps lack fish for unknown reasons.&lt;br /&gt;
:Military equipment - if you have few items and want total control - forget about uniforms and equip everyone manually. You may want to go as far as [m]military-&amp;gt;[e]equipment-&amp;gt;hit &amp;quot;Right&amp;quot; arrow 2 times, hit &amp;quot;Enter&amp;quot; until there are no items-&amp;gt;hit [A],[L],..[W] and assign &amp;quot;specific armor&amp;quot;, ..&amp;quot;specific weapon&amp;quot;. Quivers are assigned automatically if you have them and are essential for carrying bolts around.&lt;br /&gt;
:Pathing - try to use burrows and civilian alerts. There may be new difficulties with burrows and lots of job cancellation spam but it may help to keep your civilians from going whre you don't want them.&lt;br /&gt;
:Positioning - they always position themselves in the following priority order: left, right, up, down, lu, ld, ru, rd. There is a workaround - order construction of a wall on the tile you don't want them to end up, immediately suspend construction of that wall, cancel it after main construction.&lt;br /&gt;
:Gem cutting - either &amp;quot;cut gems&amp;quot; on repeat or look numbers through stocks screen, then queue tasks for each gem in bunches of up to 30 through [j]jobs-&amp;gt;[m]manager.&lt;br /&gt;
:Magma - more magma is always better.&lt;br /&gt;
--[[User:Another|Another]] 22:11, 11 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Maunder&amp;diff=129187</id>
		<title>User talk:Maunder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Maunder&amp;diff=129187"/>
		<updated>2010-10-11T22:11:49Z</updated>

		<summary type="html">&lt;p&gt;Another: some answers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training dogs - free them from their cages. Make sure that they don't have owners.&lt;br /&gt;
Releasing tame creatures - once they are in a built cage - [q] there and remove the &amp;quot;+&amp;quot; sign against it. Freeing is not instant and a dwarf will go and release the animal eventually.&lt;br /&gt;
Butchery - vermin are unusable (purring maggots and spiders are somewhat usable but nearly useless anyway), intelligent creatures are unbutcherable by default ethics dwarves. Butchery may be a little bugged currently - try setting &amp;quot;dwarves gather refuse from outside&amp;quot; in [o]options and [r]refuse; maybe even try building butchery workshop outside as well; maybe refuse pile both outside and inside.&lt;br /&gt;
Trapping is next to useless - see vermin. Hunting works if there is a spare crossbow, '''quiver''' and bolts that are available to hunting under [m]military-&amp;gt;[f]ammunition. Fishing works on most maps with adequate amounts of water; there are bug reports however that some maps lack fish for unknown reasons.&lt;br /&gt;
Military equipment - if you have few items and want total control - forget about uniforms and equip everyone manually. You may want to go as far as [m]military-&amp;gt;[e]equipment-&amp;gt;hit &amp;quot;Right&amp;quot; arrow 2 times, hit &amp;quot;Enter&amp;quot; until there are no items-&amp;gt;hit [A],[L],..[W] and assign &amp;quot;specific armor&amp;quot;, ..&amp;quot;specific weapon&amp;quot;. Quivers are assigned automatically if you have them and are essential for carrying bolts around.&lt;br /&gt;
Pathing - try to use burrows and civilian alerts. There may be new difficulties with burrows and lots of job cancellation spam but it may help to keep your civilians from going whre you don't want them.&lt;br /&gt;
Positioning - they always position themselves in the following priority order: left, right, up, down, lu, ld, ru, rd. There is a workaround - order construction of a wall on the tile you don't want them to end up, immediately suspend construction of that wall, cancel it after main construction.&lt;br /&gt;
Gem cutting - either &amp;quot;cut gems&amp;quot; on repeat or look numbers through stocks screen, then queue tasks for each gem in bunches of up to 30 through [j]jobs-&amp;gt;[m]manager.&lt;br /&gt;
Magma - more magma is always better.&lt;br /&gt;
--[[User:Another|Another]] 22:11, 11 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=129128</id>
		<title>v0.31 Talk:Archery target</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=129128"/>
		<updated>2010-10-11T10:41:34Z</updated>

		<summary type="html">&lt;p&gt;Another: /* Archery Target Bug? - Only Working Outside */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone got dwarves to actually use these? --[[User:Birthright|Birthright]] 16:30, 14 April 2010 (UTC)&lt;br /&gt;
:I haven't. I had a few designated as training barracks. Now I'm trying it as just an archery range with no squads set to train, but it doesn't seem to make a difference. - [[User:Nocash|Nocash]] 13:46, 23 April 2010 (UTC)&lt;br /&gt;
:I second that; the archery ranges see no action. I can't even get my military dwarves to use ammunition at all, despite having designated it in the military menu and procured a vast store of quivers (although a hunter got a few bolts and went out to kill some deer once, which made me squeal with giddiness -- never since then, however). --[[User:Bronzebeard|Bronzebeard]] 05:57, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have evidence to the contrary. [http://mkv25.net/dfma/movie-2147-archerytargetin3103] --[[User:Bouchart|Bouchart]] 22:18, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What method did you use, Bouchart? A workaround would be good, the slightly buggy training is one thing, but my military keeps bumping into goblins with an uncanny knack of shooting my dwarves in the face. --[[User:Shabang50|Shabang50]] 16:22, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think it may be worth noting that the dwarf that is using the archery target does not appear to be active duty at the time he is shooting. It certainly doesn't show an archer dwarf on his unit list. --[[User:Railick|Railick]] 17:19, 21 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;The archery targets are supposedly fixed now. I just have one question: how do you make any?! Pulling up the job manager, I get nothing when I type either &amp;quot;archery&amp;quot; or &amp;quot;target&amp;quot;. This is doubly puzzling because I've made them before and--yes--I have the latest version. I should note that I'm on DFG, Mayday's DF (wherein, again, I've made targets before). Is it just the fact that I just woke up, or did they get nerfed in DFG?&amp;lt;/s&amp;gt;&lt;br /&gt;
:Definitely the fact that I just woke up; they're built on-site with raw resources such as walls and floors, via {{Key|b}}&amp;gt;{{Key|A}}. --[[User:Bronzebeard|Bronzebeard]] 18:48, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
So what exactly do &amp;quot;{{k|i}}ndiv eq&amp;quot; and s{{k|q}}uad Eq do?  Did they replace individual training and group training? --[[User:KaelemGaen|KaelemGaen]] 11:29, 28 July 2010 (UTC)&lt;br /&gt;
:Those settings refer to '''eq'''uipment storage and not training --[[User:Harmonica|Harmonica]] 08:47, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article reads Currently Functional but does not mention quiver ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves need a quiver to train at archery targets? The main article says that archery targets are functional but does not mention quivers.&lt;br /&gt;
:I don't know, I always make or buy some. I do know that I've had the best luck leaving the squad as &amp;quot;inactive&amp;quot;, instead of training.  Then the individual dwarfs will practice on their own.  Also, for some reason they level in the marksdwarfs skill a lot faster than the archery skill (accomplished vs skilled).--[[User:Kwieland|Kwieland]] 14:40, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Archery Target Bug? - Only Working Outside ==&lt;br /&gt;
I've been having problems getting targets to work indoors. They seem fine outside(or anywhere the game thinks is outside, such as areas that have had roofs built over them.), but I can't seem to get dwarves to use them inside. Playing vanilla 0.31.16, aside from dwarves having a [CARNIVORE] tag(For more difficulty). Wanted to check if I was doing something wrong before reporting it as a bug. [[User:Calite|Calite]] 14:57, 8 October 2010 (UTC)&lt;br /&gt;
:You're designating them the same way? I've never had problems with indoor or outdoor targets.  Are they accessible?  Dwarfs in squads, etc?--[[User:Kwieland|Kwieland]] 18:35, 10 October 2010 (UTC)&lt;br /&gt;
:Archery targets have shooting direction. Check that they are accessible from what direction you specified for at least 3? squares. Even my civilians who are assigned to inactive squads are regularly using archery target (assigned to {{k|t}}train for all squads) in their spare time without becoming military.--[[User:Another|Another]] 10:41, 11 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Dwarf_cancels_Store_Item:_Item_inaccessible&amp;diff=129127</id>
		<title>v0.31:Dwarf cancels Store Item: Item inaccessible</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Dwarf_cancels_Store_Item:_Item_inaccessible&amp;diff=129127"/>
		<updated>2010-10-11T10:31:01Z</updated>

		<summary type="html">&lt;p&gt;Another: burrows, from first-hand experience and experiments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|21:46, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
This occurs when a dwarf is fetching an item and the path between the dwarf and the item is suddenly blocked.&lt;br /&gt;
&lt;br /&gt;
For instance, the item is in a room and you lock all the doors between the dwarf and the item. This error can also crop up if the item is underwater, which gets annoying when one dwarf drowns and the spouse constantly wants to retrieve the items (spouses share ownership of each other's items).&lt;br /&gt;
&lt;br /&gt;
It can also happen if your dwarves are assigned to a {{L|burrow}} with a stockpile and there are items to be stored on that stockpile outside of the burrow. Jobs to store items are generated by the stockpile and even if only some of your dwarves are burrow-restricted they will try to take the job (because only burrow location of job-generating building - stockpile - is checked at this moment) and fail with this message when they realize they can't go there. Stockpiles don't stop generating fetch jobs for items no one is permitted to go to but do stop when there is no actual path (e.g. a locked door).&lt;br /&gt;
&lt;br /&gt;
In all cases of repeated spam it is recommended to determine/guess what item is causing this and forbid it. You may have luck with looking into {{k|j}}jobs screen and {{k|v}}examining jobs or disabling your {{L|stockpiles}} one at a time to see which one will stop the spam.&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Recursion.png&amp;diff=129054</id>
		<title>File:Recursion.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Recursion.png&amp;diff=129054"/>
		<updated>2010-10-09T19:29:39Z</updated>

		<summary type="html">&lt;p&gt;Another: First artifact in a fortress has nothing better to reference than itself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First artifact in a fortress has nothing better to reference than itself.&lt;/div&gt;</summary>
		<author><name>Another</name></author>
	</entry>
</feed>