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	<updated>2026-05-05T04:47:41Z</updated>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Human&amp;diff=134083</id>
		<title>v0.31 Talk:Human</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Human&amp;diff=134083"/>
		<updated>2010-12-27T14:01:29Z</updated>

		<summary type="html">&lt;p&gt;Blur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've seen &amp;quot;Dark Human&amp;quot; Towers in the mountains. Does anyone know what the effect of these are? Are they simply goblin civs that have been taken over by their human captives? Do they go to war any differently than goblins? -- [[User:Mirthmanor|Mirthmanor]] 03:02, 16 August 2010 (UTC)&lt;br /&gt;
:They're technically not &amp;quot;Dark Human&amp;quot; Fortresses but &amp;quot;Dark &amp;lt;race&amp;gt; Fortresses&amp;quot; where &amp;lt;race&amp;gt; happens to be &amp;quot;Human&amp;quot;, and they're exactly what you predicted: goblin fortresses that have been taken over by humans and are now simply controlled by a human civilization, behaving the same as any other human town. --[[User:Quietust|Quietust]] 03:18, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there a way to make humans ''really'' angry? I slaughtered 3 human caravans in a row and no siege force yet. --[[User:Blur|Blur]] 14:01, 27 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=134082</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=134082"/>
		<updated>2010-12-27T13:55:27Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Above Ground Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}), you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  To move to plan for crops to be farmed in different seasons use {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  You can select a farm to be fertilized but starting out you won't have the necessary items to do so, and it's largely unnecessary.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu {{k|z}} {{k|right}} {{k|Enter}}.  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow{{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires up to 1/4 * plot_size +1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. &lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground.&lt;br /&gt;
&lt;br /&gt;
Underground farm plots must be placed on mud.  Toady One has stated that underground farming should also be possible on soil floors under which exist natural soil walls, but this bug has not yet been fixed{{version|0.31.17}}. &lt;br /&gt;
&lt;br /&gt;
Muddying the ground requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door to stop the flow. (see: [[Irrigation]]) You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied.  Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground {{L|cavern}}s are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparations. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark.  They can be bought from caravans ({{L|elves|elven}} or {{L|humans|human}}); or above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill|milled}}, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}}.  Typically, it is done above ground, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now dark and protected) lower soil will still be suitable for farming {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on rock layers (muddied or otherwise) will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. Plants that remain in the field for too long will wither.  These plants will eventually rot away.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. As a large number of seeds can be stored in a single barrel, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing.&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks (or just forbid one seed and leave it for emergency) and toggle it back before you run out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=134081</id>
		<title>v0.31:Glass</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=134081"/>
		<updated>2010-12-27T13:38:41Z</updated>

		<summary type="html">&lt;p&gt;Blur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:19, 8 September 2010 (UTC)}}{{buggy}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Glass is produced at the {{l|glass furnace}} using {{l|fuel}} with either {{l|sand}} (green glass), {{l|sand}} and {{l|pearlash}} (clear glass), or {{l|rock crystal}} and pearlash (crystal glass). A {{l|magma glass furnace}} can also be used, in which case no fuel is required.  Raw glass (of all three types) can now be acquired from some {{l|trading|trade}} caravans and be purchased in the {{L|embark}} screen.  Note that raw glass can '''''not''''' be made into glass items, but can only be {{L|gem cutting|cut}} into {{L|gem}}-like items which can be used for {{L|decoration|decorating}} items.  You have to buy or collect {{L|sand}} to get the raw materials to make glass.&lt;br /&gt;
&lt;br /&gt;
Glass is valued based on the difficulty in making it, with green glass being the lowest value and crystal glass being the highest.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass may be used to produce most things that can be produced at a {{l|carpenter's workshop}}, with the exception of beds, medical supplies, training weapons, and possibly other things. In addition, it may be used to produce {{l|gems#Glass|glass gems}}. These, especially ones made of green glass, are excellent practice for aspiring jewelers (and their production provides experience for {{l|glassmaker|glassmakers}}). Glass can also be shaped into {{L|block}}s which can be used to build {{L|workshop}}s and {{L|construction}}s. Glass trap components can be made, though they are woefully ineffective (see below).&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the {{l|Glass industry}} page.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Making raw crystal glass or crystal glass items is currently not functional. Despite rough rock crystals being available, the game will announce 'Needs glass-making rough gems'. {{bug|1498}}&lt;br /&gt;
&lt;br /&gt;
While glass can be used to make trap components, they seem to not be able to penetrate even base quality clothing, though they will still cause tired status. This may be due to the glass materials failing to initialize [MAX_EDGE], resulting in it often being equal to zero.&lt;br /&gt;
&lt;br /&gt;
Basically, each time you load up the game, all 3 glass types' MAX_EDGE and similar are set to whatever happened to be in an uncertain spot in memory at the time. As a result, glass's sharpness can range from as dull as cheese to as sharp as adamantine (and maybe sharper!). Due to that, it seems that glass trap components will usually be completely useless, but other times be the best weapons in the game.&lt;br /&gt;
&lt;br /&gt;
==Glass and Magma==&lt;br /&gt;
It is currently unknown if glass still behaves oddly with {{l|magma}}, and this needs to be confirmed. In the previous version, certain glass items would melt and others would not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through memory hacking, the material properties of each type of glass have been determined; for convenience, they are provided below as inorganic material definitions:&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[INORGANIC:GLASS_GREEN]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID:green glass]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID_POWDER:ground green glass]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten green glass]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling green glass]&lt;br /&gt;
	[DISPLAY_COLOR:2:2:0]&lt;br /&gt;
	[MATERIAL_VALUE:2]&lt;br /&gt;
	[SPEC_HEAT:700]&lt;br /&gt;
	[MELTING_POINT:13600]&lt;br /&gt;
	[BOILING_POINT:16000]&lt;br /&gt;
	[SOLID_DENSITY:2600]&lt;br /&gt;
	[LIQUID_DENSITY:2240]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:10000]&lt;br /&gt;
	[SHEAR_FRACTURE:10000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[INORGANIC:GLASS_CLEAR]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID:clear glass]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID_POWDER:ground clear glass]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten clear glass]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling clear glass]&lt;br /&gt;
	[DISPLAY_COLOR:3:3:0]&lt;br /&gt;
	[MATERIAL_VALUE:5]&lt;br /&gt;
	[SPEC_HEAT:700]&lt;br /&gt;
	[MELTING_POINT:13600]&lt;br /&gt;
	[BOILING_POINT:16000]&lt;br /&gt;
	[SOLID_DENSITY:2600]&lt;br /&gt;
	[LIQUID_DENSITY:2240]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:10000]&lt;br /&gt;
	[SHEAR_FRACTURE:10000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[INORGANIC:GLASS_CRYSTAL]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID:crystal glass]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID_POWDER:ground crystal glass]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten crystal glass]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling crystal glass]&lt;br /&gt;
	[DISPLAY_COLOR:7:7:1]&lt;br /&gt;
	[MATERIAL_VALUE:10]&lt;br /&gt;
	[SPEC_HEAT:700]&lt;br /&gt;
	[MELTING_POINT:13600]&lt;br /&gt;
	[BOILING_POINT:16000]&lt;br /&gt;
	[SOLID_DENSITY:2600]&lt;br /&gt;
	[LIQUID_DENSITY:2240]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:10000]&lt;br /&gt;
	[SHEAR_FRACTURE:10000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]}}&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=134077</id>
		<title>v0.31 Talk:Kennel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=134077"/>
		<updated>2010-12-27T11:02:24Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* 2010 War Dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been having trouble taming creatures, but other than that it seems like kennels haven't particularly changed.&lt;br /&gt;
&lt;br /&gt;
==2010 Best animals for military?==&lt;br /&gt;
&lt;br /&gt;
So now we have War Elephants, War Grizzly Bears, Giant War Eagles and even War Dragons. How about we collectively decide which is the best (strongest, most accessible, easiest to breed, etc.).&lt;br /&gt;
I really like Elephants as they are way strong and Giant Eagles because they can fly. Grizzly bears are really accessible from elves and they can be the front lines against goblins to make way for your dwarves.&lt;br /&gt;
Haven't really tested much, but from what I have observed, Elephants are the strongest due to their size, but the others seem to do quite well against goblins, too. Now which ones are massed up easily, are tanks, are fast, are strong, are dispensable (I always feel bad when my hard-worked Elephants die, as I always attach to them, same goes for Eagles... until they start breeding properly).&lt;br /&gt;
What do you think? --[[User:Speed112|Speed112]] 3:54 AM, 9 May 2010 (UTC)&lt;br /&gt;
:Dogs, probably.  Available everywhere, breed fast, grow fast, half-decent stats.  My (very limited) experience with War Giant Eagles suggests that they aren't as good as their wild cousins... their stats are better (thanks to training), but while they CAN fly, they DON'T fly, choosing to follow their trainer/master around on the ground.  So the Giant Eagle's biggest advantage (hit-and-run from the sky) is lost... and they don't have the stats to match goblins one-on-one. --[[User:DeMatt|DeMatt]] 01:32, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==2010 War Dogs==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or are war dogs barely worth the investment? Mine do virtually no damage to anything and just get themselves killed (I've just had one killed by a troglodyte, of all things).--[[User:Nimblewright|Nimblewright]] 12:29, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Individually they don't do a lot of damage, but it's pretty easy to get a swarm of them - and a war dog swarm is a force to be reckoned with.&lt;br /&gt;
** forget dogs -- Elephants breed just as fast and if you know the trick you can get them more easily (on a jungle biome)&lt;br /&gt;
*** Elephants may breed just as fast, but it takes '''ten years''' for them to become trainable. --[[User:Quietust|Quietust]] 14:14, 13 October 2010 (UTC)&lt;br /&gt;
**** Small numbers of war dogs are only useful to stop enemies for a while until the military arrives. Currently, I create a squad with one legendary dwarf and 55 war dogs. That should be quite effective. --[[User:Blur|Blur]] 11:02, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==2010 [TRAINABLE] animals==&lt;br /&gt;
&lt;br /&gt;
Since apparently [[Elephant|Elephants]] are now trainable, someone needs to compile a list of animals that can be trained into war animals and added to this page for easy listing [[Special:Contributions/68.161.167.37|68.161.167.37]] 13:35, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Here you go, this is everything with the tags in the raws.  Note there are none with [TRAINABLE_WAR] --[[User:StrongAxe|StrongAxe]] 13:48, 15 April 2010 (UTC)&lt;br /&gt;
*[TRAINABLE]&lt;br /&gt;
**[CREATURE:DOG]&lt;br /&gt;
**[CREATURE:BIRD_EAGLE_GIANT]&lt;br /&gt;
**[CREATURE:BEAR_GRIZZLY]&lt;br /&gt;
**[CREATURE:ELEPHANT]&lt;br /&gt;
**[CREATURE:LION]&lt;br /&gt;
**[CREATURE:LEOPARD]&lt;br /&gt;
**[CREATURE:JAGUAR]&lt;br /&gt;
**[CREATURE:TIGER]&lt;br /&gt;
**[CREATURE:CHEETAH]&lt;br /&gt;
**[CREATURE:MANDRILL]&lt;br /&gt;
**[CREATURE:GORILLA]&lt;br /&gt;
**[CREATURE:BEAR_POLAR]&lt;br /&gt;
**[CREATURE:LION_GIANT]&lt;br /&gt;
**[CREATURE:LEOPARD_GIANT]&lt;br /&gt;
**[CREATURE:JAGUAR_GIANT]&lt;br /&gt;
**[CREATURE:TIGER_GIANT]&lt;br /&gt;
**[CREATURE:CHEETAH_GIANT]&lt;br /&gt;
**[CREATURE:DRAGON]&lt;br /&gt;
*[TRAINABLE_HUNTING]&lt;br /&gt;
**[CREATURE:BAT_GIANT]&lt;br /&gt;
**[CREATURE:BIRD_SWALLOW_CAVE_GIANT]&lt;br /&gt;
&lt;br /&gt;
Does anyone know the difference between [TRAINABLE] and [TRAINABLE_WAR]? If there's no difference can we assume Toady has an idea he has yet to implement... [[User:Numeral|Numeral]] 17:58, 19 April 2010 (UTC)&lt;br /&gt;
:Given that [TRAINABLE_HUNTING] only allows the creature to be trained for hunting and not for war, it's rather likely that [TRAINABLE_WAR] only allows the creature to be trained for war and not for hunting. --[[User:Quietust|Quietust]] 18:05, 19 April 2010 (UTC)&lt;br /&gt;
::My bad, I was under the assumption that [TRAINABLE] was only for war animals and that to have an animal be hunter trainable and war trainable it needed both [TRAINABLE] and [TRAINABLE_HUNTING] [[User:Numeral|Numeral]] 18:11, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animals appear to have to be uncaged prior to being trained; a lack of uncaged trainable animals throws up a 'no trainable creatures available' error. Fortunately, dwarves still recognized caged wild animals if ordered to tame them.&lt;br /&gt;
&lt;br /&gt;
== Kennel as Workshop ==&lt;br /&gt;
&lt;br /&gt;
Should it be noted that the kennel isn't built from the workshop menu, but is actually directly under the {{K|b}}uild menu [[Special:Contributions/98.117.151.147|98.117.151.147]] 03:52, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Additional Detail? ==&lt;br /&gt;
Perhaps it should be added in the article that the creature to be trained has to be roaming the fortress freely and may ''not'' be assigned to a cage or restraint? --[[User:Doub|Doub]] 14:23, 3 May 2010 (UTC)&lt;br /&gt;
: I concur. It's not entirely obvious, but to train an animal, said animal has to be able to freely walk to the Kennels.  If all trainable animals are restrained, the trainer will cancel the job; however if there if the animal is not restrained but is unable to walk to the Kennel (due to non-Pet-Passable doors), the animal trainer will not cancel the job and the job will never complete.&lt;br /&gt;
&lt;br /&gt;
== Contradictory information ==&lt;br /&gt;
&lt;br /&gt;
The section on taming large animals say you need a caged wild animal, then later says the animal should not be caged at all:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Requires: '''A caged wild animal''' and an animal trainer.&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild animals not already domesticated, '''such as those caught in cage traps. The creature to be trained has to be roaming the fortress freely and may not be assigned to a cage or restraint'''...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I read that as &amp;quot;the creature must be caged, but can't be in a cage.&amp;quot; Am I missing something, or is this information completely contradictory? --[[Special:Contributions/71.186.242.142|71.186.242.142]] 23:29, 26 June 2010 (UTC)&lt;br /&gt;
:'''Taming''' (i.e. turning a wild animal into a tame animal) requires the animal to be caged. '''Training''' (i.e. turning a tame animal into a hunting animal or a war animal) requires the animal to be uncaged and able to walk to the kennel. You are correct, though, that the text in the article was contradictory - it's been fixed now. --[[User:Quietust|Quietust]] 02:44, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Built or loose cage, or does it matter? [[User:Uzu Bash|Uzu Bash]] 21:36, 17 October 2010 (UTC)&lt;br /&gt;
::: I've never actually tried taming animals in a built cage - it's probably worth trying out. --[[User:Quietust|Quietust]] 00:26, 18 October 2010 (UTC)&lt;br /&gt;
:::: Taming creatures in built cages works just fine. --[[User:Quietust|Quietust]] 02:57, 19 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tame megabeasts who've killed dwarves ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if offscreen dwarf killings (those found in the legends) prevent megabeasts from being truly tame, like it does when a normal creature kills a dwarf of your fortress? --[[User:Peglegpenguin|Peglegpenguin]] 03:53, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If that made it an enemy of your civilization, same as an onscreen killing. [[User:Uzu Bash|Uzu Bash]] 19:42, 22 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ghost&amp;diff=134076</id>
		<title>v0.31 Talk:Ghost</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ghost&amp;diff=134076"/>
		<updated>2010-12-27T10:29:26Z</updated>

		<summary type="html">&lt;p&gt;Blur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Judging from the string dump, ghosts can do the following things to the living:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
--[[User:Quietust|Quietust]] 17:26, 14 November 2010 (UTC)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
I would love to read here, what ghosts actually DO! Do they harm our dorfs, are they just annoying? Please add to it :) --[[User:Lesconrads|Lesconrads]] 17:21, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghost Types ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf go insane after a mood, melancholy to be specific. He can back as a moaning spirit. Has anyone noticed Melancholy dwarfs turning into moaning ghosts?  Possible that's one cause for that kind of ghost. Thematically it would make sense.--[[User:Khelek|Khelek]] 04:43, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Babies won't become ghosts ==&lt;br /&gt;
&lt;br /&gt;
A child and a baby died in my danger room (!!SCIENCE!!). The child came back as a ghost, while the baby stayed dead. --[[User:Blur|Blur]] 10:29, 27 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=134065</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=134065"/>
		<updated>2010-12-27T08:51:59Z</updated>

		<summary type="html">&lt;p&gt;Blur: &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;
:I tested this by editing the raws; if you multiply all the material size tokens by 150 you get the correct results (breastplates take 3 bars, chain shirts/greaves take 2, etc). So a breastplate should have material size 1350. (And if you don't have enough, it will again misrepresent it as &amp;quot;needs 450 bars&amp;quot; but oh well.) You have to gen a new world though. [[Special:Contributions/96.224.166.17|96.224.166.17]] 02:27, 21 November 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;br /&gt;
:You must have updated to the latest version. 31.17 made toes and fingers covered by boots and gauntlets respectively.--[[User:Furlion|Furlion]] 17:24, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modding Gloves ==&lt;br /&gt;
&lt;br /&gt;
I'm working on a mod to be able to produce armor in adventure mode -- but I've hit a snag.  Gloves of all sorts are in &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot; pairs.  I can't figure out the raws to stop producing &amp;quot;cheetah leather glove&amp;quot; as opposed to &amp;quot;cheetah leather right glove&amp;quot;.  Anyone happen to know this? --[[User:Aescula|Aescula]] 02:31, 27 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Growing attached ==&lt;br /&gt;
One of my dwarves just grew attached his the left mitten. This means that armor probably can also be named like a weapon. I'll do mre research. --[[User:Blur|Blur]] 08:51, 27 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=134037</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=134037"/>
		<updated>2010-12-26T20:20:30Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Population Limit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Limit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
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Cephalo said: &amp;quot;It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. &amp;quot; --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)&lt;br /&gt;
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Does the population cap also affect important dwarves as dungeon master and other nobles?  --[[User:Blur|Blur]] 20:20, 26 December 2010 (UTC)&lt;br /&gt;
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==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
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::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
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Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
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I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
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Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
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Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
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Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
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I've had 27. http://imgur.com/P32a8.png&lt;br /&gt;
13:32, 8 August 2010&lt;br /&gt;
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Just had 21 migrants. Up to now I had NO wealth created, never traded and only two dwarves survived till that point. Half the fortress flooded, Ogres everywhere. Don't know what they even want here... --[[Special:Contributions/194.156.172.203|194.156.172.203]] 10:07, 26 August 2010 (UTC)&lt;br /&gt;
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(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress?  The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth.  I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go.  -- MozeeToby&lt;br /&gt;
00:38, 17 September 2010&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
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== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
::I just got a guy w/ 6 in knife, 5 in pike, and 8 in dodger, fighter, shield, and armor. I then looked over my 38 total dorfs in DT. None of my dorfs has had to fight so far, and I only gave skills to one at the start. With the exception of that one, they all followed a few patterns:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) A weapon-combat skill with x experience means they also get x in dodge, fight, shield and armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) A nonweapon-combat skill (I only have a couple biters -- someone check w/ wrestler, please) comes with equal experience in dodge, fight, and armor -- Not shield!&amp;lt;br /&amp;gt;&lt;br /&gt;
::3.) If a dorf comes in with x experience in one weapon and y experience in another (Like that guy with 6 in knife and 5 in pike) they get x+y in dodge, fight, armor, and shield. That one guy had 4500 in knife, and 3500 in pike -- and 8000 in the other 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
::4.) Nonmilitary combat/postcombat skills (Ambusher, crutchwalker, siege, etc) are not related to the above.&lt;br /&gt;
::Can someone get these data:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) Dorf with weapon skill and nonweapon skill (Like biter and lasher, or wrestler and axedwarf) and check to see what skills those match to? I _think_ they'll have exp from both in fighter, dodger, and armor, but only the weapon in shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) Wrestler data in general -- I think it'll follow the biter rules I'm sure of, but I don't know this.&amp;lt;br /&amp;gt; Need data!&amp;lt;br /&amp;gt;&lt;br /&gt;
::--[[User:Waladil|Waladil]] 19:47, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Just got a new migrant with the following mil skills:&lt;br /&gt;
&lt;br /&gt;
:::novice knife user&lt;br /&gt;
:::novice shield user&lt;br /&gt;
:::skilled armor user&lt;br /&gt;
:::proficient bowdwarf&lt;br /&gt;
:::novice fighter&lt;br /&gt;
:::proficient archer&lt;br /&gt;
:::skilled dodger&lt;br /&gt;
&lt;br /&gt;
:::.. which looks to me like &amp;quot;archer+related skills&amp;quot; (armor+dodge) added on top of &amp;quot;melee+related skills&amp;quot; (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)&lt;br /&gt;
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== More military skill patterns ==&lt;br /&gt;
&lt;br /&gt;
The section on military skils clearly needs some fixing. It's OK with regard to melee skills, but doesn't even mention the ranged skill combinations (ranged weapon + archer + armor + dodge (no shield)). Plus the archer patterns seem to only grant partial armor and dodge skill (something like 2/3 of the main skill?). Also, there is at least one civilian(ish) skillset which can mess with the patterns. For example, I've got an immigrant just now with the following skills:&lt;br /&gt;
&lt;br /&gt;
:novice swordsdwarf&lt;br /&gt;
:novice hammerdwarf&lt;br /&gt;
:talented marksdwarf&lt;br /&gt;
:adequate shield user&lt;br /&gt;
:proficient armor user&lt;br /&gt;
:proficient fighter&lt;br /&gt;
:competent striker&lt;br /&gt;
:professional(?!) dodger&lt;br /&gt;
:proficient observer&lt;br /&gt;
&lt;br /&gt;
..which caused me some headscratching until I noticed he also had &amp;quot;accomplished ambusher&amp;quot; and figured out the patterns were&lt;br /&gt;
&lt;br /&gt;
:novice melee (sword, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:novice melee (hammer, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:competent hand-to-hand (armor, fighter, striker, dodger, observer)&lt;br /&gt;
:accomplished hunter (ambusher, marksdwarf(2/3), dodger(2/3?))&lt;br /&gt;
&lt;br /&gt;
Also, as of some recent version (.14? .16?), observer skill is included in all the military skillsets. (up to .12, it was only included in the ranged skillsets).&lt;br /&gt;
&lt;br /&gt;
As far as I've seen, ''any'' combination of patterns is possible, leading to some pretty strange assortments of skills. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:54, 24 November 2010 (UTC)&lt;br /&gt;
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== HA! ==&lt;br /&gt;
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Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
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== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
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== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
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: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
Second wave brought a legendary leatherworker today. I play quite a bit and this is definitely a rare occurrence.  -=[[User:Uninvited Guest|Uninvited Guest]]&lt;br /&gt;
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: Legendary weaponsmith. what a roll THAT was.--[[Special:Contributions/75.6.235.84|75.6.235.84]] 04:24, 24 November 2010 (UTC)&lt;br /&gt;
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== Odd thingy ==&lt;br /&gt;
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I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
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== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
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Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Worldgen Immigrants ==&lt;br /&gt;
&lt;br /&gt;
Any information? Are the (virtually useless) 'proffesioned' immigrants specific to .13 or do they include .14 and beyond? Any workarounds to make them useful? Can they function as useful nobles?&lt;br /&gt;
[[User:Shabang50|Shabang50]] 19:56, 27 September 2010 (UTC)&lt;br /&gt;
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:fixed in .31.14 [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
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== Worried Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have a fortress that has managed to survived for 16 years.  Now it's been made a capital and I have a king, I've gotten a message saying &amp;quot;Some Migrants have arrived, despite the danger.&amp;quot;, which I think is the first time in a few years I've had immigrants arrive.  I'm not sure what this danger is that is being referred to, but it seems that it could dissuade immigrants from coming.&lt;br /&gt;
&lt;br /&gt;
: The more dwarves that die in your fortress, the more dangerous it is perceived to be by migrants. At worst it can say &amp;quot;Some migrants have arrived, knowing that this place may be their grave&amp;quot;, I think. It's likely that over the years your fortress has been around you've racked up enough deaths to be considered a dangerous place. [[User:Calite|Calite]] 18:48, 11 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::hmm, I don't think it's &amp;lt;i&amp;gt;just&amp;lt;/i&amp;gt; based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be &amp;lt;i&amp;gt;recent&amp;lt;/i&amp;gt; deaths, or maybe &amp;lt;i&amp;gt;net&amp;lt;/i&amp;gt; deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a &amp;lt;i&amp;gt;one time&amp;lt;/i&amp;gt; danger message. Or something else, I dunno. But your (presumably) large, &amp;quot;dangerous&amp;quot; fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've had zero deaths, set up a healthy fortress in a calm area, yet I got the &amp;quot;No one even considered making the journey to such an accursed death-trap.&amp;quot; I think there are two possibilities: 1) There were a ton of carp in the river, but they all died in last winter's freeze. 2) I might be next to a hostile civ, but I'm not sure.--[[Special:Contributions/128.120.206.169|128.120.206.169]] 04:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigrant war dogs? ==&lt;br /&gt;
&lt;br /&gt;
Just had a migrant wave arrive with a &amp;quot;Stray war Dog (tame)&amp;quot;. Don't recall having had that happen before. Anyone else seen a war dog (or hunting dog) arrive with migrants? (v. .31.16) [[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 19 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=134032</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=134032"/>
		<updated>2010-12-26T20:16:25Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Why? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Baron population level ==&lt;br /&gt;
&lt;br /&gt;
I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
::::Being that the raws are simply files full of data that the program may or may not currently use, I don't think we can blindly accept what is in them. For instance, nobles are listed as 'lazy,' but laziness does not appear to be implemented, as my nobles still work.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old criteria), the liaison asked me to nominate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I don't see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the c option requires a broker with minimum skill requirements - it is a fortress valuation measure after all.&lt;br /&gt;
&lt;br /&gt;
::::Well, visible or not, as soon as I built a road, I got a baron. Thanks for the tip! --[[User:Zombiejustice|Zombiejustice]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Did the road have to be connected to the edge of the map? I have done all requirements and no baron [[User:Jimi12|Jimi12]] 23:42, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::My broker is a high master appraiser, and there's no {{k|n}}-{{k|c}} option available.--[[User:Doub|Doub]] 16:23, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think its just random once you meet the requirements. I got a baron at 218 population, 1 mil created wealth and 40K imported wealth.&lt;br /&gt;
&lt;br /&gt;
-- they say &amp;quot;Due to strange requirement for getting baron (the present caravan must leave before the meeting is held)&amp;quot; (http://www.bay12forums.com/smf/index.php?topic=52208.msg1494806#msg1494806) --[[User:TomiTapio|TomiTapio]] 01:53, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
-- The &amp;quot;have caravan leave&amp;quot;-method worked for me. I got a baron exactly when I had hit the requirements, and made him the count in the following year via the same method. --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
&lt;br /&gt;
-- Another works-for-me for the &amp;quot;have caravan leave&amp;quot;. More importantly than the me-too: An easy way to get your leader to avoid meetings is to assign them to a lever set to repeat pull. This avoids bad-thoughts from drafting, and allows them to eat/drink/sleep as necessary. --[[User:Kaypy|Kaypy]] 07:24, 30 October 2010 (UTC)&lt;br /&gt;
:: Bad idea, the liaison can get him during breaks, as he goes to eat or drink, or as he goes to sleep. Even if it is only for a second, if the meeting starts before the caravan leaves, no nobility for another year. I have had good luck creating what will be the Baron's fine rooms, stocking the dining room with food and drink, and defining those rooms as a burrow. As soon as the liaison appears on the map, assign your current leader to the burrow. When he goes to the rooms, lock the doors. If your leader is also your record keeper, this is a great time to set accuracy to &amp;quot;highest.&amp;quot; Do not unlock the doors until the caravan has LEFT THE MAP. If there is a single trader on the map when the meeting starts, you get to wait a year and try again. Do not remove the leader from the burrow until after the meeting, you are delaying the start of the meeting a long time, you want it to happen right away after the caravan leaves, and keeping the leader idle in a burrow means he will be available for the meeting as soon as you unlock the door (and set accuracy down a notch or two.)[[User:GhostDwemer|GhostDwemer]] 16:37, 22 November 2010 (UTC)&lt;br /&gt;
::: So you're saying that bug hasn't been fixed in 0.31.18? --[[User:Quietust|Quietust]] 18:11, 22 November 2010 (UTC)&lt;br /&gt;
:::: I can't say that for sure. I have one data point for 31.18: second year, liaison came, I had around 80 dwarfs &amp;amp; 20K in exports. No offer to elevate. I saw no mention of this bug in the changelog, so I'm guessing, no, it isn't fixed. [[User:GhostDwemer|GhostDwemer]] 18:21, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Consort info ==&lt;br /&gt;
&lt;br /&gt;
Just in case someone wants to check the validity of my addition about married Baron's/Baroness' spouses becoming consorts, here's some screenshots:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Showing that I have a Baroness consort: http://img253.imageshack.us/img253/3162/201010111923561282x423s.png&lt;br /&gt;
Showing that she's married to the Baron: http://img254.imageshack.us/img254/8941/201010111926131282x423s.png&lt;br /&gt;
Showing that she doesn't show up in the noble menu: http://img176.imageshack.us/img176/9444/201010111919461282x423s.png&lt;br /&gt;
&lt;br /&gt;
== Working Baron ==&lt;br /&gt;
&lt;br /&gt;
I'll just note that if you promote your Baron from within the fortress, he'll still have all his labors active, and allow you to mess with them.  Dunno if it might be a bug from 31.12 or not, given that that's what I'm playing with... --[[User:DeMatt|DeMatt]] 02:11, 22 October 2010 (UTC)&lt;br /&gt;
:Is it even possible to get a baron that '''isn't''' appointed from your existing population? Aborting the conversation with the Liaison doesn't seem to work (if you press &amp;quot;a&amp;quot; but then don't select a dwarf, or if you just press &amp;quot;b&amp;quot;, he'll just leave without even suggesting trade agreements and then come back next year and do the whole thing over again), and others have reported that dead barons never get replaced. --[[User:Quietust|Quietust]] 13:54, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why? ==&lt;br /&gt;
I just got offered to promote someone to Baron, and came here looking for advice.  What are the advantages and disadvantages of accepting this?  I already have a [[mayor]], if he were promoted to baron he would just be lazier?  Why would I want that?  There is no explanation about the consequences of this decision either here or at Nobles.  But above, [[User:Quietust|Quietust]] is saying we can't ever trade with that dwarven civilization again until we agree to become a barony? :(  Someone please write about this somewhere on the wiki. -- [[User:Maunder|Maunder]] 02:25, 7 November 2010 (UTC)&lt;br /&gt;
:You most certainly can continue '''trading''' with the Dwarven civ - the only thing you can't do is '''trade agreements''', and that behavior is almost certainly a bug. --[[User:Quietust|Quietust]] 02:48, 7 November 2010 (UTC)&lt;br /&gt;
Thank you!.  But to my larger question: why in the world do I want to promote a hard-working mayor to a lazy-ass noble (if you'll pardon my salty language)? Please tell me I am seeing it wrong... -- [[User:Maunder|Maunder]] 03:11, 7 November 2010 (UTC)&lt;br /&gt;
: [[Fun]]!  More specifically, getting a Baron means you'll have a &amp;quot;chief&amp;quot; noble who doesn't change unless he gets killed.  This lets you rig up a set of rooms just for that noble, taking advantage of materials preferences, making mandates from him less frequent and demands almost nonexistent.  In my case, my baroness ended up becoming mayor, too - which meant even fewer mandates.  It's really up to you - do you want to deal with one consistent but demanding noble, or one that changes every year or so? --[[User:DeMatt|DeMatt]] 05:54, 7 November 2010 (UTC)&lt;br /&gt;
: Nobles are not lazy. People take the raws as Revealed Truth. They are not. Many things may be in the raws, but waiting for actual implementation in code. I have a Count now, and he was the original expedition leader. He is still my best miner. Another dwarf was elected mayor, once, but since then, he has been mayor too. He likes billon and splints, so mandates are easy. I'd say choosing a baron is worth it, you can pick a leader who has likes that will be easy to cater too. As for the actual benefits of having a noble, I can't say. I think nobles make certain dwarfs mildly happy, but others mildly unhappy. For me, it is the coolth of having a noble, DF is about stories, and &amp;quot;Plucky commoner makes good, ennobled by king&amp;quot; is a good story. When my dwarfs elected him mayor and started making every second statue about him, it made me so happy. Good old Zefon. Too bad I made that fort before realizing that contaminant buildup utterly destroys FPS. Five frames per second is slightly less than enjoyable.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:''unless he gets killed''&lt;br /&gt;
:or rather kills himself... My baron started raving around mad after seeing the royal tomb in which i buried a macedwarf who saved my fortress. In the good ol' times I had killed him {{L|Unfortunate accident|''myself!''}}&lt;br /&gt;
:At least I can bury him in a really cynical maosoleum:&lt;br /&gt;
::The ground shape is a square room with a cupola. On the cupola there are 5 statues: Donkeys, a dwarf surrounded by rats, the god of labor striking a triumphant pose, my barons departure as mayor and, on top of the cupola, the dwarf that created his artifact adamantine crown and was condemned to prison by the baron raising his artifact. This is the best way to show a noble what we think about him. --[[User:Blur|Blur]] 20:16, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mayor cannot recommend himself? ==&lt;br /&gt;
&lt;br /&gt;
I am not certain, but when I got a barony offer, it seemed as though the Mayor could not recommend himself.  If someone can confirm this, please add it to the [[Baron|page]].  Thanks! -- [[User:Maunder|Maunder]] 20:14, 9 November 2010 (UTC)&lt;br /&gt;
: Not only can I not confirm it, I can deny it - my mayor was quite pleased to recommend herself as head of the barony.  Didn't have any real criterion for who to go for, at the time, and it turned out she's a good choice, anyways (likes brass and green glass ;P).  Might've changed since v31.12, but I don't see why. --[[User:DeMatt|DeMatt]] 20:59, 9 November 2010 (UTC)&lt;br /&gt;
:: Yes, I see what happened now.  When you're perusing the list of dwarves, those serving various noble roles are listed with their lowercase titles, as &amp;quot;[[chief medical dwarf]]&amp;quot;, &amp;quot;[[broker]]&amp;quot;, &amp;quot;[[bookkeeper]]&amp;quot;.  But the [[mayor]]?  He's not listed as with the title at all, but instead as his profession!  (In my case, I think it was &amp;quot;[[Craftsdwarf]]&amp;quot;.)  That's why I didn't spot him right away.  Wonder if this is considered a bug? -- [[User:Maunder|Maunder]] 04:18, 17 November 2010 (UTC)&lt;br /&gt;
::: I believe I've encountered a similar &amp;quot;bug&amp;quot; (if that is what it is) when adding dorfs to military squads; some dorfs will be have one (usually noble or military) profession in the units list, but a different profession (usually a &amp;quot;common&amp;quot; profession, like craftsdwarf, blacksmith, etc) in the military menu. It can make finding specific dorfs quite hard.&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=134012</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=134012"/>
		<updated>2010-12-26T19:39:43Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Why? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Baron population level ==&lt;br /&gt;
&lt;br /&gt;
I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
::::Being that the raws are simply files full of data that the program may or may not currently use, I don't think we can blindly accept what is in them. For instance, nobles are listed as 'lazy,' but laziness does not appear to be implemented, as my nobles still work.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old criteria), the liaison asked me to nominate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I don't see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the c option requires a broker with minimum skill requirements - it is a fortress valuation measure after all.&lt;br /&gt;
&lt;br /&gt;
::::Well, visible or not, as soon as I built a road, I got a baron. Thanks for the tip! --[[User:Zombiejustice|Zombiejustice]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Did the road have to be connected to the edge of the map? I have done all requirements and no baron [[User:Jimi12|Jimi12]] 23:42, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::My broker is a high master appraiser, and there's no {{k|n}}-{{k|c}} option available.--[[User:Doub|Doub]] 16:23, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think its just random once you meet the requirements. I got a baron at 218 population, 1 mil created wealth and 40K imported wealth.&lt;br /&gt;
&lt;br /&gt;
-- they say &amp;quot;Due to strange requirement for getting baron (the present caravan must leave before the meeting is held)&amp;quot; (http://www.bay12forums.com/smf/index.php?topic=52208.msg1494806#msg1494806) --[[User:TomiTapio|TomiTapio]] 01:53, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
-- The &amp;quot;have caravan leave&amp;quot;-method worked for me. I got a baron exactly when I had hit the requirements, and made him the count in the following year via the same method. --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
&lt;br /&gt;
-- Another works-for-me for the &amp;quot;have caravan leave&amp;quot;. More importantly than the me-too: An easy way to get your leader to avoid meetings is to assign them to a lever set to repeat pull. This avoids bad-thoughts from drafting, and allows them to eat/drink/sleep as necessary. --[[User:Kaypy|Kaypy]] 07:24, 30 October 2010 (UTC)&lt;br /&gt;
:: Bad idea, the liaison can get him during breaks, as he goes to eat or drink, or as he goes to sleep. Even if it is only for a second, if the meeting starts before the caravan leaves, no nobility for another year. I have had good luck creating what will be the Baron's fine rooms, stocking the dining room with food and drink, and defining those rooms as a burrow. As soon as the liaison appears on the map, assign your current leader to the burrow. When he goes to the rooms, lock the doors. If your leader is also your record keeper, this is a great time to set accuracy to &amp;quot;highest.&amp;quot; Do not unlock the doors until the caravan has LEFT THE MAP. If there is a single trader on the map when the meeting starts, you get to wait a year and try again. Do not remove the leader from the burrow until after the meeting, you are delaying the start of the meeting a long time, you want it to happen right away after the caravan leaves, and keeping the leader idle in a burrow means he will be available for the meeting as soon as you unlock the door (and set accuracy down a notch or two.)[[User:GhostDwemer|GhostDwemer]] 16:37, 22 November 2010 (UTC)&lt;br /&gt;
::: So you're saying that bug hasn't been fixed in 0.31.18? --[[User:Quietust|Quietust]] 18:11, 22 November 2010 (UTC)&lt;br /&gt;
:::: I can't say that for sure. I have one data point for 31.18: second year, liaison came, I had around 80 dwarfs &amp;amp; 20K in exports. No offer to elevate. I saw no mention of this bug in the changelog, so I'm guessing, no, it isn't fixed. [[User:GhostDwemer|GhostDwemer]] 18:21, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Consort info ==&lt;br /&gt;
&lt;br /&gt;
Just in case someone wants to check the validity of my addition about married Baron's/Baroness' spouses becoming consorts, here's some screenshots:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Showing that I have a Baroness consort: http://img253.imageshack.us/img253/3162/201010111923561282x423s.png&lt;br /&gt;
Showing that she's married to the Baron: http://img254.imageshack.us/img254/8941/201010111926131282x423s.png&lt;br /&gt;
Showing that she doesn't show up in the noble menu: http://img176.imageshack.us/img176/9444/201010111919461282x423s.png&lt;br /&gt;
&lt;br /&gt;
== Working Baron ==&lt;br /&gt;
&lt;br /&gt;
I'll just note that if you promote your Baron from within the fortress, he'll still have all his labors active, and allow you to mess with them.  Dunno if it might be a bug from 31.12 or not, given that that's what I'm playing with... --[[User:DeMatt|DeMatt]] 02:11, 22 October 2010 (UTC)&lt;br /&gt;
:Is it even possible to get a baron that '''isn't''' appointed from your existing population? Aborting the conversation with the Liaison doesn't seem to work (if you press &amp;quot;a&amp;quot; but then don't select a dwarf, or if you just press &amp;quot;b&amp;quot;, he'll just leave without even suggesting trade agreements and then come back next year and do the whole thing over again), and others have reported that dead barons never get replaced. --[[User:Quietust|Quietust]] 13:54, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why? ==&lt;br /&gt;
I just got offered to promote someone to Baron, and came here looking for advice.  What are the advantages and disadvantages of accepting this?  I already have a [[mayor]], if he were promoted to baron he would just be lazier?  Why would I want that?  There is no explanation about the consequences of this decision either here or at Nobles.  But above, [[User:Quietust|Quietust]] is saying we can't ever trade with that dwarven civilization again until we agree to become a barony? :(  Someone please write about this somewhere on the wiki. -- [[User:Maunder|Maunder]] 02:25, 7 November 2010 (UTC)&lt;br /&gt;
:You most certainly can continue '''trading''' with the Dwarven civ - the only thing you can't do is '''trade agreements''', and that behavior is almost certainly a bug. --[[User:Quietust|Quietust]] 02:48, 7 November 2010 (UTC)&lt;br /&gt;
Thank you!.  But to my larger question: why in the world do I want to promote a hard-working mayor to a lazy-ass noble (if you'll pardon my salty language)? Please tell me I am seeing it wrong... -- [[User:Maunder|Maunder]] 03:11, 7 November 2010 (UTC)&lt;br /&gt;
: [[Fun]]!  More specifically, getting a Baron means you'll have a &amp;quot;chief&amp;quot; noble who doesn't change unless he gets killed.  This lets you rig up a set of rooms just for that noble, taking advantage of materials preferences, making mandates from him less frequent and demands almost nonexistent.  In my case, my baroness ended up becoming mayor, too - which meant even fewer mandates.  It's really up to you - do you want to deal with one consistent but demanding noble, or one that changes every year or so? --[[User:DeMatt|DeMatt]] 05:54, 7 November 2010 (UTC)&lt;br /&gt;
: Nobles are not lazy. People take the raws as Revealed Truth. They are not. Many things may be in the raws, but waiting for actual implementation in code. I have a Count now, and he was the original expedition leader. He is still my best miner. Another dwarf was elected mayor, once, but since then, he has been mayor too. He likes billon and splints, so mandates are easy. I'd say choosing a baron is worth it, you can pick a leader who has likes that will be easy to cater too. As for the actual benefits of having a noble, I can't say. I think nobles make certain dwarfs mildly happy, but others mildly unhappy. For me, it is the coolth of having a noble, DF is about stories, and &amp;quot;Plucky commoner makes good, ennobled by king&amp;quot; is a good story. When my dwarfs elected him mayor and started making every second statue about him, it made me so happy. Good old Zefon. Too bad I made that fort before realizing that contaminant buildup utterly destroys FPS. Five frames per second is slightly less than enjoyable.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:''unless he gets killed''&lt;br /&gt;
:or rather kills himself... My baron started raving around mad after seeing the royal tomb in which i buried a macedwarf who saved my fortress. In the good ol' times I had killed him {{L|Unfortunate accident|''myself!''}} --[[User:Blur|Blur]] 19:39, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mayor cannot recommend himself? ==&lt;br /&gt;
&lt;br /&gt;
I am not certain, but when I got a barony offer, it seemed as though the Mayor could not recommend himself.  If someone can confirm this, please add it to the [[Baron|page]].  Thanks! -- [[User:Maunder|Maunder]] 20:14, 9 November 2010 (UTC)&lt;br /&gt;
: Not only can I not confirm it, I can deny it - my mayor was quite pleased to recommend herself as head of the barony.  Didn't have any real criterion for who to go for, at the time, and it turned out she's a good choice, anyways (likes brass and green glass ;P).  Might've changed since v31.12, but I don't see why. --[[User:DeMatt|DeMatt]] 20:59, 9 November 2010 (UTC)&lt;br /&gt;
:: Yes, I see what happened now.  When you're perusing the list of dwarves, those serving various noble roles are listed with their lowercase titles, as &amp;quot;[[chief medical dwarf]]&amp;quot;, &amp;quot;[[broker]]&amp;quot;, &amp;quot;[[bookkeeper]]&amp;quot;.  But the [[mayor]]?  He's not listed as with the title at all, but instead as his profession!  (In my case, I think it was &amp;quot;[[Craftsdwarf]]&amp;quot;.)  That's why I didn't spot him right away.  Wonder if this is considered a bug? -- [[User:Maunder|Maunder]] 04:18, 17 November 2010 (UTC)&lt;br /&gt;
::: I believe I've encountered a similar &amp;quot;bug&amp;quot; (if that is what it is) when adding dorfs to military squads; some dorfs will be have one (usually noble or military) profession in the units list, but a different profession (usually a &amp;quot;common&amp;quot; profession, like craftsdwarf, blacksmith, etc) in the military menu. It can make finding specific dorfs quite hard.&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=134008</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=134008"/>
		<updated>2010-12-26T18:46:34Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* How about picks? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Thijser wants people to test things==&lt;br /&gt;
A lot of tests should be put here&lt;br /&gt;
http://df.magmawiki.com/index.php/User:Thijser/Test so that we can gather as many results as passble. Maybe someone could put this on the basic page aswell. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:85.147.110.73|85.147.110.73]]&amp;lt;/small&amp;gt;&lt;br /&gt;
== Weight of the weapon ==&lt;br /&gt;
{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table of weapons? ==&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
--I wholeheartedly second this suggestion.  This was quite helpful for making a custom shop, so it should either be put here or in a page about item_subtypes. 14:14, 15 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
: There's a minor bug, wooden training axes can be used to cut down trees. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== MOODS &amp;amp; FOREIGN WEAPONS ===&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blowgun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
::Did the dwarf had a certain affinity for blowguns or was he a blowgunner?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:09, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Wooden Weapons? ===&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates.&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foreign Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
::Wait, what?  I've traded for wooden swords et al. from the Elves.  Are you saying my dwarves can't use them in melee?  If that's true, please include it in this wiki page. I presume they're usable in weapon traps?  Please clarify.  -- [[User:Maunder|Maunder]] 05:28, 26 October 2010 (UTC)&lt;br /&gt;
:::You can USE them (if they're not too large, like pikes and halberds), you just can't MAKE them. In general, the &amp;quot;made of wood&amp;quot; bad trumps the &amp;quot;non-dwarven types&amp;quot; good, and you're better off with homegrown weaponry. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Can Dwarves Use These? ===&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;br /&gt;
: I think they can use pikes and other large weapons if you decrease the weapon's required-user-size. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ammunition for Ranged Weapons ==&lt;br /&gt;
&lt;br /&gt;
How can I make bolts. Or I should trade them instead? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Trepach|Trepach]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As crossbow bolts are native dwarven weapons, you can make bone and wood bolts at a {{l|Craftsdwarf's workshop}}, or metal ones at a {{l|Metalsmith's forge|forge}}.  Try looking at the page for {{l|Bolt}}s instead of just the generic Weapon page. --[[User:DeMatt|DeMatt]] 16:14, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ranged Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Poison on ammunition/weapons ===&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just View them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]]. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Illeist|Illeist]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Immigrant skills ===&lt;br /&gt;
I've had immigrant dwarves with skills to use bows and blowguns.  So I gave them appropriate weapons I traded or fought for.  But I can't make nor trade for the ammunition?  What?  This should be considered a bug.  Either let us make arrows/darts, or don't give dwarves the skills.  -- [[User:Maunder|Maunder]] 05:38, 26 October 2010 (UTC)&lt;br /&gt;
:Elves often have arrows.  Humans sometimes do.  Darts are more a cave civilization thing, and you can't trade with them. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One-handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two-handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces vs. Hammers ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernible by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
:One can analyze the arena combat logs in a spreadsheet, by sorting the events (by &amp;quot;,in the bodypart&amp;quot; and &amp;quot;,through the X armor&amp;quot;) and counting successful and failing hits. Pretty easy to do 30 vs 30 test, the boring part is adding the armor to the dwarves. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== We dont have wooden training hammers but... ==&lt;br /&gt;
&lt;br /&gt;
Can't we use ammoless wooden xbows as hammers?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:13, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dammit, that's brilliant!  Dunno why I never thought of that.  I don't think training weapons are necessary for sparring (sparring injuries are rare or absent in 0.31.12), but this trick could extend the time for hammerdwarves to beat unarmed goblins or whatever in live training.  [[User:Bognor|Bognor]] 10:38, 13 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact Weapons ==&lt;br /&gt;
&lt;br /&gt;
How does a weapon made in a mood affect the weapons effectiveness? Does it at all? Also when weapons are named what difference does this make?&lt;br /&gt;
:Artifact weapons have the highest quality modifier, which AFAIK makes them hit more accurately and penetrate/cut more effectively than lower-quality weapons.  I don't think naming a weapon changes its performance, just whether it's mentioned in Legends mode and in artwork. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Columns Mean Whatnow? ==&lt;br /&gt;
The data in these tables is not useful to new players, and there is no discussion of how to interpret these tables. What is the tradeoff between a larger penetration and greater velocity? Why are some of the numbers in parentheses? --[[User:Romeofalling|Romeofalling]] 20:05, 1 October 2010 (UTC)&lt;br /&gt;
:You're right - the numbers aren't useful.  That's because we don't know what the formulae are.  Judging from the variables present, Toady seems to be trying to model the physics much more accurately than your average RPG;  if you're really interested in optimizing your combatants that much, digging out some university-level physics texts and running through the sections on elastic collisions and material deformation would be helpful.  The parentheses, at least, indicate that the value present in the raws is irrelevant - BLUNT attacks don't actually penetrate.&lt;br /&gt;
&lt;br /&gt;
:If you're just being confused by the big lists o' numbers, forget 'em and ask yourself if you want your dwarves to be waving around axes or spears or whatnot.  Then make lots of your choice. --[[User:DeMatt|DeMatt]] 01:16, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I'm trying to figure out if I should equip my Talented Lasher immigrant with the (+iron scourge+) and/or 3 (bronze whips) harvested from my first goblin ambush. I've also got 4 Knife Users - Talented, Professional, Adequate and Novice. No daggers yet, though. (You've already given valuable advice about the availability of arrows for my Novice Bowdwarf, DeMatt. Thanks for that.) Trying to get a sense of relative damage potential by the skill/weapon combos is....well, impossible, I guess, given that we don't have the formulae. Still, it's cool that dwarves can now wear goblin-forged armor. --[[User:Romeofalling|Romeofalling]] 02:07, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==obsidian==&lt;br /&gt;
still like steel? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ore/weapon==&lt;br /&gt;
battle axe evidently needs 4 wafers.  Short sword needs 3&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hammers==&lt;br /&gt;
Since blunt weapons damage is related to the weight of the weapon would it make sense to make War Hammers out of a heavy metal. like lead if that is possible.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:198.53.163.246|198.53.163.246]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes. Silver is the easiest to make them out of.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material effectiveness? ==&lt;br /&gt;
&lt;br /&gt;
I've seen mentions of the different materials having &amp;quot;Sheer&amp;quot; and &amp;quot;Density&amp;quot; qualities that make them good for slashing/piercing and bludgeoning attacks respectfully, but I haven't seen any explanation, or even a list of which materials are better than others for each category. Can someone help me here? --[[User:Twilightdusk|Twilightdusk]] 02:20, 29 November 2010 (UTC)&lt;br /&gt;
:Not well no.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::You could try looking at [[DF2010:Metal#Weapon_.26_Armor_Quality|the Metal page]], and see if that helps you out. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Decorations ==&lt;br /&gt;
&lt;br /&gt;
This question has been popping up forever and given the absurd amount of decorations possible (especially on artifacts) I think it is rather important that we learn; do decorations increase weight for weapon effectiveness? Has anyone tested this?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No, decorations don't weigh anything.  I've got a slate door artifact with nine decorations, two of which are of reasonably weighty materials (iron and more slate), and it weighs the same as a plain slate door. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Preferences and Attachments ==&lt;br /&gt;
&lt;br /&gt;
I have a (Swords)dwarf who has not killed anything other than boredom, and only recruited for about 6 months now.  Already he has grown attached to two steel items.  A steel spear, and a steel shield.  After checking the preferences, I found that he is fond of steel.  Maybe preferences influences attachment speed?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:22, 8 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about picks? ==&lt;br /&gt;
&lt;br /&gt;
I tried picks -vs- axes in the arena. It seems like picks are much better at armor penetration that axes. But how do you make a pick user skillful in the arena?&lt;br /&gt;
&lt;br /&gt;
Can you arm soldiers with picks? Do they use mining skill to attack?&lt;br /&gt;
&lt;br /&gt;
:Picks use the mining skill in combat. Your legendary +5 miner would be quite effective as early defense against goblins snatchers, kobold thieves and macaques. As a civilian skil, mining cannot be adjusted in arena mode. --[[User:Blur|Blur]] 18:46, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Named weapons ==&lt;br /&gt;
I got three weapons named, one spear, one mace, and one ''shield''. The dwarf which named shield and mace liked the material they were made of. This could also be important. The namend weapons do not have a kill list anymore. --[[User:Blur|Blur]] 15:46, 26 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=134007</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=134007"/>
		<updated>2010-12-26T18:40:15Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Named weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Thijser wants people to test things==&lt;br /&gt;
A lot of tests should be put here&lt;br /&gt;
http://df.magmawiki.com/index.php/User:Thijser/Test so that we can gather as many results as passble. Maybe someone could put this on the basic page aswell. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:85.147.110.73|85.147.110.73]]&amp;lt;/small&amp;gt;&lt;br /&gt;
== Weight of the weapon ==&lt;br /&gt;
{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table of weapons? ==&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
--I wholeheartedly second this suggestion.  This was quite helpful for making a custom shop, so it should either be put here or in a page about item_subtypes. 14:14, 15 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
: There's a minor bug, wooden training axes can be used to cut down trees. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== MOODS &amp;amp; FOREIGN WEAPONS ===&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blowgun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
::Did the dwarf had a certain affinity for blowguns or was he a blowgunner?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:09, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Wooden Weapons? ===&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates.&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foreign Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
::Wait, what?  I've traded for wooden swords et al. from the Elves.  Are you saying my dwarves can't use them in melee?  If that's true, please include it in this wiki page. I presume they're usable in weapon traps?  Please clarify.  -- [[User:Maunder|Maunder]] 05:28, 26 October 2010 (UTC)&lt;br /&gt;
:::You can USE them (if they're not too large, like pikes and halberds), you just can't MAKE them. In general, the &amp;quot;made of wood&amp;quot; bad trumps the &amp;quot;non-dwarven types&amp;quot; good, and you're better off with homegrown weaponry. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Can Dwarves Use These? ===&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;br /&gt;
: I think they can use pikes and other large weapons if you decrease the weapon's required-user-size. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ammunition for Ranged Weapons ==&lt;br /&gt;
&lt;br /&gt;
How can I make bolts. Or I should trade them instead? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Trepach|Trepach]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As crossbow bolts are native dwarven weapons, you can make bone and wood bolts at a {{l|Craftsdwarf's workshop}}, or metal ones at a {{l|Metalsmith's forge|forge}}.  Try looking at the page for {{l|Bolt}}s instead of just the generic Weapon page. --[[User:DeMatt|DeMatt]] 16:14, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ranged Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Poison on ammunition/weapons ===&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just View them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]]. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Illeist|Illeist]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Immigrant skills ===&lt;br /&gt;
I've had immigrant dwarves with skills to use bows and blowguns.  So I gave them appropriate weapons I traded or fought for.  But I can't make nor trade for the ammunition?  What?  This should be considered a bug.  Either let us make arrows/darts, or don't give dwarves the skills.  -- [[User:Maunder|Maunder]] 05:38, 26 October 2010 (UTC)&lt;br /&gt;
:Elves often have arrows.  Humans sometimes do.  Darts are more a cave civilization thing, and you can't trade with them. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One-handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two-handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces vs. Hammers ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernible by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
:One can analyze the arena combat logs in a spreadsheet, by sorting the events (by &amp;quot;,in the bodypart&amp;quot; and &amp;quot;,through the X armor&amp;quot;) and counting successful and failing hits. Pretty easy to do 30 vs 30 test, the boring part is adding the armor to the dwarves. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== We dont have wooden training hammers but... ==&lt;br /&gt;
&lt;br /&gt;
Can't we use ammoless wooden xbows as hammers?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:13, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dammit, that's brilliant!  Dunno why I never thought of that.  I don't think training weapons are necessary for sparring (sparring injuries are rare or absent in 0.31.12), but this trick could extend the time for hammerdwarves to beat unarmed goblins or whatever in live training.  [[User:Bognor|Bognor]] 10:38, 13 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact Weapons ==&lt;br /&gt;
&lt;br /&gt;
How does a weapon made in a mood affect the weapons effectiveness? Does it at all? Also when weapons are named what difference does this make?&lt;br /&gt;
:Artifact weapons have the highest quality modifier, which AFAIK makes them hit more accurately and penetrate/cut more effectively than lower-quality weapons.  I don't think naming a weapon changes its performance, just whether it's mentioned in Legends mode and in artwork. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Columns Mean Whatnow? ==&lt;br /&gt;
The data in these tables is not useful to new players, and there is no discussion of how to interpret these tables. What is the tradeoff between a larger penetration and greater velocity? Why are some of the numbers in parentheses? --[[User:Romeofalling|Romeofalling]] 20:05, 1 October 2010 (UTC)&lt;br /&gt;
:You're right - the numbers aren't useful.  That's because we don't know what the formulae are.  Judging from the variables present, Toady seems to be trying to model the physics much more accurately than your average RPG;  if you're really interested in optimizing your combatants that much, digging out some university-level physics texts and running through the sections on elastic collisions and material deformation would be helpful.  The parentheses, at least, indicate that the value present in the raws is irrelevant - BLUNT attacks don't actually penetrate.&lt;br /&gt;
&lt;br /&gt;
:If you're just being confused by the big lists o' numbers, forget 'em and ask yourself if you want your dwarves to be waving around axes or spears or whatnot.  Then make lots of your choice. --[[User:DeMatt|DeMatt]] 01:16, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I'm trying to figure out if I should equip my Talented Lasher immigrant with the (+iron scourge+) and/or 3 (bronze whips) harvested from my first goblin ambush. I've also got 4 Knife Users - Talented, Professional, Adequate and Novice. No daggers yet, though. (You've already given valuable advice about the availability of arrows for my Novice Bowdwarf, DeMatt. Thanks for that.) Trying to get a sense of relative damage potential by the skill/weapon combos is....well, impossible, I guess, given that we don't have the formulae. Still, it's cool that dwarves can now wear goblin-forged armor. --[[User:Romeofalling|Romeofalling]] 02:07, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==obsidian==&lt;br /&gt;
still like steel? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ore/weapon==&lt;br /&gt;
battle axe evidently needs 4 wafers.  Short sword needs 3&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hammers==&lt;br /&gt;
Since blunt weapons damage is related to the weight of the weapon would it make sense to make War Hammers out of a heavy metal. like lead if that is possible.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:198.53.163.246|198.53.163.246]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes. Silver is the easiest to make them out of.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material effectiveness? ==&lt;br /&gt;
&lt;br /&gt;
I've seen mentions of the different materials having &amp;quot;Sheer&amp;quot; and &amp;quot;Density&amp;quot; qualities that make them good for slashing/piercing and bludgeoning attacks respectfully, but I haven't seen any explanation, or even a list of which materials are better than others for each category. Can someone help me here? --[[User:Twilightdusk|Twilightdusk]] 02:20, 29 November 2010 (UTC)&lt;br /&gt;
:Not well no.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::You could try looking at [[DF2010:Metal#Weapon_.26_Armor_Quality|the Metal page]], and see if that helps you out. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Decorations ==&lt;br /&gt;
&lt;br /&gt;
This question has been popping up forever and given the absurd amount of decorations possible (especially on artifacts) I think it is rather important that we learn; do decorations increase weight for weapon effectiveness? Has anyone tested this?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No, decorations don't weigh anything.  I've got a slate door artifact with nine decorations, two of which are of reasonably weighty materials (iron and more slate), and it weighs the same as a plain slate door. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Preferences and Attachments ==&lt;br /&gt;
&lt;br /&gt;
I have a (Swords)dwarf who has not killed anything other than boredom, and only recruited for about 6 months now.  Already he has grown attached to two steel items.  A steel spear, and a steel shield.  After checking the preferences, I found that he is fond of steel.  Maybe preferences influences attachment speed?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:22, 8 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about picks? ==&lt;br /&gt;
&lt;br /&gt;
I tried picks -vs- axes in the arena. It seems like picks are much better at armor penetration that axes. But how do you make a pick user skillful in the arena?&lt;br /&gt;
&lt;br /&gt;
Can you arm soldiers with picks? Do they use mining skill to attack?&lt;br /&gt;
&lt;br /&gt;
== Named weapons ==&lt;br /&gt;
I got three weapons named, one spear, one mace, and one ''shield''. The dwarf which named shield and mace liked the material they were made of. This could also be important. The namend weapons do not have a kill list anymore. --[[User:Blur|Blur]] 15:46, 26 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_F.A.Q.&amp;diff=134004</id>
		<title>v0.31 Talk:Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_F.A.Q.&amp;diff=134004"/>
		<updated>2010-12-26T15:51:26Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Marksdwarfs Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe a requirement of the Arsenal Dwarf is to have a Sheriff, and give said sheriff their required rooms / furniture.&lt;br /&gt;
: I don't think this is so, because I didn't get around to that until long after one appeared (.06) [[User:Dorf and Dumb|Dorf and Dumb]] 16:19, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I can't get my dwarves to STOP killing things! ==&lt;br /&gt;
This section is incomplete. A thief may escape the attack by leaving the map. If a squad was told to go {{K|k}}kill a target, then the squad that is in persuit continues to have &amp;quot;Kill So-and-So&amp;quot; as their order long after the target is gone. The question &amp;quot;How do I get my squad to STOP killing things&amp;quot; should also be answered for the case where the squad is trying to kill something that is no longer on the map. Which I don't know the answer to, which is why I looked it up on this page. [[User:AngleWyrm|- AngleWyrm]] 23:00, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just cancel the Kill Order - they will stop pursuing that which they cannot catch and go back to normal --[[Special:Contributions/75.21.147.226|75.21.147.226]] 22:26, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Another thing I found in .06 were dorfs standing around the bloody tile where the carcass had been hauled away from.  I think &amp;quot;kill&amp;quot; orders ''always'' have to be cancelled manually, at least as of that version. [[User:Dorf and Dumb|Dorf and Dumb]] 16:19, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Marksdwarfs Information==&lt;br /&gt;
&lt;br /&gt;
Marksdwarfs do not seem to practice when in a squad created under the Captain of the Guard.  This may be why some people are having trouble getting it to work.  Try creating a new squad with a normal commander.&lt;br /&gt;
&lt;br /&gt;
:Having any dwarf train is a waste of effort.  Wrestlers will go up to elite after a few punches back and forth with a flesh ball or something.  Marksdorfs will only rise once they get put across the moat from a herd of camels or something.  Don't even build targets or barracks or the like; they just give your dorfs opportunities to starve, dehydrate, or get generally bugged. [[User:Dorf and Dumb|Dorf and Dumb]] 05:31, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I wouldn't say this in that way. A [[Danger room]] allowed me to make dwarves legendary shield and armor and at least accomplished weapon users within 3 ingame months.&lt;br /&gt;
&lt;br /&gt;
==Getting dwarfs to leave the army==&lt;br /&gt;
&lt;br /&gt;
How do you get dwarfs to leave the army? They seem to be stuck doing individual combat drill, even after being removed from the squad in the military menu.&lt;br /&gt;
&lt;br /&gt;
*I would also like to know why this is -Banana 08:47, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
** Deconstruct your barrackses, then they will stop training.&lt;br /&gt;
&lt;br /&gt;
== Unhappy thoughts. ==&lt;br /&gt;
&lt;br /&gt;
My dwarves get unhappy thoughts from being on long patrol duty and the draft but if I let them off they complain about being relived of duty. How can I make a schedule where they aren't constantly complaining and throwing tantrums? One month on/one month off doesn't seem to help, nor does keeping them active and changing the duty itself once a month. I only have 7 dwarves out of 10 in any squad active at any given time. [[User:Lando242|Lando242]] 17:55, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You need to use scheduling screen to reduce the number of minimum soldiers for training from 10 to 2 or 3. That might work.&lt;br /&gt;
&lt;br /&gt;
* Give them fancy rooms to live and eat in, that will balance out the angry thoughts from long patrols.&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_F.A.Q.&amp;diff=134003</id>
		<title>v0.31 Talk:Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_F.A.Q.&amp;diff=134003"/>
		<updated>2010-12-26T15:50:55Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Marksdwarfs Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe a requirement of the Arsenal Dwarf is to have a Sheriff, and give said sheriff their required rooms / furniture.&lt;br /&gt;
: I don't think this is so, because I didn't get around to that until long after one appeared (.06) [[User:Dorf and Dumb|Dorf and Dumb]] 16:19, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I can't get my dwarves to STOP killing things! ==&lt;br /&gt;
This section is incomplete. A thief may escape the attack by leaving the map. If a squad was told to go {{K|k}}kill a target, then the squad that is in persuit continues to have &amp;quot;Kill So-and-So&amp;quot; as their order long after the target is gone. The question &amp;quot;How do I get my squad to STOP killing things&amp;quot; should also be answered for the case where the squad is trying to kill something that is no longer on the map. Which I don't know the answer to, which is why I looked it up on this page. [[User:AngleWyrm|- AngleWyrm]] 23:00, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just cancel the Kill Order - they will stop pursuing that which they cannot catch and go back to normal --[[Special:Contributions/75.21.147.226|75.21.147.226]] 22:26, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Another thing I found in .06 were dorfs standing around the bloody tile where the carcass had been hauled away from.  I think &amp;quot;kill&amp;quot; orders ''always'' have to be cancelled manually, at least as of that version. [[User:Dorf and Dumb|Dorf and Dumb]] 16:19, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Marksdwarfs Information==&lt;br /&gt;
&lt;br /&gt;
Marksdwarfs do not seem to practice when in a squad created under the Captain of the Guard.  This may be why some people are having trouble getting it to work.  Try creating a new squad with a normal commander.&lt;br /&gt;
&lt;br /&gt;
:Having any dwarf train is a waste of effort.  Wrestlers will go up to elite after a few punches back and forth with a flesh ball or something.  Marksdorfs will only rise once they get put across the moat from a herd of camels or something.  Don't even build targets or barracks or the like; they just give your dorfs opportunities to starve, dehydrate, or get generally bugged. [[User:Dorf and Dumb|Dorf and Dumb]] 05:31, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I wouldn't say this in that way. A [[Danger Room]] allowed me to make dwarves legendary shield and armor and at least accomplished weapon users within 3 ingame months.&lt;br /&gt;
&lt;br /&gt;
==Getting dwarfs to leave the army==&lt;br /&gt;
&lt;br /&gt;
How do you get dwarfs to leave the army? They seem to be stuck doing individual combat drill, even after being removed from the squad in the military menu.&lt;br /&gt;
&lt;br /&gt;
*I would also like to know why this is -Banana 08:47, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
** Deconstruct your barrackses, then they will stop training.&lt;br /&gt;
&lt;br /&gt;
== Unhappy thoughts. ==&lt;br /&gt;
&lt;br /&gt;
My dwarves get unhappy thoughts from being on long patrol duty and the draft but if I let them off they complain about being relived of duty. How can I make a schedule where they aren't constantly complaining and throwing tantrums? One month on/one month off doesn't seem to help, nor does keeping them active and changing the duty itself once a month. I only have 7 dwarves out of 10 in any squad active at any given time. [[User:Lando242|Lando242]] 17:55, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You need to use scheduling screen to reduce the number of minimum soldiers for training from 10 to 2 or 3. That might work.&lt;br /&gt;
&lt;br /&gt;
* Give them fancy rooms to live and eat in, that will balance out the angry thoughts from long patrols.&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=134002</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=134002"/>
		<updated>2010-12-26T15:46:36Z</updated>

		<summary type="html">&lt;p&gt;Blur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Thijser wants people to test things==&lt;br /&gt;
A lot of tests should be put here&lt;br /&gt;
http://df.magmawiki.com/index.php/User:Thijser/Test so that we can gather as many results as passble. Maybe someone could put this on the basic page aswell. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:85.147.110.73|85.147.110.73]]&amp;lt;/small&amp;gt;&lt;br /&gt;
== Weight of the weapon ==&lt;br /&gt;
{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table of weapons? ==&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
--I wholeheartedly second this suggestion.  This was quite helpful for making a custom shop, so it should either be put here or in a page about item_subtypes. 14:14, 15 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
: There's a minor bug, wooden training axes can be used to cut down trees. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== MOODS &amp;amp; FOREIGN WEAPONS ===&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blowgun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
::Did the dwarf had a certain affinity for blowguns or was he a blowgunner?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:09, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Wooden Weapons? ===&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates.&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foreign Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
::Wait, what?  I've traded for wooden swords et al. from the Elves.  Are you saying my dwarves can't use them in melee?  If that's true, please include it in this wiki page. I presume they're usable in weapon traps?  Please clarify.  -- [[User:Maunder|Maunder]] 05:28, 26 October 2010 (UTC)&lt;br /&gt;
:::You can USE them (if they're not too large, like pikes and halberds), you just can't MAKE them. In general, the &amp;quot;made of wood&amp;quot; bad trumps the &amp;quot;non-dwarven types&amp;quot; good, and you're better off with homegrown weaponry. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Can Dwarves Use These? ===&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;br /&gt;
: I think they can use pikes and other large weapons if you decrease the weapon's required-user-size. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ammunition for Ranged Weapons ==&lt;br /&gt;
&lt;br /&gt;
How can I make bolts. Or I should trade them instead? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Trepach|Trepach]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As crossbow bolts are native dwarven weapons, you can make bone and wood bolts at a {{l|Craftsdwarf's workshop}}, or metal ones at a {{l|Metalsmith's forge|forge}}.  Try looking at the page for {{l|Bolt}}s instead of just the generic Weapon page. --[[User:DeMatt|DeMatt]] 16:14, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ranged Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Poison on ammunition/weapons ===&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just View them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]]. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Illeist|Illeist]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Immigrant skills ===&lt;br /&gt;
I've had immigrant dwarves with skills to use bows and blowguns.  So I gave them appropriate weapons I traded or fought for.  But I can't make nor trade for the ammunition?  What?  This should be considered a bug.  Either let us make arrows/darts, or don't give dwarves the skills.  -- [[User:Maunder|Maunder]] 05:38, 26 October 2010 (UTC)&lt;br /&gt;
:Elves often have arrows.  Humans sometimes do.  Darts are more a cave civilization thing, and you can't trade with them. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One-handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two-handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces vs. Hammers ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernible by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
:One can analyze the arena combat logs in a spreadsheet, by sorting the events (by &amp;quot;,in the bodypart&amp;quot; and &amp;quot;,through the X armor&amp;quot;) and counting successful and failing hits. Pretty easy to do 30 vs 30 test, the boring part is adding the armor to the dwarves. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== We dont have wooden training hammers but... ==&lt;br /&gt;
&lt;br /&gt;
Can't we use ammoless wooden xbows as hammers?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:13, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dammit, that's brilliant!  Dunno why I never thought of that.  I don't think training weapons are necessary for sparring (sparring injuries are rare or absent in 0.31.12), but this trick could extend the time for hammerdwarves to beat unarmed goblins or whatever in live training.  [[User:Bognor|Bognor]] 10:38, 13 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact Weapons ==&lt;br /&gt;
&lt;br /&gt;
How does a weapon made in a mood affect the weapons effectiveness? Does it at all? Also when weapons are named what difference does this make?&lt;br /&gt;
:Artifact weapons have the highest quality modifier, which AFAIK makes them hit more accurately and penetrate/cut more effectively than lower-quality weapons.  I don't think naming a weapon changes its performance, just whether it's mentioned in Legends mode and in artwork. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Columns Mean Whatnow? ==&lt;br /&gt;
The data in these tables is not useful to new players, and there is no discussion of how to interpret these tables. What is the tradeoff between a larger penetration and greater velocity? Why are some of the numbers in parentheses? --[[User:Romeofalling|Romeofalling]] 20:05, 1 October 2010 (UTC)&lt;br /&gt;
:You're right - the numbers aren't useful.  That's because we don't know what the formulae are.  Judging from the variables present, Toady seems to be trying to model the physics much more accurately than your average RPG;  if you're really interested in optimizing your combatants that much, digging out some university-level physics texts and running through the sections on elastic collisions and material deformation would be helpful.  The parentheses, at least, indicate that the value present in the raws is irrelevant - BLUNT attacks don't actually penetrate.&lt;br /&gt;
&lt;br /&gt;
:If you're just being confused by the big lists o' numbers, forget 'em and ask yourself if you want your dwarves to be waving around axes or spears or whatnot.  Then make lots of your choice. --[[User:DeMatt|DeMatt]] 01:16, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I'm trying to figure out if I should equip my Talented Lasher immigrant with the (+iron scourge+) and/or 3 (bronze whips) harvested from my first goblin ambush. I've also got 4 Knife Users - Talented, Professional, Adequate and Novice. No daggers yet, though. (You've already given valuable advice about the availability of arrows for my Novice Bowdwarf, DeMatt. Thanks for that.) Trying to get a sense of relative damage potential by the skill/weapon combos is....well, impossible, I guess, given that we don't have the formulae. Still, it's cool that dwarves can now wear goblin-forged armor. --[[User:Romeofalling|Romeofalling]] 02:07, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==obsidian==&lt;br /&gt;
still like steel? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ore/weapon==&lt;br /&gt;
battle axe evidently needs 4 wafers.  Short sword needs 3&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hammers==&lt;br /&gt;
Since blunt weapons damage is related to the weight of the weapon would it make sense to make War Hammers out of a heavy metal. like lead if that is possible.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:198.53.163.246|198.53.163.246]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes. Silver is the easiest to make them out of.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material effectiveness? ==&lt;br /&gt;
&lt;br /&gt;
I've seen mentions of the different materials having &amp;quot;Sheer&amp;quot; and &amp;quot;Density&amp;quot; qualities that make them good for slashing/piercing and bludgeoning attacks respectfully, but I haven't seen any explanation, or even a list of which materials are better than others for each category. Can someone help me here? --[[User:Twilightdusk|Twilightdusk]] 02:20, 29 November 2010 (UTC)&lt;br /&gt;
:Not well no.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::You could try looking at [[DF2010:Metal#Weapon_.26_Armor_Quality|the Metal page]], and see if that helps you out. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Decorations ==&lt;br /&gt;
&lt;br /&gt;
This question has been popping up forever and given the absurd amount of decorations possible (especially on artifacts) I think it is rather important that we learn; do decorations increase weight for weapon effectiveness? Has anyone tested this?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No, decorations don't weigh anything.  I've got a slate door artifact with nine decorations, two of which are of reasonably weighty materials (iron and more slate), and it weighs the same as a plain slate door. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Preferences and Attachments ==&lt;br /&gt;
&lt;br /&gt;
I have a (Swords)dwarf who has not killed anything other than boredom, and only recruited for about 6 months now.  Already he has grown attached to two steel items.  A steel spear, and a steel shield.  After checking the preferences, I found that he is fond of steel.  Maybe preferences influences attachment speed?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:22, 8 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about picks? ==&lt;br /&gt;
&lt;br /&gt;
I tried picks -vs- axes in the arena. It seems like picks are much better at armor penetration that axes. But how do you make a pick user skillful in the arena?&lt;br /&gt;
&lt;br /&gt;
Can you arm soldiers with picks? Do they use mining skill to attack?&lt;br /&gt;
&lt;br /&gt;
== Named weapons ==&lt;br /&gt;
I got three weapons named, one spear, one mace, and one ''shield''. The dwarf which named shield and mace liked the material they were made of. This could also be important. --[[User:Blur|Blur]] 15:46, 26 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=133962</id>
		<title>v0.31 Talk:Burrow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=133962"/>
		<updated>2010-12-25T19:14:25Z</updated>

		<summary type="html">&lt;p&gt;Blur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup==&lt;br /&gt;
Pathfinding. What is it doing here? I cleaned up the last bit about 'digging extends burrows.' It doesn't, but I get what the original writer was trying to convey: burrow residents can only mine inside their burrow, burrows can extend past currently dug-out areas and into solid rock, which can then be mined by residents, up to the limits of that burrow. Also, I'm creating a section for &amp;quot;uses for burrows.&amp;quot; Of course, there is the civilian alert, we should explain that here. Then there is the current single piece of advice: restricting craftsdwarfs to certain workshops/stockpiles. But there are many more uses for burrows than that. Getting your trader to the depot. Workaround for the nobles bug. Setting up little hidey holes for outdoor workers and getting them into one when the gobbos attack. Urist McSwitchPuller. Any other things? [[User:GhostDwemer|GhostDwemer]] 23:25, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
I've created a burrow, essentially the inside of my fortress. I added all of my civilians to the burrow. They now all stay in the burrow. The only problem is, I can't figure how to get dwarves to ignore the burrow. Essentially what I want is be able to create an All Inside alert, and while its not on for dwarves to be able to go anywhere. How do I do this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.96.222.115|99.96.222.115]]&amp;lt;/small&amp;gt;&lt;br /&gt;
* Answer:  Assign NO dwarves to the burrow, assign the burrow to the alert, and when you need your civilians to stay inside, change the Civilian Alert to the alert with the burrow ({{k|m}}, {{k|a}}, highlight alert name, {{k|Enter}}). --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
How do I restrict civilian dwarves to a specific burrow? --[[User:Markavian|Markavian]] 23:47, 4 April 2010 (UTC)&lt;br /&gt;
* Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --[[User:Markavian|Markavian]] 09:00, 5 April 2010 (UTC)&lt;br /&gt;
* Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
::How do I set civilians to an alert state?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:05, 17 August 2010 (UTC)&lt;br /&gt;
::: Define a burrow. Go to the military screen. Go to the alerts screen. Highlight Active/Training (the alert state you want to add the burrow to) and then select the burrow from the list on the right. Now the Active/Training alert state includes a burrow that restricts only civilians, and only when the civilian alert state is set. To do so, simply highlight the alert you want and press enter. To un-restrict civilians, select the 'Inactive' alert state and hit enter. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:GhostDwemer|GhostDwemer]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki&lt;br /&gt;
* Answer: No. He will head outside the burrow to look for food or drink. [[Special:Contributions/216.110.94.227|216.110.94.227]] 17:50, 16 April 2010 (UTC)&lt;br /&gt;
*Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
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How do I revert to the old military system?&lt;br /&gt;
&lt;br /&gt;
*Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will a dwarf remain injured, or will he path to a hospital if injured regardless of burrow location? [[Special:Contributions/97.103.188.15|97.103.188.15]] 01:11, 31 May 2010 (UTC)&lt;br /&gt;
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How do I restrict only animals to a certain burrow? [[User:Richards|Richards]] 04:38, 11 July 2010 (UTC)&lt;br /&gt;
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* Answer: Animals ignore burrow's, you can't restrict them.  They do like meeting areas, cages, and chains though.  Or just i -&amp;gt; Pit them into holding room with no exits. --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
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Will dwarves cross non burrow territory if two parts of the same burrow aren't connected?  &lt;br /&gt;
If I make a travel burrow containing all the halls/main stair ways, a mason's burrow, and a stone stockpile burrow.  Then assign the masons to all three.  Will the dwarves take from one burrow, travel through another, and work in the third? (I need a dwarftherapist for burrows...) --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
:Yes to the first, only coincidentally (&amp;quot;the burrow covers where they travel&amp;quot;, not &amp;quot;they travel within the burrow&amp;quot;) to the second. --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Digging into walls does not expand the burrow into it as expected.  It only does this if you already selected the non-dug out space to be part of the burrow.  So it's like an invisible part of the burrow.  So, for example, if you selected the entire z-level as a burrow, then everything you dig out would become part of that burrow also.  But if you use the mouse to only select a single room to be part of a burrow, digging one or two spaces might be added to the burrow but any further will not.--[[User:Lemunde|Lemunde]] 14:13, August 21 2010 (EST)&lt;br /&gt;
: I find that they stop acting as if there is invisible burrow after a bit.  Is this common or am I somehow deselecting? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.66.78.121|99.66.78.121]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:: The end of the &amp;quot;invisible burrow&amp;quot; would be the end of where you previously defined the burrow.  Define it ten squares deeper into the unknown, and your burrow-restricted miners will dig out those ten squares. --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''How do I make haulers work with burrows?''' If I have a hauler assigned to a burrow with a stockpile in it accepting i.e logs, and there happens to be logs outside the burrow, he will attempt to do haul the outside logs into the burrow, only to realize it is inaccessible and cancel the job. Over and over and over. Leading to mass cancellation spam and dwarves sitting in one spot trying to do the same failing job repeatedly. --[[User:Hulbral|Hulbral]] 17:07, 18 December 2010 (UTC)&lt;br /&gt;
: Define burrows covering everywhere the haulers might need to work.  Forbid everything not inside a burrow.  Unassign your haulers from the burrows.  Why are your haulers assigned to burrows, anyways? --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pathfinding==&lt;br /&gt;
with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
:Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. [[User:Vattic|Vattic]] 22:45, 7 April 2010 (UTC)&lt;br /&gt;
::The pathing problems were fixed in 0.31.03 [[User:Immibis|Immibis]] 07:52, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the pathfinding section belong in the Burrow page, or should it have its own? --[[User:HammerDave|HammerDave]] 16:39, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves path out of burrow ==&lt;br /&gt;
&lt;br /&gt;
I've noticed quite a few times during the last siege a potential pitfall in using the burrow system. I all my civilians assigned to a large burrow covering most of my fortress.  I had dwarves take hauling jobs for items in another part of the fortress, but in the course of going there, they took a path that led them outside their assigned burrow.  I made a mistake in that I didn't realize that the only path they had available was through a dangerous area, its possible they would have not gone outside if another but possibly longer path had been available. -[[Special:Contributions/99.68.98.63|99.68.98.63]] 18:26, 11 September 2010 (UTC)&lt;br /&gt;
:Yes, if the longer, safe path was part of the burrow and the shorter one wasn't. [[User:Speed112|Speed112]] 22:00, 11 September 2010 (UTC)&lt;br /&gt;
::No.  Dwarves ignore burrows for pathfinding purposes. --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I just wanted to see if anyone else has seen this... I was recently trying out the burrow system. After I assigned civilians to my burrow, they started tripping all the weapon traps I had set. Also, for some reason, they all ended up outside. Has anyone else had this problem?&lt;br /&gt;
Edit: Upon further inspection, a fair number of dwarves managed to get out of my completely sealed fort. I went to great lengths to make certain that there was no way in or out unless I activated a series of bridges. all of these were still in their raised/uncrossable positions. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:173.67.14.124|173.67.14.124]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Define only rooms, or need to define pathing/stairs? ==&lt;br /&gt;
&lt;br /&gt;
The big question in that article that isn't covered is the most basic.. when you're defining/using burrows, do you need to define the pathing between the blocks you select, or will the AI pathfind between them? Second point, if you DO define a route (to prevent dangerous pathfinding) will they use the route or pathfind outside of it if there is a 'shorter route'? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: No.  Dwarves can and will pathfind between unconnected, or connected, segments of burrow.  They won't keep their path within a burrow even if it is the shortest path, unless it happens to be the path they'd pick anyways.&lt;br /&gt;
: That said, I define &amp;quot;stairs and accessways&amp;quot; as a separate burrow anyways, so my dwarves can perform jobs within them while my fortress is buttoned up (I only use burrows for the &amp;quot;restrict to fort&amp;quot; capability).  Also note that [[DF2010:Note#Patrol Routes|routes]] are something different - they're for your military - just in case you meant actual &amp;quot;routes-following-Notes&amp;quot; routes and not just the word. --[[User:DeMatt|DeMatt]] 21:33, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So bottom line.. can't trust burrows to deliver ammo/food/drinks to remote stocks because they may path into danger? Seems strange.. [[User:Pathaugen|Pathaugen]] 05:15, 10 November 2010 (UTC)&lt;br /&gt;
::: No, you can't use burrows to guide your dwarves.  They merely restrict what the dwarf looks for, rather than how he sets about getting to it.  If you want to avoid fixed dangers, you can use the [[Traffic]] designations - set your preferred path as a High-traffic area, and place Low- or Restricted-traffic areas around it to further encourage the dwarves to stay on the path. --[[User:DeMatt|DeMatt]] 11:40, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hammerer's Burrow ==&lt;br /&gt;
Is it possible to assign the Hammerer to a burrow instead of crippling him? That would stop him from slaughtering my legendary workers in an very easy way.  --[[User:Blur|Blur]] 19:14, 25 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mayor&amp;diff=133957</id>
		<title>v0.31 Talk:Mayor</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mayor&amp;diff=133957"/>
		<updated>2010-12-25T13:50:52Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* No mayor with 56 dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Am I Seeing Double?==&lt;br /&gt;
Apparently, there seem to be two mayors in my fortress. The only one on the nobles screen is the newest, who has started making mandates out of the blue while the other is still a mayor and in their estate. The two aren't married. Is this some sort of new feature or just another bothersome glitch?&lt;br /&gt;
:Known bug. http://www.bay12games.com/dwarves/mantisbt/view.php?id=312 .--[[User:Tarran|Tarran]] 23:03, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Appointed yet replacable==&lt;br /&gt;
I keep getting new mayors elected as usual but find i can use the nobles screen to replace them with whomever i want as if they where appointable. --[[User:MLegion|MLegion]] 18:29, 20 August 2010 (UTC)&lt;br /&gt;
:Dwarven society (on the town level atleast) is a dictatorship, there is only an illusion of democracy! --[[User:Overspeculated|Overspeculated]] 11:03, 29 August 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
==Why elected?==&lt;br /&gt;
Not that I'm complaining, but after a Great consolor who knows nobody came she became mayor immidiately -- anybody understand the election process?&lt;br /&gt;
:The process isn't so much an election as the game chooses the mayor based on the sum of the skill levels a dwarf has that is related to mayoral tasks. All things being equal, a dwarf with more friends would get chosen over one with less. So it's sort of a meritocracy, at least that's how I understand it.[[Special:Contributions/169.231.8.134|169.231.8.134]]&lt;br /&gt;
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&lt;br /&gt;
==No mayor with 56 dwarves==&lt;br /&gt;
I haven't go a mayor yet although 56 dwarves live in my fortress. I play this fortress a bit unusual by having only 3 rooms and living from plant gathering. Bug or unknown condition? --[[User:Blur|Blur]] 12:55, 20 December 2010 (UTC)&lt;br /&gt;
:How long have you had 56 dwarves? Elections for Mayor only happen about halfway through the first month of Summer, and they may not necessarily happen every year. --[[User:Quietust|Quietust]] 13:59, 20 December 2010 (UTC)&lt;br /&gt;
This could be the reason, as I abandoned after creating a high-quality armor for my adventurer. --[[User:Blur|Blur]] 13:50, 25 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=133956</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=133956"/>
		<updated>2010-12-25T13:47:54Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Immgrant combat Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
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== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
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&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;br /&gt;
::They appear to be unchanged when I look at them in Dwarf Therapist. [[User:Garanis|Garanis]] 17:42, 7 April 2010 (UTC)&lt;br /&gt;
:::This would not go on this page, it would go on [[experience]].--[[User:Albedo|Albedo]] 21:46, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here [[User:Cpad|Cpad]] 02:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality Skills==&lt;br /&gt;
I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.&lt;br /&gt;
&lt;br /&gt;
Affects Quality:&lt;br /&gt;
Architect (cannot have mood)&lt;br /&gt;
Mason&lt;br /&gt;
Engraver (cannot have mood)&lt;br /&gt;
Mechanic&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Cook&lt;br /&gt;
Trapper (for making traps)&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Bone Carver&lt;br /&gt;
Stone Crafter (though, who cares, amirite?)&lt;br /&gt;
Wood Crafter (even more useless)&lt;br /&gt;
Leatherworker&lt;br /&gt;
Weaver&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
&lt;br /&gt;
Otherwise Important:&lt;br /&gt;
Miner (get all them gems)&lt;br /&gt;
Planter (for fat stacks)&lt;br /&gt;
All medical&lt;br /&gt;
All military&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
&lt;br /&gt;
Just speed:&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Soap Maker&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --[[User:Zombiejustice|Zombiejustice]] 17:00, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skill penalties==&lt;br /&gt;
I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty.  I'll add it to the article provisionally. Could someone else verify?&lt;br /&gt;
&lt;br /&gt;
* Toady commented that as of 31.08, this should only apply to &amp;quot;starving&amp;quot; people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8).  What have your mining experiences been in 31.08? -- [[User:Creidieki|Creidieki]] 05:34, 28 June 2010 (UTC)&lt;br /&gt;
**I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.[[Special:Contributions/75.164.146.98|75.164.146.98]] 02:40, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -[[User:Dezbro|Dezbro]] 03:02, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Rust ==&lt;br /&gt;
&lt;br /&gt;
I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -[[User:Kogan Loloklam|Kogan Loloklam]] 14:02, 7 August 2010 (UTC)&lt;br /&gt;
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Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. &amp;quot;Only&amp;quot; as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)&lt;br /&gt;
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I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)&lt;br /&gt;
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: I think it's true. I have a bunch of stonecrafters from Master to Grand Master levels which could only be formerly Legendary from mood as I don't do much stonecrafting. [[User:Elfy|Elfy]] 00:58, 16 August 2010 (UTC)&lt;br /&gt;
:: I'm just starting the Autumn of my first year in-fortress, and all my unused Novice and Adequate skills among the starting expedition are already listed as Rusty. This is particularly worrisome since my Doctor and Appraiser skills were at Novice. [[User:Romeofalling|Romeofalling]] 21:58, 16 August 2010 (UTC)&lt;br /&gt;
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It looks like rust comes off in layers.  I just watched as my Proficient (very rusty) architect designed two buildings.  After the first he was merely rusty, and after the second he was simply Proficient.  It's a single sample, but still.  --[[User:Oddrune|Oddrune]] 22:56, 10 September 2010 (UTC)&lt;br /&gt;
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I didn't notice any affect on my medic staff due to &amp;quot;rusty&amp;quot; skills, They still worked as though their skills were normal.  I didn't think to check xp earned, I have noticed atrophy(loss of skill lvl) in my other fortresses after reaching &amp;quot;very rusty&amp;quot;.  I'm Incorporating a &amp;quot;danger room&amp;quot; and I'll monitor xp earned. --Nordak&lt;br /&gt;
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Do legendary skills rust? I usually disable mining on my legendary miners, but haven't seen any rust yet.--[[User:Droid|Droid]] 16:41, 30 October 2010 (UTC)&lt;br /&gt;
:They certainly do - I've had dwarves go moody and become legendary wood crafters, and they eventually rusted below legendary. --[[User:Quietust|Quietust]] 17:54, 30 October 2010 (UTC)&lt;br /&gt;
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== Bugs? Mainly with modding ==&lt;br /&gt;
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Would putting in a bug section be out of place if the bugs are solely on the modding side?  Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? [[User:KaelemGaen|KaelemGaen]] 14:59, 12 August 2010 (UTC)&lt;br /&gt;
:I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. [[User:Speed112|Speed112]] 16:32, 12 August 2010 (UTC)&lt;br /&gt;
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== On Wrestlers and Bronze Colossuses ==&lt;br /&gt;
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I had a fresh recruit fighting a Bronze Colossus for some reason. Obviously, without any skills to his name, he immediately began wrestling the thing. The next instant, he was an Elite Wrestler. I imagine that trying to wrestle a gigantic living bronze statue can be an extraordinary learning experience. Although he was pummeled into a pulp despite his new elite-ness, does anyone know exactly why this happened?--[[Special:Contributions/162.83.223.4|162.83.223.4]] 02:54, 14 August 2010 (UTC)&lt;br /&gt;
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: Yeah, this happens in any combat now. Before (or after?) dying military dwarf is promoted. It looks very funny. --[[User:Elfy|Elfy]] 01:01, 16 August 2010 (UTC)&lt;br /&gt;
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: Colossi.  :P -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:56, 8 October 2010 (UTC)&lt;br /&gt;
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== Managing Skills ==&lt;br /&gt;
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A general page or section on managing skills of dwarves would be helpful.  what labor preferences (and therefore skills) are good to give in combination?  A table summarizing which skills allow operation of what buildings or other activities would also be helpful, they're not all obvious, and the summary could be one line, instead of going to a nearly blank page to find out.  (Animal dissection allows what now?  I go to the animal dissector page, which is almost entirely empty, to find out.)&lt;br /&gt;
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Is there any way to find which dwarves are the highest in a skill?  list them by skill level in a selected category?&lt;br /&gt;
my best woodcutter committed suicide, now i need to find someone else and transfer the axe to them...&lt;br /&gt;
but i have no idea how to do that, other than painfully going through the entire roster. -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:55, 8 October 2010 (UTC)&lt;br /&gt;
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: The first part, the table, is a good suggestion. The second part: In the nobles screen, when replacing nobles dwarves are sorted by most skill related to that position. Other than that, I think you need something like Dwarf Therapist to compare stats easily. [[User:Calite|Calite]] 03:22, 8 October 2010 (UTC)&lt;br /&gt;
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== Immgrant combat Skills ==&lt;br /&gt;
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When looking for dwarves to draft in Dwarf Therapist, I noticed that dwarves immigrating with relatively high military skills mostly have high civilian skills. Can anyone verify? --[[User:Blur|Blur]] 13:47, 25 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=133848</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=133848"/>
		<updated>2010-12-21T13:32:42Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Companions  limited to 2? */&lt;/p&gt;
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&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
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Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
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It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
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It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
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I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
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== Don't know where he lives ==&lt;br /&gt;
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Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
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:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
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::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
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== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
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== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
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== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::There is a workaround... well, kind of. By replacing DEFAULT_SITE_TYPE and LIKES_SITE (latter could be an overkill) from CAVE_DETAILED to CITY in raw's &amp;quot;default_entity.txt&amp;quot; you can supply every dorf's civilization with human architector, who '''can''' design functioning shops and whistles (having bad habit of building things above the ground though)&lt;br /&gt;
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== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
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:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
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== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
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== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
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Now DF .31.13, (alt-move, a, enter) lets you jump into river for a swim, and similarly climb out. --[[User:TomiTapio|TomiTapio]] 14:20, 16 September 2010 (UTC)&lt;br /&gt;
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==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
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==Adventure Mode Combat==&lt;br /&gt;
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or how to kill everything.&lt;br /&gt;
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'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
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Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
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large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
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Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
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Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
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Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
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Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
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'''Axes'''&lt;br /&gt;
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ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
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battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
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great axe bigger and better.&lt;br /&gt;
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halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
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'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
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spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
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pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
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'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
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war hammer with skill to can put nice holes in heads.&lt;br /&gt;
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mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
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maul a bigger mace,now hit stuff harder.&lt;br /&gt;
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flail mace on a chain,hit them not you.&lt;br /&gt;
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morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
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'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
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whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
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whip shatters the bone,bruise the flesh.&lt;br /&gt;
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pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
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scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
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== Worldgen for Adventurers ==&lt;br /&gt;
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It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
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For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
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I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
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Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
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BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
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You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
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Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
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--Anonymous July 30, 2010&lt;br /&gt;
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== The Basics ==&lt;br /&gt;
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I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
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I definitely agree.  I've spent around half an hour trying to 'g'et prickleberries etc, starving to death while my human (who only started with copper spear and dagger, apparently due to hitting 'play now') merrily ignites everything. Getting a waterskin is nearly impossible, as there are no towns for miles in every direction from my starting place.  I'm not sure if this is a bug or not, but none of this really basic stuff is covered here.&lt;br /&gt;
* drink/lick the blood spatters off your clothes, for survival. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
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== Small Bugs - Conversations, Other little niggles ==&lt;br /&gt;
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What's the wiki's policy on minor bugs? I found that in adventurer mode, asking peasants their profession makes them reply &amp;quot;I am a .&amp;quot;, presumably because they have no job.  Should I post that here, or is that too small? I can imagine the list getting full quick otherwise.&lt;br /&gt;
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Ah - and apparently you can hold two things in one hand - although you need to juggle your inventory round to do it.  Weird.&lt;br /&gt;
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== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
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== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Does this mean that the companion limit has been decreased? &lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)&lt;br /&gt;
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&lt;br /&gt;
*The number of followers you can get is determined by your notoriety; when you first start out you'll only be able to get two warriors to join your band, but once you get some tasks under your belt and slay a dragon or two you can have upward of fifteen. More may be possible but I sort of figured 15 was enough and stopped there. [[Special:Contributions/72.230.201.43|72.230.201.43]] 20:41, 14 November 2010 (UTC)&lt;br /&gt;
*I am not able to get more than 19 companions, even after slaying lots of megabeasts. 19 seems to be the absolute maximum --[[User:Blur|Blur]] 13:32, 21 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;Adventurer&amp;gt; was guided by forces unknown&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
That says if you check out your dead adventurer in legends.&lt;br /&gt;
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tips and tricks in.31.17 ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Some vanilla .17 adventuring... this might be helpful to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. start a demigod adventurer. Buy agility and dodging. Surrounded == dead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. run away from bogeymen, leave the low-agility ones far behind.&amp;lt;br&amp;gt;&lt;br /&gt;
3. no adventurer can ever start with armor, it seems.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. try aimed (&amp;quot;A&amp;quot;) easy attacks, stab torso with sword. Or slash at foot/hand. Miss because bogeymen have very good dodging skills.&amp;lt;br&amp;gt;&lt;br /&gt;
5. use trees to force enemies into single file.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;C&amp;quot; change combat mode to strike instead of charge. Charging makes you trip and fall often.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8. one bogeyman is about as difficult as .16 's elephant/ogre/giant/marshtitan. Because of dodging skill.&amp;lt;br&amp;gt;&lt;br /&gt;
9. fighting skill may give you lots of nice counterstrikes. You might want to practice fighting with slow-moving wildlife (not camels!)&amp;lt;br&amp;gt;&lt;br /&gt;
10. &amp;quot;mortal wound&amp;quot; means internal organ bruising, not dangerous, unlike &amp;quot;CANT STAND&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11. haul bogeyman body parts to town to show off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
12. inside a crowded building, would need a &amp;quot;swap places with friendly&amp;quot; key so can move around.&amp;lt;br&amp;gt;&lt;br /&gt;
Quote from: Miko19:   You can press &amp;quot;s&amp;quot; to lay on the ground, and then you can move on the same tile as an other person is&amp;lt;br&amp;gt;&lt;br /&gt;
Oookay... crawl under the moronic humans who cower inside their houses, check.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
13. goblins and dwarven bandits are nothing compared to bogeymen. (Or my skills got really high already.)&amp;lt;br&amp;gt;&lt;br /&gt;
14. cross the rivers and streams in travel mode, not with swimming.&amp;lt;br&amp;gt;&lt;br /&gt;
15. go thank Toady for adding bandits and &amp;quot;The quest for armor&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
16. some humans are morons and block doorways for hours on end.&amp;lt;br&amp;gt;&lt;br /&gt;
17. wear shirt, dress, dress, dress, robe for &amp;quot;protection&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
18. ask the cyan-coloured humans (who have no profession) to join you.&amp;lt;br&amp;gt;&lt;br /&gt;
19. your human companions will have a longer sight range than you, at least at night when the felines attack.&amp;lt;br&amp;gt;&lt;br /&gt;
20. wear one more dress. And two togas.&amp;lt;br&amp;gt;&lt;br /&gt;
21. the red-cross-blinking cyan @ draws you eye away from the brown, dirt-coloured @. And the companion will crawl miles and miles, matching your speed, faithfully following you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Q for quest log, z to see where the quest target is. Esc to exit quest log.&amp;lt;br&amp;gt;&lt;br /&gt;
Z, d, enter to sleep the night.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== .31.17 peasant/hero/demigod, thoughts ==&lt;br /&gt;
About the adventurer... think of &amp;quot;peasant&amp;quot; as &amp;quot;joe average who was the worst learner in the whole county&amp;quot;. Novice in seven skills after many years of trying.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;hero&amp;quot; could be a circus strongman, strong and tough, or a tumbler (acrobat) with superior agility and above average patience and focus, adequate in eight skills due to 1-2 years of training as a teenager.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;demigod&amp;quot; is one in a thousand, competent in nine skills, perhaps a former soldier with five years of experience. Or proficient in 4.5 skills (not even a legendary in fortress mode, that soldier.)--[[User:TomiTapio|TomiTapio]] 11:43, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Info on diff. between Adv Mode &amp;amp; Dwarf Mode ==&lt;br /&gt;
In adding some minor information to the Quick Start guide, I fell upon a conundrum. In that article I wanted to add a fair bit more information, but I wasn't sure that it belonged there (likely not as part of a quick start guide). Indeed, I'm not sure where to put them at all, whether they deserved their own page. I am thinking about: attributes and skills, which deserves more depth than what is necessary for dwarf mode (such as suggested skills to invest in, and the function of such skills and attributes in adventure mode); the benefits of the various races (which is not even covered in this article); probably known &amp;quot;quirks&amp;quot;, such as the virtual non-existance of &amp;quot;small&amp;quot; equipment for use by dwarves and that goblins are a source; among other things. Should they simply get their own page so they can belong specifically to an Adventure Mode category, or perhaps add an &amp;quot;In Adventure Mode&amp;quot; section to the relevant pages in order to detail those differences? &amp;lt;br&amp;gt;&lt;br /&gt;
I ask this question here since this seem to be a bit of catch all discussion area for adventure mode. Seemed better suited to it than the Quick Start discussion page, anyway.&lt;br /&gt;
: [[User:Niveras|Niveras]] 02:21, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is weird. I thought demigods were not allowed starting companions like heroes -- I tested it with two different demigods and the townspeople consistently gave me &amp;quot;I would....rather not&amp;quot; when asked about joining before I had completed any quest, and edited the page to reflect that. Yet, someone changed the edit back saying they *always* take two companions when playing demigod. Can anyone else test?&lt;br /&gt;
Is that right? Am I subject to a bug? &lt;br /&gt;
: Anonymous, Nov 15&lt;br /&gt;
&lt;br /&gt;
::I'm the one who made that edit, I think your problem is you were trying to recruit regular townspeople; look around towns/hamets for some actual fighters, or head to a fortress and try to recruit them there.  It takes a while before you can get non-fighters to come with you, because whether they join you or not doesn't depend on how much stronger you are than them like in previous versions, but by how famous you are for being a hero, and they know they're weak and probably just cannonfodder unless you're a legend. Or at least that's my theory.  I do admit that I haven't played any Peasant-class or Hero-class adventurers yet, so I can't say there is ''no'' difference between their abilities to recruit, but I can say for sure that I can get two swordsmen before I do a quest with my demigods. [[Special:Contributions/72.230.201.43|72.230.201.43]] 19:55, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghost towns? ==&lt;br /&gt;
&lt;br /&gt;
Is it a bug that I found ghost towns? Towns where there were no surviving inhabitants, but the stores are still stocked (and the items owned so I couldn't purchase anything without theft.) Was everyone just out in the fields or something?&lt;br /&gt;
&lt;br /&gt;
(Also, I found a phantom hamlet, which I'm pretty sure *is* a bug. It showed up on the world map, but not the travel map. The local map had a pointer to the town, and as I walked there I hit the center but there were no buildings or people. It was safe to sleep, though, thankfully, 'cause I'd just lost all my companions to a troll attack and the sun had gone down.)&lt;br /&gt;
&lt;br /&gt;
 -- Anonymous, November 14, 7:08 pm pacific time&lt;br /&gt;
&lt;br /&gt;
== Difficulty settings ==&lt;br /&gt;
&lt;br /&gt;
What exactly are the differences between Peasant, Hero, and Demigod difficulties?&lt;br /&gt;
:I am fairly sure the only difference between them are the number of points you begin with to divide among your attributes and skills. [[Special:Contributions/72.230.201.43|72.230.201.43]] 02:17, 17 November 2010 (UTC)&lt;br /&gt;
::Further testing may be needed. I've gone through a spate of demigods who died suddenly, while my current character, a peasant, has developed very well through skill training and has lived long enough to get a nearly full set of steel armor in dwarf size. I don't know if he's been plain lucky, or I'm getting better, or if there's some mitigating factor in the code that takes it easier on peasants than demigods. -Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Starting Armor ==&lt;br /&gt;
&lt;br /&gt;
From 31.17 and continuing in 31.18, is it correct that adventurers only start with leather clothes and never any metal armor except for a shield? - Anonymous, 18 November 2010, 3:14 UTC&lt;br /&gt;
:Having played about a dozen characters, this appears to be true. Currently you've got to find armor in shops, lairs, caves, and bandit camps. - Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Equipping ==&lt;br /&gt;
&lt;br /&gt;
I cannot find a way to equip a weapon.... And i searched all over the wiki and i still cannot find any place where it tells me how to equip a weapon. Any help??? -- Anonymous 198.53.163.246, 08:27 UTC, 28 November 2010&lt;br /&gt;
&lt;br /&gt;
:Anything held in your hands is an available weapon. Drop what's in your hands on the ground (or 'p'ut it in a container if you have one that has room) and then get your weapon -- either 'g'etting it off the ground or 'r'emoving it from a container. It will automatically go into your primary hand (depending on handedness; DF has a lot of lefties) and be used as a weapon. Then grab your shield if you use one, or offhand weapon if you're training another skill, or leave that hand empty for choking throats if you like. -- Anonymous 74.37.93.115, 28 Nov 2010&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
==This article is terrible==&lt;br /&gt;
it doesnt describe much of any of the specifics of adventure mode, its all generalized ideas on the basic concept of it, with a sprinkling of various outdated versions thrown in for &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; measure. There needs to be a section on the (Q)uest section (which even i dont really get that still, companions, basic combat strategy's, and a whole crap load of other st00f. --[[User:Dudemcman|Dudemcman]] 05:18, 3 December 2010 (UTC)&lt;br /&gt;
:Alright i'll have time to work on this page in about a week. In the meantime suggestions anybody? [[User:LightBearer|LightBearer]] 18:23, 12 December 2010 (UTC)&lt;br /&gt;
::Edit I know I said I'd be working on this by now but im still working on testing for a new jewelry page so maybe ill have time in another week...[[User:LightBearer|LightBearer]] 06:36, 20 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions choose the innocent over you. ==&lt;br /&gt;
&lt;br /&gt;
In my experiences, attacking civilians will cause your companions to turn on you, but they still flash blue (i use maydays graphics, so its blue for me atleast), and try to kill you, im not sure how they react if you attack a soldier in a castle, or a town. more testing needed. --[[User:Dudemcman|Dudemcman]] 05:22, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They still attack you. I dare you to kill a lord/lady/other royal person. Everyone'll be out to get you. --[[User:ANormalUsername1|ANormalUsername1]] 21:14, 12 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Backpacks ==&lt;br /&gt;
&lt;br /&gt;
It seems that if you are caught in frost wyrm breath, your backpack will be damaged and disappear. Also, removing one's backpack (in an effort to leave it outside the lair and pick it back up when exiting) causes it to disappear as well.&lt;br /&gt;
:what mod is this? also leave the backpack just inside the lair. Anything left Anywhere that is not A in a lair, B in a camp or C in a cave will disappear forever. and sign your talk [[User:LightBearer|LightBearer]] 06:03, 15 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mayor&amp;diff=133813</id>
		<title>v0.31 Talk:Mayor</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mayor&amp;diff=133813"/>
		<updated>2010-12-20T12:55:10Z</updated>

		<summary type="html">&lt;p&gt;Blur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Am I Seeing Double?==&lt;br /&gt;
Apparently, there seem to be two mayors in my fortress. The only one on the nobles screen is the newest, who has started making mandates out of the blue while the other is still a mayor and in their estate. The two aren't married. Is this some sort of new feature or just another bothersome glitch?&lt;br /&gt;
:Known bug. http://www.bay12games.com/dwarves/mantisbt/view.php?id=312 .--[[User:Tarran|Tarran]] 23:03, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Appointed yet replacable==&lt;br /&gt;
I keep getting new mayors elected as usual but find i can use the nobles screen to replace them with whomever i want as if they where appointable. --[[User:MLegion|MLegion]] 18:29, 20 August 2010 (UTC)&lt;br /&gt;
:Dwarven society (on the town level atleast) is a dictatorship, there is only an illusion of democracy! --[[User:Overspeculated|Overspeculated]] 11:03, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why elected?==&lt;br /&gt;
Not that I'm complaining, but after a Great consolor who knows nobody came she became mayor immidiately -- anybody understand the election process?&lt;br /&gt;
:The process isn't so much an election as the game chooses the mayor based on the sum of the skill levels a dwarf has that is related to mayoral tasks. All things being equal, a dwarf with more friends would get chosen over one with less. So it's sort of a meritocracy, at least that's how I understand it.[[Special:Contributions/169.231.8.134|169.231.8.134]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==No mayor with 56 dwarves==&lt;br /&gt;
I haven't go a mayor yet although 56 dwarves live in my fortress. I play this fortress a bit unusual by having only 3 rooms and living from plant gathering. Bug or unknown condition? --[[User:Blur|Blur]] 12:55, 20 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=125521</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=125521"/>
		<updated>2010-08-14T21:32:40Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Infection can be healed */&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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
         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;
&lt;br /&gt;
::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;
&lt;br /&gt;
::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;
&lt;br /&gt;
::::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;
== 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;
&lt;br /&gt;
::: 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;
&lt;br /&gt;
== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
&lt;br /&gt;
what does this mean?&lt;br /&gt;
&lt;br /&gt;
: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;
&lt;br /&gt;
::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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== Bug: overlapping office with hospital zone prevents bag/chest filling ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== Which medical skills affect outcome? ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== Whats the deal with rot? ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
&lt;br /&gt;
== 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;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=125520</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=125520"/>
		<updated>2010-08-14T21:31:42Z</updated>

		<summary type="html">&lt;p&gt;Blur: &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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
         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;
&lt;br /&gt;
::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;
&lt;br /&gt;
::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;
&lt;br /&gt;
::::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;
== 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;
&lt;br /&gt;
::: 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;
&lt;br /&gt;
== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
&lt;br /&gt;
what does this mean?&lt;br /&gt;
&lt;br /&gt;
: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;
&lt;br /&gt;
::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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== Bug: overlapping office with hospital zone prevents bag/chest filling ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== Which medical skills affect outcome? ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== Whats the deal with rot? ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
&lt;br /&gt;
== 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 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;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=122497</id>
		<title>v0.31:Blood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=122497"/>
		<updated>2010-07-25T18:41:17Z</updated>

		<summary type="html">&lt;p&gt;Blur: Humans also sell blood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blood''' is the preferred fluid of [[Armok]], as well as the fluid that most living creatures contain within their bodies. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.&lt;br /&gt;
&lt;br /&gt;
Blood tends to spread ''everywhere''; you will just have to get used to it. Or go insane, your choice.  It is possible to remove blood from a {{L|soil}} floor by building a {{L|dirt road}} on it.  Allocating bloody {{L|tile attributes|indoor}} underground areas as a {{L|activity zone#Meeting Area|meeting area}} seems to increase their {{L|cleaning}} priority and they will get cleaned pretty quickly if you have enough idle workers. However, this does not seem to work for above ground areas.&lt;br /&gt;
&lt;br /&gt;
==Assorted Blood Types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do. {{L|Fire imp}}s, for instance, have a gray goo instead of blood, and {{L|troll}}s bleed a bright cyan.&lt;br /&gt;
&lt;br /&gt;
==Bloodless Creatures==&lt;br /&gt;
Several creatures, such as the {{L|bronze colossus}} and skeletal {{L|undead}}, do not possess blood. Such creatures are markedly harder to kill.&lt;br /&gt;
&lt;br /&gt;
==Collecting Blood==&lt;br /&gt;
Beyond the obvious method of injuring creatures, {{L|barrel}}s full of blood can be brought with a {{L|dwarf|dwarven}} expedition upon {{L|embark}}, and bought from dwarven and human civilizations in {{L|trade}}. The use for this is uncertain -probably used to appease Armok untill you can start producing it on your own.&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=122078</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=122078"/>
		<updated>2010-07-21T11:45:20Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Atrophy of skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
:Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze &amp;lt;s&amp;gt;titan&amp;lt;/s&amp;gt;colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. &amp;lt;s&amp;gt;I try to redo that (deleted the save) and make PICS!&amp;lt;/s&amp;gt; Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.&lt;br /&gt;
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist.  I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so).  So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:53, 23 April 2010 (UTC)&lt;br /&gt;
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)&lt;br /&gt;
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)&lt;br /&gt;
::::I second this, tho for a different reason - I've had my broker switch to &amp;quot;administrator&amp;quot; type from &amp;quot;miner&amp;quot; (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to &amp;quot;miner&amp;quot; type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)&lt;br /&gt;
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.&lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Atrophy of skills==&lt;br /&gt;
I started a game with a proficient farmer but never planted anything.  I can verify that after 5 game years, my proficient farmer &amp;quot;rusted&amp;quot; to be skilled.  So, I assume he lost experience like Toady noted would be included in this release.   I don't know when exactly it happened, but on those scales it doesn't really bear mentioning.  If you had a legendary it would never really come into play.  I don't know if it even bears mentioning on the page.  Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=122077</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=122077"/>
		<updated>2010-07-21T11:43:45Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Atrophy of skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
:Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze &amp;lt;s&amp;gt;titan&amp;lt;/s&amp;gt;colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. &amp;lt;s&amp;gt;I try to redo that (deleted the save) and make PICS!&amp;lt;/s&amp;gt; Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.&lt;br /&gt;
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist.  I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so).  So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:53, 23 April 2010 (UTC)&lt;br /&gt;
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)&lt;br /&gt;
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)&lt;br /&gt;
::::I second this, tho for a different reason - I've had my broker switch to &amp;quot;administrator&amp;quot; type from &amp;quot;miner&amp;quot; (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to &amp;quot;miner&amp;quot; type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)&lt;br /&gt;
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.&lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Atrophy of skills==&lt;br /&gt;
I started a game with a proficient farmer but never planted anything.  I can verify that after 5 game years, my proficient farmer &amp;quot;rusted&amp;quot; to be skilled.  So, I assume he lost experience like Toady noted would be included in this release.   I don't know when exactly it happened, but on those scales it doesn't really bear mentioning.  If you had a legendary it would never really come into play.  I don't know if it even bears mentioning on the page.  Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
   I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Cave_adaptation&amp;diff=122020</id>
		<title>v0.31:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Cave_adaptation&amp;diff=122020"/>
		<updated>2010-07-20T22:11:00Z</updated>

		<summary type="html">&lt;p&gt;Blur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
'''Cave adaptation''' is caused by dwarves spending too much time underground without sufficient exposure to outdoor sunlight.&lt;br /&gt;
&lt;br /&gt;
Two possible negative {{L|thought}}s can occur as a result of cave adaptation: 'irritated by the sun' and 'nauseated by the sun', the later being a sign of a more serious cave adaptation often resulting in profuse {{L|vomit|vomiting}}. Both degrees can be cured although a simple solution is to remain permanently {{L|Tile attributes|underground}}.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
Cave adaptation can be prevented by regular exposure to outdoor sunlight controllable through an outdoor {{L|Activity zone#Meeting Area|meeting area}} or having high-traffic areas above ground.&lt;br /&gt;
&lt;br /&gt;
== Curing ==&lt;br /&gt;
A cure can be found in a similar method to prevention, however, due to the negative thoughts brought about by cave adaptation, these outdoor areas should be well decorated with {{L|statue|statues}}, {{L|engraving|engravings}} and the like. This should provide enough positive thoughts to negate those caused by cave adaptation. Progress of curing serious cave adaptation can be observed through '''Thoughts and Preferences''' as, curing will first reduce it to mild cave adaptation.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Blur&amp;diff=63119</id>
		<title>User:Blur</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Blur&amp;diff=63119"/>
		<updated>2010-02-15T12:27:48Z</updated>

		<summary type="html">&lt;p&gt;Blur: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Blur&amp;diff=63118</id>
		<title>User:Blur</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Blur&amp;diff=63118"/>
		<updated>2010-02-15T12:17:34Z</updated>

		<summary type="html">&lt;p&gt;Blur: Created page with 'Dwarf Fortress Medals:   Bronze medal of dwarfiness  file:///C:/Users/Lukas/Pictures/Medaille%20der%20Zwerghaftigkeit%20Bronze.JPG  This is a masterwork bronze medal created by B…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress Medals:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bronze medal of dwarfiness&lt;br /&gt;
&lt;br /&gt;
file:///C:/Users/Lukas/Pictures/Medaille%20der%20Zwerghaftigkeit%20Bronze.JPG&lt;br /&gt;
&lt;br /&gt;
This is a masterwork bronze medal created by Blur. It menaces with masterfully worked spikes of Copper. On the item is an image of an ancient elven skull in rock crystal.&lt;br /&gt;
&lt;br /&gt;
This medal is awarded for killing the elven caravan and annihilating the following siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Silver medal of dwarfiness&lt;br /&gt;
&lt;br /&gt;
file:///C:/Users/Lukas/Pictures/Medaille%20der%20Zwerghaftigkeit%20Silver.JPG&lt;br /&gt;
&lt;br /&gt;
This is a masterwork silver medal created by Blur. It menaces with spikes of black bronze and steel. On the Item is an image of instoppable fires in fire opal.&lt;br /&gt;
&lt;br /&gt;
This medal is awarded for building a magma trap or burning the whole region.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gold medal of dwarfiness&lt;br /&gt;
&lt;br /&gt;
file:///C:/Users/Lukas/Pictures/Medaille%20der%20Zwerghaftigkeit%20Gold.JPG&lt;br /&gt;
&lt;br /&gt;
This is a masterwork gold medal created by Blur. It menaces with spikes of silver, electrum and rose gold. On the Item is an image of a blood soaked temple in star ruby.&lt;br /&gt;
&lt;br /&gt;
This medal is awarded for building a mega constrution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adamantine medal of dwarfiness&lt;br /&gt;
&lt;br /&gt;
file:///C:/Users/Lukas/Pictures/Medaille%20der%20Zwerghaftigkeit%20Adamantit.JPG&lt;br /&gt;
&lt;br /&gt;
This is a masterwork adamantine medal created by Blur. It menaces with spikes of gold, platinum, aluminium and bloodmetal. On the Item is an image of a fractured goblin skull by blur.&lt;br /&gt;
&lt;br /&gt;
This medal is awarded for defeating every single goblin siege until no more occurs.&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=62805</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=62805"/>
		<updated>2010-02-08T18:31:29Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Compatibility with Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Compatibility with Mods ==&lt;br /&gt;
&lt;br /&gt;
Was working with the Dig Deeper mod, and found that it doesn't work with modded in creatures at all. That's a let-down. [[User:Jwguy|Jwguy]] 07:55, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Not actual anymore. Works with all creatures, whether modded or not.  --[[User:Blur|Blur]] 18:30, 8 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Here's a screenshot of what I am dealing with, also: http://i64.photobucket.com/albums/h178/Jwguy/Notworking2.jpg . It was also suggested to me that I may need something called Pango, which doesn't seem to be mentioned on the wiki, anywhere. [[User:Jwguy|Jwguy]] 21:06, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
** I believe I was able to correct the problem. Apparently, the program is centered around the C:/ drive only. I normally play Dwarf Fortress from my portable hard-drive, and tried initializing the program on both devices. After a bit of trial and error, I moved both to my desktop, and it seems to work, now. Hopefully, if anyone else has this problem, they can fix it like this; I still can't get my dwarves to stop dying from heat after running through a flow of lava, though. I threw them in water, doused the clothes and healed, but I digress. [[User:Jwguy|Jwguy]] 00:31, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to bhttp://dwarffortresswiki.net/index.php/Utility_Talk:DwarfCompanione able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Most Dwarves acquire dabbling level in all the social skills very quickly, which leaves these skills at the top of their skill list for all time.  Even if they later become a Legendary Mason, you still have to scroll down to see it.  Can you add something that reorders their skills by highest level, so the things they're best at show up first?  --[[User:Oddrune|Oddrune]] 05:19, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ignite units would be a nice feature too.  --[[User:Blur|Blur]] 17:23, 8 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
0x1      =???         &lt;br /&gt;
dead?    =Kills creature when used with 'dead'&lt;br /&gt;
0x4      =???&lt;br /&gt;
artifact =designates whether creature has created an artifact&lt;br /&gt;
0x10     =hostile        &lt;br /&gt;
0x20     =???   &lt;br /&gt;
merch1?  &lt;br /&gt;
caravan guard?&lt;br /&gt;
0x100         &lt;br /&gt;
0x200         &lt;br /&gt;
!unitlist     &lt;br /&gt;
liaison?      &lt;br /&gt;
zombie        &lt;br /&gt;
skel          &lt;br /&gt;
working       &lt;br /&gt;
prone         &lt;br /&gt;
0x1.4         &lt;br /&gt;
inv1          &lt;br /&gt;
hidden        &lt;br /&gt;
inv2          &lt;br /&gt;
0x1.5         &lt;br /&gt;
0x2.5         &lt;br /&gt;
0x4.5         &lt;br /&gt;
0x8.5         &lt;br /&gt;
0x1.6         &lt;br /&gt;
0x2.6         &lt;br /&gt;
tame          &lt;br /&gt;
0x8.6         &lt;br /&gt;
r.guard       &lt;br /&gt;
f.guard       &lt;br /&gt;
0x4.7&lt;br /&gt;
0x8.7&lt;br /&gt;
0x1b&lt;br /&gt;
0x2b&lt;br /&gt;
0x4b&lt;br /&gt;
0x8b&lt;br /&gt;
0x10b&lt;br /&gt;
0x20b&lt;br /&gt;
0x40b&lt;br /&gt;
dead&lt;br /&gt;
vanish?&lt;br /&gt;
0x200b&lt;br /&gt;
0x400b&lt;br /&gt;
0x800b&lt;br /&gt;
0x1000b&lt;br /&gt;
winded?&lt;br /&gt;
0x4000b&lt;br /&gt;
ground&lt;br /&gt;
flying&lt;br /&gt;
slaughter&lt;br /&gt;
underwrld&lt;br /&gt;
can't eat&lt;br /&gt;
0x1.5b&lt;br /&gt;
0x2.5b&lt;br /&gt;
0x4.5b&lt;br /&gt;
visitor?&lt;br /&gt;
0x1.6b&lt;br /&gt;
0x2.6b&lt;br /&gt;
0x4.6b&lt;br /&gt;
0x8.6b&lt;br /&gt;
0x1.7b&lt;br /&gt;
winded?&lt;br /&gt;
0x4.7b&lt;br /&gt;
tame2&lt;br /&gt;
&lt;br /&gt;
== FTP SERVER DOWN! ==&lt;br /&gt;
THE FTP SERVER FOR THE PyObject AND WHATEVER THE OTHER TWO ARE IS DOWN! THE DAMN FTP SERVER IS DOWN! GOD DAMN IT THE FTP SERVER IS DOWN! I NEED FTP SERVER! FTP SERVER DOWN! FTP SERVER NOT WORKING! FTP SERVER DEAD! FTP SERVER SUFFERING MANGLED HEART!&lt;br /&gt;
&lt;br /&gt;
I found a site that mirrors these files (possibly not the most up-to-date ones though)&lt;br /&gt;
http://www.filewatcher.com/b/ftp/ftp.dit.upm.es/linux/mirrors/ftp.gnome.org/binaries/win32.0.0.html&lt;br /&gt;
&lt;br /&gt;
== Additional in-game languages (v0.17) ==&lt;br /&gt;
&lt;br /&gt;
If you have additional languages modded into the game, out-of-the-box DwarfCompanion 0.17 will bomb with an error:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 477, in getCreature&lt;br /&gt;
    name = self.getName(c, details)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 323, in getName&lt;br /&gt;
    lastname = self.printName(table, lang)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 219, in printName&lt;br /&gt;
    lastname += self.rwords[lang][v]&lt;br /&gt;
IndexError: list index out of range&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make it work, count the number of languages you have (but not language_SYM.txt).&lt;br /&gt;
&lt;br /&gt;
Find the line in dwarfdbg.py which reads:&lt;br /&gt;
&lt;br /&gt;
:for race in range(4):&lt;br /&gt;
&lt;br /&gt;
Replace the 4 with the number of languages you have, run again, and it should work fine.&lt;br /&gt;
&lt;br /&gt;
As of 0.17c this is no longer necessary.&lt;br /&gt;
&lt;br /&gt;
== Loading error ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if you actually check this, but here goes anyway. &lt;br /&gt;
&lt;br /&gt;
I have all the other things installed (GTK, PYCairo, etc.), and when I click it, it simply opens a black window for a moment and closes. So I tried to run it through the command prompt, and it comes up with the following error:&lt;br /&gt;
&lt;br /&gt;
:C:\Games\Dwarf Fortress&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
:Timestamp = 0x48c330df&lt;br /&gt;
:Traceback (most recent call last):&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dfcompanion_prototype.py&amp;quot;, line 409, in &amp;lt;module&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:DFcmp = DFcompanion()&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dfcompanion_prototype.py&amp;quot;, line 353, in __init__&lt;br /&gt;
&lt;br /&gt;
:self.dd = dwarfdbg(verbose=True)&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dwarfdbg.py&amp;quot;, line 131, in __init__&lt;br /&gt;
:self.configoffsets()&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dwarfdbg.py&amp;quot;, line 89, in configoffsets&lt;br /&gt;
:raise &amp;quot;can't guess offsets if not PE&amp;quot;&lt;br /&gt;
:TypeError: exceptions must be classes or instances, not str&lt;br /&gt;
&lt;br /&gt;
A similar thing happens when I try to use the executable version:&lt;br /&gt;
&lt;br /&gt;
:C:\Documents and Settings\****\My Documents\Downloads\dist&amp;gt;dfcompanion_prototype.exe&lt;br /&gt;
:Timestamp = 0x48c330df&lt;br /&gt;
:C:\Documents and Settings\****\My Documents\Downloads\dist\library.zip\dwarfdbg.py:98: DeprecationWarning: raising a string exception is deprecated&lt;br /&gt;
:Traceback (most recent call last):&lt;br /&gt;
:File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 409, in &amp;lt;module&amp;gt;&lt;br /&gt;
:File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 353, in __init__&lt;br /&gt;
:File &amp;quot;dwarfdbg.pyc&amp;quot;, line 131, in __init__&lt;br /&gt;
:File &amp;quot;dwarfdbg.pyc&amp;quot;, line 89, in configoffsets&lt;br /&gt;
:can't guess offsets if not PE&lt;br /&gt;
&lt;br /&gt;
What does this mean? How do I fix it? Did I do something stupid and obvious to mess it up? [[Special:Contributions/69.109.124.77|69.109.124.77]] 09:37, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tried running through the cmd.exe but I keep getting &amp;quot;the directory name is invalid&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
It was flashing the black window so I tried to run it through run/cmd.exe, however it says that the directory name is invalid. I have tried several solutions, such as surrounding it with quotes (helps a little bit but not much), but I still can't get it to run. Which is a pity because I was looking forward to this.  Suggestions?&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=62804</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=62804"/>
		<updated>2010-02-08T18:30:14Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Compatibility with Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Compatibility with Mods ==&lt;br /&gt;
&lt;br /&gt;
Was working with the Dig Deeper mod, and found that it doesn't work with modded in creatures at all. That's a let-down. [[User:Jwguy|Jwguy]] 07:55, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
     Not actual anymore. Works with all creatures, whether modded or not.--[[User:Blur|Blur]] 18:30, 8 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Here's a screenshot of what I am dealing with, also: http://i64.photobucket.com/albums/h178/Jwguy/Notworking2.jpg . It was also suggested to me that I may need something called Pango, which doesn't seem to be mentioned on the wiki, anywhere. [[User:Jwguy|Jwguy]] 21:06, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
** I believe I was able to correct the problem. Apparently, the program is centered around the C:/ drive only. I normally play Dwarf Fortress from my portable hard-drive, and tried initializing the program on both devices. After a bit of trial and error, I moved both to my desktop, and it seems to work, now. Hopefully, if anyone else has this problem, they can fix it like this; I still can't get my dwarves to stop dying from heat after running through a flow of lava, though. I threw them in water, doused the clothes and healed, but I digress. [[User:Jwguy|Jwguy]] 00:31, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to bhttp://dwarffortresswiki.net/index.php/Utility_Talk:DwarfCompanione able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Most Dwarves acquire dabbling level in all the social skills very quickly, which leaves these skills at the top of their skill list for all time.  Even if they later become a Legendary Mason, you still have to scroll down to see it.  Can you add something that reorders their skills by highest level, so the things they're best at show up first?  --[[User:Oddrune|Oddrune]] 05:19, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ignite units would be a nice feature too.  --[[User:Blur|Blur]] 17:23, 8 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
0x1      =???         &lt;br /&gt;
dead?    =Kills creature when used with 'dead'&lt;br /&gt;
0x4      =???&lt;br /&gt;
artifact =designates whether creature has created an artifact&lt;br /&gt;
0x10     =hostile        &lt;br /&gt;
0x20     =???   &lt;br /&gt;
merch1?  &lt;br /&gt;
caravan guard?&lt;br /&gt;
0x100         &lt;br /&gt;
0x200         &lt;br /&gt;
!unitlist     &lt;br /&gt;
liaison?      &lt;br /&gt;
zombie        &lt;br /&gt;
skel          &lt;br /&gt;
working       &lt;br /&gt;
prone         &lt;br /&gt;
0x1.4         &lt;br /&gt;
inv1          &lt;br /&gt;
hidden        &lt;br /&gt;
inv2          &lt;br /&gt;
0x1.5         &lt;br /&gt;
0x2.5         &lt;br /&gt;
0x4.5         &lt;br /&gt;
0x8.5         &lt;br /&gt;
0x1.6         &lt;br /&gt;
0x2.6         &lt;br /&gt;
tame          &lt;br /&gt;
0x8.6         &lt;br /&gt;
r.guard       &lt;br /&gt;
f.guard       &lt;br /&gt;
0x4.7&lt;br /&gt;
0x8.7&lt;br /&gt;
0x1b&lt;br /&gt;
0x2b&lt;br /&gt;
0x4b&lt;br /&gt;
0x8b&lt;br /&gt;
0x10b&lt;br /&gt;
0x20b&lt;br /&gt;
0x40b&lt;br /&gt;
dead&lt;br /&gt;
vanish?&lt;br /&gt;
0x200b&lt;br /&gt;
0x400b&lt;br /&gt;
0x800b&lt;br /&gt;
0x1000b&lt;br /&gt;
winded?&lt;br /&gt;
0x4000b&lt;br /&gt;
ground&lt;br /&gt;
flying&lt;br /&gt;
slaughter&lt;br /&gt;
underwrld&lt;br /&gt;
can't eat&lt;br /&gt;
0x1.5b&lt;br /&gt;
0x2.5b&lt;br /&gt;
0x4.5b&lt;br /&gt;
visitor?&lt;br /&gt;
0x1.6b&lt;br /&gt;
0x2.6b&lt;br /&gt;
0x4.6b&lt;br /&gt;
0x8.6b&lt;br /&gt;
0x1.7b&lt;br /&gt;
winded?&lt;br /&gt;
0x4.7b&lt;br /&gt;
tame2&lt;br /&gt;
&lt;br /&gt;
== FTP SERVER DOWN! ==&lt;br /&gt;
THE FTP SERVER FOR THE PyObject AND WHATEVER THE OTHER TWO ARE IS DOWN! THE DAMN FTP SERVER IS DOWN! GOD DAMN IT THE FTP SERVER IS DOWN! I NEED FTP SERVER! FTP SERVER DOWN! FTP SERVER NOT WORKING! FTP SERVER DEAD! FTP SERVER SUFFERING MANGLED HEART!&lt;br /&gt;
&lt;br /&gt;
I found a site that mirrors these files (possibly not the most up-to-date ones though)&lt;br /&gt;
http://www.filewatcher.com/b/ftp/ftp.dit.upm.es/linux/mirrors/ftp.gnome.org/binaries/win32.0.0.html&lt;br /&gt;
&lt;br /&gt;
== Additional in-game languages (v0.17) ==&lt;br /&gt;
&lt;br /&gt;
If you have additional languages modded into the game, out-of-the-box DwarfCompanion 0.17 will bomb with an error:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 477, in getCreature&lt;br /&gt;
    name = self.getName(c, details)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 323, in getName&lt;br /&gt;
    lastname = self.printName(table, lang)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 219, in printName&lt;br /&gt;
    lastname += self.rwords[lang][v]&lt;br /&gt;
IndexError: list index out of range&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make it work, count the number of languages you have (but not language_SYM.txt).&lt;br /&gt;
&lt;br /&gt;
Find the line in dwarfdbg.py which reads:&lt;br /&gt;
&lt;br /&gt;
:for race in range(4):&lt;br /&gt;
&lt;br /&gt;
Replace the 4 with the number of languages you have, run again, and it should work fine.&lt;br /&gt;
&lt;br /&gt;
As of 0.17c this is no longer necessary.&lt;br /&gt;
&lt;br /&gt;
== Loading error ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if you actually check this, but here goes anyway. &lt;br /&gt;
&lt;br /&gt;
I have all the other things installed (GTK, PYCairo, etc.), and when I click it, it simply opens a black window for a moment and closes. So I tried to run it through the command prompt, and it comes up with the following error:&lt;br /&gt;
&lt;br /&gt;
:C:\Games\Dwarf Fortress&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
:Timestamp = 0x48c330df&lt;br /&gt;
:Traceback (most recent call last):&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dfcompanion_prototype.py&amp;quot;, line 409, in &amp;lt;module&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:DFcmp = DFcompanion()&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dfcompanion_prototype.py&amp;quot;, line 353, in __init__&lt;br /&gt;
&lt;br /&gt;
:self.dd = dwarfdbg(verbose=True)&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dwarfdbg.py&amp;quot;, line 131, in __init__&lt;br /&gt;
:self.configoffsets()&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dwarfdbg.py&amp;quot;, line 89, in configoffsets&lt;br /&gt;
:raise &amp;quot;can't guess offsets if not PE&amp;quot;&lt;br /&gt;
:TypeError: exceptions must be classes or instances, not str&lt;br /&gt;
&lt;br /&gt;
A similar thing happens when I try to use the executable version:&lt;br /&gt;
&lt;br /&gt;
:C:\Documents and Settings\****\My Documents\Downloads\dist&amp;gt;dfcompanion_prototype.exe&lt;br /&gt;
:Timestamp = 0x48c330df&lt;br /&gt;
:C:\Documents and Settings\****\My Documents\Downloads\dist\library.zip\dwarfdbg.py:98: DeprecationWarning: raising a string exception is deprecated&lt;br /&gt;
:Traceback (most recent call last):&lt;br /&gt;
:File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 409, in &amp;lt;module&amp;gt;&lt;br /&gt;
:File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 353, in __init__&lt;br /&gt;
:File &amp;quot;dwarfdbg.pyc&amp;quot;, line 131, in __init__&lt;br /&gt;
:File &amp;quot;dwarfdbg.pyc&amp;quot;, line 89, in configoffsets&lt;br /&gt;
:can't guess offsets if not PE&lt;br /&gt;
&lt;br /&gt;
What does this mean? How do I fix it? Did I do something stupid and obvious to mess it up? [[Special:Contributions/69.109.124.77|69.109.124.77]] 09:37, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tried running through the cmd.exe but I keep getting &amp;quot;the directory name is invalid&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
It was flashing the black window so I tried to run it through run/cmd.exe, however it says that the directory name is invalid. I have tried several solutions, such as surrounding it with quotes (helps a little bit but not much), but I still can't get it to run. Which is a pity because I was looking forward to this.  Suggestions?&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=62796</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=62796"/>
		<updated>2010-02-08T17:23:57Z</updated>

		<summary type="html">&lt;p&gt;Blur: /* Feature requests! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Compatibility with Mods ==&lt;br /&gt;
&lt;br /&gt;
Was working with the Dig Deeper mod, and found that it doesn't work with modded in creatures at all. That's a let-down. [[User:Jwguy|Jwguy]] 07:55, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Here's a screenshot of what I am dealing with, also: http://i64.photobucket.com/albums/h178/Jwguy/Notworking2.jpg . It was also suggested to me that I may need something called Pango, which doesn't seem to be mentioned on the wiki, anywhere. [[User:Jwguy|Jwguy]] 21:06, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
** I believe I was able to correct the problem. Apparently, the program is centered around the C:/ drive only. I normally play Dwarf Fortress from my portable hard-drive, and tried initializing the program on both devices. After a bit of trial and error, I moved both to my desktop, and it seems to work, now. Hopefully, if anyone else has this problem, they can fix it like this; I still can't get my dwarves to stop dying from heat after running through a flow of lava, though. I threw them in water, doused the clothes and healed, but I digress. [[User:Jwguy|Jwguy]] 00:31, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to bhttp://dwarffortresswiki.net/index.php/Utility_Talk:DwarfCompanione able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Most Dwarves acquire dabbling level in all the social skills very quickly, which leaves these skills at the top of their skill list for all time.  Even if they later become a Legendary Mason, you still have to scroll down to see it.  Can you add something that reorders their skills by highest level, so the things they're best at show up first?  --[[User:Oddrune|Oddrune]] 05:19, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ignite units would be a nice feature too.  --[[User:Blur|Blur]] 17:23, 8 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
0x1      =???         &lt;br /&gt;
dead?    =Kills creature when used with 'dead'&lt;br /&gt;
0x4      =???&lt;br /&gt;
artifact =designates whether creature has created an artifact&lt;br /&gt;
0x10     =hostile        &lt;br /&gt;
0x20     =???   &lt;br /&gt;
merch1?  &lt;br /&gt;
caravan guard?&lt;br /&gt;
0x100         &lt;br /&gt;
0x200         &lt;br /&gt;
!unitlist     &lt;br /&gt;
liaison?      &lt;br /&gt;
zombie        &lt;br /&gt;
skel          &lt;br /&gt;
working       &lt;br /&gt;
prone         &lt;br /&gt;
0x1.4         &lt;br /&gt;
inv1          &lt;br /&gt;
hidden        &lt;br /&gt;
inv2          &lt;br /&gt;
0x1.5         &lt;br /&gt;
0x2.5         &lt;br /&gt;
0x4.5         &lt;br /&gt;
0x8.5         &lt;br /&gt;
0x1.6         &lt;br /&gt;
0x2.6         &lt;br /&gt;
tame          &lt;br /&gt;
0x8.6         &lt;br /&gt;
r.guard       &lt;br /&gt;
f.guard       &lt;br /&gt;
0x4.7&lt;br /&gt;
0x8.7&lt;br /&gt;
0x1b&lt;br /&gt;
0x2b&lt;br /&gt;
0x4b&lt;br /&gt;
0x8b&lt;br /&gt;
0x10b&lt;br /&gt;
0x20b&lt;br /&gt;
0x40b&lt;br /&gt;
dead&lt;br /&gt;
vanish?&lt;br /&gt;
0x200b&lt;br /&gt;
0x400b&lt;br /&gt;
0x800b&lt;br /&gt;
0x1000b&lt;br /&gt;
winded?&lt;br /&gt;
0x4000b&lt;br /&gt;
ground&lt;br /&gt;
flying&lt;br /&gt;
slaughter&lt;br /&gt;
underwrld&lt;br /&gt;
can't eat&lt;br /&gt;
0x1.5b&lt;br /&gt;
0x2.5b&lt;br /&gt;
0x4.5b&lt;br /&gt;
visitor?&lt;br /&gt;
0x1.6b&lt;br /&gt;
0x2.6b&lt;br /&gt;
0x4.6b&lt;br /&gt;
0x8.6b&lt;br /&gt;
0x1.7b&lt;br /&gt;
winded?&lt;br /&gt;
0x4.7b&lt;br /&gt;
tame2&lt;br /&gt;
&lt;br /&gt;
== FTP SERVER DOWN! ==&lt;br /&gt;
THE FTP SERVER FOR THE PyObject AND WHATEVER THE OTHER TWO ARE IS DOWN! THE DAMN FTP SERVER IS DOWN! GOD DAMN IT THE FTP SERVER IS DOWN! I NEED FTP SERVER! FTP SERVER DOWN! FTP SERVER NOT WORKING! FTP SERVER DEAD! FTP SERVER SUFFERING MANGLED HEART!&lt;br /&gt;
&lt;br /&gt;
I found a site that mirrors these files (possibly not the most up-to-date ones though)&lt;br /&gt;
http://www.filewatcher.com/b/ftp/ftp.dit.upm.es/linux/mirrors/ftp.gnome.org/binaries/win32.0.0.html&lt;br /&gt;
&lt;br /&gt;
== Additional in-game languages (v0.17) ==&lt;br /&gt;
&lt;br /&gt;
If you have additional languages modded into the game, out-of-the-box DwarfCompanion 0.17 will bomb with an error:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 477, in getCreature&lt;br /&gt;
    name = self.getName(c, details)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 323, in getName&lt;br /&gt;
    lastname = self.printName(table, lang)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 219, in printName&lt;br /&gt;
    lastname += self.rwords[lang][v]&lt;br /&gt;
IndexError: list index out of range&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make it work, count the number of languages you have (but not language_SYM.txt).&lt;br /&gt;
&lt;br /&gt;
Find the line in dwarfdbg.py which reads:&lt;br /&gt;
&lt;br /&gt;
:for race in range(4):&lt;br /&gt;
&lt;br /&gt;
Replace the 4 with the number of languages you have, run again, and it should work fine.&lt;br /&gt;
&lt;br /&gt;
As of 0.17c this is no longer necessary.&lt;br /&gt;
&lt;br /&gt;
== Loading error ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if you actually check this, but here goes anyway. &lt;br /&gt;
&lt;br /&gt;
I have all the other things installed (GTK, PYCairo, etc.), and when I click it, it simply opens a black window for a moment and closes. So I tried to run it through the command prompt, and it comes up with the following error:&lt;br /&gt;
&lt;br /&gt;
:C:\Games\Dwarf Fortress&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
:Timestamp = 0x48c330df&lt;br /&gt;
:Traceback (most recent call last):&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dfcompanion_prototype.py&amp;quot;, line 409, in &amp;lt;module&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:DFcmp = DFcompanion()&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dfcompanion_prototype.py&amp;quot;, line 353, in __init__&lt;br /&gt;
&lt;br /&gt;
:self.dd = dwarfdbg(verbose=True)&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dwarfdbg.py&amp;quot;, line 131, in __init__&lt;br /&gt;
:self.configoffsets()&lt;br /&gt;
:File &amp;quot;C:\Games\Dwarf Fortress\dwarfdbg.py&amp;quot;, line 89, in configoffsets&lt;br /&gt;
:raise &amp;quot;can't guess offsets if not PE&amp;quot;&lt;br /&gt;
:TypeError: exceptions must be classes or instances, not str&lt;br /&gt;
&lt;br /&gt;
A similar thing happens when I try to use the executable version:&lt;br /&gt;
&lt;br /&gt;
:C:\Documents and Settings\****\My Documents\Downloads\dist&amp;gt;dfcompanion_prototype.exe&lt;br /&gt;
:Timestamp = 0x48c330df&lt;br /&gt;
:C:\Documents and Settings\****\My Documents\Downloads\dist\library.zip\dwarfdbg.py:98: DeprecationWarning: raising a string exception is deprecated&lt;br /&gt;
:Traceback (most recent call last):&lt;br /&gt;
:File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 409, in &amp;lt;module&amp;gt;&lt;br /&gt;
:File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 353, in __init__&lt;br /&gt;
:File &amp;quot;dwarfdbg.pyc&amp;quot;, line 131, in __init__&lt;br /&gt;
:File &amp;quot;dwarfdbg.pyc&amp;quot;, line 89, in configoffsets&lt;br /&gt;
:can't guess offsets if not PE&lt;br /&gt;
&lt;br /&gt;
What does this mean? How do I fix it? Did I do something stupid and obvious to mess it up? [[Special:Contributions/69.109.124.77|69.109.124.77]] 09:37, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tried running through the cmd.exe but I keep getting &amp;quot;the directory name is invalid&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
It was flashing the black window so I tried to run it through run/cmd.exe, however it says that the directory name is invalid. I have tried several solutions, such as surrounding it with quotes (helps a little bit but not much), but I still can't get it to run. Which is a pity because I was looking forward to this.  Suggestions?&lt;/div&gt;</summary>
		<author><name>Blur</name></author>
	</entry>
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