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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shabang50</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-05T15:46:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=128651</id>
		<title>v0.31 Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=128651"/>
		<updated>2010-10-03T11:45:22Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Friendly Enemies==&lt;br /&gt;
&lt;br /&gt;
When I attempted a reclaim, all the goblins that were there before were marked as friendly.  I organized a military squad and tried to kill one, all my dwarves had the task to kill him, but they just stood around him doing nothing.  The Goblins occasionally move, but besides that they do nothing. --[[User:Ralthor|Ralthor]] 05:33, 4 April 2010 (UTC)&lt;br /&gt;
:That's not new to this version; it's an old bug with enemies from civilizations (embarking on a goblin tower has the same effect). When you get your first goblin siege they should all become hostile once again. --[[User:Retro|Retro]] 06:22, 4 April 2010 (UTC)&lt;br /&gt;
:I tried to reclaim a fortress that was overun by Demons previously....Demons were ''not'' set to friendly --[[User:Kuroneko|Kuroneko]] 14:53, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Reclaim with 7 &amp;quot;Normal&amp;quot; Dwarves==&lt;br /&gt;
&lt;br /&gt;
On 0.31.12 and .14, when a reclaim has occurred, selecting &amp;quot;Play now!&amp;quot; dispatches a standard group of 7 dwarves, no military.&lt;br /&gt;
&lt;br /&gt;
Just to clarify, are fortress and reclaim now effectively the same mode, with the exception of the site? As in, no cheating and embarking on a chasm to get 70 dwarfs? [[User:Shabang50|Shabang50]] 11:45, 3 October 2010 (UTC)&lt;br /&gt;
==Scattering==&lt;br /&gt;
&lt;br /&gt;
I reclaimed a fortress that had fallen to Goblins and my reclaiming Dwarves were attacked by a Forgotten Beast moments after arival.  It was odd enough that it was on the surface, but the previous inhabitants of the fortress hadn't actually descovered the Beast and had infact walled themselves inside thier fortress before meeting thier end; the Cavern this Beast (I assume) inhabited had been tunneled into, however.  Anyway, it begs the question; are creatures scattered randomly around the map in the same way that Items are upon Fortress reclaim? -- Morgoth883 12:52, 27 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I believe so.  I managed to scatter an entire human caravan, they're still wandering around.  Gonna have to design some overly complex (that is, Dwarvenly!) methods to take them out. --[[User:Aescula|Aescula]] 10:29, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stuck items ==&lt;br /&gt;
&lt;br /&gt;
I've run in to an annoying problem after reclaiming a fortress (twice actually... long story, suffice it to say there was a particularly stubborn aggressive dwarf and by the time the entire party had managed to subdue said dwarf, they all dropped dead of thirst)&lt;br /&gt;
&lt;br /&gt;
What I'm encountering is random objects that are on the map (they interfere with building) but which my clean up crew refuse to have anything to do with.&lt;br /&gt;
&lt;br /&gt;
So far I've run in to a pair of stuck corpses (no miasma though) and a stuck rock.  All reclaimed, none being moved regardless of persuasion applied.&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 17:32, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've also had this problem with all stone of one type (microcline).  I can see them laying all over the place and they are not forbidden, but they will not be used by anyone.  --[[User:Aristoi|Aristoi]] 04:14, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::EDIT:  This is apparently a very old known bug.  Any items that were tasked when the fortress was abandoned will have an invisible task on them that will never leave.  They will be unusable, but can be moved with water or melted in magma. --[[User:Aristoi|Aristoi]] 00:09, 5 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=128288</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=128288"/>
		<updated>2010-09-27T19:56:42Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &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;
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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;
&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
::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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
I've had 27. http://imgur.com/P32a8.png&lt;br /&gt;
13:32, 8 August 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
(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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:On_break&amp;diff=128239</id>
		<title>v0.31:On break</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:On_break&amp;diff=128239"/>
		<updated>2010-09-26T16:25:44Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
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&lt;div&gt;{{quality|Tattered|07:01, 13 September 2010 (UTC)}}{{av}}&lt;br /&gt;
When a dwarf is on a break he/she doesn't work. Breaks last a few days and a dwarf takes a break after every few months. There is no way to force a dwarf to work while on break, therefore the best use of this time is boosting the happiness of said dwarf. A high [[quality]] [[dining room]] or [[meeting area]] will help in this respect.&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=112237</id>
		<title>v0.31 Talk:Archery target</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=112237"/>
		<updated>2010-05-21T16:22:59Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone got dwarves to actually use these? --[[User:Birthright|Birthright]] 16:30, 14 April 2010 (UTC)&lt;br /&gt;
:I haven't. I had a few designated as training barracks. Now I'm trying it as just an archery range with no squads set to train, but it doesn't seem to make a difference. - [[User:Nocash|Nocash]] 13:46, 23 April 2010 (UTC)&lt;br /&gt;
:I second that; the archery ranges see no action. I can't even get my military dwarves to use ammunition at all, despite having designated it in the military menu and procured a vast store of quivers (although a hunter got a few bolts and went out to kill some deer once, which made me squeal with giddiness -- never since then, however). --[[User:Bronzebeard|Bronzebeard]] 05:57, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have evidence to the contrary. [http://mkv25.net/dfma/movie-2147-archerytargetin3103] --[[User:Bouchart|Bouchart]] 22:18, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What method did you use, Bouchart? A workaround would be good, the slightly buggy training is one thing, but my military keeps bumping into goblins with an uncanny knack of shooting my dwarves in the face. --[[User:Shabang50|Shabang50]] 16:22, 21 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=110353</id>
		<title>v0.31 Talk:Magma</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=110353"/>
		<updated>2010-05-16T20:14:00Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's several reports of creatures drowning or suffocating before burning to death even in 7/7 magma, is it possible that dwarves not burning in 1/7 magma is just a bug?&lt;br /&gt;
--[[User:Syndic|Syndic]] 17:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could be. I would have added it to the talk page first, but Ip users can't even create talk pages &amp;gt;.&amp;gt; --[[Special:Contributions/78.151.176.4|78.151.176.4]] 18:24, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm aware of the reports but haven't looked into it myself yet. Add to this the reports of dwarves melting when it rains on a scorching day and it adds up to a pretty screwed up temperature system. You've got three different things that could be a factor. The components of a body have been radically overhauled, that's vastly more complex. We've got the new spatter system, also radically new, might be related, might not. And we've got the new temperatures in worldgen which are very different. I think the worldgen bit is because of a change that makes elevation influence temperature. &lt;br /&gt;
&lt;br /&gt;
:It all adds up to a huge poorly understood mess for now. I wasn't going to say anything about it on the main page yet because it's still wild theory that is not well understood. But I didn't feel it was worth arguing about either, so I didn't delete the note about it on the page. I did edit it slightly just so it looked better without trying to change the content of the message. -- [[User:Doctorzuber|Doctorzuber]] 18:42, 10 April 2010 (UTC)&lt;br /&gt;
::What I found is that all creatures will survive being fully submerged in lava for a short time, not just magma immune ones. However, the ones that aren't magma immune '''will''' be burnt before being able to leave the square (when next to a ramp). If a non-immune creature is in 7/7 magma for more than 1 turn they will generally bleed/burn to death. --[[User:DUMBELLS|dUMBELLS]] 22:39, 10 April 2010 (UTC)&lt;br /&gt;
:::I confirmed this. I tapped into one of these new fangled rigidly shaped volcanos just to test this issue and verified two things. magma is pressureless as expected, and contrary to expectation dwarves do not instantly die when coming in contact with magma. My unlucky miner fled the scene quickly but was without a doubt fully immersed in 7/7 magma before doing so. He suffered no injuries. &lt;br /&gt;
:::Following this test I went ahead and flooded the whole fortress in magma verifying that magma can still kill dwarves, just not as efficiently as expected. The magma also left many objects fully submerged but unharmed which is also quite strange.[[User:Doctorzuber|Doctorzuber]] 16:52, 11 April 2010 (UTC)&lt;br /&gt;
::::I had some fun with a volcano, underground caves, a reptile man tribe, my animals and at last my own dwarves. I dropped my animals down into the volcano but I was somehow disappointed by seeing a living dog &amp;quot;diving&amp;quot; in lava. He fell all the about 90 z.levels down, without even getting hurt. When he landed in the magma see far deep underground, he started to burn/bleed/die. I repeated this with my dwarves and other animals. It seems, falling THROUGH lava does not hurt only standing in it. Maybe it has some other reasons, but all my dwarves/animals reached the bottom magmasea unharmed.--[[User:Niggy|Niggy]] 16:45, 16 April 2010 (UTC)&lt;br /&gt;
=Magma Sea=&lt;br /&gt;
There is a new line in world gen for Magma Layer YES/NO which would probably turn off the magma sea feature if desired. [[User:Doctorzuber|Doctorzuber]] 18:50, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pipes and pools ==&lt;br /&gt;
&lt;br /&gt;
Going by in-game terminology, there are no more magma pipes - there are only &amp;quot;magma pools&amp;quot; (which are obsidian-lined, extend up from the magma sea, and presumably refill just like 40d magma pipes) and volcanoes (which are likely just &amp;quot;magma pools&amp;quot; that extend all the way to the surface). In Adventurer mode, I encountered magma that extended all the way to the upper cavern layer (but no further), and the game reported that I had discovered a magma pool; upon jumping into it (stepping into the open space above it - stepping down into the magma left me &amp;quot;swimming&amp;quot; at the top of it unable to move at all), I plummeted straight to the magma sea (&amp;quot;discovering&amp;quot; it in the process) and slowly melted. --[[User:Quietust|Quietust]] 20:07, 20 April 2010 (UTC)&lt;br /&gt;
:'''Praise the plummeters!''' I've only played with two maps - one had a volcano(?) that was visible on the main embark map, and the other had nuthin'.  If we need to redefine/delete some terms, then that's what we need to do - if there are no &amp;quot;pipes&amp;quot; in game, then we stick with &amp;quot;pools&amp;quot; and never refer to pipes again. &lt;br /&gt;
:''(For reference to new players, in 40d &amp;quot;magma pipes&amp;quot; and &amp;quot;magma pools&amp;quot; could both be hidden and required revealing by mining - pipes would refill slowly if any magma were removed (by channeling/pumping), but pools contained a fixed amount only.  These may need redefining according to the 0.31 usage.)''--[[User:Albedo|Albedo]] 20:40, 20 April 2010 (UTC)&lt;br /&gt;
:: Keep in mind that pipes and pools as seen in 40d are hidden features again. So it's hard to casually say they just don't exist. Without the finder they're difficult to locate but for now I am still assuming they do still exist. It's very possible they've changed with the new underground stuff, but it's hard to say right away. Give it time. [[User:Doctorzuber|Doctorzuber]] 17:51, 21 April 2010 (UTC)&lt;br /&gt;
::: I inspected a few maps with reveal out of boredom and noticed an oddity. I found what looks like a lava pipe (the usual shapeless large semi-circular area), but it had no lava. It only extended through about 5 z-levels and never touched lava. I can also confirm that I've seen pipes (pools?) that extend down to the sea as described. I spotted this in reveal and didn't get the message for finding it so I can't say on your pipe/pool thing. --[[User:Doctorzuber|Doctorzuber]] 20:06, 28 April 2010 (UTC)&lt;br /&gt;
::::Well, the game refers to them as 'pools'. So we should go with that until we have more information. --[[User:Tarran|Tarran]] 20:23, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite Magma Sources ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to guarantee that you will get a magma pipe on embark?  Making large magma systems or obsidian factories seems like it would be more difficult when you have to work with finite amounts of magma.  --[[Special:Contributions/129.252.122.38|129.252.122.38]] 15:10, 21 April 2010 (UTC)&lt;br /&gt;
: You're guaranteed a magma sea at embark unless you turn that off in the world gen settings. As for finding a pipe just look for an actual volcano. You can adjust the world gen settings to be rich in volcanos if you so desire. Set elevation 200:400:3600:3600 and a high number of volcanos in worldgen if that is what you want. Of course, at present a volcano has no variance of shape whatsoever, and magma behaves a bit oddly. But if that's what you want it's easy enough to get. [[User:Doctorzuber|Doctorzuber]] 17:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Temperature ==&lt;br /&gt;
&lt;br /&gt;
What Temperature Is Magma In This Version? I Suspect It Is 12,000° Urist But Need Confirmation Before Editing The Article. Should This Go Into Magma Properties Or The Top Of The Article? --[[Special:Contributions/80.137.113.241|80.137.113.241]] 15:33, 8 May 2010 (UTC)&lt;br /&gt;
: Possibly, But as you say, it's not confirmed yet. And there's been some confusion on the subject over in the bug tracker. Apparently the list of magma-safe materials has undergone some pretty dramatic changes, and brought in a bug or two to confuse things. --[[User:Doctorzuber|Doctorzuber]] 16:30, 8 May 2010 (UTC)&lt;br /&gt;
::Magma's temperature is still 12000, as verified using dfprobe or dtil (with a sufficiently updated memory.ini). Also, Capitalizing Every Single Word You Type Makes You Look Rather Peculiar. --[[User:Quietust|Quietust]] 16:39, 8 May 2010 (UTC)&lt;br /&gt;
::: Thank you, I was waiting on confirmation before adding a note about temperature here since I saw there was some confusion on the subject. I updated it now. --[[User:Doctorzuber|Doctorzuber]] 21:21, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma buildings == &lt;br /&gt;
Does anybody have any idea what how the game decides when 'magma' has been discovered? I am 'playing' with magma spawning utilities and i cannae get ma magma smelters! [[User:Shabang50|Shabang50]] 20:14, 16 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=110332</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=110332"/>
		<updated>2010-05-16T16:13:43Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: /* Recruits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
Note that soldiers will not follow any orders, alerts or schedules when they are in line of sight of an &amp;quot;enemy&amp;quot;, be it a goblin, alligator or even a hoary marmot. Instead they will chase right into the perceived opponent, no matter how badly outnumbered they are. Removing them from their squads &amp;quot;works&amp;quot;, for a certain value of &amp;quot;works&amp;quot;, but has additional downsides. (Now aren't we happy that the 40d 'don't attack dangerous animals' option is replaced with this more sophisticated system')&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}}s (they often carry more than one) they ''carry'' (not necessarily what you 've assigned them) or use {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. In previous versions only champions could wield artifact weapons/armor, but Toady has mentioned that this is no longer the case {{verify}}.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. This does not necessarily mean he will ever work again; usually he will keep training in the barracks. Recruits; dwarves who have not specialized in a fighting style, are technically militia-dwarves who are supposed to still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
:* {{L|Archer}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldiers, specialize in {{L|slash}} damage, also known as the fine art of severing limbs. Due to bugs in the combat system this seem to be by far the most effective skill.  &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves. They will NOT train if the squad is ordered to 'train', somewhat confusingly, so a seperate squad for dwarfs with no combat skills at all is recommended until they drilled to novice in a combat skill.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblin|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order. There are mixed reports on whether this feature is bugged {{version|0.31.03}}. Dwarves will train with whatever weapon they carry. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alcohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to {{l|flasks}}, {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapon}}s&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=110330</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=110330"/>
		<updated>2010-05-16T16:12:48Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: /* Recruits */  made the recruits/off duty/training issue more explicit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
Note that soldiers will not follow any orders, alerts or schedules when they are in line of sight of an &amp;quot;enemy&amp;quot;, be it a goblin, alligator or even a hoary marmot. Instead they will chase right into the perceived opponent, no matter how badly outnumbered they are. Removing them from their squads &amp;quot;works&amp;quot;, for a certain value of &amp;quot;works&amp;quot;, but has additional downsides. (Now aren't we happy that the 40d 'don't attack dangerous animals' option is replaced with this more sophisticated system')&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}}s (they often carry more than one) they ''carry'' (not necessarily what you 've assigned them) or use {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. In previous versions only champions could wield artifact weapons/armor, but Toady has mentioned that this is no longer the case {{verify}}.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. This does not necessarily mean he will ever work again; usually he will keep training in the barracks. Recruits; dwarves who have not specialized in a fighting style, are technically militia-dwarves who are supposed to still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
:* {{L|Archer}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldiers, specialize in {{L|slash}} damage, also known as the fine art of severing limbs. Due to bugs in the combat system this seem to be by far the most effective skill.  &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves. They will NOT train if the squad is under ordered to 'train', somewhat confusingly, so a seperate squad for dwarfs with no combat skills at all is recommended until they become specialise.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblin|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order. There are mixed reports on whether this feature is bugged {{version|0.31.03}}. Dwarves will train with whatever weapon they carry. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alcohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to {{l|flasks}}, {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapon}}s&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Mask&amp;diff=107836</id>
		<title>v0.31:Mask</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Mask&amp;diff=107836"/>
		<updated>2010-05-09T18:33:36Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: Copied and edited from pre DF2010 mask article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
A mask is a piece of Armor covering the face/head that is sometimes worn by goblins. It is typically made of iron and seems to be limited by civilization, in that if a goblin civilization has the ability to make it all invading goblins will wear it and if they don't have the ability it won't be worn at all. It can, as of DF2010, be worn by dwarves if assigned via the Equip/Uniform military menus, but it classified as 'foreign', as it cannot be worn by dwarves.&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=107832</id>
		<title>v0.31:Steel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=107832"/>
		<updated>2010-05-09T17:47:55Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=7:0:1 &amp;lt;!-- flux --&amp;gt;&lt;br /&gt;
|tile1=•&lt;br /&gt;
|color2=0:0:1 &amp;lt;!-- iron --&amp;gt;&lt;br /&gt;
|color3=0:0:1 &amp;lt;!-- pig iron/coke? --&amp;gt;&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Anvil}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 {{L|pig iron}} {{L|bar}} &lt;br /&gt;
* 1 {{L|iron}} {{L|bar}} &lt;br /&gt;
* 1 {{L|fuel|coal}} {{L|bar}} &lt;br /&gt;
* 1 {{L|flux}} {{L|stone}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 30&lt;br /&gt;
}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is the best common metal for smithing {{L|weapons}} and {{L|armor}}. Products made with steel have a very high value, equal to that of {{L|gold}}.&lt;br /&gt;
&lt;br /&gt;
Steel can be smelted at a {{L|smelter}} by a {{L|dwarf}} with the {{L|furnace operator}} {{l|labor}} activated.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
Steel production is fairly complex compared to the creation of other alloys. ''Note'': in steelmaking, {{L|coke}} or charcoal is used as an ingredient, '''not''' as a fuel. If you are using a non-magma smelter, an extra 4 fuel is required to power the smelter (2 ore-to-iron smeltings, then the 2 steps below).&lt;br /&gt;
&lt;br /&gt;
The first step is '''to create {{l|pig iron}}''':&lt;br /&gt;
&lt;br /&gt;
*1 bar of {{L|iron}}&lt;br /&gt;
*1 {{l|flux}} stone&lt;br /&gt;
*1 unit of fuel&lt;br /&gt;
*+1 extra fuel OR magma &lt;br /&gt;
'''Produces''':&lt;br /&gt;
*1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
The second step combines the pig iron with more iron '''to produce steel''':&lt;br /&gt;
*1 bar of iron&lt;br /&gt;
*1 bar of pig iron&lt;br /&gt;
*1 flux stone&lt;br /&gt;
*1 unit of fuel&lt;br /&gt;
*+1 extra fuel OR magma&lt;br /&gt;
'''Produces''':&lt;br /&gt;
*2 bars of steel&lt;br /&gt;
&lt;br /&gt;
The total reaction consumes 2 units of flux, 2 units of fuel, and 2 bars of iron. This produces 2 bars of steel.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{category|metals}}&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=102323</id>
		<title>v0.31 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=102323"/>
		<updated>2010-05-02T17:02:18Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Starting with bolts at embark==&lt;br /&gt;
When buying bolts from the [[df2010:starting build|&amp;quot;prepare for the journey carefully&amp;quot;]] screen, they come in [[stack]]s of 5. Interesting...--[[User:Albedo|Albedo]] 05:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolt Quality==&lt;br /&gt;
Does bolt quality have any effect on combat effectiveness? or does it just affect value? --[[User:Shabang50|Shabang50]] 17:02, 2 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fish&amp;diff=102274</id>
		<title>v0.31 Talk:Fish</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fish&amp;diff=102274"/>
		<updated>2010-05-02T10:27:02Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: Created page with 'Requests feature: Rename 'Cave Lobster'- 'Rock Lobster' --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requests feature: Rename 'Cave Lobster'- 'Rock Lobster'&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 10:27, 2 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Deity&amp;diff=37861</id>
		<title>40d Talk:Deity</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Deity&amp;diff=37861"/>
		<updated>2009-06-03T17:11:47Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Levels of worship==&lt;br /&gt;
Has anyone compiled a list of the levels of worship yet? I haven't found any atheists; I think I've seen dubious, normal, and zealous (iffy on the exact words) worshippers so far. --[[User:Nunix|Nunix]] 21:42, 20 February 2008 (EST)&lt;br /&gt;
:*an ardent worshipper&lt;br /&gt;
:*a faithful worshipper&lt;br /&gt;
:*a worshipper&lt;br /&gt;
:*a casual worshipper&lt;br /&gt;
:*a dubious worshipper&lt;br /&gt;
:Thats from a string extract. --[[User:Ikkonoishi|Ikkonoishi]] 02:10, 21 February 2008 (EST)&lt;br /&gt;
==Actual effect==&lt;br /&gt;
Is there an actual effect from worshiping a god? I've never noticed a positive/negative thought&lt;br /&gt;
due to deities... Anybody else?&lt;br /&gt;
[[User:Shabang50|Shabang50]] 17:11, 3 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Grizzly_bear&amp;diff=49394</id>
		<title>40d Talk:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Grizzly_bear&amp;diff=49394"/>
		<updated>2009-06-01T14:20:18Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: Created page with 'Yea! Thirsty Grizzlys! NOMNOMNOM... ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yea! Thirsty Grizzlys!&lt;br /&gt;
NOMNOMNOM...&lt;br /&gt;
[[User:Shabang50|Shabang50]] 14:20, 1 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Shabang50&amp;diff=49369</id>
		<title>User:Shabang50</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Shabang50&amp;diff=49369"/>
		<updated>2009-05-31T17:42:56Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: Created page with 'Hey everybody! I'm a DF enthusiast (who isn't?) and am currently playing around with ... THE HUMAN-LIKE FORTRESS CHALLENGE! Current progress-'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey everybody!&lt;br /&gt;
I'm a DF enthusiast (who isn't?) and am currently playing around with ...&lt;br /&gt;
THE HUMAN-LIKE FORTRESS CHALLENGE!&lt;br /&gt;
Current progress-&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23447</id>
		<title>40d Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23447"/>
		<updated>2008-12-29T19:19:14Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Approximately how long after a pressure plate is stepped on will it's effects happen?&lt;br /&gt;
For instance, I have a pressure plate. Two squares away is a pit trap linked to the plate. Will that work at all?--[[User:Tarsier|Tarsier]] 22:50, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, consider the fact that different creatures move at different speeds, the trap may be too fast or too slow for them, or it might be just right, you can't be sure until you test it. Have some captured goblin run through it and have a cage trap a little further in case they make it through alive. If i were you, I would make at least 2 tile long pit trap. --[[User:Digger|Digger]] 23:28, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The higher quality your mechanisms are, the faster they work, or so the rumor goes.  --[[User:Chrispy|Chrispy]] 13:49, 26 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That rumor holds no merit with bridges. Yes, I counted the frames. --[[User:Savok|Savok]] 15:47, 26 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More detailed instructions? ==&lt;br /&gt;
&lt;br /&gt;
Might be worth adding to the article instructions on common operations with pressure plates. For example, how do you use a plate to close a floodgate? Does the plate open, close or toggle the gate? Should it be set to activate when the water/magma level is low or high? etc. [[User:Runspotrun|Runspotrun]] 15:37, 27 November 2007 (EST)&lt;br /&gt;
:Heh. Just figured it out. Is it correct? [[User:Runspotrun|Runspotrun]] 17:00, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Do pressure plates work with civilians? ==&lt;br /&gt;
&lt;br /&gt;
I have the setup mentioned on the page, to make a Pressure plate semi-permanent, however, even though the plate is set to minumum dwarven weight, maximum &amp;quot;any&amp;quot; weight, and so civilians trigger the plate.. it won't make the hatch I connected it to set to &amp;quot;open&amp;quot;. I've remade it twice and Dan (the dwarf on the plate) is getting thirsty from standing on and off the plate all day.&lt;br /&gt;
So is this a big of some sorts where regular civilians cant trigger pressure plates? If it is, it should be tested by someone else and mentioned on the page. --[[User:Emeralddragon2|Emeralddragon2]] 19:17, 19 June 2008 (EDT)&lt;br /&gt;
:Aye, there is currently a bug where citizens can't trigger pressure plates, however pets can set off citizen plates. Hopefully this'll be fixed next game update. --[[User:Kyace|Kyace]] 20:42, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Resetting &amp;quot;One Use&amp;quot; Pressure Plates ==&lt;br /&gt;
&lt;br /&gt;
Can you reset &amp;quot;one use&amp;quot; pressure plates or are they literally one use? The article seems to imply that one use plates can never be used again once used, which doesn't make sense to me. --[[User:Xonara|Xonara]] 13:41, 1 July 2008 (EDT)&lt;br /&gt;
:I'm not 100% sure but I believe what it means is that to reset it you have to dismantle it and then rebuild it from scratch.--[[User:Toloran|Toloran]] 23:18, 18 August 2008 (EDT)&lt;br /&gt;
On a similar note, do you regain the mechanism used in the plate when it deconstructs? or does it just disappear completely?--[[User:Shabang50|Shabang50]] 14:19, 29 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=372</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=372"/>
		<updated>2008-12-22T11:00:12Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.__NOTOC__&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[#We are doing this! Let us do it right.|We are doing this! Let us do it right.]]&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]&lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
* [[#Notice Templates|Notice Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
=====A=====&lt;br /&gt;
* '''A'''lphabet: Okay, the first rule is that there must be a rule for each letter of the alphabet. Thanks to the community, we now have all twenty-six rules! (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [http://en.wikipedia.org/wiki/Nomic nomic] instincts)&lt;br /&gt;
&lt;br /&gt;
=====B=====&lt;br /&gt;
* '''B'''e bold! So says Wikipedia. If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Feel free to make changes. If you think an article needs a major rewrite, then if you think you can do it, go ahead and do it. You can also use the discussion (talk) page to post suggestions.&lt;br /&gt;
&lt;br /&gt;
=====C=====&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist. Capitalize the tag like &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Stub]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=====D=====&lt;br /&gt;
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned.&lt;br /&gt;
&lt;br /&gt;
=====E=====&lt;br /&gt;
* '''E'''liminate, {{[[Template:deletion|delete]]}}, fluff. This includes redirects that aren't linked to and wouldn't be typed in the search box.&lt;br /&gt;
&lt;br /&gt;
=====F=====&lt;br /&gt;
* '''F'''acts: Keep your information factual. If you haven't confirmed something, post it on the discussion page. Do not create one-liner pages without links (unless its a stub). Add as much pertinent information as you can and avoid conjecture (possibly, maybe, could be, likely) by providing concrete examples from the game or links to other parts of the wiki.&amp;lt;!-- redundant with V? --&amp;gt;&amp;lt;!-- aye, tis semi-redundant: they need to be merged. Personally, I like facts better than verify --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====G=====&lt;br /&gt;
* '''G'''reed shall not be your motivation, but grace shall.&lt;br /&gt;
&lt;br /&gt;
=====H=====&lt;br /&gt;
* '''H'''eadings: Organize the content of each page into sections of related information. After the introduction, use appropriate headings for each section, and follow the '''N'''aming style of this guide. Keep headings to a minimum, consider a list or a table if you have many repetitive facts.&lt;br /&gt;
&lt;br /&gt;
=====I=====&lt;br /&gt;
* '''I'''mages: Images and screenshots should use the default [[tilesets]] for clarity. Small diagrams should be constructed with [[Template:RT]], for easy editing, and to save on space. Exceptions are pages ''about'' tilesets and story pages like [[:Category:Bloodline Games|bloodline games]]. Images should always be in .png format. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided.&lt;br /&gt;
&lt;br /&gt;
=====J=====&lt;br /&gt;
* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article; your hard work is not lost. Post suggestions on the discussion page and talk about the issue. All versions are stored in the history, so your material can be reused or merged with existing content if the rewriter left something out.&lt;br /&gt;
&lt;br /&gt;
=====K=====&lt;br /&gt;
* '''K'''eys: We have a special template, [[:Template:K|k]] (abbreviation of [[:Template:Key|key]]). This wiki is about a game that uses nearly 100% keyboard input, so we have a template to improve the display of keys. For example, the syntax &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key. The enter key should be done as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|Enter}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ( {{k|Enter}} ), for example, and the arrow keys use arrow characters, found at [[CP437|this handy code page]]. The right arrow key, for example, appears as {{k|→}}.&lt;br /&gt;
&lt;br /&gt;
=====L=====&lt;br /&gt;
* '''L'''osing is fun! If something made you lose, include information about it. Others may want to try it out, or you may help someone avoid flooding their *masterpiece* fortress.&lt;br /&gt;
&lt;br /&gt;
=====M=====&lt;br /&gt;
* '''M'''ore people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. It has loads of good information, that the game actually uses.&lt;br /&gt;
&lt;br /&gt;
=====N=====&lt;br /&gt;
* '''N'''aming: The titles of new pages should be &amp;lt;u&amp;gt;singular&amp;lt;/u&amp;gt; nouns, with &amp;lt;u&amp;gt;only the first word capitalized&amp;lt;/u&amp;gt;. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. The exceptions are terms that are always plural and proper nouns. Getting the wrong name can mean extra redirects and always means a page move. Screw pump is not the same as Screw Pump. Do not put question marks in the names of articles: Due to the way they are handled in URIs it messes things up, though not irreversibly.&lt;br /&gt;
&lt;br /&gt;
=====O=====&lt;br /&gt;
* '''O'''riginal research is good! Forget what you've seen on That Other Wiki; personal experience is perfectly fine here. Without original research, this wiki would be a tiny fraction of its current self--so if you see something that seems wrong, needs verification, or just lacks information, load up the current edition and check for yourself (but please, say you've done so on the talk page).&lt;br /&gt;
&lt;br /&gt;
=====P=====&lt;br /&gt;
* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.&lt;br /&gt;
&lt;br /&gt;
=====Q=====&lt;br /&gt;
* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:DoubleRedirects|Double redirects]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally. If you feel more like writing content than maintaining the wiki, the list of [[:Category:Stub|stub pages]] is a good place for you to start, followed by the [[Special:ShortPages|short pages]] that exist.&lt;br /&gt;
&lt;br /&gt;
=====R=====&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other. This rule also refers to redundant material inside pages.&lt;br /&gt;
&lt;br /&gt;
=====S=====&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''.&lt;br /&gt;
&lt;br /&gt;
=====T=====&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, &amp;quot;[[Cave-in]]s are buggy right now{{version|0.27.169.33a}}&amp;quot; using the version template: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{version|0.27.169.33a}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=====U=====&lt;br /&gt;
* '''U'''ser pages: Introduce your self, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page, and they'll get notified next time they login. However, keep this place civilized; avoid flame wars, personal attacks and insults.&lt;br /&gt;
&lt;br /&gt;
=====V=====&lt;br /&gt;
* '''V'''erify: Many loosely based assumptions are floating around. Verify your information and check [[:Category:Articles needing further verification]] if you think you can help verify others. If you have something that is not verified, use the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tag right after it.&lt;br /&gt;
&lt;br /&gt;
=====W=====&lt;br /&gt;
*'''W'''it can be hard to recognise once it has been written down. It is best if it is used on clearly humour or story related pages, talk or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]]. Use an appropriate template such as {{tl|D for Dwarf}} if there might be confusion.&lt;br /&gt;
&lt;br /&gt;
=====X=====&lt;br /&gt;
* '''X'''eniality: Be nice to people who are new to Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=====Y=====&lt;br /&gt;
* '''Y'''e Olde (as in outdated) Info: Update it. Keep the wiki up to date if you discover outdated info. Remember, sieges were only buggy until quite a few versions ago!&lt;br /&gt;
&lt;br /&gt;
=====Z=====&lt;br /&gt;
* '''Z''': the mark of '''Z'''orro. Sign each of your 'Talk' entries with your own &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notice Templates ==&lt;br /&gt;
&lt;br /&gt;
There are templates available for marking pages needing improvement. Ideally, you should make appropriate changes and move on, but if you are unable to access the required information, post a notice to flag an issue up. Using template notices provides a consistent way of flagging a page. Notices in use can be tracked through category pages. Notices based on rules from this page should all use the [[:Category:Pages that break Community Portal rules]] category.&lt;br /&gt;
&lt;br /&gt;
This section is far from complete.&lt;br /&gt;
&lt;br /&gt;
=== Template for Notice Templates ===&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#0000FF|Contents of the message.&lt;br /&gt;
Second value is sidebar colour in HTML hex, RR GG BB, e.g. #FF0000 (red), #009900 (dark green), #0088FF, (light blue), #000000 (black)}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Colored Notice Box|#FF00FF|Contents of the message}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Image Rules Notice ===&lt;br /&gt;
&lt;br /&gt;
{{Image Rules Notice}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Image Rules Notice}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== New Notices ===&lt;br /&gt;
&lt;br /&gt;
If several pages arise that break the same rule, create a new template based off one of the above templates. Remember to include the [[:Category:Pages that break Community Portal rules]] tag at the bottom, or some other appropriate category so that other users can track pages that need reworking. To create a new template, type &amp;lt;nowiki&amp;gt;[[Template:Rule name notice]]&amp;lt;/nowiki&amp;gt; into an article, or directly into the address bar of your browser.&lt;br /&gt;
&lt;br /&gt;
[[category:wikiprojects]]&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21680</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21680"/>
		<updated>2008-12-22T10:54:37Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of the pets somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling humie.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* BONUS+: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and customs enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== Nay, no ponderous stone doors or shining silver arcades, not while I live! ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only &amp;lt;material&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of &amp;lt;material&amp;gt; will be made only from &amp;lt;material&amp;gt;. Doors, chairs, floodgates, bridges, stairs, workshops, towers, you name it.&lt;br /&gt;
&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Make everything that you can out of wood. That means nothing underground, though you may excavate to make areas above-ground. Bonus points for bringing no wood at the start and/or going to a treeless area.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma or using clear and crystal glass exclusively.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA! ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. You should forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress &amp;amp;ndash; and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
== Doomsday Clock ==&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
&lt;br /&gt;
== Live up to your name ==&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
== Equaland ==&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
== World Domination ==&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Government in Exile ==&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
== Stay Awhile, and Listen ==&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider an extremely elaborate scaffold of lava and water pools and screw pumps to create obsidian in a large rectangular block in the exact same dimensional criteria as above. Smooth and you're finished. You get kudos for doing this as both reservoirs of magma and water pose serious threats to a fortress if scrupulous engineering methods are not used. Your dwarves are truly insane to attempt this.&lt;br /&gt;
&lt;br /&gt;
== Ceremonial Sacrifices ==	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
== Noblesse requiro ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
== Stranded Scout Squad ==&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;br /&gt;
&lt;br /&gt;
== Bandit Camp ==&lt;br /&gt;
&lt;br /&gt;
* At least 3 marksdwarves.&lt;br /&gt;
* Ideally, settle on a hillside, along a canyon or a valley.&lt;br /&gt;
&lt;br /&gt;
Attack and loot every intelligent creatures who enter your territory : Goblins &amp;amp; kobolds, but also merchants, diplomats, and even migrants. You can't tell your guys to directly attack allies, but you can build traps linked to a lever (eg. a big pit under the road, with a linked pillar under the pit &amp;quot;roof&amp;quot;.) and pull them to kill groups.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10874</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10874"/>
		<updated>2008-10-05T10:01:38Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Multiple civs==&lt;br /&gt;
What information do we have about the relationship between immigration rate and the number of dwarven civs? Is there info? Is there a relation? [[User:VengefulDonut|VengefulDonut]] 18:35, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Comments regarding new version==&lt;br /&gt;
Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==migration vs location on world map==&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
:::::Just to confirm, I have to confirmed marriages at my fortress (these were both from my original seven dwarves) [[User:Shabang50|Shabang50]] 06:01, 5 October 2008 (EDT)&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
==clarification on editing ini file==&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
&lt;br /&gt;
The section where it says &amp;quot;A '''migrant''' is a member of a wave of immigration.&amp;quot; is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --[[User:Tachyon|Tachyon]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it depends a bit on how multi-skilled they are: if he had been a [[woodcutter]] he would have had an axe but as he was a woodworker... well, carpenters need a workshop not an axe.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
::Multiple waves of immigration isn't unusual, I often get migrants in both autumn AND spring.[[User:GarrieIrons|GarrieIrons]] 21:19, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just had an immigrant wave arrive mid-summer in my first year. 6th Malachite, to be specific.--[[User:Mabmoro|mabmoro]] 15:07, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Headline text ==&lt;br /&gt;
&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lone Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The population cap is only checked to see if another migrant wave is allowed. It is entirely possible, often likely, that the actual number of migrants in the wave pushes the population over the value set. IIRC, pregnancies will also bypass the cap. The softness of this limit is a well known... feature... :) --[[User:Raumkraut|Raumkraut]] 00:13, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant skills ==&lt;br /&gt;
&lt;br /&gt;
Does the amount of workshops you have for a skill affect how many immigrants have that skill? I've had no dyer's shop for a really long time, and I notice I have only one dyer, whereas I have plenty of dwarves with every other skill. --[[User:Tachyon|Tachyon]] 21:19, 10 August 2008 (EDT)&lt;br /&gt;
: I don't think so, because I always get hordes of dyers, cheese makers, and woodburners, even when I don't have any of the appropriate workshops. I really miss the days of getting miners, siege operators, growers, and masons.--[[User:DDouble|DDouble]] 16:59, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Your fortress attracted no migrants this season.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm playing a Haunted fortress on a volcano for the first time, and I got this message in my first summer.  It seemed odd because I almost never get migrants during the first summer, but this is the first time that fact was announced.  Is this a tweak in the new version (181.40c), which I just downloaded today, or is it because I'm in a haunted map?  I got the message again in the fall.  --[[User:Ookpik|Ookpik]] 17:05, 21 August 2008 (EDT)&lt;br /&gt;
:lots of people dying discourages immigration, as well as certain import/export/mining and immigration map factors, as far as i can tell.--[[User:Eerr|Eerr]] 21:04, 21 August 2008 (EDT)&lt;br /&gt;
:Id say its a new feature of the game, since it didn't occur before that version.--[[User:Mabmoro|mabmoro]] 15:08, 9 September 2008 (EDT)&lt;br /&gt;
::I noticed an extension of this- I got a message just now, all in red, saying &amp;quot;Migrants refused to journey to such a dangerous fortress this season.&amp;quot; Ive been raided near constantly by goblins over the last year of this game, so maybe that influences immigrants now? .--[[User:Mabmoro|mabmoro]] 13:47, 22 September 2008 (EDT)&lt;br /&gt;
:::I'd imagine it's due to the number of recent deaths, specifically. [[Immigration#How_can_I_curb_immigration.3F|That's covered in the article]]. --[[User:Janus|Janus]] 13:11, 23 September 2008 (EDT)&lt;br /&gt;
:^_^ I got a new message about immigration recently. &amp;quot;Some migrants have decided to brave this terrifying place, knowing it may be their tomb&amp;quot;. Seriously, I get very few deaths normally... this last season was bad because I've been building roads to try to entice the king, so I have more dwarves ranging far from the fortress. -[[User:Fuzzy|Fuzzy]] 22:00, 27 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24331</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24331"/>
		<updated>2008-10-05T08:47:33Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost [[dwarves]], whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any [[food]] in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that [[food]]. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] [[barrel]]s are over ten times more effective at keeping your food safe. A [[Cat]] is fine too.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin [[animal]] inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be [[tame]]d by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with [[cat]]s, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not pets, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the [[fire snake]], can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress and surrounding lands killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.28.181.40d}}  This reduces or eliminates the possibility of [[dwarves]] receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud. Vermin caught and killed in closing doors commonly leave [[blood]] and [[blood|ichor]] behind which, if unchecked, can be tracked all over your fortress by your dwarves and other pets.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage]] so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable [[fish]] are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.176.38c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Toad]]||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|[[Turtle]]||10||Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fly]]||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Large roach]]||5||Eats [[food]], sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|[[Beetle]]||n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[Ant]]||n/a||Forms colonies on [[soil]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Monarch butterfly]]||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|[[Firefly]]||1||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonfly]]||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|[[Lizard]]||10||Eats [[food]], (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat]]||10||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [[Biome]]s&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Worm]]||[[Taiga]] [[forest]], [[Temperate]], [[Tropical]]||n/a||Found on [[soil]] (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|[[Blue jay]]||Various [[temperate]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Cardinal]]||Various [[temperate]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Grackle]]||[[Temperate]] [[grassland]] and [[savanna]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Oriole]]||[[Temperate]] [[broadleaf]] [[forest]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Red-winged blackbird]]||[[Temperate]] [[marsh]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Hedgehog]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Chipmunk]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray squirrel]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Red squirrel]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Fox squirrel]]||Savage [[temperate]] [[forest]]||100&lt;br /&gt;
|-&lt;br /&gt;
|[[Demon rat]]||Any evil||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fluffy wambler]]||Any good||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-legged rhino lizard]]||Any savage||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knuckle worm]]||Any evil||100||Rots [[food]], exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Phantom spider]]||Any evil [[forest]]||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|[[Acorn fly]]||Any savage||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood gnat]]||Any evil||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Moghopper]]||Any savage||20||Spawns in pools, amphibious, [[fish]]able, [[summer]] only, [[extracts|extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fairy]]||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixie]]||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave spider]]||[[Subterranean]] [[water]] and [[chasm]]||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire snake]]||[[Subterranean]] [[magma|lava]]||1||Exotic [[pet]], [[extracts|extract]] is [[liquid fire]] (believed to destroy wooden bins and barrels)&lt;br /&gt;
|-&lt;br /&gt;
|[[Olm]]||[[Subterranean]] [[water]]||1||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|[[Bat]]||[[Subterranean]] [[chasm]]||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
| [[Purring maggot]] ||[[Subterranean]] [[chasm]]||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave swallow]]||[[Temperate]] [[broadleaf]] [[forest]], [[subterranean]]||30||Exotic [[pet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin| ]]&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24330</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24330"/>
		<updated>2008-10-05T08:47:18Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost [[dwarves]], whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any [[food]] in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that [[food]]. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] [[barrel]]s are over ten times more effective at keeping your food safe. A[[Cat]] is fine too.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin [[animal]] inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be [[tame]]d by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with [[cat]]s, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not pets, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the [[fire snake]], can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress and surrounding lands killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.28.181.40d}}  This reduces or eliminates the possibility of [[dwarves]] receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud. Vermin caught and killed in closing doors commonly leave [[blood]] and [[blood|ichor]] behind which, if unchecked, can be tracked all over your fortress by your dwarves and other pets.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage]] so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable [[fish]] are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.176.38c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Toad]]||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|[[Turtle]]||10||Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fly]]||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Large roach]]||5||Eats [[food]], sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|[[Beetle]]||n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[Ant]]||n/a||Forms colonies on [[soil]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Monarch butterfly]]||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|[[Firefly]]||1||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonfly]]||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|[[Lizard]]||10||Eats [[food]], (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat]]||10||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [[Biome]]s&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Worm]]||[[Taiga]] [[forest]], [[Temperate]], [[Tropical]]||n/a||Found on [[soil]] (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|[[Blue jay]]||Various [[temperate]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Cardinal]]||Various [[temperate]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Grackle]]||[[Temperate]] [[grassland]] and [[savanna]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Oriole]]||[[Temperate]] [[broadleaf]] [[forest]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Red-winged blackbird]]||[[Temperate]] [[marsh]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Hedgehog]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Chipmunk]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray squirrel]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Red squirrel]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Fox squirrel]]||Savage [[temperate]] [[forest]]||100&lt;br /&gt;
|-&lt;br /&gt;
|[[Demon rat]]||Any evil||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fluffy wambler]]||Any good||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-legged rhino lizard]]||Any savage||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knuckle worm]]||Any evil||100||Rots [[food]], exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Phantom spider]]||Any evil [[forest]]||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|[[Acorn fly]]||Any savage||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood gnat]]||Any evil||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Moghopper]]||Any savage||20||Spawns in pools, amphibious, [[fish]]able, [[summer]] only, [[extracts|extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fairy]]||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixie]]||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave spider]]||[[Subterranean]] [[water]] and [[chasm]]||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire snake]]||[[Subterranean]] [[magma|lava]]||1||Exotic [[pet]], [[extracts|extract]] is [[liquid fire]] (believed to destroy wooden bins and barrels)&lt;br /&gt;
|-&lt;br /&gt;
|[[Olm]]||[[Subterranean]] [[water]]||1||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|[[Bat]]||[[Subterranean]] [[chasm]]||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
| [[Purring maggot]] ||[[Subterranean]] [[chasm]]||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave swallow]]||[[Temperate]] [[broadleaf]] [[forest]], [[subterranean]]||30||Exotic [[pet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin| ]]&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=545</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=545"/>
		<updated>2008-09-30T16:58:48Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Order descends newest to oldest. Use edit to add a newer section.&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;Bedroom Design&amp;quot; page is broken ==&lt;br /&gt;
&lt;br /&gt;
When trying to load the page I get this error:&lt;br /&gt;
&lt;br /&gt;
Fatal error: Maximum execution time of 30 seconds exceeded in /home/virtual/site152/fst/var/www/html/dwarf/includes/Parser.php on line 2717&lt;br /&gt;
&lt;br /&gt;
It's been this way for a couple days at least. The rest of the wiki works fine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Phillstac3|Phillstac3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The culprit was too much QD, which caused the page to load too slowly. The wiki gave up when it didnt load fast enough. I have the culprit for now, but I have idea for a more permanent solution. [[User:VengefulDonut|VengefulDonut]] 08:28, 15 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;new version&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
ShunterAlhena changed &amp;quot;new version&amp;quot; to &amp;quot;new (3D) version&amp;quot; to &amp;quot;3D version&amp;quot;.  I changed this to &amp;quot;Z-axis version&amp;quot;, to reduce newbie confusion (thinking there's a fully-3D graphical version could be disappointing) but now I'm starting to wonder if maybe &amp;quot;new version&amp;quot; would be best after all.  As far as I can tell, &amp;quot;new version&amp;quot; doesn't just mean all of the versions since the October 2007 release, but rather the ''latest'' version.&lt;br /&gt;
&lt;br /&gt;
That said, that's what I'll tweak it to. --[[User:JT|JT]] 19:47, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offline Version? ==&lt;br /&gt;
&lt;br /&gt;
Is there an offline version of DwarfFortressWiki (ala [http://static.wikipedia.org/ Wikipedia])?  I'm going to be doing some traveling, and would like to use this resource when I don't have internet access :) --[[User:Sim9]], unsigned&lt;br /&gt;
&lt;br /&gt;
:I know that obtaining one is possible. --[[User:Savok|Savok]] 23:31, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was told that a torrent was circulating on 4chan and other places but I don't know anything else about it. --[[User:Senso|Senso]] 12:46, 7 June 2008 (EDT)&lt;br /&gt;
:Go to [[Special:Export]] then go to [[Special:Allpages]] in another window/tab. Make a copy of every article's name. Paste it into the export page and click export. Now its just a matter of finding a way to parse the xml file you get.&lt;br /&gt;
&lt;br /&gt;
:I now have an offline copy.  I can post it if anyone is interested in a copy :) --[[User:Sim9|Sim9]] 22:57, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Just found this: [http://www.wikitaxi.org/delphi/doku.php/products/wikitaxi/index WikiTaxi]. It took me a while to find a suitable program for viewing Wiki XML dumps, so I thought I'd save some others the time. By 'suitable', I mean easy to use and without requiring a lot of extras before it will work (most I found require you to set up a server with a MySQL database and apache - I already meet those requirements on my desktop, but that almost defeats the purpose of downloading the wiki in the first place). This one however is completely portable - I can have it on external storage and use it on any computer I find myself needing to. --[[User:Tyranic-Moron|Tyranic-Moron]] 13:57, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coincidence? ==&lt;br /&gt;
&lt;br /&gt;
I got a quote that said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
--Savok&amp;lt;br&amp;gt;&lt;br /&gt;
right after creating this account... Is this a coincidence or a command?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Peewee|Peewee]] 20:02, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Coincidence. That's the end of a newbie-welcoming template that someone found funny enough to put in the [[Main Page/Quote|Quote list]], which delivers randomized quotes to the main page. --[[User:Savok|Savok]] 22:49, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Both coincidence AND command. [[User:VengefulDonut|VengefulDonut]] 11:41, 1 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Russian Interwiki == &lt;br /&gt;
I've made a deal with the admin of the Russian wiki, we can both link to each other. So if you know Russian, you're welcome to add links to the bottom of pages to their equivalent Russian pages.&lt;br /&gt;
For example, on the [[Carp]] page, I have added &amp;amp;#91;&amp;amp;#91;ru:Карп&amp;amp;#93;&amp;amp;#93; - so there is now a link to its Russian counterpart in the left-side navigation bar, under the &amp;quot;In other languages&amp;quot; header. --[[User:Senso|Senso]] 13:37, 2 April 2008 (EDT)&lt;br /&gt;
:Looks like the other wiki may be down/broken. I don't have a suggested action though.  -- [[User:Vaevictus|Vaevictus]] 13:33, 3 June 2008 (EDT)&lt;br /&gt;
::I have made new russian wiki. URL: http://www.dfwk.ru. I do translation now. -- [[User:igoreklim|igoreklim]] 22:15, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Many Laughs ==&lt;br /&gt;
Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Agreed. I didn't think of doing anything myself so kudos for going in. Nobody changes it for the whole day, I'll revert any reverts. :) --[[User:Senso|Senso]] 08:56, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Navigation on bottom ==&lt;br /&gt;
Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
:::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
:::This is a late reply, but I am an American in China. Here, English is classified either as American English or British English, and American English is widely preferred even though British English is taught to beginning students. I wouldn't say calling it &amp;quot;rest-of-the-world English&amp;quot; is very accurate. I would venture that many countries in Latin America also prefer American English, but what do it know.--[[User:RustyMcloon|Rusty Mcloon]] 01:16, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Version updates ==&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If possible can we implement a check to insure that the left quote and the right quote are not in fact the same quote? I suppose it wouldn't be a big deal with a small quote, however when it is large, such as the 7 line one I ran into today appearing in both boxes, it makes the page seem a bit crowded and symmetrical. --[[User:Elvang|Elvang]] 14:51, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::We could do that, but the probability of identical quotes is &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;⁄&amp;lt;sub&amp;gt;&amp;lt;totalquotenum&amp;gt;&amp;lt;/sub&amp;gt;, so I don't think it's really needed.&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I second that. This second is adorned with hanging rings of Goshenite and menaces with spikes of Goshenite. - [[User:Laugurinn|Laugurinn]] 22:57, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
:That's not exactly funny, but [[Main_Page/Quote]]. --[[User:GreyMario|GreyMario]] 00:43, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
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I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
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== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
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== Change guide? ==&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
::*The thing is, the whole idea of the wiki kind of goes against 'finding things out on your own'.  If you want to be completely surprised by a game, don't read a wiki specifically intended to reveal all the details about it...  sure, we do put warnings on the most spoily stuff, but at the end of the day this is a Wiki intended to document everything about Dwarf Fortress, so just about every page is going to be a spoiler to some degree. --[[User:Aquillion|Aquillion]] 03:12, 9 May 2008 (EDT)&lt;br /&gt;
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To add my take on this subject... I think that this is a gigantic game, in some ways more complex then any of the Elder Scrolls game. I mean, in the ES games, you have weapons, armor and others... In this game you have an exceptionally large number of items of many different types and purposes... It's very difficult for newbies to fathom exactly what an item is used for. Without this Wiki, I think a lot of people would struggle with this game. [[User:AlexFili|AlexFili]] 05:59, 9 May 2008 (EDT)&lt;br /&gt;
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== Possible bugs ==&lt;br /&gt;
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Hi, this is my first time writing to any wiki.&lt;br /&gt;
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I am writing about possible bugs. I have seen, that some sections of this wiki contain information about bugs. I think I have found one, but don't where to put it, or whether it is already here. I am also sorry, if this isn't the right place. If so, please delete this entry.&lt;br /&gt;
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Anyway, if your furniture stockpile isn't big enough, and you try to put furniture into a specific room,it is sometimes possible, that that furniture won't be put. Instead, it will be blinking forever. You can change it functioning (make bedroom, throne room...) but to be honest, I don't know if this item is actually there, or not.&lt;br /&gt;
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== alternate site???? ==&lt;br /&gt;
&lt;br /&gt;
there appears to be a very similar site at &lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Immigration&lt;br /&gt;
(not just that adress)&lt;br /&gt;
what is the diffrence???&lt;br /&gt;
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That's the address which was originally used for the site, before Senso registered a separate domain for it (dwarffortresswiki.net). Both domains are valid and point to the same content, so they're interchangeable. --[[User:Janus|Janus]] 20:59, 21 August 2008 (EDT)&lt;br /&gt;
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== Quotes ==&lt;br /&gt;
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Just for the record, does anybody mind if I put a link to the [[Main Page/Quote Archive]] page on the front page? [[User:Shabang50|Shabang50]] 12:58, 30 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=544</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=544"/>
		<updated>2008-09-30T16:58:13Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Order descends newest to oldest. Use edit to add a newer section.&lt;br /&gt;
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== The &amp;quot;Bedroom Design&amp;quot; page is broken ==&lt;br /&gt;
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When trying to load the page I get this error:&lt;br /&gt;
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Fatal error: Maximum execution time of 30 seconds exceeded in /home/virtual/site152/fst/var/www/html/dwarf/includes/Parser.php on line 2717&lt;br /&gt;
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It's been this way for a couple days at least. The rest of the wiki works fine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Phillstac3|Phillstac3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:The culprit was too much QD, which caused the page to load too slowly. The wiki gave up when it didnt load fast enough. I have the culprit for now, but I have idea for a more permanent solution. [[User:VengefulDonut|VengefulDonut]] 08:28, 15 August 2008 (EDT)&lt;br /&gt;
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== &amp;quot;new version&amp;quot; ==&lt;br /&gt;
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ShunterAlhena changed &amp;quot;new version&amp;quot; to &amp;quot;new (3D) version&amp;quot; to &amp;quot;3D version&amp;quot;.  I changed this to &amp;quot;Z-axis version&amp;quot;, to reduce newbie confusion (thinking there's a fully-3D graphical version could be disappointing) but now I'm starting to wonder if maybe &amp;quot;new version&amp;quot; would be best after all.  As far as I can tell, &amp;quot;new version&amp;quot; doesn't just mean all of the versions since the October 2007 release, but rather the ''latest'' version.&lt;br /&gt;
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That said, that's what I'll tweak it to. --[[User:JT|JT]] 19:47, 29 July 2008 (EDT)&lt;br /&gt;
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== Offline Version? ==&lt;br /&gt;
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Is there an offline version of DwarfFortressWiki (ala [http://static.wikipedia.org/ Wikipedia])?  I'm going to be doing some traveling, and would like to use this resource when I don't have internet access :) --[[User:Sim9]], unsigned&lt;br /&gt;
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:I know that obtaining one is possible. --[[User:Savok|Savok]] 23:31, 6 June 2008 (EDT)&lt;br /&gt;
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:I was told that a torrent was circulating on 4chan and other places but I don't know anything else about it. --[[User:Senso|Senso]] 12:46, 7 June 2008 (EDT)&lt;br /&gt;
:Go to [[Special:Export]] then go to [[Special:Allpages]] in another window/tab. Make a copy of every article's name. Paste it into the export page and click export. Now its just a matter of finding a way to parse the xml file you get.&lt;br /&gt;
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:I now have an offline copy.  I can post it if anyone is interested in a copy :) --[[User:Sim9|Sim9]] 22:57, 8 June 2008 (EDT)&lt;br /&gt;
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:: Just found this: [http://www.wikitaxi.org/delphi/doku.php/products/wikitaxi/index WikiTaxi]. It took me a while to find a suitable program for viewing Wiki XML dumps, so I thought I'd save some others the time. By 'suitable', I mean easy to use and without requiring a lot of extras before it will work (most I found require you to set up a server with a MySQL database and apache - I already meet those requirements on my desktop, but that almost defeats the purpose of downloading the wiki in the first place). This one however is completely portable - I can have it on external storage and use it on any computer I find myself needing to. --[[User:Tyranic-Moron|Tyranic-Moron]] 13:57, 15 June 2008 (EDT)&lt;br /&gt;
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== Coincidence? ==&lt;br /&gt;
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I got a quote that said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
--Savok&amp;lt;br&amp;gt;&lt;br /&gt;
right after creating this account... Is this a coincidence or a command?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Peewee|Peewee]] 20:02, 31 May 2008 (EDT)&lt;br /&gt;
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:Coincidence. That's the end of a newbie-welcoming template that someone found funny enough to put in the [[Main Page/Quote|Quote list]], which delivers randomized quotes to the main page. --[[User:Savok|Savok]] 22:49, 31 May 2008 (EDT)&lt;br /&gt;
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::Both coincidence AND command. [[User:VengefulDonut|VengefulDonut]] 11:41, 1 June 2008 (EDT)&lt;br /&gt;
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== Russian Interwiki == &lt;br /&gt;
I've made a deal with the admin of the Russian wiki, we can both link to each other. So if you know Russian, you're welcome to add links to the bottom of pages to their equivalent Russian pages.&lt;br /&gt;
For example, on the [[Carp]] page, I have added &amp;amp;#91;&amp;amp;#91;ru:Карп&amp;amp;#93;&amp;amp;#93; - so there is now a link to its Russian counterpart in the left-side navigation bar, under the &amp;quot;In other languages&amp;quot; header. --[[User:Senso|Senso]] 13:37, 2 April 2008 (EDT)&lt;br /&gt;
:Looks like the other wiki may be down/broken. I don't have a suggested action though.  -- [[User:Vaevictus|Vaevictus]] 13:33, 3 June 2008 (EDT)&lt;br /&gt;
::I have made new russian wiki. URL: http://www.dfwk.ru. I do translation now. -- [[User:igoreklim|igoreklim]] 22:15, 13 August 2008 (EDT)&lt;br /&gt;
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== Many Laughs ==&lt;br /&gt;
Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;br /&gt;
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:Agreed. I didn't think of doing anything myself so kudos for going in. Nobody changes it for the whole day, I'll revert any reverts. :) --[[User:Senso|Senso]] 08:56, 1 April 2008 (EDT)&lt;br /&gt;
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== Navigation on bottom ==&lt;br /&gt;
Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
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:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
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::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
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:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
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::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
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:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
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::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
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== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
:::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
:::This is a late reply, but I am an American in China. Here, English is classified either as American English or British English, and American English is widely preferred even though British English is taught to beginning students. I wouldn't say calling it &amp;quot;rest-of-the-world English&amp;quot; is very accurate. I would venture that many countries in Latin America also prefer American English, but what do it know.--[[User:RustyMcloon|Rusty Mcloon]] 01:16, 17 May 2008 (EDT)&lt;br /&gt;
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== Version updates ==&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
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== Quote randomization ==&lt;br /&gt;
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VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
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:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
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::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
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:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
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::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
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:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
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::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
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:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
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::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
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:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
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::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
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:::If possible can we implement a check to insure that the left quote and the right quote are not in fact the same quote? I suppose it wouldn't be a big deal with a small quote, however when it is large, such as the 7 line one I ran into today appearing in both boxes, it makes the page seem a bit crowded and symmetrical. --[[User:Elvang|Elvang]] 14:51, 10 June 2008 (EDT)&lt;br /&gt;
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::::We could do that, but the probability of identical quotes is &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;⁄&amp;lt;sub&amp;gt;&amp;lt;totalquotenum&amp;gt;&amp;lt;/sub&amp;gt;, so I don't think it's really needed.&lt;br /&gt;
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== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
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:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
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== German Translation ==&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I second that. This second is adorned with hanging rings of Goshenite and menaces with spikes of Goshenite. - [[User:Laugurinn|Laugurinn]] 22:57, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
:That's not exactly funny, but [[Main_Page/Quote]]. --[[User:GreyMario|GreyMario]] 00:43, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
::*The thing is, the whole idea of the wiki kind of goes against 'finding things out on your own'.  If you want to be completely surprised by a game, don't read a wiki specifically intended to reveal all the details about it...  sure, we do put warnings on the most spoily stuff, but at the end of the day this is a Wiki intended to document everything about Dwarf Fortress, so just about every page is going to be a spoiler to some degree. --[[User:Aquillion|Aquillion]] 03:12, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To add my take on this subject... I think that this is a gigantic game, in some ways more complex then any of the Elder Scrolls game. I mean, in the ES games, you have weapons, armor and others... In this game you have an exceptionally large number of items of many different types and purposes... It's very difficult for newbies to fathom exactly what an item is used for. Without this Wiki, I think a lot of people would struggle with this game. [[User:AlexFili|AlexFili]] 05:59, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Possible bugs ==&lt;br /&gt;
&lt;br /&gt;
Hi, this is my first time writing to any wiki.&lt;br /&gt;
&lt;br /&gt;
I am writing about possible bugs. I have seen, that some sections of this wiki contain information about bugs. I think I have found one, but don't where to put it, or whether it is already here. I am also sorry, if this isn't the right place. If so, please delete this entry.&lt;br /&gt;
&lt;br /&gt;
Anyway, if your furniture stockpile isn't big enough, and you try to put furniture into a specific room,it is sometimes possible, that that furniture won't be put. Instead, it will be blinking forever. You can change it functioning (make bedroom, throne room...) but to be honest, I don't know if this item is actually there, or not.&lt;br /&gt;
&lt;br /&gt;
== alternate site???? ==&lt;br /&gt;
&lt;br /&gt;
there appears to be a very similar site at &lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Immigration&lt;br /&gt;
(not just that adress)&lt;br /&gt;
what is the diffrence???&lt;br /&gt;
&lt;br /&gt;
That's the address which was originally used for the site, before Senso registered a separate domain for it (dwarffortresswiki.net). Both domains are valid and point to the same content, so they're interchangeable. --[[User:Janus|Janus]] 20:59, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Just for the record, does anybody mind if I put a link to the [[Main Page/Quotes]] page on the front page? [[User:Shabang50|Shabang50]] 12:58, 30 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37087</id>
		<title>40d Talk:Wrestling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37087"/>
		<updated>2008-09-15T14:40:45Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I keep doing to appropriate moves on ant men and rat men limbs, but I never get the opportunity to break them. Is there something I'm doing wrong? --[[User:Patarak]], unsigned&lt;br /&gt;
&lt;br /&gt;
:A: Antmen and ratmen don't have joints, as I recall&lt;br /&gt;
:Oy, whoever made the Wrestling page: Wikis are made in third person.  That means no I's, we's, anything personal! --[[User:Jaybud4]], unsigned&lt;br /&gt;
&lt;br /&gt;
::Usually true, but not always. &amp;quot;I&amp;quot; can refer to the experiences of a single editor, which are occasionally article-worthy, and &amp;quot;we&amp;quot; can refer to the DFwiki community in general.&lt;br /&gt;
::We aren't a formal wiki. To quote [[User:Senso|Senso]], the admin:&lt;br /&gt;
::&amp;quot;...I'd like to say that this is not a 'professional' wiki and silliness in general is a good thing. This is a wiki (Internet!) about a game (Haha!) that is pretty silly itself....&amp;quot; --[[User:Savok|Savok]] 08:33, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Upper arms? ==&lt;br /&gt;
&lt;br /&gt;
I was exploring a recently abandoned fortress, and I got close enough to see the fights on my announcement menu. One thing that caught my I was &amp;quot;XXX adjusts the grip of their upper arm and the troglodyte's second toe right foot.&amp;quot; Is this a glitch or something that hasn't been resolved? --[[User:0todd0|0todd0]] 00:52, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Right now, you can grab any body part with any body part. So grabbing a toe with your upper arm is valid, even if you can't do anything useful like throws or strangleholds with it. It'll probably get changed when wrestling gets overhauled, whenever that may be. -- [[User:Shandrunn|Shandrunn]] 05:36, 3 June 2008 (EDT)&lt;br /&gt;
:Your putting the toe into your armpit in this situation. Not the most elegant hold, but surely effective.--[[User:Karpatius|Karp]] 19:11, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recent Wrestling Changes??? ==&lt;br /&gt;
&lt;br /&gt;
Having recently downloaded the newest DF version available (i think it was .40d) I discovered, much to my dismay, that in adventure mode I couldn't establish any joint locks, and thus could'nt indulge in my sadistic strangle to unconsciousness-break all limbs-gouge out eyes-throw rocks at- wrestling strategy. Is this due to the update, or what?--&lt;br /&gt;
[[User:Shabang50|Shabang50]] 13:33, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Theory I got from the forum is that non-humanoid creatures could not have their limbs broken - Testing now. [[User:Shabang50|Shabang50]] 12:25, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yep, found out. No breaking limbs on the poor wolfies, or the animal rights activists will kill ya!&lt;br /&gt;
[[User:Shabang50|Shabang50]] 10:40, 15 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37086</id>
		<title>40d Talk:Wrestling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37086"/>
		<updated>2008-09-10T16:25:51Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I keep doing to appropriate moves on ant men and rat men limbs, but I never get the opportunity to break them. Is there something I'm doing wrong? --[[User:Patarak]], unsigned&lt;br /&gt;
&lt;br /&gt;
:A: Antmen and ratmen don't have joints, as I recall&lt;br /&gt;
:Oy, whoever made the Wrestling page: Wikis are made in third person.  That means no I's, we's, anything personal! --[[User:Jaybud4]], unsigned&lt;br /&gt;
&lt;br /&gt;
::Usually true, but not always. &amp;quot;I&amp;quot; can refer to the experiences of a single editor, which are occasionally article-worthy, and &amp;quot;we&amp;quot; can refer to the DFwiki community in general.&lt;br /&gt;
::We aren't a formal wiki. To quote [[User:Senso|Senso]], the admin:&lt;br /&gt;
::&amp;quot;...I'd like to say that this is not a 'professional' wiki and silliness in general is a good thing. This is a wiki (Internet!) about a game (Haha!) that is pretty silly itself....&amp;quot; --[[User:Savok|Savok]] 08:33, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Upper arms? ==&lt;br /&gt;
&lt;br /&gt;
I was exploring a recently abandoned fortress, and I got close enough to see the fights on my announcement menu. One thing that caught my I was &amp;quot;XXX adjusts the grip of their upper arm and the troglodyte's second toe right foot.&amp;quot; Is this a glitch or something that hasn't been resolved? --[[User:0todd0|0todd0]] 00:52, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Right now, you can grab any body part with any body part. So grabbing a toe with your upper arm is valid, even if you can't do anything useful like throws or strangleholds with it. It'll probably get changed when wrestling gets overhauled, whenever that may be. -- [[User:Shandrunn|Shandrunn]] 05:36, 3 June 2008 (EDT)&lt;br /&gt;
:Your putting the toe into your armpit in this situation. Not the most elegant hold, but surely effective.--[[User:Karpatius|Karp]] 19:11, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recent Wrestling Changes??? ==&lt;br /&gt;
&lt;br /&gt;
Having recently downloaded the newest DF version available (i think it was .40d) I discovered, much to my dismay, that in adventure mode I couldn't establish any joint locks, and thus could'nt indulge in my sadistic strangle to unconsciousness-break all limbs-gouge out eyes-throw rocks at- wrestling strategy. Is this due to the update, or what?--&lt;br /&gt;
[[User:Shabang50|Shabang50]] 13:33, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Theory I got from the forum is that non-humanoid creatures could not have their limbs broken - Testing now. [[User:Shabang50|Shabang50]] 12:25, 10 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37085</id>
		<title>40d Talk:Wrestling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37085"/>
		<updated>2008-09-09T17:34:27Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I keep doing to appropriate moves on ant men and rat men limbs, but I never get the opportunity to break them. Is there something I'm doing wrong? --[[User:Patarak]], unsigned&lt;br /&gt;
&lt;br /&gt;
:A: Antmen and ratmen don't have joints, as I recall&lt;br /&gt;
:Oy, whoever made the Wrestling page: Wikis are made in third person.  That means no I's, we's, anything personal! --[[User:Jaybud4]], unsigned&lt;br /&gt;
&lt;br /&gt;
::Usually true, but not always. &amp;quot;I&amp;quot; can refer to the experiences of a single editor, which are occasionally article-worthy, and &amp;quot;we&amp;quot; can refer to the DFwiki community in general.&lt;br /&gt;
::We aren't a formal wiki. To quote [[User:Senso|Senso]], the admin:&lt;br /&gt;
::&amp;quot;...I'd like to say that this is not a 'professional' wiki and silliness in general is a good thing. This is a wiki (Internet!) about a game (Haha!) that is pretty silly itself....&amp;quot; --[[User:Savok|Savok]] 08:33, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Upper arms? ==&lt;br /&gt;
&lt;br /&gt;
I was exploring a recently abandoned fortress, and I got close enough to see the fights on my announcement menu. One thing that caught my I was &amp;quot;XXX adjusts the grip of their upper arm and the troglodyte's second toe right foot.&amp;quot; Is this a glitch or something that hasn't been resolved? --[[User:0todd0|0todd0]] 00:52, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Right now, you can grab any body part with any body part. So grabbing a toe with your upper arm is valid, even if you can't do anything useful like throws or strangleholds with it. It'll probably get changed when wrestling gets overhauled, whenever that may be. -- [[User:Shandrunn|Shandrunn]] 05:36, 3 June 2008 (EDT)&lt;br /&gt;
:Your putting the toe into your armpit in this situation. Not the most elegant hold, but surely effective.--[[User:Karpatius|Karp]] 19:11, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recent Wrestling Changes??? ==&lt;br /&gt;
&lt;br /&gt;
Having recently downloaded the newest DF version available (i think it was .40d) I discovered, much to my dismay, that in adventure mode I couldn't establish any joint locks, and thus could'nt indulge in my sadistic strangle to unconsciousness-break all limbs-gouge out eyes-throw rocks at- wrestling strategy. Is this due to the update, or what?--&lt;br /&gt;
[[User:Shabang50|Shabang50]] 13:33, 9 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37084</id>
		<title>40d Talk:Wrestling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37084"/>
		<updated>2008-09-09T17:33:49Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I keep doing to appropriate moves on ant men and rat men limbs, but I never get the opportunity to break them. Is there something I'm doing wrong? --[[User:Patarak]], unsigned&lt;br /&gt;
&lt;br /&gt;
:A: Antmen and ratmen don't have joints, as I recall&lt;br /&gt;
:Oy, whoever made the Wrestling page: Wikis are made in third person.  That means no I's, we's, anything personal! --[[User:Jaybud4]], unsigned&lt;br /&gt;
&lt;br /&gt;
::Usually true, but not always. &amp;quot;I&amp;quot; can refer to the experiences of a single editor, which are occasionally article-worthy, and &amp;quot;we&amp;quot; can refer to the DFwiki community in general.&lt;br /&gt;
::We aren't a formal wiki. To quote [[User:Senso|Senso]], the admin:&lt;br /&gt;
::&amp;quot;...I'd like to say that this is not a 'professional' wiki and silliness in general is a good thing. This is a wiki (Internet!) about a game (Haha!) that is pretty silly itself....&amp;quot; --[[User:Savok|Savok]] 08:33, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Upper arms? ==&lt;br /&gt;
&lt;br /&gt;
I was exploring a recently abandoned fortress, and I got close enough to see the fights on my announcement menu. One thing that caught my I was &amp;quot;XXX adjusts the grip of their upper arm and the troglodyte's second toe right foot.&amp;quot; Is this a glitch or something that hasn't been resolved? --[[User:0todd0|0todd0]] 00:52, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Right now, you can grab any body part with any body part. So grabbing a toe with your upper arm is valid, even if you can't do anything useful like throws or strangleholds with it. It'll probably get changed when wrestling gets overhauled, whenever that may be. -- [[User:Shandrunn|Shandrunn]] 05:36, 3 June 2008 (EDT)&lt;br /&gt;
:Your putting the toe into your armpit in this situation. Not the most elegant hold, but surely effective.--[[User:Karpatius|Karp]] 19:11, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recent Wrestling Changes??? ==&lt;br /&gt;
&lt;br /&gt;
Having recently downloaded the newest DF version available (i think it was [[User:Shabang50|Shabang50]].40d) I discovered, much to my dismay, that in adventure mode I couldn't establish any joint locks, and thus could'nt indulge in my sadistic strangle to unconsciousness-break all limbs-gouge out eyes-throw rocks at- wrestling strategy. Is this due to the update, or what?--&lt;br /&gt;
[[User:Shabang50|Shabang50]] 13:33, 9 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19482</id>
		<title>40d:Iron man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19482"/>
		<updated>2008-09-09T15:36:46Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The iron man''' can be found dwelling on maps with [[chasm]]s or [[cave|cave complexes]]. Like undead, iron men will ignore missing limbs, never &amp;quot;give in to pain&amp;quot; the way normal [[creatures]] do, and never bleed to death. Because their attributes make them formidable melee fighters, the easiest way to kill them might be to dig down on the opposite side of an impassable barrier or terrain feature and have your [[marksdwarf|marksdwarves]] shoot at it. When you kill an iron man, it leaves behind a [[item_value|masterpiece]] [[iron]] [[statue]] (worth 3000☼). Has he lost his mind? can he see or is he blind? (no , he's not blind, you can't blind iron men...)&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_IRON]&lt;br /&gt;
	[NAME:iron man:iron men:iron man]&lt;br /&gt;
	[TILE:'M'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_CHASM][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:stern appearance]&lt;br /&gt;
	[ITEMCORPSE:STATUE:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
	[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:4:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[DAMBLOCK:12]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:METAL:IRON]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Animal_trap&amp;diff=24445</id>
		<title>40d:Animal trap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Animal_trap&amp;diff=24445"/>
		<updated>2008-06-13T16:47:06Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: corrected the part that claimed vermin catched through the kennel could not be tamed- they can&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animal traps''' are special [[trap]]s used to catch live [[vermin]] or [[fish]] from the [[river]], ''not'' (large) land [[animal]]s. Creating an animal trap requires the [[trapping]] skill and not [[carpentry]] or [[metalcrafting]] despite the fact that they are constructed at a [[carpenter's workshop]] or a [[metalsmith's forge]]. You may want to build separate workshops or forges to construct animal traps if you do it large scale, for if you do not have an unoccupied dwarf with the trapping skill active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks.&lt;br /&gt;
&lt;br /&gt;
Animal traps are stored by default in [[animal stockpile]]s when empty or containing an animal. They can be used for trapping animals in two ways - either by defining a Capture Live Land Animal task at the [[Kennel]]s (which usually results in [[Vermin]] being captured) or by {{k|b}}uilding them as an Ani{{k|m}}al Trap.&lt;br /&gt;
&lt;br /&gt;
When used via the kennels, a dwarf with the Trapping labour enabled will pick up an animal trap and find the nearest [[vermin]]. The dwarf will bundle the animal into the trap and drop it, and it will then be retrieved by a dwarf with Animal Hauling enabled and dropped in an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
When used via the {{k|b}}uild menu, the traps are constructed by a dwarf with the trapping labour enabled, using either a wooden or metal trap created previously from a Carpenter's shop or Forge. Once constructed, examining it with {{k|q}} will allow you to set the bait to be added to the trap. Set traps can be baited with nothing ({{k|z}}, presumably the inactive state), {{k|m}}eat, {{k|f}}ish or a large {{k|g}}em (presumably for more intelligent creatures). Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. Traps are not guaranteed to successfully capture an animal, and it seems safe to assume that the quality of a constructed trap has some influence on the capture chance. The bait will be stolen if the trap fails to go off, but the trap remains set and simply needs rebaiting.&lt;br /&gt;
&lt;br /&gt;
Once an animal is caught in a built and baited trap, the game will pause, zooming to the trap, and you will receive an announcement telling you what you caught. The trap will automatically be slated for removal, and one of your dwarves will deconstruct it and move the trap containing the animal back to the animal stockpile.&lt;br /&gt;
&lt;br /&gt;
The sorts of small animal that these traps can catch aren't butcherable and provide no raw materials. Dwarves can tame them as pets, or if you leave them in the traps in the animal stockpile dwarves will occasionally come by and eat them. If your dwarves have a particular liking towards eating the vermin you catch, you might be unable to easily tame your vermin, as the dwarves will prefer to eat your vermin over almost anything else.&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10845</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10845"/>
		<updated>2008-03-15T11:36:00Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT) &lt;br /&gt;
&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone {{verify}} that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Headline text ==&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Wealth&amp;diff=39067</id>
		<title>40d:Wealth</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Wealth&amp;diff=39067"/>
		<updated>2008-03-15T11:08:42Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: spelling correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your fortress's total '''Created Wealth''' is visible on the {{k|z}} - status screen once you have a [[bookkeeper]] with at least novice [[appraiser]] [[skill]]. All objects with any value (including mined-out areas, [[bridge]]s, engravings and just about every kind of created good) will be included in the total. [[Artifacts]] are usually one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily [[decoration|decorated]] can easily be worth thrice the value of your fortress in the early years.&lt;br /&gt;
&lt;br /&gt;
Forbidden items are not part of your wealth. Thus, if you forbid a object, its value is subtracted from your wealth. That value will be re-added once you claim the item.&lt;br /&gt;
&lt;br /&gt;
Items made off site are not counted in your total fortress wealth.  Their value is listed under &amp;quot;imports.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wealth influences or triggers various game features, such as [[goblin]] [[siege]]s, the arrival of [[noble]]s, the number, and probably time of arrival{{verify}}, of [[immigration|immigrants]].&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=37311</id>
		<title>40d Talk:Food</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=37311"/>
		<updated>2008-03-07T17:55:44Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: added to hunger bug article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starvation ==&lt;br /&gt;
&lt;br /&gt;
Once my [[butcher]] starts ''hunting for small creatures'' - how do I get him to actually slaughter an animal so everyone can eat?&lt;br /&gt;
Or do I need to make someone else a butcher so my butcher can have a snack?&lt;br /&gt;
&lt;br /&gt;
Why does this shite always happen when the merchant turns up?? ;)  [[User:GarrieIrons|GarrieIrons]] 07:36, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunger bug ==&lt;br /&gt;
&lt;br /&gt;
First of all, i'm a new user, so if this needs putting somewhere else or whatever, just send me an e-mail or something. Anyway, I have a bug that keeps crippling my fortress. Sometime halfway through the year, my dwarfs (dwarves? i dunno :S) stop eating. completely. they then get hungry, tantrums kick off, and chaos ensues. any tips?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 05:34, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Do you have food? If so, what KIND of food? They can't eat raw dead things, and they can't even eat butchered dead things. They also can't eat most kinds of uncooked fish. Also, did you make a food stockpile? Food left outside of a food stockpile will mass rot before long.  --[[User:Shadow archmagi|Shadow archmagi]] 06:20, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yep, I have plenty of edible food ( non-rotten, stockpiled, etc). The food is definetly edible, but the dwarfs, after a while, jsut lose the will to eat! they still keep drinking, though ;)--[[User:Shabang50|Shabang50]] 12:55, 7 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=37309</id>
		<title>40d Talk:Food</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=37309"/>
		<updated>2008-03-01T10:34:51Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starvation ==&lt;br /&gt;
&lt;br /&gt;
Once my [[butcher]] starts ''hunting for small creatures'' - how do I get him to actually slaughter an animal so everyone can eat?&lt;br /&gt;
Or do I need to make someone else a butcher so my butcher can have a snack?&lt;br /&gt;
&lt;br /&gt;
Why does this shite always happen when the merchant turns up?? ;)  [[User:GarrieIrons|GarrieIrons]] 07:36, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunger bug ==&lt;br /&gt;
&lt;br /&gt;
First of all, i'm a new user, so if this needs putting somewhere else or whatever, just send me an e-mail or something. Anyway, I have a bug that keeps crippling my fortress. Sometime halfway through the year, my dwarfs (dwarves? i dunno :S) stop eating. completely. they then get hungry, tantrums kick off, and chaos ensues. any tips?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 05:34, 1 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=37308</id>
		<title>40d Talk:Food</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=37308"/>
		<updated>2008-03-01T10:33:24Z</updated>

		<summary type="html">&lt;p&gt;Shabang50: Hunger bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starvation ==&lt;br /&gt;
&lt;br /&gt;
Once my [[butcher]] starts ''hunting for small creatures'' - how do I get him to actually slaughter an animal so everyone can eat?&lt;br /&gt;
Or do I need to make someone else a butcher so my butcher can have a snack?&lt;br /&gt;
&lt;br /&gt;
Why does this shite always happen when the merchant turns up?? ;)  [[User:GarrieIrons|GarrieIrons]] 07:36, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunger bug ==&lt;br /&gt;
&lt;br /&gt;
First of all, i'm a new user, so if this needs putting somewhere else or whatever, just send me an e-mail or something. Anyway, I have a bug that keeps crippling my fortress. Sometime halfway through the year, my dwarfs (dwarves? i dunno :S) stop eating. completely. they then get hungry, tantrums kick off, and chaos ensues. any tips?&lt;/div&gt;</summary>
		<author><name>Shabang50</name></author>
	</entry>
</feed>