http://dwarffortresswiki.org/api.php?action=feedcontributions&user=AO&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T01:04:09ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=Category:Mischievous&diff=222215Category:Mischievous2015-12-14T14:57:52Z<p>AO: </p>
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<div>A list of all creatures with the {{token|MISCHIEVOUS|c}} token.<br />
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[[Category:Creatures by attribute]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Caravan_arc&diff=222211Caravan arc2015-12-14T14:52:47Z<p>AO: wrong one</p>
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<div>The '''Caravan arc''' is one of the [[Development arc|arcs of development]] of Dwarf Fortress. This arc is primarily focused on fleshing out trade and the economy in both dwarf and the world as a whole.<br />
<br />
The initial release was [[DF2010:Release information/0.31.19|0.31.19]], which began to simulate food usage and trade in world gen, and added new trade goods and skills in dwarf mode.<br />
<br />
==Dwarf Fortress Consolidated Development==<br />
While outdated, Toady has explained what to expect from this arc:<br />
<blockquote><br />
As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.<br />
</blockquote><br />
<br />
==See also==<br />
* [[Caravan]]<br />
* [http://www.bay12games.com/dwarves/dev_single.html Dwarf Fortress Consolidated Development]<br />
<br />
[[Category:Arcs]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Presentation_arc&diff=222210Presentation arc2015-12-14T14:51:58Z<p>AO: included</p>
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<div>The '''Presentation arc''' will allow more people to get in to the game. It includes, ''"A cleaner interface and more interface and display options [that] will make the game more accessible. Better support for translations."''<br />
<br />
To many people, Dwarf Fortress is a very difficult game to conceptualize and comprehend. The game's ASCII graphics can be bewildering to gamers who are used to playing 3D games. The complicated menus, depth of gameplay, and things to build can become overwhelming enough for a person to quit trying to figure it all out. Therefore, [[Toady One]] has comprised a list of core items, required items, and bloats for the presentation arc that would ease this and streamline the game. This includes having more sounds, (Core21), tile-set support for graphics, (Core50), a sizable game window, (Core51), an interface overhaul, (Core52), as well as many other things that would make Dwarf Fortress more accessible to new players.<br />
<br />
== Sizable game window ==<br />
On August 9th 2008 Dwarf fortress version v0.28.181.39f was released with the functionality that allowed a basic expansion of the 80x25 grid.<br />
<br />
== See Also ==<br />
* [[Development arc]]<br />
<br />
== External Links ==<br />
<br />
*[http://www.bay12games.com/support.html http://www.bay12games.com/support.html]<br />
<br />
<br />
[[Category:Arcs]]</div>AOhttp://dwarffortresswiki.org/index.php?title=County_arc&diff=222209County arc2015-12-14T14:51:26Z<p>AO: /* See also */ included</p>
<hr />
<div>The '''County arc''' is one of the [[Development arc|arcs of development]] of Dwarf Fortress.<br />
<br />
==Dwarf Fortress Consolidated Development==<br />
While outdated, Toady has explained what to expect from this arc:<br />
<blockquote><br />
You should be able to develop a larger settlement outside the confines of the immediate play area.<br />
</blockquote><br />
<br />
==See also==<br />
* [http://www.bay12games.com/dwarves/dev_single.html Dwarf Fortress Consolidated Development]<br />
<br />
[[Category:Arcs]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Caravan_arc&diff=222208Caravan arc2015-12-14T14:51:11Z<p>AO: /* See also */ included</p>
<hr />
<div>The '''Caravan arc''' is one of the [[Development arc|arcs of development]] of Dwarf Fortress. This arc is primarily focused on fleshing out trade and the economy in both dwarf and the world as a whole.<br />
<br />
The initial release was [[DF2010:Release information/0.31.19|0.31.19]], which began to simulate food usage and trade in world gen, and added new trade goods and skills in dwarf mode.<br />
<br />
==Dwarf Fortress Consolidated Development==<br />
While outdated, Toady has explained what to expect from this arc:<br />
<blockquote><br />
As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.<br />
</blockquote><br />
<br />
==See also==<br />
* [[Caravan]]<br />
* [http://www.bay12games.com/dwarves/dev_single.html Dwarf Fortress Consolidated Development]<br />
<br />
[[Category:Game development]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Development_arc&diff=222207Development arc2015-12-14T14:51:01Z<p>AO: /* External links */ included</p>
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<div>[[Toady One]] has outlined specific ''Arcs'' that will be accomplished during the development of Dwarf Fortress. There are 21 near-term arcs in total, and not all may take the same length of time to complete. Each Arc also encompasses certain cores, requirements, bloats, and power goals originally listed in the main Dwarf Fortress development page, which has since been replaced but is still available at the [[consolidated development]] page.<br />
<br />
==Current Arc(s)==<br />
===Army Arc===<br />
The [[Army arc]] is possibly the biggest endeavor out of all the current Arcs, and may be one of the focuses at the moment. Development will take many more weeks until its final release. One of the largest releases, 0.31.01, introduced many army arc features.<br />
<br />
===Caravan Arc===<br />
The [[Caravan arc]] is the current focus, and has been since 0.31.17 (its first release).<br />
<br />
==Arcs==<br />
*[[Army arc]]<br />
*[[Caravan arc]]<br />
*[[County arc]]<br />
*[[Life cycle arc]]<br />
*[[Presentation arc]]<br />
<br />
==External links==<br />
* [http://www.bay12games.com/dwarves/dev_single.html ''Consolidated Development Page with Near-Term Arcs'']<br />
<br />
[[Category:Arcs| ]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Future_of_the_Fortress&diff=222206Future of the Fortress2015-12-14T14:50:05Z<p>AO: </p>
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<div>'''Future of the Fortress''' is the name of a series of threads on the [[Bay 12 Forums]] which . [[Toady]] will periodically get around to a "Future of the Fortress reply", where he will answer any unanswered questions. Other forum members answer questions if the answers can be found elsewhere or the question is a repeat.<br />
<br />
==History==<br />
Future of the Fortress threads started out as discussions of the [[Dwarf Fortress Development|development logs]], called "Future of the Fortress" at the time. They eventually changed into a question and answer format.<br />
<br />
===Threads===<br />
{| class = "wikitable sortable"<br />
! No. !! Title !! Start date !! End date !! Replies !! Notes<br />
|-<br />
|1<br />
|[http://www.bay12forums.com/smf/index.php?topic=2286.0 Future of the Fortress]<br />
|August 17, 2006 <br />
|August 17, 2006 <br />
|9<br />
|<br />
|-<br />
|2<br />
|[http://www.bay12forums.com/smf/index.php?topic=1788.0 Future of the Fortress]<br />
|August 27, 2006<br />
|September 21, 2007<br />
|2529<br />
|Has the same top post as #1.<br />
|-<br />
|3<br />
|[http://www.bay12forums.com/smf/index.php?topic=2287.0 Future of the Fortress 2]<br />
|September 21, 2007<br />
|January 25, 2008<br />
|1097<br />
|<br />
|-<br />
|4<br />
|[http://www.bay12forums.com/smf/index.php?topic=1709.0 Future of the Fortress 3]<br />
|January 25, 2008<br />
|June 03, 2008<br />
|1033<br />
|<br />
|-<br />
|5<br />
|[http://www.bay12forums.com/smf/index.php?topic=2102.0 Future of the Fortress 4]<br />
|May 31, 2008<br />
|July 28, 2008<br />
|945<br />
|<br />
|-<br />
|6<br />
|[http://www.bay12forums.com/smf/index.php?topic=21498.0 The NEW Future of the Fortress]<br />
|July 24, 2008<br />
|June 4, 2009<br />
|2216<br />
|<br />
|-<br />
|7<br />
|[http://www.bay12forums.com/smf/index.php?topic=30026.0 Future of the Fortress: List of Remaining Items]<br />
|January 21, 2009<br />
|March 31, 2010<br />
|15974<br />
|<br />
|-<br />
|8<br />
|[http://www.bay12forums.com/smf/index.php?topic=60554.0 Future of the Fortress: The Development Page]<br />
|July 01, 2010<br />
|May 11, 2011<br />
|5118<br />
|<br />
|-<br />
|9<br />
|[http://www.bay12forums.com/smf/index.php?topic=84398.0 Future of the Fortress]<br />
|May 11, 2011<br />
|February 15, 2012<br />
|4460<br />
|<br />
|-<br />
|10<br />
|[http://www.bay12forums.com/smf/index.php?topic=100851.0 Future of the Fortress]<br />
|February 15, 2012<br />
|July 13, 2014<br />
|11217<br />
|<br />
|-<br />
|11<br />
|[http://www.bay12forums.com/smf/index.php?topic=140544.0 Future of the Fortress]<br />
|July 13, 2014<br />
|''Ongoing''<br />
|''Ongoing''<br />
|<br />
|}<br />
<br />
==Future of the Fortress replies==<br />
{| class = "wikitable sortable"<br />
! No. !! Link !! Date !! Notes<br />
|-<br />
<br />
<br />
[[Category:Game development]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Army_arc&diff=222205Army arc2015-12-14T14:49:03Z<p>AO: /* External links */ included</p>
<hr />
<div>The Army Arc's basic purpose is to make it so Dwarf Fortresses can send armies and patrols out into the world to scout, and to attack sites and civilizations, as well as to make it so other armies attack each other and you in real-time battles without any scripted sieges or triggers.<br />
<br />
==Army Arc==<br />
The Army Arc is the current project in the on-going development of Dwarf Fortress. [[Toady One]] officially began work on it February 28th 2008.<br />
<br />
==Army Arc Release 1==<br />
These are the ten stages that the first Army arc release underwent:<br />
*'''Stage 1:''' Dynamic names for eras to reflect what's going on in the world. '''''(Began February 28th- Done March 3rd)'''''<br />
*'''Stage 2:''' Specify further how civilizations claim territory so that their settlements don't interlace so much. '''''(Began March 4th- Done March 6th)'''''<br />
*'''Stage 3:''' Expand the unit types used by citizens in world generation beyond "peasant" and "guard". ('''''Began March 8th- Done March 12th)'''''<br />
*'''Stage 4:''' Have roads spring up between sites and within sites. '''''(Began March 14th- Suspended March 21st- Resumed June 11th Done June 20th)'''''<br />
*'''Stage 5:''' Set up the historical framework for wars/battles as nested historical events. '''''(Began March 22nd- Done March 25th)'''''<br />
*'''Stage 6:''' Handle world gen wars and very basic diplomacy based on territory/ruler personality/religion. ('''''Began March 29th- Done May 21st''''')<br />
*'''Stage 7:''' Handle some specific army storage issues. ('''''Began May 21st- Done May 22nd''''')<br />
*'''Stage 8:''' Let (Semi)Mega-beasts join in the fun. ('''''Began May 23rd- Done June 2nd''''')<br />
*'''Stage 9:''' Take a look at the migrants that used to exist. ('''''Began June 3rd- Done June 4th''''')<br />
*'''Stage 10:''' Handle Core47 (cleaning excess historical figures) settings. ('''''Began June 5th- Done June 11th''''')<br />
<br />
June 20th to July 12th - Bug fixes and tweaks.<br />
July 13th - Version 0.28.181.39a Released!<br />
<br />
== Next Releases ==<br />
While in development for the first release of the Army arc, the 'Future of the Fortress' notes had a linear schedule of releases. This no longer exists in favour of a list of the most pertinent dev items in the hope of frequent releases.<br />
<br />
Here is a copy of what used to be planned:<br />
<br />
''"Release 2: Wars between civilizations, life cycle actions like birth/old age deaths and ruler succession throughout the world will occur during regular play involving fleshed-out units rather than simple historical figures. Battles can occur while an adventurer is present, even if the adventurer can't explicitly take sides.<br />
<br />
''Release 3: Armies that are generated during sieges in dwarf mode will be replaced by actual armies from the relevant civilizations.<br />
<br />
''There will be subsequent releases after this that will let you raise armies in dwarf mode and use them on the world map."''<br />
<br />
==See Also==<br />
*[[Military]]<br />
*[[Development arc]]<br />
<br />
==External links==<br />
* [http://www.bay12games.com/dwarves/dev_now.html ''Latest Developments of Dwarf Fortress'']<br />
* [http://www.bay12games.com/dwarves/dev.html ''Army Arc in the Future of the Fortress'']<br />
<br />
[[Category:Arcs]]<br />
[[Category:Military]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Category:Game_development&diff=222204Category:Game development2015-12-14T14:48:21Z<p>AO: </p>
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<div><br />
Category containing articles discussing the development of Dwarf fortress.<br />
<br />
[[Category:Game]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Category:DF2014:Autumn_plants&diff=222203Category:DF2014:Autumn plants2015-12-14T14:46:46Z<p>AO: </p>
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<div>{{cv|DF2014|Autumn plants}}<br />
These [[plant]]s grow during [[Autumn]].</div>AOhttp://dwarffortresswiki.org/index.php?title=Category:DF2014:Brewable&diff=222202Category:DF2014:Brewable2015-12-14T14:46:16Z<p>AO: </p>
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<div>{{cv|DF2014|Brewable}}<br />
These items may be brewed into [[alcohol]].</div>AOhttp://dwarffortresswiki.org/index.php?title=Category:Current&diff=222201Category:Current2015-12-14T14:42:19Z<p>AO: </p>
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<div>These are pages that are up to date with the newest release of Dwarf Fortress.<br />
<br />
[[Category:Version|*]]</div>AOhttp://dwarffortresswiki.org/index.php?title=DF2014:Livestock&diff=222200DF2014:Livestock2015-12-14T14:35:16Z<p>AO: Redirected page to DF2014:Meat industry</p>
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<div>#REDIRECT [[cv:Meat industry]]</div>AOhttp://dwarffortresswiki.org/index.php?title=DF2014:Adamantine_extraction&diff=222199DF2014:Adamantine extraction2015-12-14T14:34:25Z<p>AO: Redirected page to DF2014:Strand extractor</p>
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<div>#redirect [[DF2014:strand extractor]]</div>AOhttp://dwarffortresswiki.org/index.php?title=User:Jaw2233/subpage&diff=222196User:Jaw2233/subpage2015-12-14T14:31:06Z<p>AO: AO moved page Jaw2233/subpage to User:Jaw2233/subpage</p>
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<div>welcome to my sandbox.<br />
i sincerely apologise for this<br />
<br />
[[Media:Example.ogg]]<br />
--[[User:Jaw2233|Jaw2233]] ([[User talk:Jaw2233|talk]]) 21:21, 12 August 2015 (UTC)<br />
<br />
<br />
<br />
<br />
<br />
<br />
dorf<br />
-----------<br />
/<br />
______/</div>AOhttp://dwarffortresswiki.org/index.php?title=v0.34:Dungeon&diff=222195v0.34:Dungeon2015-12-14T14:29:29Z<p>AO: </p>
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<div>{{Quality|fine}}{{av}}<br />
<br />
'''Dungeons''' are the intricate network of halls, and lanes, and tunnels, alleys, cellars, mansions and passages that lie beneath a [[Keep]] in a [[Town]]. They are distinct from catacombs and sewers, although they occasionally have connections with either. They also rarely have tombs, though the latter tend to only rarely have mummies and more often function as a mass grave for the town's inhabitants.<br />
<br />
==Composition of Dungeons==<br />
[[Image:dungoen.jpg|298px|thumb|Dungeon Layout from an Early Development Screenshot on the DF Development Blog]]<br />
<br />
Inside of a dungeon one will find many hostiles and [[quest]] objectives as well as a good deal of treasure, often in the form of coin, weaponry and armor. There are often [[Boss]]es inside of a dungeon, and when you encounter them they will announce themselves as such.<br />
<br />
==Possible Bugs==<br />
<br />
<br />
Currently an explorer may encounter trap-doors that do not work. This may be a bug.<br />
<br />
If you get a quest that points you to a location in or near a town which does not seem to be related to the quest, then you may actually need to go into the dungeon. Sometimes, in the description of a quest you may be advised to look under the keep first.<br />
<br />
{{Translation<br />
| dwarven = edir<br />
| elvish = nuwetha<br />
| goblin = bosa<br />
| human = thudel<br />
}}<br />
<br />
{{Category|Adventurer mode}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Save_compatibility&diff=222194Save compatibility2015-12-14T14:26:05Z<p>AO: /* Breakages */</p>
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<div>'''Save compatibility''' allows [[world]]s from older versions of Dwarf Fortress to be played on newer versions of Dwarf Fortress. Generally, Dwarf Fortress versions are ''backwards-compatible'', which means that older saves can be imported into newer versions without problems. However, many new features and some bug fixes do not apply to older saves. This occurs because the changes affect [[world generation]] or the [[raw file]]s.<br />
<br />
Generally, Dwarf Fortress versions are not forwards-compatible, which means that newer saves ''cannot'' be imported into older versions, with a few exceptions for very minor releases. This is rarely necessary, however; if a newer version introduces a bug that makes the game unplayable, a hotfix for the newer version is usually released shortly after.<br />
<br />
Sometimes, a release "breaks save compatibility". This means that all older saves do not work with the release. Save compatibility is usually broken when major changes are made, such as when the major component of the [[version number]] is increased. Sometimes, due to save file corruption bugs, save compatibility is broken despite the change made being minor.<br />
<br />
== Breakages ==<br />
Recent save compatibility breakages include:<br />
* Version 0.40.03 broke save compatibility with all previous 0.40 versions because of a save file corruption caused by historical births being assigned to player fortresses and a problem with large city walls.<br />
* Version 0.40.02 broke save compatibility with 0.40.01 because of a save file corruption caused by a malfunctioning autosave feature.<br />
* Version 0.40.01, because it is a major release, broke save compatibility with version 0.34.11 and all previous versions.<br />
<br />
<br />
[[Category:Game]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Soundtrack&diff=222193Soundtrack2015-12-14T14:25:39Z<p>AO: /* Game intro */</p>
<hr />
<div>The '''soundtrack''' for ''Dwarf Fortress'' consists of two compositions.<br />
<br />
The in-game '''music''' is played on a 6-string guitar by [[Toady One]] himself. [http://www.bay12games.com/forum/index.php?topic=651.0 Partial tabs to the game song] have been provided by Toady One on the Dwarf Fortress forum. This inspired LoopyDude to provide [http://www.bay12forums.com/smf/index.php?topic=54611.0 a complete fan made tab]. A [http://www.bay12forums.com/smf/index.php?topic=82490.0 piano arrangement] by Occoris/Sirocco is also available which layers additional parts together with Toady One's original.<br />
<br />
Music can be turned off in the [[init.txt]] file, and the volume can be adjusted in the {{key|Esc}} menu.<br />
<br />
The Dwarf Fortress File Depot contains several [http://dffd.wimbli.com/search.php?string=music&id= alternative sound packs]. Existing music is in .ogg format; replacing these files with your own music in .ogg format would allow your choice of music.<br />
<br />
Gameplay sounds and more music are available by using [[Utility:SoundSense|SoundSense]], which parses the gamelog. <br />
<br />
<br />
==Dwarf Fortress Title==<br />
Also known as ''game_title.ogg'' in the game files.<br />
<gallery>file:song_title1.png|1/3<br />
file:song_title2.png|2/3<br />
file:song_title3.png|3/3<br />
</gallery><br />
<br />
==Dwarf Fortress Theme==<br />
Also known as ''song_game.ogg'' in the game files.<br />
<gallery>file:song_game1.png|1/14<br />
file:song_game2.png|2/14<br />
file:song_game3.png|3/14<br />
file:song_game4.png|4/14<br />
file:song_game5.png|5/14<br />
file:song_game6.png|6/14<br />
file:song_game7.png|7/14<br />
file:song_game8.png|8/14<br />
file:song_game9.png|9/14<br />
file:song_game10.png|10/14<br />
file:song_game11.png|11/14<br />
file:song_game12.png|12/14<br />
file:song_game13.png|13/14<br />
file:song_game14.png|14/14<br />
</gallery><br />
<br />
==Other==<br />
Other sound clips from the game:<br />
===''Beyond Quality''===<br />
*baystart.ogg<br />
*baybeyond.ogg<br />
*bayquality.ogg<br />
*bayend.ogg<br />
<br />
===Game intro===<br />
*DFINTRO.ogg<br />
*DFPICK.ogg<br />
*DFRUBBLE.ogg<br />
*DFINTROEND.ogg<br />
<br />
<br />
[[Category:Game]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Saguaro_fruit&diff=222192Saguaro fruit2015-12-14T14:25:04Z<p>AO: Redirected page to DF2014:Saguaro</p>
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<div>#redirect [[cv:Saguaro]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Legacy_of_Dwarf_Fortress&diff=222190Legacy of Dwarf Fortress2015-12-14T14:18:37Z<p>AO: </p>
<hr />
<div>'''''Dwarf Fortress''''' has a lasting legacy.<br />
<br />
The game influenced ''Minecraft'', which reviewers considered a more user-friendly version of ''Dwarf Fortress''. Adams says he is thankful for the ''Minecraft'' developers citing his game because that drew more players. There have been other games inspired by the game but they failed to replicate its visual style and depth. Homages to the game appear in the ''[[wikipedia: World of Warcraft|World of Warcraft]]''. In July 2014, the game won a poll conducted by [[wikipedia: Turtle Beach Systems|Turtle Beach]] as the community's most "Beautiful Game"; games were nominated by fans posting videos, images or text, and a list was compiled by the community which also contained ''[[wikipedia: The Legend of Zelda: The Wind Waker|The Legend of Zelda: The Wind Waker]]'', ''[[wikipedia: Far Cry 3|Far Cry 3]]'' and ''[[wikipedia: The Last of Us|The Last of Us]]''. Justin Ma, one of the developers of ''[[wikipedia: FTL: Faster Than Light|FTL: Faster Than Light]]'', commented on its use of text-based graphics, "Part of the reason ''Dwarf Fortress'' can include a breadth of mechanics unseen in other games is because complex mechanics are expressed in the most simple of visual forms." [[wikipedia: Gaslamp Games|Gaslamp Games]] cited it as one their main influences for the game ''[[wikipedia: Clockwork Empires|Clockwork Empires]]''.<br />
<br />
In March 2013, the [[wikipedia: Museum of Modern Art|Museum of Modern Art]] in New York City exhibited ''Dwarf Fortress'' [[wikipedia: List of works in the Museum of Modern Art#Video games|among other games selected]] to depict the history of video gaming. As new updates are made available, the Museum of Modern Art instantly downloads them and archives them in their secure server. Curator of the exhibition, [[wikipedia: Paola Antonelli|Paola Antonelli]], said she was amazed by the combination of "beautiful aesthetics" and "mind-boggling" complexity in the game.<br />
<br />
Game designer Craig Ellsworth commended ''Dwarf Fortress'' for having a uniquely long "staying power". According to Ellsworth, it will not be replaced by any other more advanced game of its genre, partly because of it being the pioneer of its own and since it is on PC; console games get replaced faster. He wrote, "There is simply no such thing as a flashier ''Dwarf Fortress'', and there can't be, by definition." Other reasons, according to him, were it being free and its long development period with its design to be "never-ending". He wrote that the game will have it maximum interest at its 1.0 version with its legacy being more than just a historic value compared to other classic games. He pointed out that people like the game in its present condition; they will continue playing it more ardently, as long as it keeps developing, especially with new additions and features. He compared it to the board game ''[[wikipedia: Monopoly (game)|Monopoly]]'' and the card game ''[[wikipedia: Magic: The Gathering|Magic: The Gathering]]''. Ellsworth finally said that the game is either a "one-time fluke" or will inspire "a rise of ultra-small indies" with similar financial setups.<br />
<br />
<br />
[[Category:Game]]</div>AOhttp://dwarffortresswiki.org/index.php?title=DF2014:Damming&diff=222189DF2014:Damming2015-12-14T14:05:59Z<p>AO: </p>
<hr />
<div>{{merge|dam}}<br />
You can dam off a (4 tile) river with just the starting 7 dwarves using the following steps:<br />
<br />
1) Find out which way is upstream: loo(k) at the edge tiles, the downstream edge will sometimes be 5/7 or 6/7 when the water "falls off the edge" before being replaced. The upstream edge is always 7/7<br />
<br />
2) Build a 2-wide floor 5 tiles away from the upstream edge (so 5 empty squares between edge and floor). If the river isn't straight, channel some tiles to create a straight edge. <br />
<br />
3) Build raising bridges to wall off the upstream section. I used two walls on the corners but you can also make the bridges one longer: <br />
<br />
[[Image:Dam_prepare.png|Step 3: create an upstream box to capture water.]]<br />
<br />
4) Build pumps on the floor "bridge" that pump from downstream, e.g. south in my case, and raise the bridges with a lever. You've now created a box around the upstream section lined by bridges on the sides, the map edge and the inaccessible pump squares:<br />
<br />
[[Image:Dam_ready.png|Step 4: Ready to start pumping.]]<br />
<br />
<br />
5) Set all pumps to pump manually. The dwarves will start pumping the downstream water back into the walled off upstream section, where dwarven physics allows the overflow to drain off the northern edge.<br />
<br />
[[Image:Dam_pump.png|Step 5: Pumping away]]<br />
<br />
6) Build a wall to dam off the river: Keep an eye on the water in the downstream section just away from the pumps. It should go down pretty quickly. Once it reaches 1/7 with some regularity designate walls a couple tiles away from the section that's being pumped (you don't want to build the walls directly under the pump as then with every completed wall section one pump becomes nonoperational)..<br />
<br />
This is somewhat annoying as the water level will fluctuate, and every time it is 2/7 the job is suspended. So just (q)uery the building every couple seconds and unsuspend when needed. Every time a dwarf arrives when there is 1/7 it will do a bit of construction, going from "waiting" to "initiated" etc, and at some point the wall is done:<br />
<br />
[[Image:Dam_wall.png|Step 6: Wall constructed.]]<br />
<br />
7) You can have the dwarves stop pumping now. This can be a bit tricky as dwarves are stupid near water, so it might be best to designate the river banks and bed as restricted to discourage pathing through the dry bed which will soon not be dry anymore. Or just hope that they learn to swim in time :). But getting a corpse upstream of the wall would be annoying, so maybe best do the designation.<br />
<br />
If you wanted to dam the river permanently, you're done now. However, I usually want to build a raising bridge in the bank instead so I can do stuff downstream and later allow the river to start flowing again. <br />
<br />
8) Wait for the downstream river section to dry up. This will probably take a couple months. Then, build a raising bridge in the dry bed:<br />
<br />
[[Image:Dam_bridge.png|Step 8: Raising bridge.]]<br />
<br />
9) Link the bridge to a lever and pull. Restart pumping so the section N of the wall is drained again, and remove the wall when it is dry (should be quick now since there are only a couple tiles to drain:<br />
<br />
[[Image:Dam_removing.png|Step 9: Removing the wall.]]<br />
<br />
10) Now you can deconstruct the pumps, bridges etc, and you're done. You have the river back in (more or less) original state, but you can dam off the river at any moment by pulling the lever that raises the constructed bridge:<br />
<br />
[[Image:Dam_done.png|Step 9: Removing the wall.]]<br />
<br />
For larger rivers, the principle is the same, just add more pumps/dwarves. <br />
<br />
Note: I guess it should be possible to create a bridge immediately, but at least in my experience a bridge is much harder to construct in water than walls, since the walls are built one tile at a time, while the brdige (I think) requires all tiles to be 1/7 to prevent suspension. So, it's easier to build a temporary wall first, and then a permanent structure just downstream of it. <br />
<br />
Also note that this can be done with the starting 7 (5 pumpers and 2 builders), but keep an eye on the pump operators becoming tired, since if they stop pumping you don't want any builders in the river bed. Once I noticed one of the builders going off to bed, I suspended the builds, stopped the pumps, and restarted when everyone was awake again. <br />
<br />
Finally, it would be somewhat easier to use water wheels (at least for the dwarves), but this requires a bit of extra effort as downstream will get drained (stopping the pumps), while upstream will get flooded. So, you probably need to create an extra channel (with a diagonal connection to prevent overflow) from upstream to build a water wheel --- which is annoying since you have to drain it somewhere to get "flow". Thus, it might be easier to juist build some wind mills.<br />
<br />
{{Category|Guides}}<br />
{{Category|Design}}</div>AOhttp://dwarffortresswiki.org/index.php?title=DF2014:Damming&diff=222188DF2014:Damming2015-12-14T14:04:29Z<p>AO: </p>
<hr />
<div>You can dam off a (4 tile) river with just the starting 7 dwarves using the following steps:<br />
<br />
1) Find out which way is upstream: loo(k) at the edge tiles, the downstream edge will sometimes be 5/7 or 6/7 when the water "falls off the edge" before being replaced. The upstream edge is always 7/7<br />
<br />
2) Build a 2-wide floor 5 tiles away from the upstream edge (so 5 empty squares between edge and floor). If the river isn't straight, channel some tiles to create a straight edge. <br />
<br />
3) Build raising bridges to wall off the upstream section. I used two walls on the corners but you can also make the bridges one longer: <br />
<br />
[[Image:Dam_prepare.png|Step 3: create an upstream box to capture water.]]<br />
<br />
4) Build pumps on the floor "bridge" that pump from downstream, e.g. south in my case, and raise the bridges with a lever. You've now created a box around the upstream section lined by bridges on the sides, the map edge and the inaccessible pump squares:<br />
<br />
[[Image:Dam_ready.png|Step 4: Ready to start pumping.]]<br />
<br />
<br />
5) Set all pumps to pump manually. The dwarves will start pumping the downstream water back into the walled off upstream section, where dwarven physics allows the overflow to drain off the northern edge.<br />
<br />
[[Image:Dam_pump.png|Step 5: Pumping away]]<br />
<br />
6) Build a wall to dam off the river: Keep an eye on the water in the downstream section just away from the pumps. It should go down pretty quickly. Once it reaches 1/7 with some regularity designate walls a couple tiles away from the section that's being pumped (you don't want to build the walls directly under the pump as then with every completed wall section one pump becomes nonoperational)..<br />
<br />
This is somewhat annoying as the water level will fluctuate, and every time it is 2/7 the job is suspended. So just (q)uery the building every couple seconds and unsuspend when needed. Every time a dwarf arrives when there is 1/7 it will do a bit of construction, going from "waiting" to "initiated" etc, and at some point the wall is done:<br />
<br />
[[Image:Dam_wall.png|Step 6: Wall constructed.]]<br />
<br />
7) You can have the dwarves stop pumping now. This can be a bit tricky as dwarves are stupid near water, so it might be best to designate the river banks and bed as restricted to discourage pathing through the dry bed which will soon not be dry anymore. Or just hope that they learn to swim in time :). But getting a corpse upstream of the wall would be annoying, so maybe best do the designation.<br />
<br />
If you wanted to dam the river permanently, you're done now. However, I usually want to build a raising bridge in the bank instead so I can do stuff downstream and later allow the river to start flowing again. <br />
<br />
8) Wait for the downstream river section to dry up. This will probably take a couple months. Then, build a raising bridge in the dry bed:<br />
<br />
[[Image:Dam_bridge.png|Step 8: Raising bridge.]]<br />
<br />
9) Link the bridge to a lever and pull. Restart pumping so the section N of the wall is drained again, and remove the wall when it is dry (should be quick now since there are only a couple tiles to drain:<br />
<br />
[[Image:Dam_removing.png|Step 9: Removing the wall.]]<br />
<br />
10) Now you can deconstruct the pumps, bridges etc, and you're done. You have the river back in (more or less) original state, but you can dam off the river at any moment by pulling the lever that raises the constructed bridge:<br />
<br />
[[Image:Dam_done.png|Step 9: Removing the wall.]]<br />
<br />
For larger rivers, the principle is the same, just add more pumps/dwarves. <br />
<br />
Note: I guess it should be possible to create a bridge immediately, but at least in my experience a bridge is much harder to construct in water than walls, since the walls are built one tile at a time, while the brdige (I think) requires all tiles to be 1/7 to prevent suspension. So, it's easier to build a temporary wall first, and then a permanent structure just downstream of it. <br />
<br />
Also note that this can be done with the starting 7 (5 pumpers and 2 builders), but keep an eye on the pump operators becoming tired, since if they stop pumping you don't want any builders in the river bed. Once I noticed one of the builders going off to bed, I suspended the builds, stopped the pumps, and restarted when everyone was awake again. <br />
<br />
Finally, it would be somewhat easier to use water wheels (at least for the dwarves), but this requires a bit of extra effort as downstream will get drained (stopping the pumps), while upstream will get flooded. So, you probably need to create an extra channel (with a diagonal connection to prevent overflow) from upstream to build a water wheel --- which is annoying since you have to drain it somewhere to get "flow". Thus, it might be easier to juist build some wind mills.<br />
<br />
{{Category|Guides}}<br />
{{Category|Design}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Glob&diff=222186Glob2015-12-14T14:00:10Z<p>AO: </p>
<hr />
<div>{{Quality|Tattered|10:59, 18 May 2015 (UTC)}}<br />
{{av}}<br />
'''Glob''' is a classification in the [[stocks]] menu, consisting of three items: [[quarry bush|rock nut paste]], [[fat]], and [[tallow]] (processed fat).<br />
{{Category|items}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Surrender&diff=222185Surrender2015-12-14T13:58:28Z<p>AO: </p>
<hr />
<div>{{Quality|Tattered|16:04, 31 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
In [[adventurer mode]], it is possible to '''surrender''' by using the {{k|y}}ield key, thus assuming a submissive posture. Surrender may end a [[level of conflict|lethal]] conflict, but not a no quarter conflict. It is also possible to use the {{k|k}}onversation menu to demand that someone else yield. An enemy's surrender is generally indicated by them yelling "I yield! I yield!".<br />
<br />
Faking surrender may elevate conflict from lethal to no quarter.<br />
<br />
{{stub}}<br />
<br />
<br />
{{Category|adventurer mode}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Locations&diff=222184Locations2015-12-14T13:57:31Z<p>AO: </p>
<hr />
<div>{{quality|tattered}}<br />
{{av}}<br />
{{new in v0.42}}<br />
A '''location''' is either a [[library]], [[tavern]], or [[temple]]. They a viewed from the Locations and Occupations menu ({{key|l}}).<br />
<br />
A location is designated by setting up a [[meeting area]] and then going into the 'Assign location' submenu from the zone selection ({{key|i}}, hover over zone, {{key|l}}). This allows you to set the type of location you want. Once a location is set, the locations menu will contain information on that particular location, such as the restrictions and the items contained. You can use this menu to restrict access from visitors or to retire the location. A location can have citizens with the appropriate occupation, which you set. You can also set the max number of items of a certain type. An occupation does not stop citizens from doing other jobs.<br />
<br />
Some [[Room]]s can be assigned to locations to aid in the function of that location (for example, beds for taverns).<br />
<br />
{{Category|World}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Library&diff=222183Library2015-12-14T13:57:15Z<p>AO: locations, probably, should have their own category, but meh</p>
<hr />
<div>{{Quality|Tattered|09:40, 18 May 2015 (UTC)}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
'''Libraries''' are a [[location]]. At a library, [[scribe]]s can copy [[book]]s/[[scroll]]s and [[scholar]]s can write them.<br />
<br />
Scholars of various races will visit your library, often bringing books of their own. Occasionally they will take your books with them when they leave.<br />
<br />
==Setting up a Library==<br />
* Hit {{k|i}} to designate the zone for your library. Set it to a meeting area with {{k|m}}, hit {{k|l}} to designate it as a location. See the [[location]] page for more details.<br />
* Build [[bookcase]]s to store books and scrolls<br />
* Build [[box|boxes]]/[[bag]]s to store writing material<br />
* Build [[table]]s and [[chair]]s<br />
* Designate scholars and scribes as desired<br />
<br />
{{Category|World}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Knowledge&diff=222182Knowledge2015-12-14T13:50:14Z<p>AO: </p>
<hr />
<div>{{Quality|Tattered|06:10, 17 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
{{new in v0.42}}<br />
<br />
'''Knowledge''' is a feature in ''Dwarf Fortress''.<br />
<br />
The nine branches of knowledge are: mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. For more specifics see [[topic]]s.<br />
<br />
<br />
{{Category|World}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Topic&diff=222181Topic2015-12-14T13:49:44Z<p>AO: /* Unknown/unsorted */</p>
<hr />
<div>{{Quality|Superior|06:10, 17 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
{{new in v0.42}}<br />
{{Expand Topic}}<br />
<br />
'''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]].<br />
<br />
There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development).<br />
<br />
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens.<br />
<br />
There are 9 "branches" of the knowledge system.<br />
==Astronomy==<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|<br />
|The theory that the sun moves around the world<br />
|-<br />
|The Astrolabe<br />
|The construction and use of the astrolabe<br />
|-<br />
|Daylight And Seasons<br />
|The variation of daylight with the season<br />
|-<br />
|<br />
|The relationship between the lunar and solar year<br />
|-<br />
|The Sun and Seasons<br />
|The rise of the sun according to the season<br />
|-<br />
|<br />
|The path of the moon<br />
|-<br />
|The Moon and Seasons<br />
|The rise of the moon according to the season<br />
|-<br />
|<br />
|The relationship between the moon and the tides<br />
|-<br />
|<br />
|The creation of star charts<br />
|-<br />
|<br />
|The theory that the world moves around the sun<br />
|-<br />
|<br />
|Methods of empirical observation in astronomy<br />
|-<br />
|<br />
|The phases of the moon<br />
|-<br />
|<br />
|The height of the tides, the moon and the sun<br />
|}<br />
<br />
== Chemistry ==<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|<br />
|The preparation and use of adhesive materials<br />
|-<br />
|<br />
|The classification of ores<br />
|-<br />
|<br />
|The theory and methods involved in evaporation<br />
|-<br />
|<br />
|The classification of materials based on which elemental materials might form them<br />
|-<br />
|<br />
|Methods for performing experiments systematically in the laboratory<br />
|-<br />
|<br />
|The construction and use of the ampoule<br />
|-<br />
|<br />
|The construction and use of the alembic<br />
|-<br />
|<br />
|The mixture of metals to produce alloys<br />
|-<br />
|Liquid Extraction<br />
|The theory and methods involved in the extraction of a constituent liquid from one solution to another<br />
|-<br />
|<br />
|The construction and use of the blast furnace<br />
|-<br />
|<br />
|The construction and use of the retort<br />
|-<br />
|<br />
|The classification of alkali and acids<br />
|-<br />
|<br />
|The construction and use of the beaker<br />
|-<br />
|Oil of Vitriol<br />
|The preparation of oil of vitriol<br />
|-<br />
|<br />
|The construction and use of the crucible<br />
|-<br />
|<br />
|The theory and methods involved in distillation<br />
|-<br />
|<br />
|The construction and use of laboratory ovens<br />
|}<br />
* [[wikipedia:Nitric acid|Spirit of niter]]<br />
<br />
== Engineering ==<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|The Pulley<br />
|The construction and use of the pulley<br />
|-<br />
|The Lever<br />
|The construction and use of the lever<br/>The reasons why the lever is effective<br />
|-<br />
|The Windlass<br />
|The construction and use of the windlass<br />
|-<br />
|The Screw<br />
|The construction and use of the screw<br />
|-<br />
|Models and Templates<br />
|The use of models and templates in engineering<br />
|-<br />
|The Warded Lock<br />
|The construction and use of the warded lock<br />
|-<br />
|The Tumbler Lock<br />
|The construction and use of the tumbler lock<br />
|-<br />
|The Siphon<br />
|The action of the siphon<br />
|-<br />
|Gear Mechanics<br />Gears<br />
|The reasons why gears are effective<br />
|-<br />
|The Crystal Lens<br />
|The construction and use of the crystal lens<br />
|-<br />
|The Funnel<br />
|The construction and use of the funnel<br />
|-<br />
|The Glass Lens<br />
|The construction and use of the glass lens<br />
|-<br />
|The Camera Obscura<br />
|The construction and use of the camera obscura<br />
|-<br />
|<br />
|The construction and use of valves<br />
|-<br />
|<br />
|The construction and use of the bellows<br />
|-<br />
|<br />
|The construction and use of the straight-beam balance<br />
|-<br />
|The Wedge<br />
|The reasons why the wedge is effective<br />
|-<br />
|<br />
|The use of water-based devices to tell time<br />
|-<br />
|<br />
|The use of lamination<br />
|-<br />
|The Wheel-and-axle<br />
|The reasons why the wheel-and-axle construction is effective<br />
|-<br />
|<br />
|The reasons why pulleys are effective<br />
|-<br />
|<br />
|The reasons why screws are effective<br />
|-<br />
|<br />
|The construction and use of the padlock<br />
|-<br />
|<br />
|The reasons why the lever is effective<br />
|-<br />
|<br />
|The construction and use of water-filled sphere as a lens<br />
|-<br />
|Water Clock Reservoirs<br />
|The use of reservoirs in water-based clocks to improve their accuracy<br />
|}<br />
<br />
[[wikipedia:Differential (mechanical device)|Differential gears]] are a difficult innovation and a prerequisite for [[wikipedia:South-pointing chariot|pointing chariot]]s and [[wikipedia:Astrarium|astrarium]]s.<br />
<br />
== Geography ==<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|<br />
|The process of surveying land<br />
|-<br />
|<br />
|The forces that govern wind patterns<br />
|-<br />
|<br />
|The process of economic data collection<br />
|-<br />
|<br />
|The placement of economic information on maps<br />
|-<br />
|<br />
|The construction and use of the surveying staff<br />
|-<br />
|<br />
|The origin of rainfall through evaporation and condensation<br />
|-<br />
|<br />
|The process involved in creating maps<br />
|-<br />
|<br />
|The process of the formation of deltas at the mouths of rivers<br />
|-<br />
|<br />
|The placement of geological information on maps<br />
|}<br />
The geography innovations include several related to [[wikipedia:cartography|cartography]].<br />
<br />
== History ==<br />
Innovations for historians are, in part, writing forms like [[wikipedia:biography|biography]], and then any historian that reads a biography can start writing them as well. Innovations include comparative biographies describing multiple people, and matters of sourcing, etc.<br />
<br />
Historians can start to understand how cultural differences and state bias affects source reliability and think a bit about social forces.<br />
<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|Archaeology<br />
|The method of collecting and evaluating artifacts to learn about history and culture<br />
|-<br />
|Cultural History<br />
|The method of accurately and comprehensively describing cultures and civilizations<br />
|-<br />
|Source Reliability<br />
|The reliability of sources<br />
|-<br />
|Personal Interviews<br />
|Using personal interviews as sources<br />
|-<br />
|Autobiographical Adventures<br />
|The method of writing a biography of oneself, particularly as it concerns a military campaign or adventure<br />
|-<br />
|<br />
|Discourse on the cause of historical events<br />
|-<br />
|<br />
|The method of writing the history of a single individual<br />
|-<br />
|<br />
|The method of comparing and contrasting different cultures<br />
|-<br />
| <br />
|The role of cultural differences in source reliability and interpretation<br />
|-<br />
|Biographical Dictionaries<br />
|The compilation of brief biographies into one large collection<br />
|-<br />
|<br />
|The compilation of family lineages and methods of displaying them artfully<br />
|-<br />
|Comparative Biography<br />
|The method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history<br />
|-<br />
|<br />
|The exploration of how history would be different if some key past events had transpired differently<br />
|-<br />
|<br />
|The notion of historical, governmental and social cycles<br />
|-<br />
|Historical Causation<br />
|The causes of historical events<br />
|-<br />
|<br />
|The method of examining artifacts to determine how techniques have changed over time<br />
|}<br />
<br />
== Mathematics ==<br />
* [[wikipedia:Plus and minus signs#Plus sign|Symbol for addition]]<br />
<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|Positional Notation<br />
|Positional notation<br />
|-<br />
|Large Sums<br />
|Simple formulas for certain arbitrarily large sums<br />
|-<br />
|Equations<br />
|The technique of balancing and completion for solving equations<br />
|-<br />
|Very Large Numbers<br />
|Notation for very large numbers<br />
|-<br />
|Negative quantities<br />
|The notation for negative quantities<br />
|-<br />
|Nothingness<br />
|A symbol for nothingness<br />
|-<br />
|<br />
|The method of proof by contradiction<br />
|-<br />
|<br />
|An algorithm for dividing one number into another, possibly yielding a remainder<br />
|-<br />
|<br />
|Geometric objects: points, lines, circles, triangles, and so on<br />
|-<br />
|<br />
|The divergence of the harmonic series<br />
|-<br />
|<br />
|The properties of similar and congruent triangles<br />
|}<br />
<br />
== Medical science ==<br />
Medical innovations include dedicated hospitals with specialized wards, staffing, medical labs and treatment for many illnesses.<br />
<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|Diseases<br />
|The diseases of creatures<br />
|-<br />
|Mineral Remedies<br />
|<br />
|-<br />
|Disease Classification<br />
|The classification of disease<br />
|-<br />
|Toxicology<br />
|The classification of toxic substances<br />
|-<br />
|Suturing<br />
|The surgical method of suturing<br />
|-<br />
|Traumatic Injuries<br />
|The treatment of traumatic injuries<br />
|-<br />
|Draining<br />
|The surgical method of draining<br />
|-<br />
|Bandages<br />
|The method of bandaging wounds<br />
|-<br />
|<br />
|The notion of paroxysm<br />
|-<br />
|<br />
|The treatment of fractures<br />
|-<br />
|<br />
|The surgical method of scraping<br />
|-<br />
|<br />
|Anesthesia<br />
|-<br />
|<br />
|The use of practice models in surgery<br />
|-<br />
|<br />
|The use of specialized surgical instruments<br />
|-<br />
|Anatomical Studies<br />
|Anatomical studies for medical edification<br />
|-<br />
|<br />
|The anatomy of the eye<br />
|-<br />
|Disease and Fouled Water<br />
|The connection between disease and fouled water<br />
|-<br />
|Herbal Remedies<br />
|Herbal remedies<br />
|-<br />
|<br />
|The method of physical examination in diagnosing illness<br />
|-<br />
|<br />
|The surgical method of probing<br />
|-<br />
|<br />
|Determining the likely outcome given a patient's current status<br />
|-<br />
|<br />
|The notion of the exacerbation of a patient's condition<br />
|-<br />
|<br />
|Cauterization<br />
|-<br />
|<br />
|Pulmonary medicine<br />
|-<br />
|<br />
|Remedies prepared from animals<br />
|-<br />
|Lithotomy Surgery<br />
|The lithotomy surgery<br />
|}<br />
<br />
<br />
== Natural science ==<br />
Toady on natural science innovations:<br />
<blockquote>And so on through the other seven branches - there are innovations in naturalist writings, for example, and then they can investigate specific critters with those in mind when they get down to work observing foraging behavior or performing dissections.</blockquote><br />
<br />
Naturalists can build a theory of [[wikipedia:rainbow|rainbow]]s using water-filled spheres and a [[wikipedia:camera obscura|camera obscura]], and they can calculate the height of the atmosphere based on [[wikipedia:atmospheric refraction|atmospheric refraction]] using the [[wikipedia:law of refraction|law of refraction]] (though it tries not to get into the actual shape of the world, since that might vary).<br />
<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|Physical Features<br />
|The classification of creatures by their physical features<br />
|-<br />
|Climactic Adaptation<br />
|The way that creatures are suited to the climates in which they live<br />
|-<br />
|Migratory Patterns<br />
|The migratory patterns of creatures<br />
|-<br />
|<br />
|A world-wide cycle involving precipitation, oceans, rivers and other forms of water<br />
|-<br />
|Foraging Behavior<br />
|The foraging behavior and diet of creatures<br />
|-<br />
|Reproductive Behavior<br />
|The reproductive behavior of creatures<br />
|-<br />
|Social Behavior<br />
|The social behavior of creatures<br />
|-<br />
|Dissection<br />
|The dissection of creatures<br />
|}<br />
<br />
<br />
== Philosophy ==<br />
The specific view that a philosopher takes on, say, the nature of beauty or methods of education will depend on their individual/cultural values, where they apply, and a philosopher that encounters a philosophy book on beauty can then provide their own take (having acquired the innovation). <br />
<br />
Toady on philosophy innovations:<br />
<blockquote>For fields like philosophy, I've tried not to make judgments about which ideas are "right" or anything like that, but rather which subjects can be thought about at all.</blockquote><br />
<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|Value Agendas<br />
|Writers can push value "agendas" if they are skilled enough.<br />
<br />
Description format: The [worthlessness | value | nature] of &#91;[[belief]]&#93;<br />
<br />
Examples:<br />
* The nature of truth - probably related to TRUTH<br />
* The value of art - probably related to ARTWORK<br />
|-<br />
|Interpersonal Ethics<br />
|Discourse on ethics as applied to interpersonal conduct<br />
|-<br />
|Causation<br />
|The nature of causation<br />
|-<br />
|<br />
|Discourse on diplomacy<br />
|-<br />
|<br />
|Discourse on the meaning of individual happiness<br />
|-<br />
|<br />
|Discourse on economic policy<br />
|-<br />
|<br />
|Discourse on ethics as it regards the benefit of the state<br />
|-<br />
|<br />
|Discourse on the nature of perception<br />
|-<br />
|<br />
|Discourse on the nature of justification<br />
|-<br />
|<br />
|The relationship between objects and their properties<br />
|-<br />
|<br />
|Discourse on the nature of time<br />
|-<br />
|<br />
|Discourse on the nature of mind and body<br />
|-<br />
|<br />
|Discourse on ethics as applied to war<br />
|-<br />
|<br />
|Discourse on the nature of beauty<br />
|-<br />
|<br />
|Discourse on law<br />
|-<br />
|Grammar<br />
|Grammar<br />
|-<br />
|<br />
|Discourse on government<br />
|-<br />
|<br />
|Dictionaries<br />
|-<br />
|<br />
|Formal reasoning<br />
|-<br />
|<br />
|Discourse on social welfare<br />
|-<br />
|<br />
|Discourse on the nature of events<br />
|-<br />
|Education<br />
|Education, its forms and recommendations<br />
|-<br />
|<br />
|Discourse on the nature of belief<br />
|-<br />
|<br />
|Discourse on medical ethics<br />
|-<br />
|Whole and Parts<br />
|The relationship between wholes and parts<br />
|-<br />
|<br />
|The notion of etymology<br />
|}<br />
<br />
==Unknown/unsorted==<br />
{| class = "wikitable sortable"<br />
! Topic<br />
! Description<br />
|-<br />
|<br />
|Economic policy, its forms and recommendations<br />
|-<br />
|Dictionaries<br />
|<br />
|-<br />
|Shadow Clocks<br />
|The use of shadows to tell direction and time<br />
|-<br />
|Social Welfare<br />
|Social welfare, its forms and recommendations<br />
|-<br />
|Formal Reasoning<!-- Could be Philosophy or Mathematics --><br />
|Formal reasoning<br />
|-<br />
|Water Displacement<!-- Was Natural Science and Engineering --><br />
|A precise description of buoyancy and water displacement<br />
|}<br />
<br />
<br />
{{Category|World}}</div>AOhttp://dwarffortresswiki.org/index.php?title=v0.34:Training&diff=222180v0.34:Training2015-12-14T13:44:26Z<p>AO: /* See also */</p>
<hr />
<div>{{av}} {{Quality|Fine}}<br />
:''This article is about training the dwarven military in fortress mode. For information on training animals, see [[Animal trainer]]. For information on training attributes, see [[Cross-training]].''<br />
<br />
== Introduction ==<br />
Training is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]]. Training takes many forms, from solo practice to direct instruction to sparring to actual (controlled) combats.<br />
<br />
== Equipment ==<br />
The weapons you wish your soldiers to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the military screen, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.<br />
<br />
==Organized squad training==<br />
You cannot directly assign a soldier to train. Instead, you need to [[schedule]] his or her squad to train. This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery a [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a [[barracks]]. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Active/Training alert level (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not train.<br />
<br />
#Define a squad with members (equip with whatever armor and weapons you like)<br />
#Designate a [[barracks]] and have the squad set to train there<br />
#Have an active training order for the squad<br />
<br />
==Sparring and demonstrations==<br />
Sparring is a form of non-lethal practice melee [[combat]] performed by two or more members of a [[squad]]. Sparring is a mostly safe way to get experienced soldiers. Specifically, sparring with weapons is always safe, but if you are training the wrestling skill, giving your soldiers a helm and body armor is advised (see [[#Injury|Injury]]).<br />
<br />
Demonstrations are teaching sessions, organized by one dwarf, led by another dwarf (teacher), and observed by one or more other dwarves (student). Demonstrations tend to confer skill increases much more slowly than sparring, particularly with low teacher, student and organizer skills.<br />
<br />
It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2 (or 3)-dwarf squads for training. Both dwarves should have the same weapon, to minimize useless cross-weapon teaching. However, sparring management is still a poorly understood science.<br />
<br />
Building a barracks and designating a squad to train in it will allow squad members to train there individually instead of going idle, but they will never spar/demonstrate. In order to make them spar/demonstrate you need to activate the squad, either via the {{k|s}} menu and then hitting {{k|t}}, or by the {{k|m}}-{{k|a}} menu.<br />
<br />
==Individual Training==<br />
Your inactive soldiers will continue to do jobs outside the military if they don't have a place to train or an active schedule.<br />
<br />
However, [[Personality_trait|motivated]]{{verify}} dwarves will also conduct individual training ("Individual Combat Drill"). This happens if:<br />
* the dwarf squad has no scheduled orders<br />
* the squad has a designated barracks to train at<br />
* the dwarf is not on break<br />
<br />
==Other Notes==<br />
=== Injury===<br />
Dwarves do no hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain wrestling move(s), namely throwing. A thrown dwarf may skid along the ground and sustain injury. It can be lethal to a dwarf if his head skids on the ground, so have your wrestlers wear helmets.{{verify}} <!-- Verify if helmets help protect them from skidding damage--> Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs or open water, because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning. Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.<br />
<br />
===Default Schedule===<br />
The default Active/Training alert tells the full squad to train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.<br />
<br />
===Happy Soldiers===<br />
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes "peasant").<br />
<br />
=== [[Live training]] on disarmed prisoners ===<br />
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be "attacked" in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises.<br />
<br />
See [[Cage#Remotely_Opening_Cages|Remotely Opening Cages]] for information on how to arrange for the training.<br />
<br />
== See also==<br />
* [[Archery]]<br />
* [[Military]]<br />
* [[Danger room]]<br />
<br />
{{Military FAQ}}<br />
<br />
{{Category|Military}}<br />
{{Category|Fortress mode}}</div>AOhttp://dwarffortresswiki.org/index.php?title=v0.31:Sparring&diff=222179v0.31:Sparring2015-12-14T13:44:23Z<p>AO: /* See also */</p>
<hr />
<div>{{av}} {{Quality|Fine}}<br />
<br />
== Introduction == <br />
'''Sparring''' is a form of non-lethal melee [[combat]], led by the [[Militia captain]] in charge of the respective [[squad]], to train [[soldier]]s in their [[combat skill]]s in [[fortress mode]]. Sparring takes place at a [[barracks]]; on-duty soldiers will engage in training activities such as sparring and [[observer|watching]] combat demonstrations while off-duty soldiers will primarily conduct [[combat drills|individual training drills]]. Training is a safe way to get experienced soldiers.<br />
<br />
== Equipment ==<br />
The weapon you wish for a squad to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection. When soldiers spar, they practice (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including [[shield]]s. Your soldiers will put on their [[uniform]]s and grab their weapons once they are assigned equipment in a squad (and don't have any other civilian jobs). <br />
<br />
==Organized squad training==<br />
You cannot directly assign a soldier to spar. Instead, you need to [[schedule]] his or her squad to train. This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery the [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a barracks. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Alert/Training alert level (or a more complicated schedule using the advanced calendar system) will predominantly train in their training barracks and occasionally engage in their civilian lives. A squad with active orders delivered through the squad menu will first carry out those orders, taking breaks to eat or sleep, but will not train. To change the number of dwarves assigned to train in a squad, open the {{k|m}}ilitary screen, go to the {{k|s}}chedule screen, then {{k|e}}dit the order for each month by pressing {{k|+}}{{k|*}}{{k|-}} or {{k|/}} to change the minimum number of dwarves assigned for that month.<br />
<br />
#Define a squad with members (equip with whatever armor and weapons you like)<br />
#Designate a [[barracks]] and have the squad set to train there<br />
#Have an active training order for the squad<br />
#Lower the minimum required dwarves for the order to be equal or less than your squad (note that the default is 10, requiring a full squad!)<br />
<br />
==Individual Training==<br />
Your soldiers will continue to do jobs outside the military if they don't have a place to spar or an active schedule. [[Personality_trait|Motivated]] dwarves will also conduct individual training. This happens if:<br />
* the dwarf squad has no scheduled orders<br />
* the squad has a designated barracks to train at<br />
* the dwarf is on break (dwarfs with no job do not go on individual combat drill)<br />
<br />
==Other Notes==<br />
=== Injury===<br />
Dwarves are very unlikely to hurt each other while sparring, even when equipped with otherwise lethal weapons. They can however have accidents due to them dodging an attack: falling in the water or down to a lower level may happen to them depending on the surroundings of your barracks.<br />
<br />
Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.<br />
<br />
===Default Schedule===<br />
The default Active/Training alert requires a full 10 member squad. This can be changed from the [[Scheduling]] menu. If you have a dwarf die, remember that another member must be appointed or the minimum number required to train lowered to accommodate the new squad count. <br />
<br />
===Happy Soldiers===<br />
Be kind to your soldiers. Civilians with no military experience will get bad thoughts from going on duty. Soldiers will get a bad thought if they don't have any civilian experience. Having the wrong number assigned to train in a squad can also generate bad [[Thought|thoughts]].<br />
<br />
=== Training on disarmed prisoners ===<br />
A very effective way to train your dwarves is to let them fight stripped prisoners while heavily armored and carrying training weapons themselves. Keep in mind that a dwarf needs be attacked to increase his or her defensive skills up. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be far more efficient to set-up multiple small pits where dwarves can train one on one against disarmed prisoners.<br />
<br />
See [[Cage#Remotely_Opening_Cages|Remotely Opening Cages]] for more information.<br />
<br />
== See also==<br />
<br />
[[Archery]]<br />
<br />
[[Military]]<br />
<br />
[[Danger_room|Danger Room]]<br />
<br />
{{Military FAQ}}<br />
<br />
{{Category|Military}}<br />
{{Category|Fortress mode}}</div>AOhttp://dwarffortresswiki.org/index.php?title=40d:Sparring&diff=22217840d:Sparring2015-12-14T13:44:10Z<p>AO: </p>
<hr />
<div>{{quality|Exceptional|17:32, 19 December 2010 (UTC)}}{{av}}<br />
'''Sparring''' is a form of (usually) non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]]. Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but gaining valuable experience. Dwarves tend to knock each other around while sparring, so build your barracks at least 10 tiles away from such hazards as stairs, wells, [[magma]], and chasms. Furniture in the barracks (such as beds) will not impede sparring, and sparring soldiers cannot harm other creatures, even if they are in the same tile. Sparring also does not wake sleeping dwarves -- it is a common sight to see two dwarves wrestling on top of a bed while another dwarf sleeps in it, oblivious.<br />
<br />
To assign a soldier to sparring, you must take his or her squad off duty. This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays "Squad is standing down". You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class. If the conditions are met, the soldiers will automatically choose to spar at their own discretion. <br />
<br />
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly. Squads tend to travel everywhere together, including during their training time, so dwarves of similar skill levels can be grouped to enhance the effectiveness of their training.<br />
<br />
Note: The champions are under no obligation to not crush your windpipe with a single blow. This is not a karate class, this is a bunch of dwarves punching each other until they learn not to be punched. You do not get a fancy rainbow of belts, and you are not guaranteed to survive. But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.<br />
<br />
<br />
== Equipment ==<br />
<br />
When soldiers spar, they practice (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including [[shield]]s. Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other [[weapon]]s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|w}}eapons selection.<br />
<br />
== Sparring Injuries ==<br />
<br />
It is possible to severely wound a partner during a sparring session. When practising with [[wrestler]]s, the worst [[Wound|injury]] that is likely to happen is a broken bone, although even this can be fatal in unfortunate circumstances. Do not be surprised if you see a recruit or wrestler die of suffocation. Even minor damage to nervous tissues in the brain, neck, and spinal cord never heal and '''dwarves with these injuries will never spar again''' although they will still fight, and if equipped with a [[crossbow]], they will still shoot at archery ranges.<br />
<br />
If a military dwarf gets a minor nervous injury before gaining much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him or her from duty]] so that dwarf can at least serve your economy as a hauler (or Fortress Guard), and a new dwarf can claim their weapon and armor to practice with.<br />
<br />
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury. In the event of a broken limb, it will take a full season before the soldier will be available for action once again. Mangled limbs and other injuries may take much longer, if they heal at all. There are plans to allow these more serious wounds to "heal over"; such wounds will be permanent, but the pain will go away, the wound will scar over, and the dwarves will be able to get back to their normal duties in a limited fashion (see [[Main:Future of the Fortress|Future of the Fortress]]).<br />
<br />
If a soldier accidentally kills another, the accidental killer will receive an unhappy [[thought]]. However, killing another during a sparring session is not a crime and will not be punished by [[justice]].<br />
<br />
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below). If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.<br />
<br />
=== Avoiding Injury===<br />
The following tactics can help your dwarves avoid sparring injuries:<br />
*First and most importantly: Double-check what weapon each trainee is wielding. Do not let miners in with picks or woodchoppers in with steel battleaxes - either can cripple half a dozen dwarves.<br />
*Equipping armor and shields. [[Bronze]] is good, [[iron]] better, [[steel]] best of all. [[Quality]] matters, each level represents 20% higher effectiveness of the piece--up to double for masterworks. Note that dwarves can wear plate body armor overtop chain body armor. See [[Armor#Using Armor|Using Armor]] for more details.<br />
*Equipping soldiers with weak [[silver]] or [[Wood|wooden]] weapons is an excellent way to reduce the risk of injury. These do only half of the damage of [[iron]] weapons. Wooden Weapons can be traded from elves or made in a carpenter workshop. Beware, as it can be time consuming to force your soldiers to switch back to metal weapons in the event of a siege or ambush; if your soldiers enter battle with their sparring weapons they will be much less effective.<br />
*It is strongly recommended to send soldiers through a basic training regimen by allowing them to spar without weapons until they achieve several levels in Wrestler skill, then begin their training for weapons directly. This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. <br />
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.<br />
*You might also want to buff up a dwarf's [[Attribute|stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which increases damage inflicted.<br />
*It is worth noting that [[Guard]]s spar just like off-duty soldiers, when they are not on patrol. Recruiting directly from the Fortress Guard and Royal Guard will help ensure that even the newest recruits will have at least ''some'' training should they be sent into battle.<br />
*Avoid letting dwarves spar in a room containing a channel/pit etc. While channelling a river of magma through the barracks may seem like a fun idea, they can end up dodging off the edge and falling in. ''Real'' [[Fun]].<br />
<br />
== Target Practice ==<br />
Soldiers armed with [[crossbow]]s will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarves do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolt]]s; [[metal]] bolts will not be wasted on target practice. The shooting range must also be designated properly from the [[archery target]] (see that article for more information). Additonally, problems may arise if you're cross-training marksdwarves with wrestling. See [[Marksman#Known_issues|Known issues.]]<br />
<br />
Marksdwarves do not gain any skills other than [[Marksdwarf]] while shooting on a range, so it may be useful to get them involved in a few unarmed, armored sparring matches in the barracks to improve their odds against return fire (or a close-quarters ambush). If you choose to forego this melee training, marksdwarves can safely be assigned leather armor--without the [[Armor user]] skill, metal armor will make them much less effective in combat.<br />
<br />
Marksdwarves may use the [[Hammerdwarf]] skill to spar if there are no wood or bone bolts available. Crossbows don't make very dangerous melee weapons, even if they are metal, but it can be a serious problem for your marksdwarves if strong melee fighters are in the squad.<br />
<br />
== Live combat training == <br />
Soldiers gain experience in martial skills from fighting in real combat, too. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle. [[Goblin]]s captured in a [[cage trap]] and released into a pit count as real combat for the purposes of marksmanship training. Stripping the goblins of their weapons ([[cage|see discussion here]]) can make them effective single-use sparring partners for well-armed dwarves. Leaving the goblins in their armor increases the duration and benefit of the single sparring session, but also slightly increases the risk of a dwarf getting hurt.<br />
<br />
An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a well-armed and armoured Legendary Champion can cut a swathe through an invading column without taking a scratch--at least, so long as there are no enemy archers on the field. <br />
<br />
[[Miner]]s fight with their [[pick]], and use their mining skill to wield it. An expert miner can quickly level-up when sparring 'unarmed'; watch out for injuries.<br />
<br />
== See also==<br />
*[[Cross-training]]<br />
<br />
{{Military FAQ}}<br />
<br />
{{Category|Military}}<br />
{{Category|Fortress mode}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Community_of_Dwarf_Fortress&diff=222177Community of Dwarf Fortress2015-12-14T13:39:47Z<p>AO: </p>
<hr />
<div>'''''Dwarf Fortress''''' has attracted a significant [[wikipedia: cult following|cult following]]. Web communities on the game came up on [[wikipedia: Something Awful|Something Awful]] forums besides on Bay 12 Games. The game's difficulty, with most fortresses eventually succumbing to various forms of defeat, and to encourage further experimentation through it led to its unofficial slogan "Losing is fun!" Adams said that it was originally from the manual and there as a consolation for players to get a grip on the issue of [[wikipedia: permadeath|permadeath]]. The game's official [[wikipedia: podcast|podcast]] is called "Dwarf Fortress Talk", where the brothers answer questions from players. They send out crayon drawings or short stories to the donors, customized to their requests and feature the highest donors on their website. Besides donations, Adams said some fans have given computers while others have directly helped him with the game development. A community member ported it to Mac and Linux for free and other volunteers handle the bug tracking system.<br />
<br />
Players and members of the community have often written creative interpretations of game events. Fans have made diaries, short videos, comics and audio depicting their stories whether it involved success or defeat. Besides testing the game, sharing it with others and supporting it through donations, they make suggestions, help newcomers, share stories, and information in the Bay 12 Games forums. They maintain the dedicated [[wikipedia: wiki|wiki]]; there are also fan-organized podcasts and meet-ups. Adams commented about some fans who donated but have not played the game—just there for reading the stories. In 2006, a saga called "Boatmurdered" where fans passed around a single fortress and each played the game and saved it before sending it to another, was portrayed in detail from the start to its destructive end. This spread around gaming sites and boosted the game's popularity.<br />
<br />
On the game's community, Tarn Adams said, "They are the reason I've been able to make the step from hobbyist to full-time developer. I'm lucky to be able to run with whatever ideas we have and try new things." On players sending him forum posts or emails detailing their stories or events that happened during the game, Adams said, "It's really gratifying, because it's one of the things we set out to do is to get people to write these narratives about their game." Adams has admitted that some feats of the community surprised even him. Adams stated that the most impressive thing he had ever seen done with the game was when a player managed to create a [[wikipedia: Turing-completeness|Turing-complete]] [[wikipedia: 8-bit|8-bit]] calculator powered by dwarves.<br />
<br />
There have been tutorials on [[wikipedia: YouTube|YouTube]] with one being a 15-part series, and another 12-part written series called "The Complete and Utter Newby Tutorial for ''Dwarf Fortress''". There are third-party utilities for the game like "Dwarf Therapist" which helps the player in managing toggling labors and skills. Another one called "Stonesense" with the help of "DFHack", a [[wikipedia: library (computing)|library]], can render the game in a 3D isometric view. A "DF to Minecraft" utility was developed where players could load their in-game works to be able to view it while playing ''[[wikipedia: Minecraft|Minecraft]]''. An illustrated guide to the game, called ''Getting Started with Dwarf Fortress: Learn to play the most complex video game ever made'' was released by technology publisher [[wikipedia: O'Reilly Media|O'Reilly Media]] in 2012 written by Peter Tyson. Containing 240 pages, it has a foreword from Adams and is updated along with the game's development.<br />
<br />
[[Category:Game]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Reception_of_Dwarf_Fortress&diff=222176Reception of Dwarf Fortress2015-12-14T13:39:37Z<p>AO: </p>
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<div>'''Dwarf Fortress has received''' attention mainly because of its [[wikipedia: emergent gameplay|emergent gameplay]], text-based graphics, complexity, poor interface and difficulty, with some reviewers describing playing the game from start as a [[wikipedia: steep learning curve|steep learning curve]]—with the meaning of a difficult learning process. It has been compared to other simulations games like ''[[wikipedia: SimCity|SimCity]]'' and ''[[wikipedia: The Sims|The Sims]]'', ''[[wikipedia: Dungeon Keeper|Dungeon Keeper]]'' and roguelike games like ''[[wikipedia: NetHack|NetHack]]''. The game has not had much influence on the gaming industry because of its non-commercial nature. It being a two-man self-sustaining project, and Adams' independence and capability to follow his own ideas were highlighted. [[wikipedia: Gamasutra|Gamasutra]] said, "There have been few indie gaming success stories as big as ''Dwarf Fortress''" and ''[[wikipedia: Wired (magazine)|Wired]]'' magazine, following one of its updates, described it as an "obtuse, wildly ambitious work-in-progress mashes the brutal dungeon crawling of roguelikes with the detail-oriented creativity of city-building sims."<br />
<br />
The depth and complexity were praised. Jonah Weiner from ''[[wikipedia: The New York Times|The New York Times]]'' stated, "Many simulation games offer players a bag of building blocks, but few dangle a bag as deep, or blocks as small and intricately interlocking, as ''Dwarf Fortress''." ''[[wikipedia: PC Gamer|PC Gamer]]<nowiki>'</nowiki>s'' Steve Hogarty commented, "''Dwarf Fortress's'' reluctance to expend even a joule of energy in prettying itself results in astonishing hidden complexity." Regarding the open-ended nature and emergent gameplay, [[wikipedia: Rock, Paper, Shotgun|Rock, Paper, Shotgun]]'s Graham Smith concluded that its procedurally generated world combined with the every character simulated "down to the most minute detail", the results are "often hilarious, occasionally tragic, and always surprising." Mike Rose from Gamasutra said, "...to an outsider looking in on this game so many years into development, with such a wide scope of features and potential play styles, it's fair to say that getting into ''Dwarf Fortress'' is perhaps one of the most daunting tasks the video game industry as a whole can provide."<br />
<br />
The lack of graphics, poor interface and controls were seen as the reasons for the game's difficulty. However, the reviewers also noted most of it having a role in gameplay and the argument that the text-based graphics forces players to use their own imagination, making it more engaging. Weiner wrote, "[the game] may not look real, but once you're hooked, it feels vast, enveloping, alive. A micro-manager's dream, the game gleefully blurs the distinction between painstaking labor and creative thrill." Quintin Smith from Rock, Paper, Shotgun said, "The interface has a tough job to do, bless it, but getting it to do what you want is like teaching a beetle to cook." [[wikipedia: Ars Technica|Ars Technica]]'s Casey Johnston highlighted the difficulty in performing basic actions and felt that tinkering or experimenting ended up being unproductive; she compared it to "trying to build a skyscraper by banging two rocks together". She pointed out the lack of in-game tutorial and said how players can learn by themselves in other games, which are also open-ended or have intuitive mechanics, but in ''Dwarf Fortress'', there is no autonomy "even after hours" of gameplay.<br />
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[[Category:Game]]</div>AOhttp://dwarffortresswiki.org/index.php?title=World_activities&diff=222175World activities2015-12-14T13:38:22Z<p>AO: </p>
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<div>{{quality|Fine}}<br />
{{av}}<br />
<br />
As time passes in Dwarf Fortress, certain activities happen outside of the player's influence, without their direct input. This is what is usually referred to as "world activation". <br />
<br />
Historical figures can get married have children and do their various jobs, outside your fortress. And all of their children do the same as they are also historical figures.<br />
<br />
NPC sites are built, conquered, destroyed and reclaimed while playing.<br />
<br />
[[Nobles]], depending on their specific position, will either be inherited by another historical figure or assigned to a new historical figure by the parent civilization when the position is [[Fun|vacated]] or they have an [[unfortunate accident]].<br />
<br />
Armies move around the map while playing, for various reasons, including site invasion (including but not exclusive to the player site), harassment, searching for work, reclamation of sites and more. Due to this, invaders now need a reason to invade the player's site. This is a common cause, if not the only one, of the v0.40 complaint, "nobody attacks me any more". While the issue has been discussed in great detail on the Bay 12 forums, it is generally agreed that being neighbours with invaders will help, as will being in an easily accessible location close to as many of their sites as possible.<br />
<br />
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{{Category|World}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Need&diff=222174Need2015-12-14T13:29:09Z<p>AO: </p>
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<div>{{quality}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
'''Needs''' affect a creature's focus. Needs that are unmet for long enough will become bad [[thought]]s.<br />
<br />
Needs are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused after "being unable to make romance", while a dwarf that personally values nature will be unfettered after "seeing animals".<br />
<br />
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.<br />
<br />
Degree of focus/unfocus:<br />
* {{DFtext|Level-headed|2:0}}<br />
* {{DFtext|Unfettered|2:1}}<br />
* {{DFtext|Untroubled|7:1}}<br />
* {{DFtext|Not distracted|7:0}}<br />
* {{DFtext|Distracted|6:1}}<br />
* {{DFtext|Unfocused|6:0}}<br />
<br />
{| class = "wikitable sortable"<br />
!Positive<br />
!Negative<br />
!Related [[Belief]] or [[Facet]]<br />
|-<br />
|Spending time with people<br />
|Being away from people<br />
|GREGARIOUSNESS<br />
|-<br />
|Staying occupied<br />
|Being unoccupied<br />
|<br />
|-<br />
|Doing something creative<br />
|Doing nothing creative<br />
|<br />
|-<br />
|<br />
|Leading an unexciting life<br />
|EXCITEMENT_SEEKING<br />
|-<br />
|<br />
|Being unable to acquire something<br />
|GREED<br />
|-<br />
|Drinking<br />
|Being kept from alcohol<br />
|<br />
|-<br />
|<br />
|A lack of a decent meal<br />
|<br />
|-<br />
|<br />
|Being unable to fight<br />
|<br />
|-<br />
|Causing trouble<br />
|A lack of trouble-making<br />
|<br />
|-<br />
|Arguing<br />
|Being unable to argue<br />
|<br />
|-<br />
|<br />
|Being unable to be extravagant<br />
|<br />
|-<br />
|Learning something<br />
|Not learning anything<br />
|<br />
|-<br />
|<br />
|Being unable to help anybody<br />
|<br />
|-<br />
|Thinking abstractly<br />
|A lack of abstract thinking<br />
|ABSTRACT_INCLINED<br />
|-<br />
|<br />
|Being unable to make merry<br />
|MERRIMENT<br />
|-<br />
|Admiring art<br />
|Being unable to admire art<br />
|ARTWORK<br />
|-<br />
|Practicing a craft<br />
|Being unable to practice a craft<br />
|<br />
|-<br />
|<br />
|Being away from family<br />
|FAMILY<br />
|-<br />
|Being with friends<br />
|Being away from friends<br />
|<br />
|-<br />
|<br />
|Being away from traditions<br />
|TRADITION<br />
|-<br />
|<br />
|A lack of introspection<br />
|INTROSPECTION<br />
|-<br />
|<br />
|Being unable to practice a martial art<br />
|MARTIAL_PROWESS<br />
|-<br />
|<br />
|Being unable to hear eloquent speech<br />
|ELOQUENCE<br />
|-<br />
|Practicing a skill<br />
|Being unable to practice a skill<br />
|<br />
|-<br />
|<br />
|Being unable to take it easy<br />
|<br />
|-<br />
|<br />
|Being unable to make romance<br />
|ROMANCE<br />
|-<br />
|Seeing animals<br />
|<br />
|NATURE<br />
|-<br />
|<br />
|Being unable to wander<br />
|NATURE<br />
|-<br />
|<br />
|Being unable to pray to [deity]<br />
|<br />
|}<br />
<br />
<br />
{{Category|Creatures}}</div>AOhttp://dwarffortresswiki.org/index.php?title=DF2014:Quire&diff=222173DF2014:Quire2015-12-14T13:28:15Z<p>AO: </p>
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<div>{{quality}}<br />
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{{new in v0.42}}<br />
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A '''quire''' is made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. 1 [[sheet]] is needed per quire. Related to [[Scroll]]s.<br />
<br />
A quire can be bound into a [[book]] at a craftsdwarf's workshop by a dwarf with the bookbinding labor. 1 written-on quire, 1 [[thread]], and 1 [[book binding]] are required to make a book.<br />
<br />
Quires can be stocked in [[library|libraries]] by building [[box]]es/[[bag]]s to store them in. When quires are stocked as writing material in a library [[scholar]]s and [[scribe]]s will use them to write original works and copy existing works, respectively.<br />
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Dwarves and visitors will read written-on quires in the library.<br />
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{{Category|Items}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Book_binding&diff=222172Book binding2015-12-14T13:27:15Z<p>AO: </p>
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<div>{{quality}}<br />
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{{new in v0.42}}<br />
<br />
A '''book binding '''is made from stone, wood, metal, or glass at a craftsdwarf's workshop by a dwarf with the bookbinding labor.<br />
<br />
A written-on [[quire]] can be bound into a [[book]] by combining it with [[thread]] and a book binding. Bookbinding is done in the [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor.<br />
<br />
{{Category|Items}}</div>AOhttp://dwarffortresswiki.org/index.php?title=DF2014:Scroll&diff=222171DF2014:Scroll2015-12-14T13:26:56Z<p>AO: </p>
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<div>{{quality}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
:''See also: [[book]]''<br />
<br />
A '''scroll''' is made from a [[sheet]] and a scroll roller at a [[craftsdwarf's workshop]] or [[metalsmith's forge]].<br />
<br />
Scroll rollers can be made from [[log]]s or [[stone]]s in the [[craftsdwarf's workshop]], metal [[bar]]s in the [[metalsmith's forge]], or [[glass]] in the [[glass furnace]].<br />
<br />
Scrolls can be found under "tools" in the {{k|z}} Stocks screen and written scrolls can be found in the {{k|L}} Artifacts screen.<br />
<br />
{{Category|Items}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Slurry&diff=222170Slurry2015-12-14T13:25:53Z<p>AO: </p>
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<div>{{quality}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
'''Slurry''' is a material used in [[paper industry|paper making]]. Slurry is created at a [[mill]] or [[quern]] from cloth [[plant]]s and pressed into [[paper]] at a [[screw press]].<br />
<br />
The labor associated with making slurries is papermaking, under crafts - ''not'' milling, as one might expect from the building.<br />
<br />
{{Category|Materials}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Smell&diff=222169Smell2015-12-14T13:24:32Z<p>AO: </p>
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<div><br />
{{av}}<br />
'''Smell''' is one of the characteristics of a creature. Each creature type has a distinct smell and an [[Creature_token#ODOR_LEVEL|odor level]], which defines how much these creatures, well, smell. An odor level of zero means that creature doesn't smell at all. In order to check whether a second creature can detect a creature's smell, its odor level is compared to the former's sense of smell as defined by the [[Creature_token#SMELL_TRIGGER|smell trigger]] parameter. If the odor level is lower than the trigger, the first creature can't be smelled by the second one. The default smell trigger is 50; notably, humans are at 90 as a way to show their lower-than-average sense of smell. A creature at 10000 has no sense of smell whatsoever.<br />
<br />
Each creature's smell is represented by a specific string (for instance, dogs smell like 'wet dog hair'). Notably, all undead smell like death.<br />
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{{Category|Creatures}}</div>AOhttp://dwarffortresswiki.org/index.php?title=Sheet&diff=222167Sheet2015-12-14T13:21:55Z<p>AO: </p>
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<div>{{quality}}<br />
{{av}}<br />
<br />
{{new in v0.42}}<br />
<br />
'''Sheets''' are used in the production of [[scroll]]s and [[quire]]s. Sheet can be made from either paper or parchment.<br />
<br />
For more information see: [[paper industry]].<br />
<br />
==Paper==<br />
Paper is made from cloth plants mashed into [[slurry]] (at a [[quern]]/[[millstone]]) and then pressed on a [[screw press]].<br />
Both of these actions use the [[papermaking]] labor.<br />
<br />
{| class = "wikitable sortable"<br />
!Plant<br />
!Sheet type<br />
|-<br />
|[[Flax]]<br />
|Linen Sheet<br />
|-<br />
|[[Jute]]<br />
|Jute Sheet<br />
|-<br />
|[[Hemp]]<br />
|Hemp Sheet<br />
|-<br />
|[[Cotton]]<br />
|Cotton Sheet<br />
|-<br />
|[[Ramie]]<br />
|Ramie Sheet<br />
|-<br />
|[[Kenaf]]<br />
|Kenaf Sheet<br />
|-<br />
|[[Pig tail]]<br />
|Pig Tail Sheet<br />
|-<br />
|[[Rope reed]]<br />
|Rope reed Sheet<br />
|}<br />
<br />
==Papyrus==<br />
Papyrus (called Plant Sheets) are made directly from [[papyrus sedge|the papyrus plant]] at a [[farmer's workshop]].<br />
<br />
==Parchment==<br />
Parchment is made from [[hide]] and [[milk of lime]] at a [[tanner's shop]]. Parchment made from the [[hide]] of a [[cow]] is called vellum.<br />
<br />
{{Category|Materials }}</div>AOhttp://dwarffortresswiki.org/index.php?title=Temple&diff=222165Temple2015-12-14T13:19:06Z<p>AO: </p>
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<div>{{Quality|Superior|22:38, 30 April 2013 (UTC)}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
<br />
A '''temple''' is a structure devoted to an object of worship, any [[Sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. <br />
<br />
==Fortress mode==<br />
In [[Fortress mode]], temples are a [[location]], that can be created from [[meeting area]]s. Temples can be dedicated to any [[deity]] at least one of your [[citizen]]s or [[resident]]s worships (not necessarily out of dwarven Pantheon), or to "no particular deity" making it a place for anyone to worship whomever they want or meditate on whatever. Currently there are no known incentives to make dedicated temples for a particular deity. <br />
<br />
Temples require [[instrument]]s and thus need [[container]]s to store them. Temples also require a certain amount of empty floor space (called ''dance floor''), same as [[tavern]]s. [[Performers]] can also be assigned to temples to perform sacred dances.<br />
<br />
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Having not being able to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times.<br />
<br />
==Adventure mode==<br />
World-generated temples are visitable in [[Adventure mode]]. They are located in [[Human]] towns and [[Goblin]] fortresses, and the object of worship will be consistent with the Sphere or Spheres the [[Civilization]] is aligned to. [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'.<br />
<br />
On the first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'.<br />
<br />
In the current version it is not possible to join a temple. <br />
<br />
It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.<br />
<br />
Occasionally you will find a human temple with a large pool of [[magma]] at the bottom.<br />
<br />
Temples can have basements, sometimes extensive catacombs which may be crawling with enemies. These range from the typical kobolds and goblins, to the occasional lurking [[Mummy]] (with assorted [[Undead|Skeletal]] minions).<br />
<br />
You can defile a Temple which leads to being cursed by a deity with either [[vampire|vampirism]] or becoming a [[werebeast]].<br />
<br />
{{Translation<br />
| dwarven = rath<br />
| elvish = fothi<br />
| goblin = spôgmuk<br />
| human = olum<br />
}}<br />
<br />
{{Category|Fortress mode}}<br />
{{Category|Adventurer mode}}</div>AOhttp://dwarffortresswiki.org/index.php?title=User_talk:AO&diff=220529User talk:AO2015-09-19T11:28:01Z<p>AO: test2</p>
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<div>== Categories ==<br />
<br />
Nice work on categorizing all those pages! (Especially the ones I forgot) --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 17:30, 23 July 2013 (UTC)</div>AOhttp://dwarffortresswiki.org/index.php?title=User_talk:AO&diff=220528User talk:AO2015-09-19T11:19:46Z<p>AO: test/абв</p>
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<div>== Categories ==<br />
<br />
Nice work on categorizing all those pages! (Especially the ones I forgot) --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 17:30, 23 July 2013 (UTC)<br />
{{test}}</div>AOhttp://dwarffortresswiki.org/index.php?title=DF2014:Activity_zones&diff=220526DF2014:Activity zones2015-09-19T09:13:10Z<p>AO: Redirected page to DF2014:Activity zone</p>
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<div>#redirect [[DF2014:Activity zone]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Acorn_flies&diff=220525Acorn flies2015-09-19T09:11:26Z<p>AO: </p>
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<div>{{delete|unnecessary}}<br />
#REDIRECT [[Acorn fly]]</div>AOhttp://dwarffortresswiki.org/index.php?title=DF2014:Acorn_flies&diff=220524DF2014:Acorn flies2015-09-19T09:11:21Z<p>AO: Redirected page to DF2014:Acorn fly</p>
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<div>#redirect [[DF2014:Acorn fly]]</div>AOhttp://dwarffortresswiki.org/index.php?title=3dwarf&diff=2205233dwarf2015-09-19T09:08:34Z<p>AO: there is nothing in recent lists</p>
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<div>#REDIRECT [[40d:Utilities#3Dwarf Visualizer]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Therianthropes&diff=220522Therianthropes2015-09-19T09:03:11Z<p>AO: </p>
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<div>{{delete|[[cv:Therianthropes|unnecessary]]}}<br />
#REDIRECT [[cv:werebeast]]</div>AOhttp://dwarffortresswiki.org/index.php?title=Therianthropes&diff=220521Therianthropes2015-09-19T09:02:37Z<p>AO: </p>
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<div>{{delete|unnecessary}}<br />
#REDIRECT [[cv:werebeast]]</div>AO