http://dwarffortresswiki.org/api.php?action=feedcontributions&user=AlexChurchill&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T08:33:42ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=40d:Mandate&diff=2678940d:Mandate2008-08-13T12:01:09Z<p>AlexChurchill: grammar</p>
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<div>A mandate is a [[noble]]'s request that your dwarves produce a certain item or type of item. Starting nobles such as the [[expedition leader]] will not make mandates, upgraded nobles like the [[mayor]] will.<br />
<br />
There are two types of mandates, production mandates and export bans. Export bans forbid the export of some goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items. Note that requests for a specific metal like [[pig iron]] can literally be fufilled by smelting pig iron.<br />
<br />
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the trade depot. While selecting goods to be brought to the depot, you can select "culling on mandates" so that the item list won't include objects you can't export due to a mandate.<br />
<br />
When a noble makes a production mandate, you will have about a year to fulfill it. These mandates for the production of goods, and can specify type or material, just like export bans. Note that a single mug is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable. Purchasing the required items at a trade [[caravan]] will not fulfill a mandate. Making metal items includes smelting ore to create metal bars of that type.<br />
<br />
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]]. If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates. If brown, he is making a production mandate, and you have a lot of time to complete it. If yellow, you have a couple seasons before the mandate expires. If red, the mandate will expire very soon. If white, then the mandate has been fulfilled, or it is an export ban.<br />
<br />
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves might be sentenced with the 'violation of production order' [[Justice|crime]]. The dwarves sentenced will always have the skills appropriate to the mandate; a failed mandate for the production of [[quiver]]s will sentence [[leatherworker]]s. If the noble can't find any dwarfs suitable, or cannot punish any dwarves because of noble or legendary status, he will get another unhappy thought.<br />
<br />
Fulfilling the mandate gives the noble a happy [[thought]].<br />
<br />
Happy [[noble]]s make fewer mandates and [[demand]]s than unhappy ones.<br />
<br />
Mandates should not be confused with [[demand]]s.</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Elf&diff=1796540d:Elf2008-07-25T11:09:57Z<p>AlexChurchill: </p>
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<div>{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|<br />
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|<br />
biome=<br />
* In their retreats, usually in [[forest]]s<br />
}}<br />
<br />
<br />
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[tree]]s in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}<br />
<br />
They are often found eating the corpses of their victims.<br />
<br />
== Elves in Fortress Mode ==<br />
<br />
Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, and [[wood]]en items. They may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: [[armor]] and clothes too large to wear, inferior wooden [[weapons]], inferior [[alcohol|booze]], inferior redroot [[dye]], [[bow]]s and [[arrow]]s. They are very picky about what they will accept in return: Elven traders do not like to be offered any dead animal or tree byproducts, although they will occasionally counteroffer for, and accept, them.<br />
<br />
Forbidden items include:<br />
<br />
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items<br />
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]<br />
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)<br />
* Items [[decoration|decorated]] with any of the above materials<br />
* [[Obsidian]] shortswords (since they have wooden handles)<br />
* [[Soap]]<br />
* [[Cheese]]<br />
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy. [[Vomit]] may also have this effect{{verify}}.<br />
<br />
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].<br />
<br />
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves and thus are not acceptable.<br />
<br />
=== Living among them ===<br />
<br />
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.<br />
<br />
== Elves in Adventure Mode ==<br />
<br />
Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the "druid", who can be found wandering the forest floor with the other elves.<br />
<br />
Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and [[shield]]s if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one [[size]] larger than [[dwarves]], which makes them hit harder and absorb more damage, but they also have a slight natural armor penalty. Their main redeeming trait is their speed, which is noticeably higher than the other playable races.<br />
<br />
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.<br />
<br />
{{Game_Data|[CREATURE:ELF]<br />
[NAME:elf:elves:elven]<br />
[TILE:'E'][COLOR:3:0:0]<br />
[SPEED:700][GRASSTRAMPLE:0]<br />
[GENPOWER:3]<br />
[INTELLIGENT]<br />
[CANOPENDOORS]<br />
[PREFSTRING:grace]<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]<br />
[NARROW]<br />
[DAMBLOCK:-1]<br />
[SIZE:7]<br />
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]<br />
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]<br />
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]<br />
[FAT:1]<br />
[EQUIPS]<br />
[DIURNAL]<br />
[SPEECH:elf.txt]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
[SWIMS_LEARNED][SWIM_SPEED:2500]<br />
[PERSONALITY:IMAGINATION:0:55:100]<br />
[PERSONALITY:ARTISTIC_INTEREST:0:60:100]<br />
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]<br />
[PERSONALITY:SELF_DISCIPLINE:0:45:100]<br />
[PERSONALITY:ACTIVITY_LEVEL:0:40:100]<br />
}}<br />
{{creatures}}<br />
[[Category:Races]]<br />
[[Category:Humanoids]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Wall&diff=1278240d:Wall2008-07-25T10:58:00Z<p>AlexChurchill: "unfortunately" doesn't really apply any more</p>
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<div>A '''wall''' is a either a [[map tile]] or a [[construction]] that blocks access to creatures. The appearence of a constructed wall is similar to that of a [[smooth]]ed wall but it works the same as any filled tile composed of mountain rock, clay or soil. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level [[building]]s such as [[tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.<br />
<br />
== Digging ==<br />
As explained on the [[digging]] page, naturally occuring walls can be dug out using the {{Key|d}}esignations {{Key|d}}ig command, or {{Key|h}} channel command. These tasks are carried out by dwarves with the [[mining]] labor activated.<br />
<br />
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall. These tasks are carried out by dwarves with the [[stone detailing]] labor activated.<br />
<br />
== Construction ==<br />
<br />
As of v0.28.181.39a, walls can be built ''en masse''. To do this, use the {{K|b}}uild -> {{K|C}}onstruction -> {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. There was no way to build more than one at a time in previous versions. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach that square (this does not allow for your dwarves to build it diagonally); however any structure which cannot draw support from an adjacent construction (including walls 1 z-level lower) or any unchanneled adjacent floors will collapse. This means it is important to be careful when building around bridges since a bridge will not support a structure, and any mason/carpenter who builds a structure off a bridge is likely to sustain [[wounds]] often requiring a few months' bed rest. It is however possible to build walls on top of doors if there is a supporting wall on the same level. Walls made of wood must be built by a carpenter, stone walls by a mason, and metal walls by any metalworker. <br />
Building a wall will create a floor of the same type as the wall on the layer above it, provided there is no floor there.<br />
<br />
Constructed walls cannot be engraved, but can be carved into fortifications ({{K|d}}esignate - c{{K|a}}rve fortifications).<br />
<br />
An unsupported wall will fall down and cause a [[cave-in]], even punching through any floor tile in its way before smashing into solid ground and deconstructing.<br />
<br />
Walls can be constructed using [[blocks]] instead of raw stone or logs, which changes the description from "rough felsite block wall" to "felsite block wall", and increases the value of the construction. This can be important when trying to maximize the value of a [[noble]]'s bedroom. Also carving blocks is a good way to train the [[masonry]] skill before switching the mason to building high quality [[furniture]].<br />
<br />
== Removing Walls ==<br />
<br />
To remove a wall, open the {{Key|d}}esignations menu and select {{Key|n}} Remove Construction.<br />
<br />
{{Buildings}}<br />
[[Category:Buildings]]<br />
[[Category:Constructions]]<br />
[[Category:Map tiles]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&diff=3828040d Talk:Bridge2008-07-23T16:08:28Z<p>AlexChurchill: </p>
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<div>==Fluids vs bridges==<br />
Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)<br />
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)<br />
<br />
==picture: south-raising drawbridge==<br />
Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)<br />
{{qd|cols=8<br />
|╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}<br />
|║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}<br />
|║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}<br />
|║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}<br />
|╚|═|╝|.|╞|═|╡|.<br />
|.|.|.|.|.|.|.|.}}<br />
<br />
== Items... ==<br />
<br />
When a creature is crushed by a bridge, what happens to the items they had?--[[User:Lordmick134|Lordmick134]]<br />
<br />
:When the bridge lowers, it completely ans permanently destroys anything it crashes on. So, there will be absolutely nothing under bridge, when it raises back.--[[User:Dorten|Dorten]] 03:29, 4 April 2008 (EDT)<br />
<br />
::Not true! I had trapped a goblin inside a room with a bridge in it, and set the lever connected to the bridge to be repeatedly pulled. The goblin was stunned at most.--[[User:CrazyMcfobo|CrazyMcfobo]] 09:37, 16 April 2008 (EDT)<br />
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:::The goblin was likely ''flung'' from the bridge after stepping onto the extended bridge which then raised with the goblin still on it. Crushing is definitely an irrevocable and utter destruction. --[[User:JT|JT]] 16:30, 20 April 2008 (EDT)<br />
<br />
== Channeling ==<br />
<br />
Checked the [[channel]]ing article, nothing there, either. I have a bridge that raises to the right to form a wall, part of my outer defensive perimeter. I was digging a channel around the fortification wall and wanted to channel under the bridge. I raised the bridge ... I cannot channel. It never creates the flashy 'this is gonna be channeled' designation anywhere where the bridge could lay over. I can channel any where else. I can also remove the bridge, channel what I want, and replace the bridge just fine. What gives? Is this a known bug? --[[User:Geofferic|Geofferic]] 02:35, 29 May 2008 (EDT)<br />
<br />
:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008<br />
<br />
== Bridges as a temporary wall ==<br />
<br />
I want to build a wall by pulling a lever, to block off a tunnel three squares wide.<br />
It is a mine tunnel with no channel above it.<br />
<br />
How long should the bridge be?<br />
<br />
It looks like this:<br />
<div style="font-family: monospace; white-space: pre; line-height: 126.5%"><nowiki><br />
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ò▒▒▒<br />
.........╥.........<br />
.........║.........<br />
.........╨.........<br />
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒<br />
</nowiki></div><br />
<br />
[[User:GarrieIrons|GarrieIrons]] 05:12, 3 June 2008 (EDT)<br />
<br />
Well, you have to be careful. Don't forget, by raising a bridge, you can potentially obliterate your dwarves in the process. So try not to make it too wide. --[[User:AlexFili|AlexFili]] 05:41, 3 June 2008 (EDT)<br />
<br />
:My question is, if I make it too long will it smash into the roof or anything?[[User:GarrieIrons|GarrieIrons]] 06:09, 3 June 2008 (EDT)<br />
<br />
::As far as I know of, it won't smash into the roof. The only concern is that if the bridge is too long, a dwarf may get accidently crushed. --[[User:AlexFili|AlexFili]] 06:14, 3 June 2008 (EDT)<br />
<br />
:::Buildings that span multiple/variable z-levels are, at the current time, not possible. So, just build a 1x3 bridge, set it to raise west or east, and you have a wall! A toggleable wall! --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)<br />
<br />
::::I'd suggest doing a 2x bridge, as you'll have to track down the lever anytime you're curious as to whether the bridge is up or down, as a 1x or x1 bridge looks the same raised or lowered when raised on it's short axis. (e.g. the bridge above would look the same raised or lowered.) --[[User:N9103|Edward]] 09:59, 18 June 2008 (EDT)<br />
<br />
== Retractable/drawbridge ==<br />
<br />
How can you specify which type of bridge you want to build? --[[User:AlexFili|AlexFili]] 05:45, 3 June 2008 (EDT)<br />
<br />
:When you go to place a bridge, by default it retracts. If you press wadxs you change the direction it raises: w = north, a= west, d=east, x=south, s=retracts. I don't know how to set the direction it retracts though.[[User:GarrieIrons|GarrieIrons]] 06:12, 3 June 2008 (EDT)<br />
<br />
::So if it retracts, it creates an impassable wall? -[[User:AlexFili|AlexFili]] 06:15, 3 June 2008 (EDT)<br />
<br />
:::No, it disappears. If it raises, it creates an impassable wall, whose direction is the same as the raise direction. Try it out.<br />
:::And, Garrie, it isn't possible to set retract direction since there is no such thing. --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)<br />
<br />
::::Well I guess it doesn't really matter which way it retracts... although if a bridge is built outward from a cliff running east-west out to the chasm which is to the north then obviously the bridge retracts back to the edge it is anchored at (it can hardly retract back into mid-air...).[[User:GarrieIrons|GarrieIrons]] 23:22, 6 June 2008 (EDT)<br />
<br />
:::::Oh, really? --[[User:Savok|Savok]] 23:32, 6 June 2008 (EDT)<br />
<br />
::::::well I guess applying common sense to DF might not be the best idea... but common sense would [bold]suggest [/bold] the bridge retracts back to where it was built from.[[User:GarrieIrons|GarrieIrons]] 00:03, 7 June 2008 (EDT)<br />
<br />
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type <code><nowiki>'''bold text'''</nowiki></code>.<br />
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)<br />
<br />
== Bridge-on-bridge action ==<br />
<br />
I've just added a note about retractable bridges being able to be built using existing bridges as support. However I'm currently unable to test what happens when an intermediary bridge is retracted or raised (I have no stone for mechanisms!). I'm assuming that any bridges relying on the retracted/raised bridge for support will collapse, but it should be tested (and noted), if someone else has the time and inclination! [[User:Raumkraut|Raumkraut]] 12:04, 14 June 2008 (EDT)<br />
<br />
: I can confirm that when the first bridge is retracted the second one deconstructs. And also if you choose to do your testing using extreme cliffs and "accidently" make 6 of your 7 dwarves stand on the second bridge then they will die a horrible death after falling 18 stories. --[[User:Makuus|Makuus]] 16:54, 16 June 2008 (EDT)<br />
<br />
::What if you raise both of the bridges at the same time? --[[User:AlexFili|AlexFili]] 05:48, 17 June 2008 (EDT)<br />
<br />
:::The same thing happens, the second bridge deconstructs again --[[User:Makuus|Makuus]] 13:48, 22 June 2008 (EDT)<br />
::::I attempted this quite some time ago, I think. I had something like ten bridges in a row built off a cliff, and retracted them all at once with one lever. All but the first one (which was connected to the cliff) shattered into stones instantly. --[[User:SL|SL]] 10:29, 23 July 2008 (EDT)<br />
<br />
== lockdown system ==<br />
<br />
in one of my old forts i had a setup so if the opponent got near my bridges a lever would be pulled and the opponents would fall into the lava with a godlike imp in it, it would use multiple bridges however and i would have to rebuild atleast 1, it was sort of like a tesselation of crosses<br />
<br />
== Flying Bridge ==<br />
Build stairs up. Build stairs down atop it. Build a retracting bridge extending into open air from the downstairs. Link the retracting bridge to a lever. Pull the lever to retract the bridge. Deconstruct the down stairs. Deconstruct the up stairs. Pull the lever. Remove the lever. Bridge flies. [[User:Rkyeun|Rkyeun]] 11:38, 18 July 2008 (EDT)<br />
:Shame this can't be used to build eg. twisty retractable catwalks due to the above confirmations in Bridge-on-bridge action. :/ --[[User:Heron|Heron]] 09:46, 23 July 2008 (EDT)<br />
::You could probably get something similar by just having occasional pillars sticking up, constructed by building towers of stairs, building a wall adjacent, then deconstructing the stairs. If you have each bridge anchored to one pillar, you ought to be able to get many retractable bridges in a sequence. --[[User:AlexChurchill|AlexChurchill]] 12:08, 23 July 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Limonite&diff=837040d:Limonite2008-07-22T17:50:05Z<p>AlexChurchill: add some content</p>
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<div>{{Ore|name=Limonite|tile=£|color=#FF0<br />
|uses=<br />
* [[Ore]] of [[iron]]<br />
|location =<br />
* [[Sedimentary layer]]s<br />
* Found as veins<br />
|properties =<br />
* [[Economic stone]]<br />
* [[Material value]] 8<br />
}}<br />
<br />
'''Limonite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] [[labor]] activated to produce [[iron]] bars.<br />
It is, for all metalsmithing purposes, identical to [[magnetite]] and [[hematite]].<br />
<br />
[[Category:Ore]]<br />
[[Category:Stone]]<br />
[[Category:Economic Stone]]<br />
[[Category:Sedimentary Stone Layers]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Losing&diff=1167640d:Losing2008-07-22T16:00:25Z<p>AlexChurchill: </p>
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<div><span style="background-color: #000; color: #0f0; font-family: FixedSys, monospace">Losing is fun!</span><br />
<br />
Either way, it keeps you busy.<br />
<br />
Most new players will lose their first few forts; <s>if</s> when you lose a fortress, don't feel like you don't understand the game. Dwarf Fortress has a steep learning curve, and part of the appeal is discovering things for yourself. However, this Wiki serves as an excellent place to speed up the learning process.<br />
<br />
If you lose, you can always [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]].<br />
<br />
If you're looking for more ways to <s>die horribly</s> test yourself, try either the [[Difficult Seeds]], [[Mega Constructions]], [[Challenge Builds]] or the [[Goals]] pages.<br />
<br />
== Autopsy ==<br />
<br />
Various things can cause you to lose a fortress.<br />
<br />
=== Losing your miners ===<br />
<br />
If your [[miner]]s are killed in a collapse and their equipment destroyed, chances are good that you will no longer be able to continue your efforts. Consider abandoning your fortress. Alternatively, you can try to keep your fortress running long enough to request additional [[pick]]s from your Outpost [[Liaison]], who will arrive with the next dwarven trade [[caravan]]. It will take another year before they will return.<br/><br />
Also consider the tedious but fun option of making buildings outside! If your [[woodcutter]]s with [[axe]]s are still available, then you can build structures of [[wood]]. This is not recommended for very new players though, as it is intensely resource-demanding and takes a lot of managing to get right. (Also not recommended if you don't understand the z-axis system yet.)<br />
<br />
=== Starvation ===<br />
<br />
A serious danger, generally in the more inhospitable climates, is the loss of your dwarves due to starvation; if you are in the heart of a mountain with no [[soil]] to build on, it is possible you will not be able to establish [[farm]]s. As dwarves begin to starve, they will become Hungry, then Starving. This will cause them to become very angry. When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.<br />
<br />
Don't forget your alternative sources of [[food]]. Try [[butchering]] your [[animals]], [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.<br />
<br />
===Dehydration===<br />
<br />
One of the biggest problems with a fortress that has no [[brook]], [[stream]], [[river]], or other source of fresh [[water]]. Water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s. If this fails, all of the water on the map will evaporate and your dwarves will be left without any water.<br />
<br />
Dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water. However, injured dwarves must be given water, not alcohol, or they will die of dehydration.<br />
<br />
===Flooding accidents===<br />
<br />
The opposite side of the dehydration spectrum is having too ''much'' water. Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as up and down). It is also worth remembering that, unlike water, magma does not flow upwards.<br />
<br />
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately&mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be. You will never be able to recover those areas unless you can manage to pump out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system. Generally, a flooding accident spells doom for your fortress.<br />
<br />
===Invasion===<br />
<br />
The [[goblin]]s first come with about a dozen soldiers to [[siege]] your fort. Then they come again with about two dozen. Then three. Soon enough your [[trap]]s are all sprung, your [[door]]s beaten down, and your dwarves are dead. Without some simple [[Fortress defense|defense]]s, such as a [[moat]], a horde of goblins on your doorstep can be deadly.<br />
<br />
===Wildlife===<br />
<br />
Goblins aren't the only creatures that want you dead. Be it [[unicorn|unicorns]], [[hippo|hippos]], [[undead]] [[elephant|elephants]] or a [[giant cave spider]], a sudden wildlife attack can quickly cripple or destroy an unprepared fortress.<br />
<br />
===Volcanic Death===<br />
<br />
Toady has stated that in the future volcanoes will be much less stable and much more deadly.<br />
<br />
===General Unhappiness===<br />
<br />
Think it's no big deal to leave your dwarves with a mediocre dining room, living room, and a generally inadequate fortress?<br />
<br />
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw tantrums, go melancholy, and destroy your civilization. Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall.<br />
<br />
===Siege===<br />
<br />
Should hosts of goblins besiege your gates, drive your peasantry inside and force you to seal off from the outside world, you may have already lost the game. Although a dwarven fortress can be made to appear self-contained, with sources of metal, fuel, underground crops and even livestock kept within inaccessible tunnels, very rarely if ever can a fortress sustain such a state indefinitely. For example, trade with the outside world has now been shut off, leaving you only what minerals are on your map for the production of mandate goods. This results in a breakdown of social order if your Hammerer kills and maims dwarves. Shell, bone, leather and other products commonly acquired by hunting and fishing can no longer be found by your workers, which can drive moody craftsdwarves to commit suicide. Rotten vermin corpses begin to heap in your food supply, forcing you to dump these into garbage pits and refuse piles generating miasma. One fell miscalculation of your fuel reserves may leave you without coke to refine further coal, and without a supply of timber for your wood burning furnace this can drive your weapon crafter’s to melancholy or berserk rage, and worse, end your vital weapons production for a future counter attack. Your water supply and aqueducts can be assaulted unless sealed off, and cave rivers almost always send sporadic, bloodthirsty monsters to cause further casualties. But should you be waterless, your wounded will die of dehydration and your entire colony will hinge on booze production; a delicate balancing act.<br />
<br />
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, its important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.<br />
<br />
In short, the attacking army can simply wait until your dwarves emo themselves to death.<br />
<br />
[[ru:Поражение]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Controls_guide&diff=4141440d:Controls guide2008-07-22T15:52:27Z<p>AlexChurchill: /* Military */ fix formatting</p>
<hr />
<div>This is a beginner's guide to Fortress Mode [[controls]]. This page assumes the default [[key binding]]s. <br />
<br />
=Map Information=<br />
<br />
These commands let you get information from the map. All these commands use the [[Controls#World|directional controls]] to move an X-shaped cursor around the map. <br />
<br />
==Look Around==<br />
{{key|k}} This command shows you individual map tiles. Use this to see the items and creatures stacked up in a tile. The secondary select lets you pick an item in the tile, and {{key|Enter}} gives an information screen, which includes an item's full description, contents, and ☼ [[value]]. You can also [[forbid]], [[dump]], or [[melt]] an item. <br />
<br />
==View Creatures==<br />
{{key|v}} This shows information on a creature: a [[dwarf]], an [[animal]], a [[goblin]], anything. It picks the one nearest the cursor. Multiple creatures can fit into a single tile. In a tie, use {{key|v}} to toggle between them. <br />
* {{key|g}} '''General''' This show the [[skill]]s and [[attribute]]s of your dwarves. For other creatures, this is usually blank. <br />
* {{key|i}} '''Inventory''' Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. <br />
* {{key|w}} '''[[Wound]]s''' Shows the dwarf's health. Bright white means the body part is unharmed. Effects like "Thirsty" and "Unconscious" are also listed here. <br />
* {{key|p}} '''Preferences''' This menu includes a variety of new options: <br />
** {{key|l}} '''Labor''' An important control, but hard to find. This lists which types of [[job]]s the dwarf will accept. <br />
** {{key|e}} '''Work Dogs''' Assign [[train]]ed [[dog]]s to this dwarf. <br />
** {{key|s}} '''Soldering and Hunting''' Change the dwarf's [[weapon]] and [[armor]] choices. <br />
** {{key|z}} '''View Profile''' Views a dwarf's [[profile]]. From here, you can view [[thought]]s and [[preference]]s, view his [[relationship]]s, or give him a custom nickname or [[profession]] title.<br />
<br />
==View Rooms==<br />
{{key|q}} This lets you peek inside a room. Look at a [[workshop]] to see what tasks are being worked on, and change [[job]]s in the queue. Also use this to make a [[bed ]]into a [[bedroom]], a [[chair]] into an [[office]], and so on. The {{key|x}} command marks a room or piece of [[furniture]] for removal. <br />
<br />
===Workshops===<br />
<br />
===Furniture===<br />
<br />
===Stockpiles===<br />
<br />
===Farm Plots===<br />
<br />
===Other===<br />
<br />
==Items in Rooms==<br />
{{key|t}} Shows a list of items in the room. <br />
* See the quality of placed furniture<br />
* Check if there are finished products or raw materials cluttering a workshop<br />
* See what weapons are in a trap, or whats jamming it. <br />
<br />
==View Squads==<br />
{{key|x}} <br />
<br />
=Order your Dwarves=<br />
<br />
These commands affect what your dwarves do. These also use the cursor. <br />
<br />
==Build==<br />
{{key|b}} Use this command to [[build]] rooms, place [[furniture]], start [[farm]] plots, and such.<br />
*{{key|w}} '''[[Workshop]]s'''<br />
*{{key|C}} '''[[Construction]]'''<br />
*{{key|T}} '''[[Trap]]s'''<br />
<br />
==Designate==<br />
{{key|d}} Use this to mark stone to be [[mine]]d out, trees to be cut, [[plant]]s to be gathered, walls and floors to be smoothed or [[engrave]]d, and so on. You can also [[forbid]], [[dump]], [[melt]] or [[hide]] items and rooms. <br />
<br />
==Stockpile==<br />
{{key|p}} Used to create [[stockpile]]s. <br />
<br />
==Zones==<br />
{{key|i}} Mark an [[activity zone]] for drinking [[water]], [[fishing]], [[dump]], or [[sand]] collection. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterwards.<br />
<br />
=Fortress Information=<br />
<br />
These commands take you away from the map, to an informational screen. Some of them also let you give orders. <br />
==Announcements==<br />
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. <br />
<br />
==Civilizations==<br />
{{key|c}} A list of other civilizations within distance for [[trade]] or [[war]]. <br />
<br />
==Unit List==<br />
{{key|u}} A list of every creature on the map. Dwarves are listed first, then [[tame]] animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. <br />
* {{key|c}} '''Zoom to Creature''' This takes you to [[#View Creature|View Creature]] mode, with the cursor centered on the selected creature. <br />
* {{key|v}} '''View Profile''' <br />
* {{key|b}} '''Zoom to Building''' Takes you too the [[building]] associated with the the dwarf's current task. For hauling tasks, this is the destination [[stockpile]].<br />
<br />
==Military==<br />
{{key|m}} This one looks a lot like the Unit List screen, except <br />
* {{key|w}} '''Weapons''' Changes a soldier's weapon & armor preferences. <br />
* {{key|Enter}} '''Promote''' Changes to the promotion/organize unit mode. Be careful! It's hard to tell that you're in a different mode.<br />
<br />
==Room List==<br />
{{key|r}} <br />
<br />
==Artifacts==<br />
{{key|l}} A list of the [[artifact]]s your fortress has produced. <br />
<br />
==Nobles & Administrators==<br />
{{key|n}} <br />
<br />
==Fortress Overview==<br />
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. <br />
* '''Animals'''<br />
* '''Kitchens''' From here you can specify what [[food]]s can [[cook]]ed or [[brew]]ed. <br />
* '''Stone''' <br />
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your [[bookkeeper]]. <br />
* '''Justice''' Shows the details of the dwarven [[justice]] system, once you have one.<br />
<br />
=Miscellaneous=<br />
<br />
==Options & Orders==<br />
{{key|o}}<br />
<br />
==Hot keys==<br />
{{key|h}}<br />
<br />
{{Game Interface FAQ}}</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Furniture&diff=1219640d:Furniture2008-07-16T11:37:23Z<p>AlexChurchill: </p>
<hr />
<div>'''Furniture''' refers to a variety of different items created at a variety of [[workshop]]s. All furniture has a practical use in your fortress. <br />
<br />
When starting a fortress most furniture will usually be made in your [[Mason's workshop]] or [[Carpenter's workshop]]. [[Bed]]s can only be created at the carpenter's workshop.<br />
<br />
Furniture is produced at a workshop through its {{key|q}} menu.<br />
<br />
The function {{k|b}}uild is not only used for building walls and the like but also for ''placing'' items like beds, tables and chairs in your fortress. An building (producing) order requires the {{k|q}}ueue command, selecting a workshop, and selecting {{k|a}}dd task. Most furniture must be placed before it can be used.<br />
<br />
When you try to build a bed/door/chair and it says 'needs bed/door/chair', that means none is available from a stockpile, not that there is a problem with producing one.<br />
<br />
== To build a door from scratch: ==<br />
# Go to your [[Mason's workshop]] and press {{key|q}} then "{{k|a}}dd task".<br />
# Select "Build rock door".<br />
# Wait for a dwarf to carve the door from some stone. (You need at least one dwarf with the [[Masonry]] [[labor]] enabled.) It'll be stored in your furniture stockpile when it's finished.<br />
# Once the door has been constructed, then go to the space you want to build the door and press "{{key|b}}uild".<br />
# Select "{{key|d}}oor". <br />
# Move the cursor to precisely where you want the door to be, and press Enter.<br />
# Select which particular preconstructed door to put there, and press Enter.<br />
# Wait for a dwarf (with the Furniture Hauling [[labor]] enabled) to come and put the door where you want it.<br />
<br />
== To build a bed from scratch: ==<br />
# Go to your [[Carpenter's workshop]] and press {{key|q}} then "{{k|a}}dd task".<br />
# Select "Construct wooden bed".<br />
# Wait for a dwarf to build the bed from some wood. (You need at least one dwarf with the [[Carpentry]] [[labor]] enabled. You will also need some [[wood|wood logs]].) It'll be stored in your furniture stockpile when it's finished.<br />
# Once the bed has been constructed, then go to the space you want to place the bed and press "{{key|b}}uild".<br />
# Select "{{key|b}}ed". <br />
# Move the cursor to precisely where you want the bed to be, and press Enter.<br />
# Select which particular preconstructed bed to put there, and press Enter.<br />
# Wait for a dwarf (with the Furniture Hauling [[labor]] enabled) to come and put the bed where you want it.<br />
<br />
<br />
== List of furniture, siege ammo, and other items used in buildings ==<br />
<br />
{| cellspacing=5 cellpadding=10<br />
|-<br />
!colspan=3|Furniture/Siege ammo <br>{{version|0.27.176.38c}}<br />
! <br />
:Other items <br>used in {{k|b}}uildings<br />
|-<br />
|valign=top|<br />
:[[Anvil]]<br />
:[[Armor stand]]<br />
:[[Ballista]] arrowhead<br />
:[[Ballista arrow]]<br />
:[[Ballista part]]<br />
:[[Barrel]]<br />
:[[Bed]]<br />
:[[Bin]]<br />
:[[Bucket]]<br />
<br />
|valign=top|<br />
:[[Cabinet]]<br />
:[[Catapult]] parts<br />
:[[Chair]] / [[Throne]]<br />
:[[Chest]] / [[Box]] / [[Bag]]<br />
:[[Coffin]]<br />
:[[Door]]<br />
:[[Floodgate]]<br />
:[[Grate]]<br />
:[[Hatch cover]]<br />
<br />
|valign=top|<br />
:[[Mechanism]]<br />
:[[Millstone]]<br />
:[[Pipe|Pipe section]]<br />
:[[Quern]]<br />
:[[Statue]]<br />
:[[Table]]<br />
:[[Weapon rack]]<br />
:[[Window]]<br />
<br />
|valign=top|<br />
:[[Animal trap]]<br />
:[[Blocks]]<br />
:[[Bars]]<br />
:[[Cage]]<br />
:[[Chain]]<br />
:[[Enormous corkscrew]]<br />
:[[Log]]s<br />
:[[Stone]]s<br />
|}<br />
<br />
{{Buildings FAQ}}<br />
<br />
[[Category:Furniture| ]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Furniture&diff=1219540d:Furniture2008-07-16T11:35:03Z<p>AlexChurchill: since this topic is linked from the FAQ, I think it'd be good to have an extremely basic description of how to get a door and a bed from scratch.</p>
<hr />
<div>'''Furniture''' refers to a variety of different items created at a variety of [[workshop]]s. All furniture has a practical use in your fortress. <br />
<br />
When starting a fortress most furniture will usually be made in your [[Mason's workshop]] or [[Carpenter's workshop]]. [[Bed]]s can only be created at the carpenter's workshop.<br />
<br />
Furniture is produced at a workshop through its {{key|q}} menu.<br />
<br />
The function {{k|b}}uild is not only used for building walls and the like but also for ''placing'' items like beds, tables and chairs in your fortress. An building (producing) order requires the {{k|q}}ueue command, selecting a workshop, and selecting {{k|a}}dd task. Most furniture must be placed before it can be used.<br />
<br />
When you try to build a bed/door/chair and it says 'needs bed/door/chair', that means none is available from a stockpile, not that there is a problem with producing one.<br />
<br />
== To build a door from scratch: ==<br />
# Go to your [[Mason's workshop]] and press {{key|q}} then "{{k|a}}dd task".<br />
# Select "Build rock door".<br />
# Wait for a dwarf to carve the door from some stone. (You need at least one dwarf with the Masonry [[labor]] enabled.) It'll be stored in your furniture stockpile when it's finished.<br />
# Once the door has been constructed, then go to the space you want to build the door and press {{key|b}}.<br />
# Select "{{key|d}}oor". <br />
# Move the cursor to precisely where you want the door to be, and press Enter.<br />
# Select which particular preconstructed door to put there, and press Enter.<br />
# Wait for a dwarf (with the Furniture Hauling [[labor]] enabled) to come and put the door where you want it.<br />
<br />
== To build a bed from scratch: ==<br />
# Go to your [[Carpenter's workshop]] and press {{key|q}} then "{{k|a}}dd task".<br />
# Select "Construct wooden bed".<br />
# Wait for a dwarf to build the bed from some wood. (You need at least one dwarf with the Masonry [[labor]] enabled. You will also need some [[wood|wood logs]].) It'll be stored in your furniture stockpile when it's finished.<br />
# Once the bed has been constructed, then go to the space you want to place the bed and press {{key|b}}.<br />
# Select "{{key|b}}ed". <br />
# Move the cursor to precisely where you want the bed to be, and press Enter.<br />
# Select which particular preconstructed bed to put there, and press Enter.<br />
# Wait for a dwarf (with the Furniture Hauling [[labor]] enabled) to come and put the bed where you want it.<br />
<br />
<br />
== List of furniture, siege ammo, and other items used in buildings ==<br />
<br />
{| cellspacing=5 cellpadding=10<br />
|-<br />
!colspan=3|Furniture/Siege ammo <br>{{version|0.27.176.38c}}<br />
! <br />
:Other items <br>used in {{k|b}}uildings<br />
|-<br />
|valign=top|<br />
:[[Anvil]]<br />
:[[Armor stand]]<br />
:[[Ballista]] arrowhead<br />
:[[Ballista arrow]]<br />
:[[Ballista part]]<br />
:[[Barrel]]<br />
:[[Bed]]<br />
:[[Bin]]<br />
:[[Bucket]]<br />
<br />
|valign=top|<br />
:[[Cabinet]]<br />
:[[Catapult]] parts<br />
:[[Chair]] / [[Throne]]<br />
:[[Chest]] / [[Box]] / [[Bag]]<br />
:[[Coffin]]<br />
:[[Door]]<br />
:[[Floodgate]]<br />
:[[Grate]]<br />
:[[Hatch cover]]<br />
<br />
|valign=top|<br />
:[[Mechanism]]<br />
:[[Millstone]]<br />
:[[Pipe|Pipe section]]<br />
:[[Quern]]<br />
:[[Statue]]<br />
:[[Table]]<br />
:[[Weapon rack]]<br />
:[[Window]]<br />
<br />
|valign=top|<br />
:[[Animal trap]]<br />
:[[Blocks]]<br />
:[[Bars]]<br />
:[[Cage]]<br />
:[[Chain]]<br />
:[[Enormous corkscrew]]<br />
:[[Log]]s<br />
:[[Stone]]s<br />
|}<br />
<br />
{{Buildings FAQ}}<br />
<br />
[[Category:Furniture| ]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=420440d:Water wheel2008-07-16T11:19:06Z<p>AlexChurchill: clarify re brooks</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water]] flow. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 100 power, which can be used for operating a [[pump]] or [[mill]]. Use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel. <br />
<br />
== Construction ==<br />
<br />
Water wheels must be built on water or [[river]] tiles. They can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Build a [[channel]] at least one tile long. The water wheel will sit above this channel, but you cannot place it yet -- it has no support. Build an axle or gear assembly next to the tile where the center of the water wheel will be. Now you can build the waterwheel. Power will be generated once a channel tile under the water wheel is filled with water at a depth of four or greater. You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting waterwheel's center.<br />
In order for the water wheel to generate power, there needs to be a water flow in one of the three tiles beneath it.<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]], and possibly a bug.<br />
<br />
A simple design is available at [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=000946 this forum post].<br />
<br /><br /><br />
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Top Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #C0C0C0; padding: 0"|.<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▼<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╩<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #008000; padding: 0"|'''X'''<br />
|style="color: #00FF00; padding: 0"|'''X'''<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #808000; padding: 0"|║<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #C0C0C0; padding: 0"|*<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|%<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br /><br /><br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Bottom Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|%<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▲<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╣<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|.<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br /><br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #C0C0C0; padding: 0"|▲<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #008000; padding: 0"|X<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #00FF00; padding: 0"|X<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|}<br />
<br /><br />
'''Key'''<br />
<br /><br />
'''Wall: ║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩'''<br />
<br /><br />
'''Floor: <font color="#777">+</font>'''<br />
<br /><br />
'''Water Wheel: <font color="#970">W</font>'''<br />
<br /><br />
'''Gear Assembly: <font color="#C0C0C0">*</font>'''<br />
<br /><br />
'''Axle E/W: <font color="#808000">═</font>'''<br />
<br /><br />
'''Axle N/S: <font color="#808000">║</font>'''<br />
<br /><br />
'''Pump from west: <font color="#00FF00">X</font><font face="Arial" color="#008000">X</font>'''<br />
<br /><br />
'''Pump from south: <font color="#008000">X</font><font face="Arial" color="#00FF00">X</font>'''<br />
<br /><br />
'''Channel: <font color="#808000">_</font> or if background color is white'''<br />
<br /><br />
'''Closed water source opening: <font color="#808000">X</font>'''<br />
<br /><br />
[[Category:Constructions]]<br />
[[Category:Machine components]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Office&diff=803140d:Office2008-07-10T15:53:27Z<p>AlexChurchill: </p>
<hr />
<div>[[category:rooms]]<br />
Offices are [[rooms]] required by certain [[Noble]]s. They can be designated from a [[throne]] or [[chair]].<br />
<br />
If you assign an office to a dwarf, sometimes he will eat a meal in his office and complain about the lack of tables. You may wish to assign that dwarf his own [[dining room]] as well to avoid this thought. Alternatively just put a table next to the chair in said office.<br />
<br />
Holding meetings in a bedroom also results in a negative thought, so put the office in a separate room to the bed for nobles who will be conducting meetings.<br />
<br />
If you put a table next to the office chair and assign it to be a diningroom, both rooms will be used like they are supposed to. However, overlapping rooms tend to drop in value, making it harder to meet demands by nobles.<br />
<br />
{{buildings}}<br />
[[Category:Rooms]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Tax_collector&diff=2739240d Talk:Tax collector2008-07-10T15:51:13Z<p>AlexChurchill: </p>
<hr />
<div>I never minted a single coin and still got a Tax Collector in about my 5th year - perhaps the trigger is wealth created or exported? --GameHat<br />
<br />
:Moved that from the article, Mr Hat. Anyway, I agree. I never minted a coin, and still got the Tax Collector. [[User:Runspotrun|Runspotrun]] 23:34, 18 November 2007 (EST)<br />
<br />
My Tax Collector has a [happy] thought "Was happy to have pleased a noble". The Count has a [happy] thought "Was pleased that the tax collection went smoothly". --[[User:Another|Another]] 13:01, 25 November 2007 (EST)<br />
<br />
=Trigger Condition=<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Lowest Values Reported<br />
|-<br />
| Population:<br />
| 13 <br />
| [[User:Coelocanth|Coelocanth]]<br />
|-<br />
| Fortress Class:<br />
| City <br />
| [[User:Coelocanth|Coelocanth]]<br />
|-<br />
| Created [[Wealth]]:<br />
| 330,339<br />
| Cap'n Mayday, [[Nist Akath]]<br />
|-<br />
| Exported Wealth:<br />
| 11,560<br />
| [[User:MightyMooquack]]<br />
|-<br />
| Imported Wealth:<br />
| 16,396<br />
| [[User:Gibbonofdoom]]<br />
|}<br />
<br />
Captain Mayday on the official forums got a tax collector during his Nist Akath story, as far as i know he doesn't have metal for minting coins his created wealth etc was this: <br />
Imported Wealth: 330339<br />
Exported Wealth: 42119<br />
Actual fortress wealth is at 859403<br />
<br />
hope this helps in some way --Bullion<br />
<br />
I had a tax collector arrive together with the baron, baroness and hammerer, population of 13 due to bronze colossus encounter. Fortress type is city (it doesn't decrease with population loss) [[User:Coelocanth|Coelocanth]] 22:38, 2 December 2007 (EST)<br />
<br />
I recently got a fort far enough along to get this noble. I certainly had not minted any coins. What seemed to do it was my population passing 100. He arrived, along with the Baron, Consort and Hammerer in a wave that brought my population from the low 90s up to 115.<br />
<br />
I think wealth is also required, passing 100 population brought me only the philosopher in said fort. Has anyone got the tax collector without a baron or vice versa? [[User:Coelocanth|Coelocanth]] 17:57, 5 December 2007 (EST)<br />
<br />
I just got my baron, collector, consort and hammerer. <br />
The year is 1064, my population is 100 on the dot (at the note of the arival of the nobles)<br />
<br />
I have:<br />
388732 imported wealth<br />
67325 exported wealth<br />
506478 created wealth<br />
4336 weapons<br />
45840 armor and garb<br />
65710 furniture<br />
227955 other objects<br />
74200 architecture<br />
37877 Displayed<br />
50560 held/worn.<br />
<br />
-ellipsis (not sure how to fancy up a signature in here)<br />
<br />
It seems that having 100 population is a major factor in getting the economy.<br />
<br />
I just got the tax collector with a couple of other nobles, its 1054 Mid-Spring.<br />
My pop is 99 now.<br />
Created wealth: 763,020<br />
Imported Wealth: 221,438<br />
Exported Wealth: 21,747<br />
<br />
Hope this helps! [[User:Marcsterix]]<br />
<br />
I just got a tax collector, hammerer, count (and consort), and philosopher. It is Mid-Spring of 1058. My Created Wealth = 1431886, Exported = 29462, Imported = 388973. Population = 124 after the migration wave that included the nobles (111 before migration wave). [[User:Frond|Frond]] 22:05, 30 January 2008 (EST)<br />
<br />
I just got the Tax Collector, Hammerer and Baroness in the year 1056, Mid-Spring<br />
Population: ''89'' Created Wealth: ''398852'' Imported Wealth ''195743'' Exported Wealth: ''16396'' --[[User:Gibbonofdoom|Gibbonofdoom]] 10:21, 12 February 2008 (EST)<br />
<br />
Another data point. I just got a tax collector, hammerer, and baroness on 12th Slate, 1055, Mid-Spring. Population: ''142'' Created Wealth: ''747376'' Imported Wealth: ''476282'' Exported Wealth: ''11560'' &mdash;[[User:MightyMooquack|MightyMooquack]] 00:39, 14 April 2008 (EDT)<br />
<br />
I added a table above. If you've seen a tax collector appear at lower values, please update. (Maybe this should be on the main page?) --[[User:Strangething|Strangething]] 18:33, 17 June 2008 (EDT)<br />
<br />
I got the Tax Collector, Hammerer, Baron and Baroness Consort at population '''86'''. (But lots of wealth). --[[User:AlexChurchill|AlexChurchill]] 11:51, 10 July 2008 (EDT)<br />
<br />
Has anyone seen the Tax Collector arrive separately from the Baron? I think the Baron, Tax Collector, and Hammerer all have the same conditions. --[[User:Strangething|Strangething]] 18:18, 8 July 2008 (EDT)<br />
<br />
=Labors=<br />
What labors will the Tax Collector perform? The first thing my newly-arrived Tax Collector did was "Fill Pond"! Perhaps he's bored because I turned the economy off? -- [[User:Raumkraut|Raumkraut]] 14:21, 3 April 2008 (EDT)<br />
<br />
:"Fill Pond" is a job that any dwarf will do, no matter what labors they have enabled. Other jobs like that are Haul Item to Depot and Pull Lever. [[User:Bouchart|Bouchart]] 21:58, 5 April 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Mechanical_logic&diff=4297340d Talk:Mechanical logic2008-07-07T09:29:49Z<p>AlexChurchill: /* Diagram Colour */ I think it'd help</p>
<hr />
<div>This should be merged into [[computing]]. [[User:VengefulDonut|VengefulDonut]] 09:28, 2 July 2008 (EDT)<br />
<br />
I made it as a separate article because it seemed rather large, and I wanted to avoid swamping the computing thread, which covers all kinds of computing, with a massive amount of mechanical-only stuff. Perhaps this page should be linked to by computing, instead? --[[User:Sukasa|Sukasa]] 18:35, 4 July 2008 (EDT)<br />
<br />
Also, the diagrams aren't clear. I suggest using {{[[template:RT|RT]]}} or {{[[template:qd|qd]]}}. [[User:VengefulDonut|VengefulDonut]] 09:30, 2 July 2008 (EDT)<br />
<br />
I'll do that, thanks. --[[User:Sukasa|Sukasa]] 18:35, 4 July 2008 (EDT)<br />
<br />
== Diagram Colour ==<br />
<br />
okay, just to maintain a clear colour scheme for anyone else who's making a Qd version of the diagrams...<br />
<br />
The Three primary colours are either for the first three inputs, or two inputs and the output if there are few enough inputs.<br />
The Three two-colour combinations (Purple, Yellow, and Teal) are for the next three inputs, or outputs.<br />
White or greyscale colours should be avoided, as they are too similar to the rest of the diagram.<br />
<br />
heh, I know these are somewhat hard-to-read, and for the adder, there aren't enough colours, but if for everything else we try and follow this, it should make it a little easier to read. Lastly, in the memory logic devices, just colour D as if it were an input. thanks to anyone who helps :D --[[User:Sukasa|Sukasa]] 18:52, 4 July 2008 (EDT)<br />
<br />
:IMO, It would be easier on you (for making the diagrams) and easier on others (for reading the diagrams) to leave them uncolored. [[User:VengefulDonut|VengefulDonut]] 19:41, 4 July 2008 (EDT)<br />
::FWIW, I think the diagrams are pretty much incomprehensible at the moment; I think colour would help. --[[User:AlexChurchill|AlexChurchill]] 05:29, 7 July 2008 (EDT)<br />
:Also, I think the diagrams would be much clearer if the graphics were presented as closely as possible to game graphics - using a lowercase o for an unlinked gearbox is very confusing. In fact, I think your OR gate is an AND gate and vice versa. [[User:VengefulDonut|VengefulDonut]] 19:49, 4 July 2008 (EDT)<br />
<br />
::The problem, then, however, is that for some of the more complicated gates, and definitely for the memory gates, that it becomes very difficult to know which gearboxes are supposed to be linked to, and which ones are supposed to sit there and spin when powered.<br />
::Also, heh, I know those are confusing. The gates themselves operate on a sort of backwards logic, so even I find it easiest just to look at it and say "okay, I figured this out a while ago. just use the gate, that'll be easiest to think with"--[[User:Sukasa|Sukasa]] 23:04, 6 July 2008 (EDT)<br />
<br />
== Not gates ==<br />
<br />
Since this article makes no mention of a machine-logic way to create a NOT gate, I don't think it is worth mentioning any of the machine derivatives of NOT gates either. The only NOT gate provided is a water logic gate, which is described on SL's water logic page. It's also trivial enough to set up a NOT gate before an input to make an AND NOT, a NAND, or a NOR using a normal gate coupled with a NOT that those aren't worth mentioning with or without a machine logic NOT gate available. [[User:VengefulDonut|VengefulDonut]] 19:54, 4 July 2008 (EDT)<br />
<br />
:"NOT or BUFFER" is listed down slightly, unless you mean before the article was merged >_> --[[User:Sukasa|Sukasa]] 23:05, 6 July 2008 (EDT)<br />
<br />
== Clocked Logic ==<br />
<br />
We could use some more Clocked Logic designs, since there aren't very many right now. Anybody up for designing a few?--[[User:Sukasa|Sukasa]] 23:15, 6 July 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Furniture&diff=1219340d:Furniture2008-07-07T09:22:50Z<p>AlexChurchill: "siege ammo" is incorrect, as stone for catapults isn't stored in furniture stockpiles. Correcting to "ballista arrows"</p>
<hr />
<div>'''Furniture''' refers to a variety of different items created at a variety of [[workshop]]s. All furniture has a practical use in your fortress. <br />
<br />
When starting a fortress most furniture will usually be made in your [[Mason's workshop]] or [[Carpenter's workshop]]. [[Bed]]s can only be created at the carpenter's workshop.<br />
<br />
Furniture is produced at a workshop through its {{key|q}} menu.<br />
<br />
The function {{k|b}}uild is not only used for building walls and the like but also for ''placing'' items like beds, tables and chairs in your fortress. An building (producing) order requires the {{k|q}}ueue command, selecting a workshop, and selecting {{k|a}}dd task. Most furniture must be placed before it can be used.<br />
<br />
When you try to build a bed/door/chair and it says 'needs bed/door/chair', that means none is available from a stockpile, not that there is a problem with producing one.<br />
<br />
{| cellspacing=5 cellpadding=10<br />
|-<br />
!colspan=3|Furniture/Siege ammo <br>{{version|0.27.176.38c}}<br />
! <br />
:Other items <br>used in {{k|b}}uildings<br />
|-<br />
|valign=top|<br />
:[[Anvil]]<br />
:[[Armor stand]]<br />
:[[Ballista arrow head]]<br />
:[[Ballista arrow]]<br />
:[[Ballista part]]<br />
:[[Barrel]]<br />
:[[Bed]]<br />
:[[Bin]]<br />
:[[Box|Boxes]] and [[bag]]s<br />
:[[Bucket]]<br />
:[[Cabinet]]<br />
:[[Cage]]<br />
|valign=top|<br />
:[[Catapult part]]<br />
:[[Chain]]<br />
:[[Chair]]<br />
:[[Chest]]<br />
:[[Coffin]]<br />
:[[Door]]<br />
:[[Floodgate]]<br />
:[[Grate]]<br />
:[[Hatch cover]]<br />
:[[Mechanism]]<br />
|valign=top|<br />
:[[Millstone]]<br />
:[[Pipe|Pipe section]]<br />
:[[Quern]]<br />
:[[Statue]]<br />
:[[Sarcophagus]]<br />
:[[Table]]<br />
:[[Throne]]<br />
:[[Weapon rack]]<br />
:[[Window]]<br />
|valign=top|<br />
:[[Animal trap]]<br />
:[[Blocks]]<br />
:[[Bars]]<br />
:[[Screw trap]]<br />
:[[Log]]s<br />
|}<br />
<br />
{{Buildings FAQ}}<br />
<br />
[[Category:Furniture| ]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&diff=1368440d Talk:Floodgate2008-07-04T16:39:07Z<p>AlexChurchill: /* Placement and seeing it work */ replies</p>
<hr />
<div>... but only '''stone''' and metal will hold back magma.<br />
<br />
Is this true? In the last version only steel was strong enough to contain magma. --[[User:Mizipzor|Mizipzor]] 15:29, 1 November 2007 (EDT)<br />
<br />
: Well, my dolomite floodgates were enough to hold magma. So stone floodgates are capable of holding magma. Dunnoe about wooden ones though. [[User:Noctis|Noctis]] 15:59, 1 November 2007 (EDT)<br />
<br />
:Not true. I used stone floodgates all the time with magma in the last version. --[[User:RedKing|RedKing]] 00:52, 2 November 2007 (EDT)<br />
<br />
::Perhaps the confusion comes from the fact that you needed steel to bridge over magma --[[User:Moller|Moller]] 02:11, 2 November 2007 (EDT)<br />
<br />
:::Alright, the dolomite floodgates that I've mentioned earlier seem to have disappeared, presumably melted away. Thus I'm led to belive that only steel(or better) floodgates are capable of holding magma now. [[User:Noctis|Noctis]] 09:29, 3 November 2007 (EDT)<br />
<br />
::::From what I've seen stone floodgates are, at the moment, one use like the steel ones listed in the article...but for different reasons. A closed stone floodgate will hold back magma indefinitely (probably for the same reason that the normal stone walls hold magma as they do), but once you link and open it the magma enters the same tile and turns any stone into it's molten counterpart. This means both your stone floodgate and stone mechanism are turned to slag and eventually lost to the magma forever. I would bet that the steel floodgates are still there, but forever locked in their open state since your mechanism just got turned to goo and you can no longer select the flood gate from the lever's link menu. Perhaps [[Bauxite|Bauxite]] might be able to survive the magma, but I need to find some first in order to test that theory.{{version|0.27.169.33b}} --[[User:TheUbie|TheUbie]] 04:28, 19 November 2007 (EST)<br />
::Interestingly enough, I do believe dolomite has a high melting point and is somewhat heat resistant...<br />
<br />
----<br />
<br />
Interesting note, floodgates seem to take approximately 100 steps to open after activation, from my experimentation. Maybe this could be used in the article somehow? <br />
[[User:NullAshton|NullAshton]] 23:51, 1 January 2008 (EST)<br />
<br />
:Ooh, interesting. Exactly the same amount as a bridge. --[[User:Savok|Savok]] 20:36, 11 June 2008 (EDT)<br />
<br />
== opening and closing ==<br />
<br />
do I '''have''' to use a lever to open and close a floodgate? Early on - I have a room next to a river - I want to put a floodgate in the corridor and "bucket fill" a "pond" from the outside.<br />
<br />
will this plan work or do I '''need''' a lever?[[User:GarrieIrons|GarrieIrons]] 01:55, 5 January 2008 (EST)<br />
<br />
:You need some kind of machine to trigger it, yes. Pressure plates work as well. --[[User:N9103|Edward]] 06:20, 5 January 2008 (EST)<br />
<br />
== Construction ==<br />
<br />
All right... I have a 1-wide channel, with a floodgate "placed" not "built" somewhere along it.<br />
Access is from a stair to the right.<br />
No matter if I put the build command closer to the stair, or further away from the stair, the dwarves seem to build the floodgate so that it cuts off their exit! WTF is one to do here? I keep ordering the dwarf that just built the floodgate to remove it so they can get out again.[[User:GarrieIrons|GarrieIrons]] 23:34, 2 February 2008 (EST)<br />
<br />
:Hook it to a mechanism and open it. --[[User:Ikkonoishi|Ikkonoishi]] 00:59, 3 February 2008 (EST)<br />
<br />
::Yeah well when I get a mechanic that is the general plan ;) but right now it's sitting in the middle of a channel while I prey for more immigrants before all of my dwarves die of thirst![[User:GarrieIrons|GarrieIrons]] 01:48, 3 February 2008 (EST)<br />
<br />
:::All right, I have opening and closing floodgates now.[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)<br />
<br />
::::Would you mind posting a pic of your setup? I'm a mite confused on this also....[[User:Holyfool|Holyfool]] 22:38, 3 February 2008 (EST)<br />
<br />
== River crossings ==<br />
<br />
I can dam/divert a river with floodgates I hope. <br />
If I dig a channel 1 z-level down, then build a wall, the top is a floor I can walk across. Why isn't the top of a floodgate a floor? it is silly that I have to build a floodgate then a bridge as well, and connect them to the same lever, if I want a floodgate I can walk over. (in real life even a simple drop-board weir - which is pretty mcuh a timber floodgate - can be walked over so that you can put the boards in and out).[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)<br />
:PS. I am diverting my brook by digging a channel through it while it is frozen then building a series of floodgates in the resulting channel. I guess this will work (here's for trying) but how would one divert a river?[[User:GarrieIrons|GarrieIrons]] 07:47, 5 February 2008 (EST)<br />
<br />
::Non-freezing? Very difficult to get to work properly, dependent on the terrain of course. Basically, you'd have to dig quite a large pond/lake for the river to fill while scrambling like mad to get those dwarves to install all the floodgates or build the walls before the flow into the lake slows enough for construction-blocking waterlevels to start flowing again. Definitely suggest a stockpile immediately adjacent to the closest entry point to the downstream side of the dam to hopefully avoid a waste of time if only one or two dwarves get their lazy butts over to the work that needs to be done! As for freezing; well, that's always been child's play, and I always wonder why people bother asking someone "if the map they're on freezes," anytime someone says they need help trying to dam a flow. ;) --[[User:N9103|Edward]] 09:30, 5 February 2008 (EST)<br />
<br />
:Well, I have dug a channel in the ice. There are some boulders left behind as well as it seems some ice blocks. I think these will be off to make a pond as ice hauling seems much more efficient to me than bucket hauling?<br />
:But anyway, the channel is all marked as "blocked" when I try to build floodgates. Will see what it's like when the ice blocks are all gone.[[User:GarrieIrons|GarrieIrons]] 06:40, 6 February 2008 (EST)<br />
<br />
== Floodgate swept away ==<br />
<br />
With version 38a I noticed that floodgates can be swept away by molten rock which is pushed by the flowing lava. I don't know if this also happend with earlier versions since this was the first time, because of lack of fule and wood, that I actually used magma.<br />
Somebody should probably mention in the article that it is advisable to remove rocks from the magma channel to prevent this. [[User:Buckermann|Buckermann]] 11:53, 9 February 2008 (EST)<br />
<br />
:The floodgate was verified beforehand to have been built, and not simply dropped and forgotten? --[[User:N9103|Edward]] 07:39, 13 February 2008 (EST)<br />
<br />
::I'm quite sure that it was build, and not just dropped. It was even connected to a lever and was working. For a short time at least... And I'm also quite sure that I used Bauxit mechanism for it. [[User:Buckermann|Buckermann]] 09:53, 13 February 2008 (EST)<br />
<br />
:::A non-bauxite mech. would be my next point of inquiry, and just to make sure we're not missing the obvious, the floodgate itself was magma-proof? --[[User:N9103|Edward]] 04:14, 14 February 2008 (EST)<br />
::::Yes, the floodgate too was made of Bauxit, and it is still visible in my magma silo. ([http://i162.photobucket.com/albums/t243/TaBu-NiW/magmachamber.png?t=1203005405 Link to image]) [[User:Buckermann|Buckermann]] 11:11, 14 February 2008 (EST)<br />
:::::Can you reproduce this? [[User:VengefulDonut|VengefulDonut]] 12:21, 14 February 2008 (EST)<br />
::::::No. I tried a few times to reproduce this, but never succeeded. Probably I just forgot to use bauxit mechanism the first time. Though, I would have sworn that I did. [[User:Buckermann|Buckermann]] 20:14, 8 March 2008 (EST)<br />
<br />
== No Access ==<br />
<br />
I dug a diagonal tunnel towards a water source and I wanted to put a floodgate inside it - and one on the end where my farm will be - to create a reservoir. But I get the message, "no access" when I try to build the floodgate inside the tunnel. Apparently floodgates can only be placed when there is horizontal or vertical access to the square? (I planned to connect a lever to it so I don't need to stand next to it.)<br /><br />
That does indeed seem to be the case. I was able to place one in the middle of a horizontal tunnel but not in a diagonal one. I dug an extra square (ruining my perfect symmetry with an ugly dogleg :)) and was able to put the floodgate inside my diagonal tunnel. --[[User:Danny Rathjens|Danny Rathjens]] 01:15, 6 April 2008 (EDT)<br />
<br />
== bug? ==<br />
<br />
i wanted to water some rock below my fortress with the water from my moat, so i built a setup like this:<br />
..~.<br><br />
..x.<br><br />
.> . surface level -1<br><br />
..x.<br><br />
..~.<br><br />
<br />
....<br><br />
.< x surface level -2<br><br />
....<br><br />
<br />
basically, the idea was that the area between the floodgates on the top level would fill with water, BUT while the top two were open, the bottom one would be closed. so i hooked up the top two to a lever, pulled it, built the third floodgate, linked that to the lever. so now my top two gates are open, and the bottom one closed. this would make sure that only the amount of water i wanted would go onto my plot. however, when i next pulled the lever, the top two closed, but the bottom one didnt open. i pulled it again and all 3 opened. so dont go doing this yourself, use two levers instead of 1. [[User:Twiggie|Twiggie]] 12:09, 16 May 2008 (EDT)<br />
<br />
::This is intended. Levers have an "on" and an "off" state. Pulling them switches the lever state and updates all connected constructions to the new state. --[[User:Doniazade|Doniazade]] 12:47, 16 May 2008 (EDT)<br />
<br />
== A Question on Flow and Floodgates ==<br />
<br />
So I had my two-[[floodgate]] system for letting [[magma]] into the trench below my smelting and forging rooms, each floodgate hooked up to a separate [[lever]]. The 'downstream' gate was right next to the [[ramp]] down which the magma was meant to [[flow]]. The upstream floodgate worked fine, and the magma went into the trench fine, but when I attempted to close the downstream gate, it re-appeared at the bottom of the channel. Was it swept away by the flow as it was trying to close? What happened there? --[[User:Zombiejustice|Zombiejustice]] 19:21, 11 June 2008 (EDT)<br />
<br />
:What material was the floodgate made out of? What material were the mechanisms made out of? It seems that the magma melted something and deconstructed the floodgate. --[[User:Savok|Savok]] 20:36, 11 June 2008 (EDT)<br />
<br />
::It looks like this was answered higher on this page: The floodgate was made of bauxite, but the mechanism was not and must have melted once the gate was opened. Should really have seen that coming, I guess. Well, only a few rooms are full of magma, I'm sure it'll cool in a month or two. Lesson learned. --[[User:Zombiejustice|Zombiejustice]] 22:19, 11 June 2008 (EDT)<br />
<br />
== Placement and seeing it work ==<br />
<br />
I'm not sure if my flood gate is working. Once you place it, is it able to block water already or only after you connect a lever and pull it? It doesn't move in the z-axis? I'm not sure if it goes up or down from placement like if I had to dig and extra level down below them in order to get it move. I'm sure it just blocks one z-level of water right?--[[User:Seaneat|Seaneat]] 10:18, 4 July 2008 (EDT)<br />
:They start working as soon as they're built. They block water and dwarves, which can lead to a dwarf being trapped behind the floodgate until you ''very quickly'' get another dwarf to built a lever, connect it to the floodgate, and pull it, to open the floodgate. When they're opened, like bridges, they don't occupy a different z-level position - they just disappear. It only blocks one z-level of water, yes. --[[User:AlexChurchill|AlexChurchill]] 12:39, 4 July 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Magma_glass_furnace&diff=2900140d:Magma glass furnace2008-07-01T16:26:07Z<p>AlexChurchill: fix typo</p>
<hr />
<div>{{Furnace|name=Magma glass furnace|key=g|job=[[Glassmaking]]<br />
|construction=<br />
1 of<br />
* [[Stone]]<br />
* [[Block]]<br />
|construction_job=<br />
* [[Glassmaking]]<br />
|use=<br />
* [[Sand]] [[bag]]<br />
* [[Pearlash]]<br />
* Raw [[rock crystal]]<br />
|production=<br />
* Raw green [[glass]]<br />
* Raw clear [[glass]]<br />
* Raw crystal [[glass]]<br />
* [[Vial]]s<br />
* [[Trap]] [[weapon]]s<br />
* [[Window]]s<br />
* [[Furniture]]<br />
* [[Crafts]]<br />
* [[Block]]s<br />
}}<br />
<br />
'''Glass furnaces''' are used to make raw [[glass]] (a [[gem]]), [[block]]s, and [[furniture]] items. All furniture made at a glass furnace can alternatively be made out of either [[metal]], [[stone]] or [[wood]], with the exception of [[window]]s, which can be made from gems. Glass furnaces can make craft goods, and [[vial]]s used to make extracts. Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].<br />
<br />
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires [[sand]], clear glass requires sand and [[pearlash]], and crystal glass requires raw [[rock crystal]]s and pearlash. Raw rock crystals are a type of gem and are usually very difficult to find.<br />
<br />
Many of the names of glass furniture are different. A glass [[door]] is called a portal, and a glass [[coffer]] is called a box.<br />
<br />
Glass furnaces are also needed to issue the "collect sand" order. This requires an empty [[bag]], an Item Hauler, and a [[Activity_zone|zone]] designated for sand collection.<br />
<br />
Not all maps have a source of sand, and sand may not be imported. Raw or cut glass may not be imported. Raw crystal glass may not be imported. Foreign merchants never have glass furniture for sale.<br />
<br />
{{Buildings}}<br />
{{Workshops}}<br />
[[Category:Buildings]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Magma_glass_furnace&diff=2900040d:Magma glass furnace2008-07-01T16:25:36Z<p>AlexChurchill: clarify that you don't make metal/stone/wood furniture at a glass furnace</p>
<hr />
<div>{{Furnace|name=Magma glass furnace|key=g|job=[[Glassmaking]]<br />
|construction=<br />
1 of<br />
* [[Stone]]<br />
* [[Block]]<br />
|construction_job=<br />
* [[Glassmaking]]<br />
|use=<br />
* [[Sand]] [[bag]]<br />
* [[Pearlash]]<br />
* Raw [[rock crystal]]<br />
|production=<br />
* Raw green [[glass]]<br />
* Raw clear [[glass]]<br />
* Raw crystal [[glass]]<br />
* [[Vial]]s<br />
* [[Trap]] [[weapon]]s<br />
* [[Window]]s<br />
* [[Furniture]]<br />
* [[Crafts]]<br />
* [[Block]]s<br />
}}<br />
<br />
'''Glass furnaces''' are used to make raw [[glass]] (a [[gem]]), [[block]]s, and [[furniture]] items. All furniture made at a glass furnace can alternatively be made out of either [[metal]], [[stone]] or [[wood]], with the exception of [[window]]s, which can be made from gems. Glass furnaces can make craft goods, and [[vial]]s used to make extracts. Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].<br />
<br />
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires [[sand]], clear glass requires sand and [[pearlash]], and crystal glass requires raw [[rock crystal]]s and pearlash. Raw rock crystals are a type of gem and are usually very difficult to find.<br />
<br />
Many of the names of glass furniture are different. A glass [[door]] is called a portal, and a glass [[coffer]] is called a box.<br />
<br />
Glass furnaces are also needed to issue the "collect sand" order. This requires an empty [[bag]], and Item Hauler, and a [[Activity_zone|zone]] designated for sand collection.<br />
<br />
Not all maps have a source of sand, and sand may not be imported. Raw or cut glass may not be imported. Raw crystal glass may not be imported. Foreign merchants never have glass furniture for sale.<br />
<br />
{{Buildings}}<br />
{{Workshops}}<br />
[[Category:Buildings]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Manager&diff=1342440d:Manager2008-07-01T13:53:45Z<p>AlexChurchill: /* Room requirements and consolidating nobles */ works for me</p>
<hr />
<div>{{Noble<br />
| noble=Manager<br />
| office=Meager Office<br />
| function=<br />
* Manage bulk job orders<br />
}}<br />
The Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.<br />
<br />
When chosing a dwarf for the position the following skills are also listed as relevant:<br />
<br />
* [[Comedian]]<br />
* [[Consoler]] <br />
* [[Flatterer]]<br />
* [[Intimidator]]<br />
* [[Judge of intent]]<br />
* [[Liar]]<br />
* [[Negotiator]]<br />
* [[Pacifier]]<br />
* [[Persuader]]<br />
<br />
If this position is left vacant, the Manager screen at {{K|j}} -> {{K|m}} says "A manager is required to coordinate work orders", which seems to imply that they will not be performed. Without a manager the 'Workshop {{K|P}}rofile' option won't be available on workshops.<br />
<br />
== Changing name ==<br />
<br />
As the population of the outpost increases, the name of the Manager's job title also changes:<br />
<br />
* Outpost Manager: <20 dwarves<br />
* Hamlet Manager: 20+ dwarves<br />
* Village Manager: 50+ dwarves{{verify}}<br />
* Town Manager: 80+ dwarves{{verify}}<br />
* City Manager: ???{{verify}}<br />
* Metropolis Manager: 150+ dwarves{{verify}}<br />
<br />
== Setting up work orders ==<br />
<br />
The Manager screen ({{k|u}}{{k|m}} or {{k|j}}{{k|m}}) allows you to set up work orders. This can be handy if you want to specify a precise number of items to be created, more than the few that will fit in a workshop's queue, but not just an indefinite amount, as you'd get by specifying a workshop task as a repeating task. It can also be useful because, although work orders will still be canceled if the raw materials aren't currently available, they will be added back to the workshop queue regularly until the order is finished.<br />
<br />
== Approval of work orders ==<br />
<br />
When the Manager presides over an Outpost that has less than 20 dwarves, the {{K|j}}ob {{K|m}}anager screen allows all orders to be assigned automatically; the game simply abstracts out the order management and the Manager probably just discusses the jobs while everyone is downing their [[dwarven ale|ale]].<br />
<br />
However, upon becoming a Hamlet Manager, the Manager must personally verify each and every task on the manager screen; by that time, the population has grown significantly enough that the Manager must devote at least some of his time to bureaucracy. The Manager then requires an [[Office]] to perform his or her duties.<br />
<br />
The manager screen displays the tasks the Manager has approved with a green check mark, and displays the tasks the Manager has not yet approved with a red X. Approving these tasks occurs in the Manager's Office: the Manager receives a task automatically and, after spending a short amount of time scribbling furiously, the order is approved and the craftsdwarves can get to work! Naturally, the Manager cannot be otherwise busy or else he won't be able to approve the orders. The time taken to approve the order is dependent on the Manager's [[Organizer]] skill.<br />
<br />
== Room requirements and consolidating nobles ==<br />
<br />
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables. For this reason, it may be advisable to assign them a small, personal dining room, or just build a table in their office by the chair.<br />
* The manager has the same room and furniture requirements as the [[broker]] and [[bookkeeper]]. Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.<br />
<br />
[[Category:Nobles]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=List_of_workshops&diff=26209List of workshops2008-06-24T11:24:12Z<p>AlexChurchill: exclude from the category</p>
<hr />
<div>#REDIRECT [[:Category:Workshops]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Barracks&diff=1577540d Talk:Barracks2008-06-20T11:03:35Z<p>AlexChurchill: </p>
<hr />
<div>The page is listed under the 'buildings' box that has been placed on several pages, so I thought I'd make it. If someone thinks it overlaps with [[bedroom]], feel free to slap on a del tag, just be sure to edit the 'buildings' box too.[[User:Thexor|Thexor]] 00:32, 3 November 2007 (EDT)<br />
<br />
So i defined a barracks via bed, have 2 soldiers - what more do i need to make them spar? --[[User:Koltom|Koltom]] 18:07, 11 February 2008 (EST)<br />
:Is their squad on duty? They'll only spar if the squad is "standing down". See the [[Sparring]] article for more details. --[[User:AlexChurchill|AlexChurchill]] 07:03, 20 June 2008 (EDT)<br />
<br />
I am starting to notice that my dwarves are only going to spar in the barracks two at a time regardless of size. Is this right? [[User:MikeWulf|MikeWulf]] 11:01, 24 May 2008 (EDT)<br />
:I'm looking at three pairs of sparring soldiers in my only (rather big) baracks.--[[User:Dorten|Dorten]] 23:18, 19 June 2008 (EDT)<br />
<br />
The 4x4 minimum size designation is not true for 33c at least. I saw multiple times my soldiers sparring in a 3x3 room with 3 pieces of furniture in it (If they tumble around while sparring it could be true though, since it was across the hall from the main big barracks). As for the "not sparring" question, I think they need to have different job names. Like wrestler and marksman, or Elite marksman and marksman (not sure about last one).<br />
--[[User:Nonickch|Nonickch]] 13:27, 19 June 2008 (EDT)<br />
:That's not true about needing different job names - they could never get started if that were the case, since military dwarves start off as Recruits. (Well, unless you get immigrant soldiers. But I was able to get some Swordsdwarves and Wrestlers having started them all as Recruits.) --[[User:AlexChurchill|AlexChurchill]] 07:03, 20 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Still&diff=1459540d:Still2008-06-20T10:55:18Z<p>AlexChurchill: the list of drinks was incomplete. Expand and hyperlink it</p>
<hr />
<div>{{Workshop|name=Still|key=l|job=Brewing<br />
|construction=<br />
1 of<br />
* [[Block]]<br />
* [[Stone]]<br />
* [[Wood]]<br />
|construction_job=<br />
1 of<br />
* [[Brewing]]<br />
* [[Plant Gathering]]<br />
|use=<br />
* [[Barrel]]<br />
* [[Bloated tuber]]<br />
* [[Cave wheat]]<br />
* [[Fisher berry]]<br />
* [[Kobold bulb]]<br />
* [[Longland grass]]<br />
* [[Muck root]]<br />
* [[Plump helmet]]<br />
* [[Pig tail]]<br />
* [[Prickle berry]]<br />
* [[Rat weed]]<br />
* [[Rope reed]]<br />
* [[Sliver barb]]<br />
* [[Sun berry]]<br />
* [[Sweet pod]]<br />
* [[Wild strawberry]]<br />
* [[Whip vine]]<br />
|production=<br />
* [[Dwarven ale]]<br />
* [[Dwarven beer]]<br />
* [[Dwarven rum]]<br />
* [[Dwarven wine]]<br />
* [[Sunshine]]<br />
* [[Whip wine]]<br />
* [[River spirits]]<br />
* [[Fisher berry wine]]<br />
* [[Longland beer]]<br />
* [[Strawberry wine]]<br />
* [[Tuber beer]]<br />
* [[Prickle berry wine]]<br />
* [[Sewer brew]]<br />
* [[Gutter cruor]]<br />
* [[Swamp whiskey]]<br />
}}<br />
<br />
The still is an important building for any dwarven settlement as it is common knowledge that no dwarf can last long without [[alcohol]].<br />
<br />
The still allows you to do two tasks:<br />
* {{K|b}} Brew a drink<br />
* {{K|e}} Extract plant essence<br />
<br />
Brewing [[alcohol]] requires a brewable item (most [[crops]] from your farms as well as most gathered plants can be used) and an empty [[barrel]]. You can define which plants may be brewed from the Overall Status menu ({{k|z}}) under kitchen. Note that when making barrels for brewing, they will often be taken for use as food storage instead. Thus, it may be best to wait until winter, when food production drops, to produce barrels for brewing. It may also be helpful to reserve a few barrels in the stockpiles menu ({{k|p}}).<br />
<br />
Every unit of plant brewed at a still produces 5 units of alcohol. A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.<br />
<br />
{{Workshops}}<br />
[[Category:Workshops]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Sun_berry&diff=1603840d:Sun berry2008-06-20T10:50:42Z<p>AlexChurchill: link to sunshine</p>
<hr />
<div>{{Crop|color=#FF0|seed_color=#999|character=:|name=Sun berry|seed=Sun berry Seed|edible=Yes|cookable=Yes|alcohol=[[Sunshine]]|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Aboveground wet not freezing good|uses=<br />
* [[Food]]<br />
* [[Alcohol]]<br />
|other_products=<br />
<div style="text-align: center">''None''</div><br />
}}<br />
<br />
'''Sun Berries'''<br />
<br />
Sun berries are unimpressive little things, not very tasty, and they only grow in good areas, where [[unicorn|the one-horned menace]] flourishes. Sun berries must also be found in wet areas, such as next to a [[river]] or pool of [[water]]. For all this trouble, however, sun berries produce [[sunshine]] when brewed, which is the most valuable booze in the game.<br />
<br />
Sun berries can also occasionally be obtained from elven [[caravan]]s.<br />
<br />
<br />Value: 2<br />
<br />Drink value: 5<br />
<br />Seasons: All<br />
<br />
<br />
[[Category:Crops]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=Dwarf_cancels_Store_Item:_Job_item_misplaced&diff=42224Dwarf cancels Store Item: Job item misplaced2008-06-19T12:40:57Z<p>AlexChurchill: forbidding</p>
<hr />
<div>This may be related to moving bins and barrels around, for instance if a bin has been taken to the depot, and a dwarf tries to store an item in it back at its original stockpile.{{verify}}<br />
<br />
This error message is also given if you [[forbid]] the item that a dwarf was about to pick up.<br />
<br />
{{Errors FAQ}}</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&diff=3850540d Talk:Bed2008-06-17T16:35:09Z<p>AlexChurchill: </p>
<hr />
<div>==Dwarves not using beds==<br />
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)<br />
<br />
Hunters never seem to use beds. If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there. [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)<br />
<br />
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)<br />
<br />
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)<br />
<br />
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go "Eh, screw it." and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)<br />
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)<br />
<br />
::Usually that's because you don't have enough beds. Otherwise, just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)<br />
:::Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)<br />
::::As far as I know, dwarves will usually seek beds with the following preference; Their own assigned bed, Unassigned bed (in bedroom), Barracks-owned bed, Beds that have been built but not assigned to any room, the floor. --[[User:AlexFili|AlexFili]] 07:02, 17 June 2008 (EDT)<br />
:::So no current explanation for why a dwarf with an assigned bed would decide to sleep in his workshop. Anyone else got any explanations for this? --[[User:AlexChurchill|AlexChurchill]] 12:35, 17 June 2008 (EDT)<br />
<br />
==Occupied==<br />
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)<br />
<br />
== Hospital beds? ==<br />
<br />
It is confirmed that dwarves use "hospital" beds in the current version?<br />
<br />
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to "rest" in his own, normal bed. He is being given food and water, though.<br />
<br />
:I'm not certain what you mean by "Hospital beds". However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)<br />
<br />
::I mean exactly what the article says: "Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them." If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed. -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)<br />
<br />
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured. I don't know about recovery time though, it was a brainpan injury. A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)<br />
<br />
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled "head", a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)<br />
<br />
::::: We need a Chiropractor class to replace Fish Dissector. Then he can help cure spinal problems in dwarves. --[[User:AlexFili|AlexFili]] 07:04, 17 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Manager&diff=1342040d:Manager2008-06-17T16:34:27Z<p>AlexChurchill: add a section on uses, based on the answers I got on the Talk page (thanks!)</p>
<hr />
<div>{{Noble<br />
| noble=Manager<br />
| office=Meager Office<br />
| function=<br />
* Manage bulk job orders<br />
}}<br />
The Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.<br />
<br />
When chosing a dwarf for the position the following skills are also listed as relevant:<br />
<br />
* [[Comedian]]<br />
* [[Consoler]] <br />
* [[Flatterer]]<br />
* [[Intimidator]]<br />
* [[Judge of intent]]<br />
* [[Liar]]<br />
* [[Negotiator]]<br />
* [[Pacifier]]<br />
* [[Persuader]]<br />
<br />
If this position is left vacant, the Manager screen at {{K|j}} -> {{K|m}} says "A manager is required to coordinate work orders", which seems to imply that they will not be performed.<br />
<br />
== Changing name ==<br />
<br />
As the population of the outpost increases, the name of the Manager's job title also changes:<br />
<br />
* Outpost Manager: <20 dwarves<br />
* Hamlet Manager: 20+ dwarves<br />
* Village Manager: 50+ dwarves{{verify}}<br />
* Town Manager: 100+ dwarves{{verify}}<br />
* City Manager: ???{{verify}}<br />
* Metropolis Manager: 150+ dwarves{{verify}}<br />
<br />
== Setting up work orders ==<br />
<br />
The Manager screen at {{K|j}} -> {{K|m}} allows you to set up work orders. This can be handy if you want to specify a precise number of items to be created, more than the few that will fit in a workshop's queue, but not just an unlimited amount (as you'd get by specifying a workshop task as a repeating task). It can also be useful because work orders won't be cancelled if the raw materials aren't currently available. They'll just sit there in the Manager screen waiting for the conditions to be met so that they can eventually be filled.<br />
<br />
== Approval of work orders ==<br />
<br />
When the Manager presides over an Outpost that has less than 20 dwarves, the {{K|j}}ob {{K|m}}anager screen allows all orders to be assigned automatically; the game simply abstracts out the order management and the Manager probably just discusses the jobs while everyone is downing their [[dwarven ale|ale]].<br />
<br />
However, upon becoming a Hamlet Manager, the Manager must personally verify each and every task on the manager screen; by that time, the population has grown significantly enough that the Manager must devote at least some of his time to bureaucracy. The Manager then requires an [[Office]] to perform his or her duties.<br />
<br />
The manager screen displays the tasks the Manager has approved with a green check mark, and displays the tasks the Manager has not yet approved with a red X. Approving these tasks occurs in the Manager's Office: the Manager receives a task automatically and, after spending a short amount of time scribbling furiously, the order is approved and the craftsdwarves can get to work! Naturally, the Manager cannot be otherwise busy or else he won't be able to approve the orders. The time taken to approve the order is dependent on the Manager's [[Organizer]] skill.<br />
<br />
== Room requirements and consolidating nobles ==<br />
<br />
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables. For this reason, it may be advisable to assign them a small, personal dining room.<br />
* The manager has the same room and furniture requirements as the [[broker]] and [[bookkeeper]]. Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.<br />
<br />
[[Category:Nobles]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&diff=3995740d Talk:Manager2008-06-17T14:13:55Z<p>AlexChurchill: </p>
<hr />
<div>Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. [[User:Shoez|Shoez]] 18:46, 11 April 2008 (EDT)<br />
: I would guess that it was because those two tasks in particular require more information than the manager screen is able to handle. Planting seeds is dependent on too many factors; type of plant, suitable season, which farm plot. Felling trees requires the trees to be specifically marked for felling, as there is currently no other way for the game to determine which trees should be cut down ("that copse just outside the goblin fortress looks ideal"...). -- [[User:Raumkraut|Raumkraut]] 21:30, 11 April 2008 (EDT)<br />
<br />
== What's the use? ==<br />
<br />
What's the point in work orders via the manager screen? The only use I've found so far is for glassmaking, to get several batches of ash, then turned into potash, pearlash, and finally glass, without having dwarves cancel the later tasks. But even that seems like it might not fully work. What do people use the manager screen for? --[[User:AlexChurchill|AlexChurchill]] 10:13, 17 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&diff=3995640d Talk:Manager2008-06-17T14:13:43Z<p>AlexChurchill: What's the use?</p>
<hr />
<div>Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. [[User:Shoez|Shoez]] 18:46, 11 April 2008 (EDT)<br />
: I would guess that it was because those two tasks in particular require more information than the manager screen is able to handle. Planting seeds is dependent on too many factors; type of plant, suitable season, which farm plot. Felling trees requires the trees to be specifically marked for felling, as there is currently no other way for the game to determine which trees should be cut down ("that copse just outside the goblin fortress looks ideal"...). -- [[User:Raumkraut|Raumkraut]] 21:30, 11 April 2008 (EDT)<br />
<br />
== What's the use? ==<br />
<br />
What's the point in work orders via the manager screen? The only use I've found so far is for glassmaking, to get several batches of ash, then turned into potash, pearlash, and finally glass, without having dwarves cancel the later tasks. But even that seems like it might not fully work. What do people use the manager screen for? ==[[User:AlexChurchill|AlexChurchill]] 10:13, 17 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Standing_orders&diff=2952940d:Standing orders2008-06-17T13:57:26Z<p>AlexChurchill: clarify the confusing "inside" -> "subterranean"</p>
<hr />
<div>Standing orders that apply to the whole fortress can be accessed with {{K|o}}<br />
<br />
* {{K|i}} Civilians or all dwarves can be ordered to stay indoors, which can save lives in a [[siege]]. Note that "indoors" actually means [[Tile attributes|subterranean]]: any "Inside Above Ground" areas will be forbidden just like "Outside" areas.<br />
* {{K|x}} adjusts the level of job cancellation announcements that are shown<br />
* {{K|a}} toggles whether dwarves will move caged animals to a stockpile<br />
* {{K|f}} toggles whether dwarves will move food to a stockpile<br />
* {{K|u}} toggles whether dwarves will move furniture to a stockpile<br />
* {{K|g}} toggles whether dwarves will move dead dwarves to a stockpile<br />
* {{K|r}} sets [[#refuse orders|refuse orders]]<br />
* {{K|s}} toggles whether dwarves will move stone to a stockpile<br />
* {{K|w}} toggles whether dwarves will move wood to a stockpile<br />
* {{K|m}} toggles whether different types of food can be put in one barrel at a stockpile<br />
* {{K|W}} sets [[#workshop orders|workshop orders]]<br />
* {{K|z}} sets [[#activity zone orders|activity zone orders]]<br />
<br />
===Refuse orders===<br />
Dwarves can do different things with different types of [[refuse]].<br />
You can tell them to ignore refuse altogether {{K|r}} for a smelly fort, or to gather refuse even from outside {{K|o}} which is mainly useful for collecting animals killed by military dwarves (only [[ambusher|hunters]] will return animals they kill).<br />
Each type of refuse can be toggled between "save" (bring to a stockpile) and "dump" (throw in a garbage dump [[activity zone]])<br />
<br />
===Workshop orders===<br />
Many workshops will generate tasks automatically, from this menu you can turn that off for selected workshops.<br />
The [[loom]] and [[clothier's shop]] can be further configured to use only dyed thread/cloth or any type.<br />
Since finished clothing cannot be dyed, this is one way to make sure the clothing is of best quality possible.<br />
<br />
===Activity zone orders===<br />
Fishing and drinking (water source) zones can be set to mandatory here, which can be useful if you need to keep [[fisherdwarf|fisherdwarves]] away from a [[carp]] infested river.</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&diff=3850140d Talk:Bed2008-06-17T10:06:31Z<p>AlexChurchill: /* Dwarves not using beds */</p>
<hr />
<div>==Dwarves not using beds==<br />
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)<br />
<br />
Hunters never seem to use beds. If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there. [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)<br />
<br />
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)<br />
<br />
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)<br />
<br />
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go "Eh, screw it." and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)<br />
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)<br />
<br />
Usually that's because you don't have enough beds. Otherwise, <br />
just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)<br />
:Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)<br />
<br />
==Occupied==<br />
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)<br />
<br />
== Hospital beds? ==<br />
<br />
It is confirmed that dwarves use "hospital" beds in the current version?<br />
<br />
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to "rest" in his own, normal bed. He is being given food and water, though.<br />
<br />
:I'm not certain what you mean by "Hospital beds". However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)<br />
<br />
::I mean exactly what the article says: "Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them." If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed. -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)<br />
<br />
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured. I don't know about recovery time though, it was a brainpan injury. A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)<br />
<br />
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled "head", a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&diff=3849940d Talk:Bed2008-06-16T10:15:43Z<p>AlexChurchill: </p>
<hr />
<div>==Dwarves not using beds==<br />
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)<br />
<br />
Hunters never seem to use beds. If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there. [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)<br />
<br />
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)<br />
<br />
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)<br />
<br />
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go "Eh, screw it." and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)<br />
:But I've seen cases where a dwarf with an assigned bed just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)<br />
<br />
==Occupied==<br />
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)<br />
<br />
== Hospital beds? ==<br />
<br />
It is confirmed that dwarves use "hospital" beds in the current version?<br />
<br />
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to "rest" in his own, normal bed. He is being given food and water, though.<br />
<br />
:I'm not certain what you mean by "Hospital beds". However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)<br />
<br />
::I mean exactly what the article says: "Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them." If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed. -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)<br />
<br />
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured. I don't know about recovery time though, it was a brainpan injury. A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)<br />
<br />
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled "head", a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Refuse&diff=3431840d Talk:Refuse2008-06-16T09:55:23Z<p>AlexChurchill: question: Any tips on making refuse hauling higher priority?</p>
<hr />
<div>==chasm==<br />
Is it possible to use a bottomless chasme as a refuse pit?[[User:GarrieIrons|GarrieIrons]] 08:22, 8 January 2008 (EST)<br />
:Quite possible, and is the intended use for garbage dump zones, as evidenced by the {{k|o}}->{{k|r}} menu that has "Chasm xxx" as opposed to "Dump xxx" or somesuch. Just don't forget that you can't recover anything that gets tossed in there, (i.e. excess stone that you're simply moving out of the way, as opposed to say rotten food or other 'never useful' items.) --[[User:N9103|Edward]] 20:26, 8 January 2008 (EST)<br />
<br />
==Refuse Hauling==<br />
Does anyone have any tips on refuse hauling? I have a refuse pit, quite close to my food stockpile but separated by doors. However, the dwarves will often leave the corpses of vermin lying around my food stockpile, generating [[miasma]] in the food stockpile, when I'd far rather they just cleaned up more quickly. Sometimes it helps to mark the vermin corpses for [[dump]]ing, but I'm not patrolling the food stockpile six times a season to look for corpses! Is there any way to make the dwarves prioritise [[clean]]ing higher? --[[User:AlexChurchill|AlexChurchill]] 05:55, 16 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=Marksdwarf&diff=23574Marksdwarf2008-06-16T09:49:13Z<p>AlexChurchill: add {{verify}} to the "we do not know" statement</p>
<hr />
<div>Armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a [[creature]] while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].<br />
<br />
A '''marksdwarf''' who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow.<br />
<br />
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill. Immigrating and embarking marksdwarves bring their own crossbows and a limited supply of bolts. (25? 40? Differing? We do not know.{{verify}})<br />
<br />
[[Category:Skills]]<br />
[[Category:Military]]<br />
[[Category:Combat Skills]]<br />
[[Category:Jobs]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=Upward_stairway&diff=12468Upward stairway2008-06-13T16:41:53Z<p>AlexChurchill: clarify that the upwards should be on the z-level above. Obvious, but...</p>
<hr />
<div>This will carve an up stair into a wall. Unlike a [[downward stairway]], this cannot be designated on a floor. If no wall is present it can be built using the build interface ({{k|b}}{{k|C}}{{k|u}}).<br />
<br />
== Carving upward stairs ==<br />
<br />
# Press {{k|d}} to open the designate menu.<br />
# Press {{k|u}} to select "Upward Stairway".<br />
# Move the cursor to a position on or near a wall and press {{k|enter}}.<br />
# The spot you marked blinks {{tile|+|#0f0|#000}} indicating where the area you wish to start carving stairs.<br />
# Move the cursor to any position across the area you wish to carve upward stairs and then press {{k|enter}} again. This area must be a non-built wall. Any area of floor or construction will not be selected. Usually, this is just a single tile.<br />
# The wall tiles in the area you defined should blink similar to mining.<br />
# Wait for a dwarf to do the job. For each upward stairway, you will need to designate/build a down stair or up/down stair on the [[z-level]] above.<br />
<br />
== Building upward stairs ==<br />
<br />
# Press {{k|b}} to open the building menu.<br />
# Press {{k|C}}.<br />
# Press {{k|u}} to select "Upward Stairway".<br />
# Move the cursor to a position on a floor or accessable open space and press {{k|enter}}.<br />
# Select a building material from the list (the higher up on the list, the closer the material is to the stairs) and press {{k|enter}} again.<br />
# Wait for a mason to do the job. For each upward stairway, you will need to designate/build a down stair or up/down stair on the [[z-level]] above.<br />
<br />
[[Category:Designations]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Flux&diff=479940d:Flux2008-06-13T16:30:54Z<p>AlexChurchill: </p>
<hr />
<div>Stones which are classified as flux materials can be used in the creation of [[pig iron]] and [[steel]] at a [[smelter]]. They are considered [[economic stone|economic stones]]. Unlike common rock they all have a material value of 2 instead of 1.<br />
<br />
The following materials fit in this reaction class:<br />
*[[Limestone]]<br />
*[[Calcite]]<br />
*[[Dolomite]]<br />
*[[Chalk]]<br />
*[[Marble]]<br />
<br />
Flux is usually found in abundance if present and thus is a preferable building and crafting material over any other stone that has a material value of only 1; rooms, crafts and furniture made from it will therefore have twice the value.<br />
<br />
=== Trading for flux ===<br />
If your map has no flux on it (which is a common situation), then you can request it from the dwarven traders.</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Lye&diff=4252440d Talk:Lye2008-06-12T11:28:41Z<p>AlexChurchill: what's it made *from*?</p>
<hr />
<div>== What from? ==<br />
This page doesn't say what lye is made '''from'''! --[[User:AlexChurchill|AlexChurchill]] 07:28, 12 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&diff=926440d:Known bugs and issues2008-06-12T11:24:29Z<p>AlexChurchill: /* Building Wooden Racks */</p>
<hr />
<div>==Bugfix log for 0.27.169.33g:==<br />
* 12/21/2007: <br />
** Made human pack animals arrive with trade goods properly<br />
** Fixed problem that caused some entities to not use feature materials properly<br />
** Stopped premature starts on mood construction<br />
** Restricted glass requests for moods<br />
** Fixed problem with constructions and subterranean designations<br />
** Changed order of item types on stocks screen<br />
** Fixed problem with stuck soldiers after [[wrestling]] practice<br />
* 12/20/2007: Updated the bring-to-depot interface<br />
* 12/19/2007: <br />
** Made dead ambushers show up on the unit screen<br />
** Displayed region folder above game type choices<br />
** Added init option for pause on load<br />
** Allowed embark rectangle to be 2x2<br />
** Allowed embark rectangle size to be set in init<br />
** Made cage/chain lists show relevant building picture instead of a C<br />
** Disallowed certain predators from the intro text<br />
** Tweaked stuck-in removal text<br />
** Gave occupied cage items/buildings different name text<br />
** Made contained trade items fill out the container<br />
** Made world generation results independent of custom name<br />
** Fixed problem with glaciers melting on load<br />
* 12/18/2007: <br />
** Changed priorities of idle designations<br />
** Changed vermin/pet names in stocks screen<br />
** Changed leader text in status screen<br />
* 12/17/2007: <br />
** Updated embark race name to support non-dwarves.<br />
** Fixed gem typo on stocks screen.<br />
<br />
==Bugfix log for 0.27.169.33f:==<br />
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code<br />
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation<br />
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again<br />
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type<br />
<br />
==Bugfix log for 0.27.169.33e:==<br />
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions<br />
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed<br />
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code<br />
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square<br />
<br />
==Bugfix log for 0.27.169.33d:==<br />
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen<br />
* 11/28/2007: Fixed counteroffer crash<br />
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects<br />
* 11/26/2007: Tweaked depot list sorting<br />
<br />
==Bugfix log for 0.27.169.33c:==<br />
* 11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list<br />
* 11/22/2007: Added categories to item selection in embark<br />
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow<br />
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties<br />
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order<br />
<br />
==Bugfix log for 0.27.169.33b:==<br />
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures<br />
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers<br />
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement<br />
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps<br />
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain<br />
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem<br />
* 11/06/2007: Fixed problem with fortress advancement<br />
* 11/01/2007: Fixed a few typos<br />
<br />
==Bugfix log for 0.27.169.33a:==<br />
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area<br />
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner<br />
* 10/29/2007: Fixed spelling of negotiator<br />
<br />
=Current Bugs=<br />
Check the [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=search&search_forum=6 bay12games forums bug report subforum]] if you find something weird. Please use the search function!<br />
<br />
== Large .==<br />
<br />
I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.<br />
<br />
It costs 40# and has a weight of 6r. The weirdest thing is both it's name and description;<br />
Name: <-large -><br />
Description: This is a well-crafted large .<br />
<br />
As you can see, the game tried to create a large something... but whatever it was didn't exist. Just thought you might like to know. [[User:AlexFili|AlexFili]] 10:30, 7 May 2008 (EDT)<br />
:This... is already known and floats around the known bugs list on the dev pages. --[[User:GreyMario|GreyMario]] 14:06, 7 May 2008 (EDT)<br />
<br />
Oh alright. Just making sure it isn't just me. By the way, the item in question is a gem. Hope that helps. [[User:AlexFili|AlexFili]] 08:09, 8 May 2008 (EDT)<br />
<br />
=Bugs that aren't REALLY bugs=<br />
<br />
== Magma Flow ==<br />
Magma will not flow UP stairs. It will flow DOWN them just fine.<br />
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.<br />
It will however flow up when pumped until it's at the same z-level as the pump.<br />
<br />
== Perfect Swimming ==<br />
"Brook" tiles are treated as floor instead of the open space they're supposed to be. Dwarves, animals, even--that's right--wagons can travel over rivers.<br />
(was this fixed on 0.27.169.33a?)<br />
:This isn't a bug. There's just no good way to represent a shallow river with the current depth system. Think of the water tiles below the brook as being an aquifer of sorts. Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)<br />
::Current version{{version|0.27.176.38c}}, you can actually drop a cave-in on a brook to see what it really is... a floor tile covering up a cavern full of 7/7 water. --[[User:GreyMario|GreyMario]] 14:07, 7 May 2008 (EDT)<br />
<br />
== Milking Issue ==<br />
"(To milk something it has to be carryable, and the only milkable thing you can carry is a purring maggot)".<br />
<br />
Could you not solve this by using the same code you use for the Butcher script? Only this time you keep the animal alive and generate milk, based on the time taken for the worker? [[User:AlexFili|AlexFili]] 11:24, 29 May 2008 (EDT)<br />
<br />
== Building Wooden Racks ==<br />
There is a minor problem with building minor wooden racks. Noobs might be confused because in the build menu it says "Construct wooden Weapon" but it doesn't actually mention the word "rack" anywhere in that. It might fool newbies into making tons of them without realising they are only racks, not actual weapons.<br />
<br />
Since it's extremely obvious that all the carpenter objects are wooden, I'd prefer it to say "Construct weapon rack" to avoid confusing the newbs. --[[User:AlexFili|AlexFili]] 04:30, 10 June 2008 (EDT)<br />
<br />
:... You haven't ever bothered making the menu 2x size with the Tab key? '''MANY''' menu items are truncated when the menu is only single width. This is probably the reason the 2x menu was implemented by T.O. (to accommodate long task names) --[[User:N9103|Edward]] 17:50, 10 June 2008 (EDT)<br />
<br />
::As a newbie, I did in fact think, at first, that it was for building weapons, since I'd seen the chart saying wooden weapons did 50% damage. But when it didn't lead to a menu asking what *kind* of weapon (id est, sword, axe, et cetera), I knew something was up and hit {{k|Tab}} a couple times. Give us newbies some credit, we may be inexperienced (windmills, what?) but we're not necessarily oblivious. --[[User:Zombiejustice|Zombiejustice]] 18:50, 10 June 2008 (EDT)<br />
::I had a similar issue trying to build grates and floor sections out of glass. Until I figured out the {{k|Tab}} key, I'd resort to ordering the construction of a "Clear glass Fl", then look at the Job Screen to see whether it was a Floodgate, a Floor, or whatever :) --[[User:AlexChurchill|AlexChurchill]] 07:24, 12 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Steel&diff=457640d:Steel2008-06-12T11:15:44Z<p>AlexChurchill: clarify the raw materials list</p>
<hr />
<div>{{Alloy3|name=Steel|color=#888|color1=#FFF|tile1=●|color2=#888|color3=#888|bgcolor=#CCC<br />
|recipe=<br />
* 1 [[Iron]] [[bar]]<br />
* 1 [[Pig iron]] [[bar]]<br />
* 1 [[Coke]]<br />
* 1 [[Flux]]<br />
|uses=<br />
* [[weapon|Melee Weapons]]<br />
* [[Crossbow]]s<br />
* [[Bolt]]s<br />
* [[Pick]]s<br />
* [[Armor]]<br />
* [[Anvil]]s<br />
* [[Metalsmith's forge|Metal crafting]]<br />
|properties=<br />
* [[Magma]] proof<br />
* [[Armor|Block]]% 133<br />
* [[Damage]]% 133<br />
* [[Material value]] 30}}<br />
<br />
'''Steel''' can be smelted at a [[smelter]] by a dwarf with the [[furnace operator]] labor activated. It is an extremely durable metal and is highly [[item value|valuable]].<br />
<br />
The method for making steel is unbearably accurate. Steel is one of few [[Magma-safe_materials|materials]] that can resist melting when immersed in magma. Weapons and armor made from steel are 33% stronger than equivalent iron objects.<br />
<br />
==Recipe==<br />
<br />
The recipe for steel is:<br />
* One [[pig iron]] bar<br />
* One [[iron]] bar<br />
* One [[flux]] material<br />
* One carbonaceous material ([[coke]] or [[charcoal]])<br />
<br />
When the above items are combined at a smelter, the product is two bars of steel; the carbon and flux are lost in the reaction, but the pig iron and iron are combined into steel.<br />
<br />
==Production chain==<br />
<br />
In terms of raw materials, the total required to produce the two steel bars is:<br />
* Two units of iron ore, smelted into two iron bars<br />
** One iron bar is smelted into pig iron<br />
** One iron bar is used to produce the steel<br />
* Two flux materials<br />
** One flux material is used to smelt pig iron<br />
** One flux material is used to produce the steel<br />
* Two carbon materials<br />
** One carbon material is used to smelt pig iron<br />
** One carbon material is used to produce the steel.<br />
* Four units of [[fuel]] if not using a [[magma smelter]] (this will usually be the same carbon material as above, for a total of six carbon units required in the non-magma version) <br />
<br />
It will require a total of 4 smelting operations to produce the steel, but the carbon source is also used as the fuel when smelting in a normal [[smelter]]. Thus you require 4 units of [[fuel]] for the entire resource chain. Steel is different from most metals as it will still require fuel even if you are smelting with a [[magma smelter]].<br />
<br />
* Two units of fuel to smelt two units of iron ore into iron bars<br />
* One unit of fuel to smelt one iron bar into pig iron<br />
* One unit of fuel to produce the steel bars<br />
<br />
{| style="border: dotted 1px #66f"<br />
|-<br />
| Iron Ore &times;1<br/><br />
+ Fuel &times;1<br />
| style="padding-right: 48px; padding-left: 12px" | &rarr;<br />
| Iron Bars &times;1<br/><br />
+ Fuel &times;1<br/><br />
+ Carbon &times;1<br/><br />
+ Flux &times;1<br />
| style="padding-right: 36px; padding-left: 12px" | &rarr;<br />
| style="vertical-align: bottom" | Pig Iron &times;1<br />
| &nbsp;<br />
| &nbsp;<br />
|- style="vertical-align: top"|<br />
| &nbsp;<br />
| &nbsp;<br />
| &nbsp;<br />
| &nbsp;<br />
| &nbsp;<br />
| style="padding-right: 48px; padding-left: 12px" | &rarr;<br />
| Steel Bars &times;2<br />
|-<br />
| Iron Ore &times;1<br/><br />
+ Fuel &times;1<br />
| &nbsp;<br />
| align="center"| &rarr;<br />
| &nbsp;<br />
| Iron Bars &times;1<br/><br />
+ Fuel &times;1<br/><br />
+ Carbon &times;1<br/><br />
+ Flux &times;1<br />
| &nbsp;<br />
| &nbsp;<br />
|-<br />
|}<br />
<br />
<br />
[[Category:Metals]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Item_designations&diff=3230340d:Item designations2008-06-11T14:56:35Z<p>AlexChurchill: the hyperlink is the important thing, not the text. It's important for newbies to be able to find the page explaining what "exceptional" *means*.</p>
<hr />
<div>Some items have characters surrounding the name, which is a way to determine certain properties at a glance. <br />
<br />
'''Sword''' Ordinary<br />
<br />
'''-Sword-''' [[Quality|Well-crafted]]<br />
<br />
'''+Sword+''' [[Quality|Finely-crafted]]<br />
<br />
'''*Sword*''' Superior [[quality]]<br />
<br />
'''≡Sword≡''' [[Quality|Exceptional]]<br />
<br />
'''☼Sword☼''' [[Quality|A masterpiece]]<br />
<br />
'''«Sword»''' Improved or [[Decoration|decorated]]<br />
<br />
'''*«Sword»*''' Superior improvement<br />
<br />
'''xSwordx''' ''Showing some wear'' - worth 0.75x<br />
<br />
'''XSwordX''' ''Heavily worn'' or ''threadbare'' - worth 0.5x<br />
<br />
'''XXSwordXX''' ''In tatters'' or ''mangled'' - worth 0.25x<br />
<br />
'''(Sword)''' Not produced on-site, does not count towards wealth<br />
<br />
'''{Sword}''' Unclaimed/[[Forbid]]den<br />
<br />
'''$Sword$''' Property. Taking the object would be stealing (adventure mode).<br />
<br />
'''‼Sword‼''' On [[fire]]<br />
<br />
'''◀Sword►''' Magical (magic is not yet implemented)<br />
<br />
[[Category:Items]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Baron_consort&diff=3103540d:Baron consort2008-06-11T14:54:09Z<p>AlexChurchill: fix grammar</p>
<hr />
<div>{{Noble<br />
| noble=Baron<br />
| quarters=Decent Bedroom<br />
| dining=Decent Dining Room<br />
| tomb=Tomb<br />
| stands=1<br />
| racks=1<br />
| chests=2<br />
| cabinets=1<br />
| arrival=<br />
* Arrives with [[Baron]]<br />
| function=<br />
* Making babies<br />
}}<br />
The consort is the [[baron]]'s or baroness's spouse. They have the same requirements, but do not require an [[office]] or throne room.<br />
<br />
[[Category:Nobles]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Ambush&diff=3644640d:Ambush2008-06-10T12:50:29Z<p>AlexChurchill: /* Civilians */ crosslink to Tower-cap</p>
<hr />
<div>An '''ambush''' is a sudden event in fortress mode when a small force of enemy humanoids attempts to attack your fortress. While smaller in scope than a full siege, ambushes are not related to the number of dwarves in your fortress, and so can be triggered by relatively small populations. An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves or pets. Not all traps trigger alert, specifically stone fall traps and weapon traps do not(38c), cage traps do(38c). You can still detect invaders from checking your traps "visually" - if the trap killed an invader the corpse and gear will be there. An ambush is announced with the message: "An Ambush! Curse them!". Ambushs tend to arrive with caravans but can happen any time. They are not limited to one race - Kobolds and goblins can arrive shortly after each other although they will not join forces as such.<br />
<br />
The same alert will also occur if a non-citizen creature has been using the ambush skill and stops, e.g. while hunting. In this case, only the creature being stalked has been ambushed, and the player should not be alarmed.(38c) <br />
<br />
== Ambushers ==<br />
=== Goblins === <br />
[[Goblins]] will send a small force of attackers numbering between 4-8 soldiers. These forces are frequently accompanied by one goblin with somewhat better gear, and he is always of a different troop than the rest.<br />
<br />
Usually they send more than one squad at once - up to 4 squads, each with its own "leader". These squad leaders may be from different goblin towers.<br />
<br />
Goblin are unable to navigate traps safely and can easily be killed or caught by simple [[weapon trap]]s or [[Trap#Cage_Trap|cage trap]]s. They also can not pass forbidden doors.<br />
<br />
=== Kobolds ===<br />
[[Kobolds]] will test your fortress by sending thieves dependent on your fort's population and wealth. If they are detected they will attempt to flee from you. Kobold soldiers - usually archers, though swordsmen and spearmen are possible - will begin to arrive if the Kobold thieves successfully steal any items; the number of successive soldiers and thieves who arrive will depend on how many items were stolen previously. Kobold melee soldiers have copper weapons and little or no armour, making them somewhat easy to dispatch, but ranged attackers can be deadly.<br />
<br />
=== Humans ===<br />
Hostile [[human]]s will not ambush.<br />
<br />
=== Elves ===<br />
Hostile [[elves]] will not ambush.<br />
<br />
== Tips ==<br />
''The following was blind-copied from [[Siege]] and still needs plenty of work. Please modify!''<br />
<br />
===Active Defense===<br />
*The very nature of an ambush makes it difficult to actively defend against one. If an ambush is detected and heads towards your fortress, [[siege#Active Defense|standard siege tactics]] and defenses apply. However, until an ambush is detected, there is oftentimes simply too much ground to cover without spreading your forces too thinly to do any good. If you want to actively defend friendly workers and [[caravan]]s and whatnot from potential ambush, probably the best way to do so is to deploy your forces strictly to areas that you want to keep secure. Building small towers with only underground access in these areas and stationing Marksdwarves in them is proven to be a very effective way of doing so.<br />
<br />
*One of the largest advantages an ambushing enemy has is the fact that they go undetected until they encounter something. This means that active detection can be extremely helpful in minimizing the damage dealt by an ambush by actually letting you react to the attack. One such way of doing so is by placing dwarves or [[Captured creatures|chained animals]] in the direction from which an ambush is expected, sacrificing them to bait the ambushers into attacking them and thereby revealing their position. A less-lethal way is to cage animals (any animal will do) in such areas, albeit with the disadvantage of needing a lot more cages to cover an area. Finally, cage traps will usually capture ambushers and alert you to their presence, but they cover even less area than an animal cage.<br />
<br />
*[[War dog]]s and [[Siege weapon]]s are much less effective against an ambush than they are against a siege. Trying to cover large areas with war dogs is liable to do little more than get them killed and an ambush out in the wild will often be too far away for a siege engine to attack. When ambushers ''do'' get into range, insufficient detection measures may let them get close enough to scare off the civilian siege operators before they can fire a shot.<br />
<br />
===Passive Defense===<br />
*[[Traps]] will all attack goblin ambushers, and cage traps work against any ambushers while alerting you as they do so. Thus traps make good defenses, especially when placed in places that you know the enemy will be forced to go through.<br />
<br />
*Creating chokepoints in which to place detectors like animal cages and cage traps can greatly increase their effectiveness by reducing the number of ways the attackers can simply bypass them. If an ambush manages to make it to the outer edge of your defenses, an animal cage placed in such a chokepoint and backed up by several rows of traps is often enough to break the enemy and send them into retreat.<br />
<br />
*A [[moat]] - especially combined with drawbridges - is just as effective against detected ambushers as against a siege. However, it can also help keep outdoor workers such as woodcutters safe by sealing off access to areas that hold valuable resources. For example, isolating a large patch of trees behind a moat so that it can only be accessed from your fortress will allow you to harvest that lumber with literally zero threat from melee-weapon ambushers, and a line of fortifications behind that moat will reduce the threat posed by enemy archers and crossbowmen. Note that water-filled moats in cold or temperate climates can freeze during winter, so in those situations, filling that moat with water may not be a good idea.<br />
<br />
=== Civilians ===<br />
*Like a siege, your normal dwarves will still attempt to do their jobs during an ambush. Even worse is the fact that ambushes are all too often detected when the ambushers reveal themselves by slaughtering civilians working outdoors. [[Siege#Civilians|Standard siege measures]] will reduce further casualties, but that is little comfort to the woodcutters, hunters, etc. that are already full of arrows and stab wounds. To minimize the casualties taken in the first place, active and passive measures like those described above can be used to detect and combat incoming ambushes, giving you time to get your civilians to safety.<br />
<br />
*The best way to keep ambushers from killing your workers, however, is to keep your workers from going outside in the first place. Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. Just as importantly, finding a way to gain "outdoor" resources without actually going there (such as getting wood from [[Tower-cap]] farms or getting water and fish from a tunnel connecting a safe area to a river) will further reduce the need to send civilians into harm's way.<br />
<br />
See also: [[Fortress defense]]<br />
<br />
[[Category:World]]<br />
[[Category:Military]]<br />
[[Category:Fortress defense]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Item_designations&diff=3230140d:Item designations2008-06-10T12:35:57Z<p>AlexChurchill: link to quality</p>
<hr />
<div>Some items have characters surrounding the name, which is a way to determine certain properties at a glance. <br />
<br />
'''Sword''' Ordinary [[quality]]<br />
<br />
'''-Sword-''' Well-crafted [[quality]]<br />
<br />
'''+Sword+''' Finely-crafted [[quality]]<br />
<br />
'''*Sword*''' Superior [[quality]]<br />
<br />
'''≡Sword≡''' Exceptional [[quality]]<br />
<br />
'''☼Sword☼''' A masterpiece [[quality]]<br />
<br />
'''«Sword»''' Improved or [[Decoration|decorated]]<br />
<br />
'''*«Sword»*''' Superior improvement<br />
<br />
'''xSwordx''' ''Showing some wear'' - worth 0.75x<br />
<br />
'''XSwordX''' ''Heavily worn'' or ''threadbare'' - worth 0.5x<br />
<br />
'''XXSwordXX''' ''In tatters'' or ''mangled'' - worth 0.25x<br />
<br />
'''(Sword)''' Not produced on-site, does not count towards wealth<br />
<br />
'''{Sword}''' Unclaimed/[[Forbid]]den<br />
<br />
'''$Sword$''' Property. Taking the object would be stealing (adventure mode).<br />
<br />
'''‼Sword‼''' On [[fire]]<br />
<br />
'''◀Sword►''' Magical (magic is not yet implemented)<br />
<br />
[[Category:Items]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&diff=2518440d Talk:Tower-cap2008-06-10T09:52:36Z<p>AlexChurchill: add hyperlink</p>
<hr />
<div>this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...<br />
:Luck dependent. Not reliable.<br />
Regarding the three-year thing: I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort. It took about 8 months to set up the irrigation system, after which I flooded most of each chamber. One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is. But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)<br />
<br />
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)<br />
<br />
You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)<br />
<br />
== Natural vs carved-out ponds ==<br />
<br />
Is it essential that the pond is already there?<br><br />
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?<br><br />
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)<br />
<br />
:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant "lake." You'll get a pop-up message if you discover an underground lake or river.<br />
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)<br />
<br />
::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.<br>But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.<br><br />
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)<br />
<br />
:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)<br />
<br />
::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)<br />
<br />
::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)<br />
<br />
:::::Aye. Why live in a desert if not for massive glass industries?<br />
:::::Oh, and I don't make bins or barrels with anything &ndash; they aren't needed and are in fact annoying if you have OCD management. --[[User:Savok|Savok]] 14:35, 4 June 2008 (EDT)<br />
<br />
::::::Hm.. I suppose that would work if you don't make [[Dwarven syrup]]... --[[User:Anydwarf|Anydwarf]] 16:39, 4 June 2008 (EDT)<br />
<br />
:::::::I don't &ndash; I find it as cheaty as boozecooking, which is easier, and almost identical to boozecooking. However, I do boozecook, which does use a lot of barrels for alcohol. If you buy barreled stuff from caravans and ask for it in the trade agreement, you can easily get a lot of barrels.<br />
:::::::Worst case, you'll use up all your barrels. Then, all you have to do is put more labor sooner into cooking the stuff. --[[User:Savok|Savok]] 22:49, 4 June 2008 (EDT)<br />
<br />
::::::::Was just saying, that some might complain about it.<br />I myself seem to never have enough barrels for alcohol after I get a population over 30. I just like to have an "emergency" warehouse of booze, which takes barrels upon barrels... And syrup is always handy to have around.<br />Also, in my personal opinion, all space-saving is good.<br />--[[User:Karpatius|Karp]] 04:30, 9 June 2008 (EDT)</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d:Military&diff=1989140d:Military2008-06-10T09:43:04Z<p>AlexChurchill: /* Promotion / Squads */ recruits can lead other recruits</p>
<hr />
<div>Your '''military''' comprises the [[soldiers]] of your fortress. Pressing {{k|m}} will bring you to the Military screen, which lists your active soldiers at the top of the screen, and potential draftees below them.<br />
<br />
== About Drafting ==<br />
You can draft any non-noble dwarf in your fortress through the {{k|m}}ilitary screen by pressing {{k|a}} on the dwarf in question. Alternatively you can select a dwarf using {{k|v}} -> {{k|p}}, and then press {{k|A}} (Shift + 'a') to draft him or her. A dwarf that has not yet reached [[Soldier#Heroes_and_Champions|Hero]] or [[Soldier#Heroes_and_Champions|Champion]] status may be un-drafted by the same method.<br />
<br />
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.<br />
<br />
Immigrant [[nobles]] will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators.<br />
<br />
== Promotion / Squads ==<br />
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads. This is done by pressing {{k|Enter}} on recruits. <br />
<br />
# Select the dwarf you want to be squad leader.<br />
# Press {{k|Enter}} (-> promote).<br />
# Use arrow keys to select the dwarf you want to be his subordinate.<br />
# Press {{k|Enter}}.<br />
# Repeat for each dwarf you want in the squad.<br />
# Press {{k|Space}} space to exit promotion mode.<br />
<br />
To remove a dwarf from a squad select them and then press {{k|Enter}} again.<br />
<br />
You can do complex chains of command this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad) though I don't know if that has any use right now. If you want to take a dwarf out of his squad, promote him and select himself as a subordinate.<br />
<br />
Note that there are restrictions to who can lead whom: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any non-recruit soldier subordinate to a recruit. Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.<br />
<br />
== Choosing Weapons and Armour ==<br />
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: <br />
*Shortened names for weapon types.<br />
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)<br />
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.<br />
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks. E.g. Issuing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.<br />
<br />
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a sword will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the 'Woodcutter' labour enabled who carry an axe while in civilian mode, and dwarves with the 'Hunting' labour enabled who carry a crossbow and leather armour while in civilian mode.<br />
<br />
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon, and get damage bonuses from their Mining skill level.<br />
<br />
=== Swapping Weapons and Armour ===<br />
Frustratingly, a soldier will not necessarily choose the best-[[quality]] weapon available. Thus a Speardwarf might choose a -Bronze Spear- rather than a ≡Steel Spear≡ if given the chance. A Marksdwarf might pick up a single Iron Bolt rather than your stack of *Steel Bolts [25]*. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.<br />
<br />
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different [[stockpile|stockpiles]] for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality silver or wooden weapons will make it easier to assign the right sparring weapon. <br />
<br />
There are two ways to swap weapons and armour. The simpler way is to use the {{k|m}}ilitary menu. This process will let you swap out your soldier's weapon or ''entire'' suit of armour:<br />
#Press {{k|m}} to access the military menu.<br />
#Find the soldier whose weapon or armour you want to remove, and set them to Unarmed or armour- and shield- less. <br />
#Watch the soldier until he or she removes his or her equipment.<br />
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed. <br />
#Return to the military menu and re-designate the soldier to have the weapon and/or armour you want.<br />
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item.<br />
#Reclaim your stockpiles of weapons or armour for regular use.<br />
<br />
The other way to swap out weapons or armour, which is particularly useful to replace an individual piece of armour but not the entire suit, is as follows:<br />
<br />
#Make sure you have an area (any area) assigned as a garbage [[dump]].<br />
#Find the soldier whose weapon or armour you want to replace, by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select each item you want the soldier to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the hauler before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.<br />
#As with step 4 above, {{k|d}}esignate all of your current weapons or armour as {{k|f}}orbidden. Manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed.<br />
#As with step 5 above, wait until your newly-naked dwarf realizes his or her situation and picks up the proper equipment.<br />
#Reclaim your stockpiles of weapons or armour for regular use.<br />
<br />
== Controlling Your Squads ==<br />
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile creatures until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].<br />
<br />
== Food and water==<br />
<br />
Under the {{k|v}}iew squad menu, you can order squads to carry water and/or food along with them. To carry water the dwarves need access to [[waterskin]]s, and to carry food they need [[backpack]]s. This can be useful when sending your military out on long patrols.<br />
<br />
== Training / Sparring ==<br />
Wrestling or melee weapon-equipped squads that you marked as "Off Duty" by the squad-management screen in the {{k|m}}ilitary screen will head to the barracks and begin [[sparring]] to train their skills. Soldiers with crossbows will go to a [[archery target|shooting range]] to practice.<br />
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==See Also==<br />
*[[Army Arc]]<br />
*[[Assign animal]]<br />
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{{Military FAQ}}<br />
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[[Category:Military| ]]<br />
[[Category:Fortress defense]]</div>AlexChurchillhttp://dwarffortresswiki.org/index.php?title=40d_Talk:Engraving&diff=492240d Talk:Engraving2008-05-29T12:28:21Z<p>AlexChurchill: Doesn't work in mudstone?</p>
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<div>I started a general page on engraving, mostly to point out that it appears possible to smooth tiles containing ore, since they have been placed in the category of stone now. Haven't tried it on gems, but I'm quite giddy about being able to make an aesthetically pleasing fortress in the middle of an ore vein finally.<br />
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:Yes, ore is now exactly the same as regular stone, so it can be smoothed just fine. Make for MUCH nicer fort designs then before. I am not 100% sure but I think gems work the same way too. --[[User:BurnedToast|BurnedToast]] 03:49, 30 October 2007 (EDT)<br />
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Note also that rewalling allows for even more aesthetic possibility. And you can extract the ore or gem from a wall and then rebuild it with less useful material.<br />
:Except you can't engrave rewalls. --[[User:Squirrelloid|Squirrelloid]] 17:10, 24 April 2008 (EDT)<br />
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::Actually, you can - I did it accidentally when I was smoothing out a plateau for one of my round towers (the fort was called that, might as well put some round towers in :P). Also added in a channel and they did their job before the lazy engraver could haul his arse to do his. In time, I put up a rewall and came back later to find the top of my rewall engraved with blazing suns, dwarves etc. Kinda confused me when I first saw it tho --[[User:Frostedfire|Frostedfire]] 09:57, 25 April 2008 (EDT)<br />
I hit {{K|k}} and everything, looked at my wall, and all it said was "Detailed Obsidian Wall." It doesn't work when I make the walls look like regular walls with lines on them or when I make them have the funky little symbols. My fortress is quite young, but I heard that the engraver can just use his imagination and stuff. What's wrong? --[[User:Penguinofhonor|Penguinofhonor]] 19:55, 14 November 2007 (EST)<br />
:Hit {{K|k}} and then hit {{K|Enter}}.<br />
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Does the type of stone affect Dwarf happiness? Are they happier if their room contains a golden engraved wall? Or even a granite one? And what about the floor? I've just cleaned out a gold vein and I'm thinking about rewalling it into a dinning hall to take advantage of the gold floor. --[[User:Malenfant|Malenfant]] 11:34, 26 November 2007 (EST)<br />
:[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=000691 Draxxalon's study] suggests that the stone does have an effect. --[[User:Kingzilla|Kingzilla]] 22:24, 12 December 2007 (EST)<br />
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I'm doing a little studying on the architecture value of smoothing/engraving for the current tournament. As far as I can tell, a smoothed wall is worth 8 monies, a smoothed floor is worth 6 monies, and the base value of an engraving is 10 (so an *engraving* is worth 40). The value *DOES NOT* depend on the type of stone, you get the same bonuses even if you smooth/engrave ore. And of course while engravings do have quality, smoothing does not. --[[User:Sowelu|Sowelu]] 17:20, 12 April 2008 (EDT)<br />
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:At one point I noticed a tiny room had an astronomical rent value - turns out the walls were native aluminum (that the game never announced for some reason, and i'd smoothed them without noticing). I mined out the ore and rewalled and the rent dropped substantially. So I'd say ore value matters quite a bit, at least for walls --[[User:Squirrelloid|Squirrelloid]] 17:10, 24 April 2008 (EDT)<br />
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::Had same thing but with gem floor. About 5 tiles of some x10 value gem floor increased rent from ~2300 (minor noble room) to ~8000. --[[User:Someone-else|Someone-else]] 15:10, 25 April 2008 (EDT)<br />
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== Quality engravings tell more history ==<br />
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When I had my dwarves engrave the history in my story I wrote earlier, they weren't very skilled at engraving. Though my entire fortress had been burnt up by spirits of fire and attacked by goblins a couple years back, only two of thirty engravings depicted a demon and had a story along with it. There were about thirty engravings done, and only three were well-crafted. The three well-crafted included the two about demons, and one that had a fact about my mayor being elected in 1051. The rest, which were normal quality were of pointless designs and creatures never encountered. Quality plays a major role in what is shown in the engraving. I'll add a section about this, does someone know if higher qualities like masterful depict even more?--[[User:Richards|Richards]] 16:51, 24 April 2008 (EDT)<br />
:I have no desire to savescum and abandon, but I do find that generic dwarf enrgavings tend to be less quality. --[[User:GreyMario|GreyMario]] 17:10, 24 April 2008 (EDT)<br />
::I checked it out a few times, there's no difference in the history of masterful engravings then there were in well-crafted ones. The only exception is unskillful engravings, they don't tell anything. So it's confirmed then. --[[User:Richards|Richards]] 08:42, 25 April 2008 (EDT)<br />
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== Types of stone ==<br />
I'm pressing {{K|d}} then {{K|e}} and selecting an area, then pressing {{K|Enter}}. But it's not seeming to do anything in most bits of my fortress. (I find this with smoothing as well.) Could this be because they're mudstone? Does engraving only work in certain types of rock? It'd be good to clarify this somewhere. --[[User:AlexChurchill|AlexChurchill]] 08:28, 29 May 2008 (EDT)</div>AlexChurchill