http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Ancient+History&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T17:58:40ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=Template:Farming_FAQ&diff=136451Template:Farming FAQ2011-02-18T02:58:35Z<p>Ancient History: FAQ still needs love badly</p>
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<div><!---To add a new question, COPY (not CUT - other people want to use this after you) the following two lines . ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.<br />
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|-<br />
| [[Your question exactly as you want it to be read BY OTHER USERS OF THIS WIKI]]<br />
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LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.<br />
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<center><br />
{| class="collapsible collapsed infobox" style="background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;"<br />
! colspan="2" style="border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;" | '''Farming FAQ'''<br />
|-<br />
| [[How do I build a farm?]]<br />
|-<br />
| [[How large a farm do i need|How large a farm do I need?]]<br />
|-<br />
| [[What is the best crop|What is the best crop?]]<br />
|-<br />
| [[How do I manage my seeds and crops|How do I manage my seeds and crops?]]<br />
|-<br />
| [[Using bins and barrels|What does "Reserved Barrels" and "Reserved Bins" mean?]]<br />
|-<br />
| [[Farming#Red_crops|Why are crops sometimes displayed with red writing]]<br />
|-<br />
| [[Clothing industry|What do I do with these inedible crops?]]<br />
|-<br />
| [[Farming#Introduction_to_farming|What does the option "Fallow" mean?]]<br />
|-<br />
| [[Farming#Farm_Plots_in_Action|My dwarves will only farm on a small part of the fields, why is this?]]<br />
|-<br />
| [[Farming|How do I make absolutely sure my farm plot is all set to produce crops?]]<br />
|-<br />
| [[Grower|If I don't see any dwarves working my farm plot, does that mean there's something wrong?]]<br />
<!--- ########### Insert new questions below this line ########### --->|-<br />
| [[Can you grow surface crops on multiple z levels in a tower if the floors are glass even though there's soil on the glass?]]<br />
|-<br />
| [[What is the "seas fert" option for?]]<br />
|-<br />
| [[How do you create a custom stockpile that accepts only prepared foods?]]<br />
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<!--- ########### Insert any new questions above this line ########### ---><br />
|-<br />
|height="10"| <br />
|-<br />
| {{Edit|Template:Farming_FAQ|Add a question to the Farming FAQ}}<br />
|-<br />
| [[Frequently Asked Questions|Back to the Main FAQ]]<br />
|}</center><br />
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<includeonly>[[Category:FAQ - Farming]]</includeonly><br />
<noinclude>[[Category:FAQ templates]]</noinclude></div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:How_large_a_farm_do_I_need&diff=136449v0.31:How large a farm do I need2011-02-18T02:58:11Z<p>Ancient History: Still working on farming FAQ, please check figures</p>
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<div>{{L|Dwarves}} require 2 units of {{L|food}} and 4 units of {{L|drink}} each season. {{L|Farming}} can produce enough {{L|crop}}s to satisfy part or all of these requirements. However, be aware that the more and larger your farms are, the more time and effort must be accorded to their maintenance.<br />
<br />
==The Math==<br />
Your dwarves can plant 1 {{L|seed}} per {{L|tile}} on your {{L|farm plot}}, and depending on the crop, the {{L|skill}} of the {{L|grower}}, and whether the farm plot was {{L|fertilized}}, each planted tile will yield a stack of 0-11 (average: 5) edible, {{L|mill|millable}} or {{L|brewing|brewable}} plants each {{L|season}}. If fully planted, a 3x3 farm plot can thus yield an average of 9 stacks of 5 plants per season, or enough food for 180 individual {{L|meal}}s a year. Depending on the crop, the actual yield can be increased by further processing. For example, a stack of {{L|sweet pod}}s [5] can be made into either a {{L|barrel}} of {{L|Dwarven rum}} [25] at a {{L|still}} or a {{L|bag}} of {{L|Dwarven sugar}} [25] at a {{L|mill}} or {{L|quern}}.<br />
<br />
A beginning fortress has 7 dwarves, each of which consumes 6 [[urist]]s of food and drink per dwarf per season, or 168 for the whole fortress for the year. A properly-managed and fully-utilized 3x3 plot (9 tiles * average 5 plants harvested per season * 4 seasons * 5 brewing/milling multiplier = 900 units of food and drink) could potentially feed the entire fortress. A single 5x5 plot could potentially feed hundreds of dwarves (25 x 5 x 4 x 5 = 2500 units of food and drink).<br />
<br />
The general limitation is not the size of the farm per se, but the skill of the growers, the availability of seeds and {{L|potash}} for fertilizer, and careful management of {{L|labor}}, {{L|stockpiles}}, and the {{L|food industry}} to ensure that crops are harvested (rather than left to {{L|wear|wither}} in the field), are properly stored away from {{L|vermin}}, the plants are {{L|processed}}, and seeds are recovered so that the cycle can continue next season.<br />
<br />
==Approaches==<br />
Many fortresses begin with a single large farm (5x5) with {{L|plump helmet}}s, or several smaller farms (3x3 or 1x5 are common) with a wider variety of crops. Given the small number of dwarves, a single smaller farm (2x4 or 3x3) is probably best for beginning fortresses. As the growers {{L|experience|level up}} and farm yields increase the farm can be expanded and newer, smaller farms with different crops can be added to enable new growers to practice their skills. The more tiles of farm plot you have, the more growers (and harvester) you will need - one rule of thumb is one grower dwarf per 5 tiles of farm plot.<br />
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[[Template:Farming FAQ]]</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:How_do_I_manage_my_seeds_and_crops&diff=136347v0.31:How do I manage my seeds and crops2011-02-17T02:32:10Z<p>Ancient History: </p>
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<div>==Managing Seeds==<br />
{{L|Seed}}s are what are used to grow {{L|crop}}s. You may begin the game with a certain number of seeds, {{L|trade}} for them, or {{L|plant gathering|gather}} them. In addition to this, {{L|mill|milling}} and {{L|cooking}} often yield a seed from a given {{L|plant}}. {{L|Cooking}} plants does not yield seeds, so you may want to watch out and make sure you don't convert the last of your plants into +sweet pod roast+ without the ability to make more.<br />
<br />
You can create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. Seeds are stored in {{L|bag}}s (up to 100 seeds per bag), and seed bags can be stored in barrels.<br />
<br />
The maximum number of seeds for a given crop from is 200. {{L|Brewing}}, {{L|mill}}ing, and {{L|food|eating}} raw plants does not generate additional seeds of this type beyond this, although your {{L|trader}} may still barter for additional seed bags and thus exceed this limit.<br />
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Most seeds (except for {{L|quarry bush|rock nuts}}) are edible and may be toggled for {{L|cooking}} on the Kitchen tab of the {{L|stocks}} menu.<br />
<br />
==Managing Crops==<br />
When ripe, your dwarves will {{L|harvest}} your {{L|crop}}s from the {{L|farm plot}}s. This will yield one or more {{L|stack}}s of {{L|plant}}s, which will be {{L|hauling|hauled}} to the appropriate {{L|stockpile}}. It is generally a good idea to have sufficient {{L|barrel}}s to hold the food, as {{L|food}} is subject to {{L|wear|withering}} and the predation of {{L|vermin}}. {{L|Metal}} barrels are especially effective against vermin.<br />
<br />
You can create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc. You may also choose to make more specialized stockpiles, for instance if your {{L|mill|windmill}} is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and {{L|flour}} so as to save on hauling.<br />
<br />
The Kitchen tab on the {{L|stocks}} menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are running low on certain crops, and make sure you don't cook the last of them instead of recovering the valuable seeds (unless you're overflowing with seeds anyway).</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=How_do_I_build_a_farm%3F&diff=136346How do I build a farm?2011-02-17T02:29:36Z<p>Ancient History: Redirected page to DF2010:How do I build a farm</p>
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<div>#REDIRECT [[DF2010:How do I build a farm]]</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:How_do_I_build_a_farm%3F&diff=136344v0.31:How do I build a farm?2011-02-17T02:29:10Z<p>Ancient History: moved DF2010How do I build a farm to DF2010:How do I build a farm:&#32;revert</p>
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<div>The simple answer is that farm plots are an option on the building menu ({{k|b}}-{{k|p}}). Below is a step-by-step guide to building a farm.<br />
<br />
==Step One==<br />
Enable the {{L|grower}} skill for at least one {{L|dwarf}}.<br />
<br />
==Step Two==<br />
Select a suitable site for the farm plot. The farm should be on {{L|Above_ground|above ground}} {{L|soil}}, or {{L|Underground|below ground}}. Ideal sites are normally 3x3 or 5x5, but any rectangle of bare earth is suitable. If your site is on the surface, skip to {{L|How do I build a farm?#Step Four|step four}}. If it is below ground, go to step three.<br />
<br />
==Step Three==<br />
Underground soil must be muddied before it can be farmed. There are many methods of {{L|irrigation}} available. The simplest requires a {{L|bucket}} and a source of {{L|water}}. {{L|Dig}} out a room above the farm site you have selected, and {{L|channel}} out a hole in the floor. Go to the {{L|activity zone}} menu ({{k|i}}) and designate the hole as a {{L|pond|pit/pond}}. The zone will be designated a pit by default, {{k|P}}-{{k|f}} to change it to a pond.<br />
<br />
Your dwarves will fill the bucket(s) with water, carry them over to the pond site, and dump them in, muddying the patch of soil below. When the whole site is muddy, turn off the pond zone to stop dumping, and proceed to step four.<br />
<br />
==Step Four==<br />
From the building menu, select a farm plot ({{k|b}}-{{k|p}}) and resize it to fit the site with {{k|u}}{{k|m}}{{k|k}}{{k|h}}).<br />
<br />
==Step Five==<br />
Select which crops to plant there. Press {{k|q}} and move the cursor over the farm, and you will see a list of crops you can select to grow in the current season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).<br />
<br />
You must have the appropriate {{L|seed}}s to plant a crop there. To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}). Check the {{L|crop}}s page for details on different seeds.<br />
<br />
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.<br />
<br />
{{Farming FAQ}}<br />
<br />
==See Also==<br />
* {{L|Farming}}<br />
* {{L|Irrigation}}<br />
* {{L|Crops}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=How_do_I_build_a_farm%3F&diff=136343How do I build a farm?2011-02-17T02:27:13Z<p>Ancient History: moved How do I build a farm? to DF2010How do I build a farm</p>
<hr />
<div>#REDIRECT [[DF2010How do I build a farm]]</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:How_do_I_build_a_farm%3F&diff=136342v0.31:How do I build a farm?2011-02-17T02:27:13Z<p>Ancient History: moved How do I build a farm? to DF2010How do I build a farm</p>
<hr />
<div>The simple answer is that farm plots are an option on the building menu ({{k|b}}-{{k|p}}). Below is a step-by-step guide to building a farm.<br />
<br />
==Step One==<br />
Enable the {{L|grower}} skill for at least one {{L|dwarf}}.<br />
<br />
==Step Two==<br />
Select a suitable site for the farm plot. The farm should be on {{L|Above_ground|above ground}} {{L|soil}}, or {{L|Underground|below ground}}. Ideal sites are normally 3x3 or 5x5, but any rectangle of bare earth is suitable. If your site is on the surface, skip to {{L|How do I build a farm?#Step Four|step four}}. If it is below ground, go to step three.<br />
<br />
==Step Three==<br />
Underground soil must be muddied before it can be farmed. There are many methods of {{L|irrigation}} available. The simplest requires a {{L|bucket}} and a source of {{L|water}}. {{L|Dig}} out a room above the farm site you have selected, and {{L|channel}} out a hole in the floor. Go to the {{L|activity zone}} menu ({{k|i}}) and designate the hole as a {{L|pond|pit/pond}}. The zone will be designated a pit by default, {{k|P}}-{{k|f}} to change it to a pond.<br />
<br />
Your dwarves will fill the bucket(s) with water, carry them over to the pond site, and dump them in, muddying the patch of soil below. When the whole site is muddy, turn off the pond zone to stop dumping, and proceed to step four.<br />
<br />
==Step Four==<br />
From the building menu, select a farm plot ({{k|b}}-{{k|p}}) and resize it to fit the site with {{k|u}}{{k|m}}{{k|k}}{{k|h}}).<br />
<br />
==Step Five==<br />
Select which crops to plant there. Press {{k|q}} and move the cursor over the farm, and you will see a list of crops you can select to grow in the current season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).<br />
<br />
You must have the appropriate {{L|seed}}s to plant a crop there. To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}). Check the {{L|crop}}s page for details on different seeds.<br />
<br />
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.<br />
<br />
{{Farming FAQ}}<br />
<br />
==See Also==<br />
* {{L|Farming}}<br />
* {{L|Irrigation}}<br />
* {{L|Crops}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:What_is_the_best_crop&diff=136341v0.31 Talk:What is the best crop2011-02-17T02:26:31Z<p>Ancient History: </p>
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<div>Please change the title... [[Dwarf_Fortress_Wiki:Community_Portal#N]] --[[User:Kami|Kami]] 14:27, 15 February 2011 (UTC)<br />
:Unless the rules have changed (or I'm confusing this wiki with another one), all registered users should be able to Move pages... --[[User:Quietust|Quietust]] 00:55, 16 February 2011 (UTC)<br />
::I'm not so sure about every user being able to move pages. Also, this page is more of a guide type page, I don't think it really belongs in the mainspace. Perhaps we're in need of a Guide: namespace? [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 04:12, 16 February 2011 (UTC)<br />
:::Sorted. Some of the material on these pages can be version-specific, given that new plants and different mechanics are possible in later versions, so a DF2010-specific page is probably apropos. [[User:Ancient History|Ancient History]] 02:26, 17 February 2011 (UTC)</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:What_is_the_best_crop&diff=136339v0.31 Talk:What is the best crop2011-02-17T02:24:22Z<p>Ancient History: moved Talk:What is the best crop to DF2010 Talk:What is the best crop:&#32;Requested</p>
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<div>Please change the title... [[Dwarf_Fortress_Wiki:Community_Portal#N]] --[[User:Kami|Kami]] 14:27, 15 February 2011 (UTC)<br />
:Unless the rules have changed (or I'm confusing this wiki with another one), all registered users should be able to Move pages... --[[User:Quietust|Quietust]] 00:55, 16 February 2011 (UTC)<br />
::I'm not so sure about every user being able to move pages. Also, this page is more of a guide type page, I don't think it really belongs in the mainspace. Perhaps we're in need of a Guide: namespace? [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 04:12, 16 February 2011 (UTC)</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:What_is_the_best_crop&diff=136337v0.31:What is the best crop2011-02-17T02:24:21Z<p>Ancient History: moved What is the best crop to DF2010:What is the best crop:&#32;Requested</p>
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<div>There is no "best" {{L|crop}}, but some are clearly superior to others, depending on your needs and available resources.<br />
<br />
==All-Purpose==<br />
Many {{L|dwarf|dwarves}} prefer the humble {{L|plump helmet}}, which can be {{L|farming|grown}} year-round, {{L|food|eaten raw}}, {{L|cook|cooked}}, or brewed into {{L|wine}}, and many early fortresses rely on the plump helmet crop as a main component of their diet. Several above-ground crops are all-seasons as well, the best of which are probably {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, and {{L|whip vine}}s.<br />
<br />
==Booze==<br />
Four principal seeds available at the beginning of an expedition ({{L|cave wheat}}, {{L|pig tail}}, {{L|plump helmet}}, {{L|sweet pod}}) all produce underground crops that can be made into {{L|booze}} worth 10☼. Above ground crops will require you to {{L|trade}} or {{L|gather plants|gather}} for {{L|seed}}s, but the best of them that can be {{L|farming|farmed}} are {{L|sun berry|sun berries}}, which produce {{L|sunshine}} worth 25☼.<br />
<br />
Keep in mind that dwarves care more about the diversity of available booze than its {{L|value}}.<br />
<br />
==Dye==<br />
There are three 20☼ {{L|dye}} crops: {{L|blade weed}} and {{L|sliver barb}} (above ground) and {{L|dimple cup}}s (underground). <br />
<br />
==Food==<br />
In terms of sheer {{L|dwarfbuck}}s, {{L|sweet pod}}s produce the most valuable foodstuff: {{L|Dwarven syrup}} (100☼). In terms of quantity and value, other good crops are {{L|quarry bush}}es (which yield 5 quarry bush leaves when processed) and {{L|whip vine}}s (which can be {{L|mill}}ed into {{L|flour|whip vine flour}}).<br />
<br />
==Thread==<br />
All plant thread is equally valuable (at 2☼ per unit), so the main decision is between an underground crop ({{L|pig tail}}) or an above-ground crop ({{L|rope reed}}).</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:What_is_the_best_crop&diff=136049v0.31:What is the best crop2011-02-14T23:04:04Z<p>Ancient History: Needs review, possibly discussion</p>
<hr />
<div>There is no "best" {{L|crop}}, but some are clearly superior to others, depending on your needs and available resources.<br />
<br />
==All Purpose==<br />
Many {{L|dwarf|dwarves}} prefer the humble {{L|plump helmet}}, which can be {{L|farming|grown}} year-round, {{L|food|eaten raw}}, {{L|cook|cooked}}, or brewed into {{L|wine}}, and many early fortresses rely on the plump helmet crop as a main component of their diet. Several above-ground crops are all-seasons as well, the best of which are probably {{L|strawberry|strawberries}}, {{L|longland grass}}, and {{L|whip vine}}s.<br />
<br />
==Booze==<br />
Four principal seeds available at the beginning of an expedition ({{L|cave wheat}}, {{L|pig tail}}, {{L|plump helmet}}, {{L|sweet pod}}) all produce underground crops that can be made into {{L|booze}} worth 10☼. Above ground crops will require you to {{L|trade}} or {{L|gather}} for {{L|seed}}s, but the best of them that can be {{L|farming|farmed}} are {{L|sun berry|sun berries}}, which produce {{L|sun shine}} worth 25☼.<br />
<br />
Keep in mind that dwarves care more about the diversity of available booze than its {{L|value}}.<br />
<br />
==Dye==<br />
There are three 20☼ {{L|dye}} crops: {{L|blade weed}} and {{L|silver barb}} (above ground) and {{L|dimple cup}}s (underground). <br />
<br />
==Food==<br />
In terms of sheer {{L|dwarfbuck}}s, {{L|sweet pod}}s produce the most valuable foodstuff: {{L|Dwarven syrup}} (100☼). In terms of quantity and value, other good crops are {{L|quarry bush}}es (which yield 5 quarry bush leaves when processed) and {{L|whip vine}}s (which can be {{L|mill}}ed into {{L|flour|whip vine flour}}).<br />
<br />
==Thread==<br />
All plant thread is equally valuable (at 2☼ per unit), so the main decision is between an underground crop ({{L|pig tail}}) or an above-ground crop ({{L|rope reed}}).</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Template:Farming_FAQ&diff=136048Template:Farming FAQ2011-02-14T23:03:34Z<p>Ancient History: Still needs work</p>
<hr />
<div><!---To add a new question, COPY (not CUT - other people want to use this after you) the following two lines . ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.<br />
<br />
|-<br />
| [[Your question exactly as you want it to be read BY OTHER USERS OF THIS WIKI]]<br />
<br />
<br />
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.<br />
---><br />
<br />
<center><br />
{| class="collapsible collapsed infobox" style="background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;"<br />
! colspan="2" style="border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;" | '''Farming FAQ'''<br />
|-<br />
| [[How do I build a farm?]]<br />
|-<br />
| [[What is the best crop|What is the best crop?]]<br />
|-<br />
| [[How do I manage my seeds and crops|How do I manage my seeds and crops?]]<br />
|-<br />
| [[Using bins and barrels|What does "Reserved Barrels" and "Reserved Bins" mean?]]<br />
|-<br />
| [[Farming#Red_crops|Why are crops sometimes displayed with red writing]]<br />
|-<br />
| [[Clothing industry|What do I do with these inedible crops?]]<br />
|-<br />
| [[Farming#Introduction_to_farming|What does the option "Fallow" mean?]]<br />
|-<br />
| [[Farming#Farm_Plots_in_Action|My dwarves will only farm on a small part of the fields, why is this?]]<br />
|-<br />
| [[Farming|How do I make absolutely sure my farm plot is all set to produce crops?]]<br />
|-<br />
| [[Grower|If I don't see any dwarves working my farm plot, does that mean there's something wrong?]]<br />
<!--- ########### Insert new questions below this line ########### --->|-<br />
| [[Can you grow surface crops on multiple z levels in a tower if the floors are glass even though there's soil on the glass?]]<br />
|-<br />
| [[What is the "seas fert" option for?]]<br />
|-<br />
| [[How do you create a custom stockpile that accepts only prepared foods?]]<br />
|-<br />
| [[How large farm do I need?]]<br />
<br />
<br />
<br />
<br />
<!--- ########### Insert any new questions above this line ########### ---><br />
|-<br />
|height="10"| <br />
|-<br />
| {{Edit|Template:Farming_FAQ|Add a question to the Farming FAQ}}<br />
|-<br />
| [[Frequently Asked Questions|Back to the Main FAQ]]<br />
|}</center><br />
<br />
<includeonly>[[Category:FAQ - Farming]]</includeonly><br />
<noinclude>[[Category:FAQ templates]]</noinclude></div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:How_do_I_build_a_farm%3F&diff=136014v0.31:How do I build a farm?2011-02-13T14:55:11Z<p>Ancient History: Missed a {</p>
<hr />
<div>The simple answer is that farm plots are an option on the building menu ({{k|b}}-{{k|p}}). Below is a step-by-step guide to building a farm.<br />
<br />
==Step One==<br />
Enable the {{L|grower}} skill for at least one {{L|dwarf}}.<br />
<br />
==Step Two==<br />
Select a suitable site for the farm plot. The site should be on {{L|soil}}, {{L|Above_ground|above}} or {{L|Underground|below ground}}. Ideal sites are normally 3x3 or 5x5, but any rectangle of bare earth is suitable. If your site is on the surface, skip to {{L|How do I build a farm?#Step Four|step four}}. If it is below ground, go to step three.<br />
<br />
==Step Three==<br />
Underground soil must be muddied before it can be farmed. There are many methods of {{L|irrigation}} available. The simplest requires a {{L|bucket}} and a source of {{L|water}}. {{L|Dig}} out a room above the farm site you have selected, and {{L|channel}} out a hole in the floor. Go to the {{L|activity zone}} menu ({{k|i}}) and designate the hole as a {{L|pond|pit/pond}}. The zone will be designated a pit by default, {{k|P}}-{{k|f}} to change it to a pond.<br />
<br />
Your dwarves will fill the bucket(s) with water, carry them over to the pond site, and dump them in, muddying the patch of soil below. When the whole site is muddy, turn off the pond zone to stop dumping, and proceed to step four.<br />
<br />
==Step Four==<br />
From the building menu, select a farm plot ({{k|b}}-{{k|p}}) and resize it to fit the site with {{k|u}}{{k|m}}{{k|k}}{{k|h}}).<br />
<br />
==Step Five==<br />
Select which crops to plant there. Press {{k|q}} and move the cursor over the farm, and you will see a list of crops you can select to grow in the current season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).<br />
<br />
You must have the appropriate {{L|seed}}s to plant a crop there. To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}). Check the {{L|crop}}s page for details on different seeds.<br />
<br />
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.<br />
<br />
{{Farming FAQ}}<br />
<br />
==See Also==<br />
* {{L|Farming}}<br />
* {{L|Irrigation}}<br />
* {{L|Crops}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Template:Farming_FAQ&diff=136013Template:Farming FAQ2011-02-13T14:54:27Z<p>Ancient History: Needs work</p>
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<div><!---To add a new question, COPY (not CUT - other people want to use this after you) the following two lines . ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.<br />
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! colspan="2" style="border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;" | '''Farming FAQ'''<br />
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| [[How do I build a farm?]]<br />
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| [[List of crops|What is the best crop?]]<br />
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| [[How do I manage my seeds and crops|How do I manage my seeds and crops?]]<br />
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| [[Using bins and barrels|What does "Reserved Barrels" and "Reserved Bins" mean?]]<br />
|-<br />
| [[Farming#Red_crops|Why are crops sometimes displayed with red writing]]<br />
|-<br />
| [[Clothing industry|What do I do with these inedible crops?]]<br />
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| [[Farming#Introduction_to_farming|What does the option "Fallow" mean?]]<br />
|-<br />
| [[Farming#Farm_Plots_in_Action|My dwarves will only farm on a small part of the fields, why is this?]]<br />
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| [[Farming|How do I make absolutely sure my farm plot is all set to produce crops?]]<br />
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| [[Grower|If I don't see any dwarves working my farm plot, does that mean there's something wrong?]]<br />
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| [[Can you grow surface crops on multiple z levels in a tower if the floors are glass even though there's soil on the glass?]]<br />
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| [[What is the "seas fert" option for?]]<br />
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| [[How do you create a custom stockpile that accepts only prepared foods?]]<br />
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<includeonly>[[Category:FAQ - Farming]]</includeonly><br />
<noinclude>[[Category:FAQ templates]]</noinclude></div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:How_do_I_build_a_farm%3F&diff=136012v0.31:How do I build a farm?2011-02-13T14:54:17Z<p>Ancient History: Farming FAQ needs lot of work</p>
<hr />
<div>The simple answer is that farm plots are an option on the building menu ({{k|b}}-{{k|p}}). Below is a step-by-step guide to building a farm.<br />
<br />
==Step One==<br />
Enable the {{L|grower}} skill for at least one {{L|dwarf}}.<br />
<br />
==Step Two==<br />
Select a suitable site for the farm plot. The site should be on {{L|soil}}, {L|Above_ground|above}} or {{L|Underground|below ground}}. Ideal sites are normally 3x3 or 5x5, but any rectangle of bare earth is suitable. If your site is on the surface, skip to {{L|How do I build a farm?#Step Four|step four}}. If it is below ground, go to step three.<br />
<br />
==Step Three==<br />
Underground soil must be muddied before it can be farmed. There are many methods of {{L|irrigation}} available. The simplest requires a {{L|bucket}} and a source of {{L|water}}. {{L|Dig}} out a room above the farm site you have selected, and {{L|channel}} out a hole in the floor. Go to the {{L|activity zone}} menu ({{k|i}}) and designate the hole as a {{L|pond|pit/pond}}. The zone will be designated a pit by default, {{k|P}}-{{k|f}} to change it to a pond.<br />
<br />
Your dwarves will fill the bucket(s) with water, carry them over to the pond site, and dump them in, muddying the patch of soil below. When the whole site is muddy, turn off the pond zone to stop dumping, and proceed to step four.<br />
<br />
==Step Four==<br />
From the building menu, select a farm plot ({{k|b}}-{{k|p}}) and resize it to fit the site with {{k|u}}{{k|m}}{{k|k}}{{k|h}}).<br />
<br />
==Step Five==<br />
Select which crops to plant there. Press {{k|q}} and move the cursor over the farm, and you will see a list of crops you can select to grow in the current season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).<br />
<br />
You must have the appropriate {{L|seed}}s to plant a crop there. To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}). Check the {{L|crop}}s page for details on different seeds.<br />
<br />
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.<br />
<br />
{{Farming FAQ}}<br />
<br />
==See Also==<br />
* {{L|Farming}}<br />
* {{L|Irrigation}}<br />
* {{L|Crops}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Undead&diff=135595v0.31:Undead2011-01-31T19:47:13Z<p>Ancient History: Migrated zombies info</p>
<hr />
<div>{{quality|Fine|03:52, 13 January 2011 (UTC)}}{{av}}<br />
Undead refers to either a zombie or skeletal form of a creature, and should not be confused with {{L|ghost}}s. The undead occur naturally in {{L|biome|evil}} areas, and are typically zombified or skeletal examples of living creatures that would appear in that {{L|biome}} (including {{L|carp}} and other fish, so be careful {{L|fishing}} or fetching {{L|water}}). It is also possible to produce these forms in the {{L|arena}}.<br />
<br />
== Zombies ==<br />
'''Zombie''' is an undead form that can be applied to most creatures. Zombies constantly emit {{L|miasma}} when underground, and they produce a rotting {{L|corpse}} when they are slain. '''Zombies''' receive less damage from bludgeoning weapons. Also, they do not bleed, so it can be difficult to properly dispose of them. There have been multiple reports of zombies sustaining all parts mangled while staying "alive." Combat can thus last for a very long time, and a {{L|fun|zombie apocalypse}} is not out of the question should the {{L|army}} fall.<br />
<br />
== Skeletal ==<br />
'''Skeletal''' is an undead form far more restrictive than zombie. They require the creature to have a bone structure, so creatures like {{L|Slugman|slugmen}} cannot have a skeletal form. Skeletal creatures produce a {{L|bone|skeleton}} rather than a normal {{L|corpse}} when destroyed.<br />
<br />
Skeletons are '''really''' tough, bring a slicing weapon of some sort if you expect to fight skeletons. Alternatively - copper bolts seem to usually kill a large skeleton in 1 hit to a finger. It takes about 5-10 bone bolts to kill a horse-sized skeleton.<br />
<br />
== Health Point System ==<br />
<br />
Undead have a health point system. In Toady's words: "Undead aren't quite where they need to be yet (skeletons in particular still don't understand how the skull and spine should be holding them together), but they are more killable in this version. Since they don't make sense in the first place, there's a sort of hitpoint system for them now that'll get them dead eventually if you don't break them apart, though punching a skeleton to death takes a long time in this system (...) The undead HP will be revisited once the undead have more of a basis in the underlying reality. (...)"<br />
<br />
{{Category|Creatures}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Zombie&diff=135594v0.31:Zombie2011-01-31T19:45:25Z<p>Ancient History: Adding zombie info to DF2010:Undead and redirecting</p>
<hr />
<div>#REDIRECT [[DF2010:Undead]]</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Undead&diff=135481v0.31:Undead2011-01-28T14:37:36Z<p>Ancient History: </p>
<hr />
<div>{{quality|Fine|03:52, 13 January 2011 (UTC)}}{{av}}<br />
Undead refers to either a zombie or skeletal form of a creature, and should not be confused with {{L|ghost}}s. The undead occur naturally in {{L|biome|evil}} areas, and are typically zombified or skeletal examples of living creatures that would appear in that {{L|biome}} (including {{L|carp}} and other fish, so be careful {{L|fishing}} or fetching {{L|water}}). It is also possible to produce these forms in the {{L|arena}}.<br />
<br />
== Zombies ==<br />
'''Zombie''' is an undead form that can be applied to most creatures. Zombies produce a rotting corpse rather than a normal corpse when they die. Also, they do not bleed, so it can be difficult to properly dispose of them. Zombies produce a rotting {{L|corpse}} when destroyed.<br />
<br />
== Skeletal ==<br />
'''Skeletal''' is an undead form far more restrictive than zombie. They require the creature to have a bone structure, so creatures like {{L|Slugman|slugmen}} cannot have a skeletal form. Skeletal creatures produce a {{L|bone|skeleton}} rather than a normal {{L|corpse}} when destroyed.<br />
<br />
Skeletons are '''really''' tough, bring a slicing weapon of some sort if you expect to fight skeletons. Alternatively - copper bolts seem to usually kill a large skeleton in 1 hit to a finger. It takes about 5-10 bone bolts to kill a horse-sized skeleton.<br />
<br />
== Health Point System ==<br />
<br />
Undead have a health point system. In Toady's words: "Undead aren't quite where they need to be yet (skeletons in particular still don't understand how the skull and spine should be holding them together), but they are more killable in this version. Since they don't make sense in the first place, there's a sort of hitpoint system for them now that'll get them dead eventually if you don't break them apart, though punching a skeleton to death takes a long time in this system (...) The undead HP will be revisited once the undead have more of a basis in the underlying reality. (...)"<br />
<br />
{{Category|Creatures}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=134973Dwarf Fortress webcomics2011-01-15T23:29:03Z<p>Ancient History: Added Histories of...*</p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]<br />
<br />
==Graphic Sagas==<br />
<br />
===Bronzemuder===<br />
{{L|Bronzemurder}} is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a {{L|forgotten beast}}.<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.<br />
<br />
==Ongoing Dwarf Fortress Webcomics==<br />
Ongoing webcomics primarily about Dwarf Fortress.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous {{L|succession game}} {{L|Boatmurdered}}, with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarf Fortress: Histories of...*===<br />
[http://dfstory.thecomicseries.com/comics/1/ Dwarf Fortress: Histories of...*] is a DF chronicle with art and story by Elthar. The webcomic began in July 2010 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular {{L|Graphics set repository | Dwarf Fortress graphic sets}}. It follows the journey and establishment of a new fortress. {{L|Urist}} is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and is ongoing, updating on a rough weekly schedule.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a {{L|sinister}} terrain, including facing {{L|undead}} wildlife.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of {{L|catsplosion}}. Story began at 2nd Sep.<br />
<br />
==One-Off Dwarf Fortress Webcomics==<br />
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with three Dwarf Fortress strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever],[http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music], and [http://www.notmadcomic.com/2010/12/31/dwarf-fortress-suspicion/ Dwarf Fortress: Suspicion]. The first comic deals with {{L|Hidden Fun Stuff}}, while the second deals with {{L|tantrum}}s.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the {{L|Goblin}} menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]<br />
<br />
===Three Panel Soul===<br />
[[File:Dorf.jpg|208px|thumb|right|3PS Dorf T-shirt]]<br />
<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress {{L|fun}}, such as {{L|catsplosion}}, stereotypical Dwarf literal-mindedness, and the {{L|Dwarven economy}}. The fourth concerns a new player's introduction to the game.<br />
<br />
The Dwarf Fortress comics were so popular, they spawned a related t-shirt (see picture on right).<br />
<br />
==Individual Webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about {{L|fell mood}}s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the Dwarf Fortress {{L|List of mods#Kobold Camp|mod Kobold camp}}, mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the {{L|Bronze colossus}}: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about {{L|fun}}: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
A comic about {{L|Elf}} diplomacy: [http://i.imgur.com/I2Stz.jpg 2].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
File:FunComic.png<br />
</gallery><br />
<br />
==Related Pages==<br />
<br />
* [[List of Dwarf Fortress references]]</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Currency&diff=134770v0.31:Currency2011-01-09T05:30:38Z<p>Ancient History: </p>
<hr />
<div>{{quality|Fine|14:07, 2 December 2010 (UTC)}}{{av}}<br />
<br />
==☼==<br />
The game's currency is measured in "☼", called "dwarfbucks" or "db's" by some players. Each item has a specific trade {{L|value}} in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in {{L|trade}} for bartering goods, allowing both the {{L|merchant}} and {{L|trader}} to judge whether the bartered {{L|trade good}}s are equivalent or not.<br />
<br />
[[File:DorfCoin.jpg|208px|thumb|right|This is a stack of 4 pewter coins. The coins are engraved with the image of a dwarf.]]<br />
<br />
==Coins==<br />
{{L|Metal crafter}}s may strike physical coins out of any {{L|metal}} at the {{L|metalsmith's forge}}. This process requires one metal {{L|bar}} and one unit of {{L|fuel}}, and produces one ''stack'' of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x {{L|material value}} of the component metal, and a given coin is (10 x {{L|material value}} / 500) of the value of the metal bar that produced it. For example a {{L|silver}} bar is worth 10☼, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed). Because coins do not have a {{L|value|quality modifier}}, they are not preferable as a {{L|trade good}}.<br />
<br />
Coins have their own {{L|stockpile}}, and are stored in ''stacks'' of up to 500 coins. Each {{L|bin}} in a coin stockpile can hold up to six stacks, or 3,000 coins. Coins are named based on the year they are minted and the name of your fortress, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the fortress is Thidalsokt, each coin in the stack will be a "Thidalsokt 1058" coin. The coins also depict images and figures from the history of the fortress. If the fortress is also the Mountainhome, the coins will be named after the civilization instead, and may depict the symbol and history of that civilization.<br />
<br />
Coins may be smelted at a {{L|smelter}} or {{L|magma smelter}}.<br />
<br />
===Coins and the Dwarven Economy===<br />
Coins are intended for use with the {{L|dwarven economy}}, but the economy is not currently implemented in DF2010. In previous editions {{L|copper}}, {{L|silver}}, and {{L|gold}} coins had monetary value in addition to their intrinsic value, and dwarfs would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as "collector's coins."</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=File:DorfCoin.jpg&diff=134769File:DorfCoin.jpg2011-01-09T05:28:02Z<p>Ancient History: Home-made Dwarf coins</p>
<hr />
<div>Home-made Dwarf coins</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_references&diff=134329List of Dwarf Fortress references2011-01-02T17:22:49Z<p>Ancient History: </p>
<hr />
<div>As the popularity of Dwarf Fortress has grown, many references to it have shown up in other video games. This is a list of the ones which have been discovered.<br />
== Confirmed DF References ==<br />
These are confirmed to be references to Dwarf Fortress. Unless otherwise noted, they are considered to be confirmed because they reference Dwarf Fortress so directly that coincidence is inconceivable, rather than due to any official confirmation from developers.<br />
==== Blue Planet ====<br />
In the [http://www.hard-light.net/forums/index.php?topic=70168.0 back story] of the popular mod of Freespace 2 called "Blue Planet", there is a mention of Dwarf Fortress:<br />
<blockquote>"In the mainstream, the colonies developed very advanced models to predict societal development and to maximize their productivity. There are rumours that these simulations were based on a 21st century program that simulated dwarves living in fortresses; however, these are only unsubstantiated rumours, no more. Regardless of their origins, these models were very accurate and effective, and some claim that they formed a significant backbone to the models used by Ubuntu to guide the development of the society and economy throughout the Sol system."</blockquote><br />
==== DoomRL ====<br />
In the roguelike DoomRL, picking up a chainsaw results in the message "BLOOD! BLOOD FOR ARMOK, GOD OF BLOOD!" and puts the player in berserk state.<br />
==== Runescape ====<br />
In the MMORPG Runescape, there is a quest called [http://runescape.wikia.com/wiki/From_Tiny_Acorns From Tiny Acorns] in which players must steal a Ruby Toy Dragon from a crafting stall tended by a Dwarf named [http://runescape.wikia.com/wiki/Urist_Loric Urist Loric]. When it is stolen, Urist remarks that he "might tantrum".<br />
==== Super Scribblenauts ====<br />
In the DS title Super Scribblenauts, typing in the word "Urist" produces a Dwarf onscreen. In-game Dwarves are also deathly afraid of carp. It is debatable, but the fact that Dwarves are also afraid of elephants and try to fight demons could also be a reference.<br />
==== World of Warcraft ====<br />
In the MMORPG World of Warcraft (WoW) there is a quest called [http://www.wowhead.com/quest=24685 Dwarf Fortress] in which the player must retrieve the schematics to the Dwarven Fortress Bael'Dun. The description of the item says: "A depiction of the fortress using [http://en.wikipedia.org/wiki/Code_page_437 primitive icons] to represent essential structures." There is also an NPC in the quest named [http://www.wowhead.com/npc=38183 Haggis Boatmurder].<br />
In the same area, but unrelated to the Dwarf Fortress quest, there are two Dwarves sitting on sandbags in a town:<br />
<blockquote>'''Hargin Mundar says:''' Flood's not so bad. Not as bad as the ones we've had in Ironforge.<br /><br />
'''Junder Brokk says:''' Aye, you mean the one you caused?<br /><br />
'''Hargin Mundar says:''' You watch your tongue, ya blootered chuff! That was an honest mistake!<br /><br />
'''Junder Brokk says:''' You put a floodgate on a channel from the inside and trapped yerself!<br /><br />
'''Hargin Mundar says:''' An honest mistake!<br /><br />
'''Junder Brokk says:''' An' then you tunneled from the channel straight into a dining hall!<br /><br />
'''Junder Brokk says:''' We were findin' carp behind the furniture for weeks!<br /><br />
'''Hargin Mundar says:''' Well, at least the ale was safe.</blockquote><br />
<br />
== Debated DF References ==<br />
These are possible references, but have not been confirmed.<br />
==== Starcraft II ====<br />
In Starcraft II, there is a technician named Swan who looks suspiciously like a futuristic Dwarf. His workshop? In Docking Bay 12. [http://www.imdb.com/title/tt0078748/ Probably a ][http://bay12please.ytmnd.com/ coincidence.]<br />
==== Tibia ====<br />
In the MMORPG Tibia, there is a Dwarven city called Kazordoon. In an inaccessible area there is a [http://map.tibiaml.com/?p=32650,31892,11:9 giant] [http://map.tibiaml.com/?p=32574,31894,12:9 fortress] [http://map.tibiaml.com/?p=32570,31927,10:9 built] [http://map.tibiaml.com/?p=32570,31927,10:9 in] [http://map.tibiaml.com/?p=32577,31909,13:9 the shape of] [http://static.tibia.com/images/news/colossus_after.jpg a giant Dwarf]. There is a comment by some inhabitant NPCs that it may be able to defend itself better if it could walk and shoot magma.<br />
<br />
<br />
==Related Pages==<br />
<br />
* [[Dwarf Fortress webcomics]]</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=134328Dwarf Fortress webcomics2011-01-02T17:22:16Z<p>Ancient History: </p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]<br />
<br />
==Graphic Sagas==<br />
<br />
===Bronzemuder===<br />
{{L|Bronzemurder}} is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a {{L|forgotten beast}}.<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.<br />
<br />
==Ongoing Dwarf Fortress Webcomics==<br />
Ongoing webcomics primarily about Dwarf Fortress.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous {{L|succession game}} {{L|Boatmurdered}}, with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular {{L|Graphics set repository | Dwarf Fortress graphic sets}}. It follows the journey and establishment of a new fortress. {{L|Urist}} is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and is ongoing, updating on a rough weekly schedule.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a {{L|sinister}} terrain, including facing {{L|undead}} wildlife.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of {{L|catsplosion}}. Story began at 2nd Sep.<br />
<br />
==One-Off Dwarf Fortress Webcomics==<br />
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with three Dwarf Fortress strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever],[http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music], and [http://www.notmadcomic.com/2010/12/31/dwarf-fortress-suspicion/ Dwarf Fortress: Suspicion]. The first comic deals with {{L|Hidden Fun Stuff}}, while the second deals with {{L|tantrum}}s.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the {{L|Goblin}} menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]<br />
<br />
===Three Panel Soul===<br />
[[File:Dorf.jpg|208px|thumb|right|3PS Dorf T-shirt]]<br />
<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress {{L|fun}}, such as {{L|catsplosion}}, stereotypical Dwarf literal-mindedness, and the {{L|Dwarven economy}}. The fourth concerns a new player's introduction to the game.<br />
<br />
The Dwarf Fortress comics were so popular, they spawned a related t-shirt (see picture on right).<br />
<br />
==Individual Webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about {{L|fell mood}}s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the Dwarf Fortress {{L|List of mods#Kobold Camp|mod Kobold camp}}, mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the {{L|Bronze colossus}}: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about {{L|fun}}: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
A comic about {{L|Elf}} diplomacy: [http://i.imgur.com/I2Stz.jpg 2].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
File:FunComic.png<br />
</gallery><br />
<br />
==Related Pages==<br />
<br />
* [[List of Dwarf Fortress references]]</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Frequently_Asked_Questions&diff=134271v0.31:Frequently Asked Questions2011-01-01T16:21:17Z<p>Ancient History: FAQ needs a lot of work</p>
<hr />
<div>{{av}}<br />
{{Quality|Fine}}<br />
<br />
This section will be dedicated to listing (eventually in order) all the questions asked on the Bay12 Gameplay Questions page.<br />
<br />
==General==<br />
{{Game_Basics FAQ}}<br />
{{Game_Interface FAQ}}<br />
{{Starting FAQ}}<br />
==Environment==<br />
{{Magma FAQ}}<br />
{{Wood FAQ}}<br />
{{Water FAQ}}<br />
==Fortress==<br />
{{Buildings FAQ}}<br />
{{Moods FAQ}}<br />
{{Workshops FAQ}}<br />
{{Errors FAQ}}<br />
<br />
==Skills==<br />
{{Farming FAQ}}<br />
{{Military FAQ}}<br />
{{Mining FAQ}}<br />
<br />
==Uncategorized==<br />
<br />
'''Water Questions'''<br />
<br />
Q: ''If you drain water into naturally flooded caverns, will it flow off the map? Or will they eventually start to fill up?''<br />
<br />
A: It will flow off the edge of the map.<br />
<br />
'''Bones'''<br />
<br />
Q: ''I've got someone in a mood and he wants bones. Well, there's a dead bear skeleton just outside the fort, and I've got lots of tame animals tethered or wandering around.''<br />
<br />
A: First off, make sure you've got a butcher's shop, and a dwarf with butchering labour enabled.<br />
Then got to the "animals screen"(from {z} screen), and toggle "ready for slaughter" for those you want to kill.<br />
Your butcher will also automatically butcher every dead animal in the refuse stockpile. This includes extracting bones from "partial skeletons". Make a refuse stockpile by the butcher's, and enable refuse gathering from the outside(o->r->o, iirc).<br />
<br />
'''Mining'''<br />
<br />
Q: ''I have 3 miners in my fort, 1 is a migrant (He's the working miner) the other 2 came on embark. The original 2 won't mine anything. (I checked and they're holding picks) The new guy is steady mining all the time. What gives?''<br />
<br />
A: If you're mining a tunnel which is only 1 square in width, only 1 Dwarf will mine. Ensure they all have picks equipped. <br />
Did you perchance assign mining through Dwarf Therapist?<br />
Either way, unassign, unpause, and then reassign mining labour. Could be all that's required.<br />
In some of my own tests, it wasn't even necessary to unpause - just going into v-p-l, selecting Mining (or Wood Cutting) and hitting Enter twice was enough to fix it.<br />
<br />
'''Immigrants'''<br />
<br />
Q:Is there any way to edit the frequency or max/min amount of migrants that join your fortress? I keep keeping double digit migrations and I hate being forced to expand quickly. I know I can just draft some into military positions, but I have a picky principle on better to not have labor than to waste labor.<br />
<br />
<br />
==Writing answers policy==<br />
If you know of a page on the wiki that answers a question already, '''Don't''' just redirect to it. Edit the FAQ and change the link to point to it directly.<br />
<br />
Whether you link to a page, or create a new page to answer the question, '''don't forget''' to add the template code! That would be:<br />
:<nowiki>{{Name of FAQ}}</nowiki><br />
<br />
<br />
[[fr:Questions Fréquemment Pausées]]</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=What_is_the_%22seas_fert%22_option_for%3F&diff=134239What is the "seas fert" option for?2010-12-31T00:46:47Z<p>Ancient History: The DF2010 Farming FAQ needs work</p>
<hr />
<div>The '''seas fert''' option in the {{L|farm plot}} building menu automates the {{L|farming|fertilization}} process on that plot. Every {{L|season}} change dwarves will attempt to automatically fertilize the farm plot with any available {{L|potash}}. If the amount of potash necessary to fertilize a crop of that size is not available, it will not be fertilized.<br />
<br />
<br />
{{Farming FAQ}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=134087Dwarf Fortress webcomics2010-12-27T14:55:13Z<p>Ancient History: /* Unknown Creator */</p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]<br />
<br />
==Graphic Sagas==<br />
<br />
===Bronzemuder===<br />
{{L|Bronzemurder}} is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a {{L|forgotten beast}}.<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.<br />
<br />
==Ongoing Dwarf Fortress Webcomics==<br />
Ongoing webcomics primarily about Dwarf Fortress.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous {{L|succession game}} {{L|Boatmurdered}}, with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular {{L|Graphics set repository | Dwarf Fortress graphic sets}}. It follows the journey and establishment of a new fortress. {{L|Urist}} is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and is ongoing, updating on a rough weekly schedule.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a {{L|sinister}} terrain, including facing {{L|undead}} wildlife.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of {{L|catsplosion}}. Story began at 2nd Sep.<br />
<br />
==One-Off Dwarf Fortress Webcomics==<br />
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with two Dwarf Fortress strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever] and [http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music]. The first comic deals with {{L|Hidden Fun Stuff}}, while the second deals with {{L|tantrum}}s.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the {{L|Goblin}} menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]<br />
<br />
===Three Panel Soul===<br />
[[File:Dorf.jpg|208px|thumb|right|3PS Dorf T-shirt]]<br />
<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress {{L|fun}}, such as {{L|catsplosion}}, stereotypical Dwarf literal-mindedness, and the {{L|Dwarven economy}}. The fourth concerns a new player's introduction to the game.<br />
<br />
The Dwarf Fortress comics were so popular, they spawned a related t-shirt (see picture on right).<br />
<br />
==Individual Webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about {{L|fell mood}}s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the Dwarf Fortress {{L|List of mods#Kobold Camp|mod Kobold camp}}, mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the {{L|Bronze colossus}}: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about {{L|fun}}: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
A comic about {{L|Elf}} diplomacy: [http://i.imgur.com/I2Stz.jpg 2].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
File:FunComic.png<br />
</gallery></div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&diff=132973v0.31:Wood industry2010-12-04T17:41:31Z<p>Ancient History: Expanded a bit. Still needs work.</p>
<hr />
<div>{{av}}<br />
{{Quality|Fine}}<br />
<br />
The '''wood industry''' deals with the harvesting and use of {{L|wood}} and wood-related products: ({{L|ash}}, {{L|potash}}, {{L|pearlash}}, and {{L|charcoal}}. Dwarves prefer to use {{L|stone}} or {{L|metal}} when possible, due to their durability and variety. Wood is comparatively weak by comparison (and usually flammable), but it is a renewable resource and sometimes the only option available for making certain items before the {{L|metal industry}} starts up.<br />
<br />
==Log Production==<br />
<br />
===Finding Trees===<br />
Most {{L|biome}}s with {{L|soil}} on the surface have {{L|tree}}s growing on them. Surface trees will randomly spawn in surface soil. {{L|caverns#vegetation|Underground trees}} (actually forms of giant fungus) also exist in the {{L|caverns}} beneath the surface. Underground trees will randomly spawn in any underground muddy soil once the appropriate cavern level is breached. Some rare trees will only grow in certain biomes, or ones with a particular alignment, or underground.<br />
<br />
====Tree Farming====<br />
Tree farming is a matter of patience and luck more than resources or skill, since saplings spawn completely at random. The best that you can do is isolate an suitable area, ensure random dwarves and critters don't trample the saplings, and hope the trees grow. On the surface, this could involve walling off a section of forest or {{L|dig|digging}} to cut off a wooded area from regular contact, creating an artificial plateau or hill only accessible through some other means (like a {{L|bridge|draw bridge}} or a locked {{L|hatch}}). Underground, you'll need to first breach at least the first cavern level, then create a room with muddy soil through {{L|irrigation}} and then restrict access to it, giving the saplings a chance to grow.<br />
<br />
===Woodcutting===<br />
Once you have located a source of trees, all you need to get started is a {{L|dwarf}} with a {{L|battle axe}}. {{L|designation|{{Key|d}}esignate}} the {{L|tree|{{Key|t}}rees}} to be chopped down, and enable the dwarf to do the {{L|wood cutting}} {{L|labor}}. Provided there is a path to the tree, the dwarf will find their way there and start chopping, then haul the wood {{L|log}} back to the {{L|stockpile|wood stockpile}}. The quality and material of the {{L|axe}} is not relevant to {{L|wood cutting}}.<br />
<br />
===Trading===<br />
Most {{L|caravan}}s will bring {{L|logs}}, particularly if they are specifically requested. {{L|Trading}} for logs can save you from having to cut your own, make up the difference if your local area cannot provide enough wood to support your fortress' needs, and can bring varieties of wood that your local biome cannot provide. Note however that trees that only grow in evil biomes ({{L|glumprong}}) or below the first cavern level ({{L|Black-cap}}, {{L|Blood thorn}}, {{L|Goblin-cap}}, {{L|Nether-cap}}, {{L|Spore tree}}, {{L|Tunnel tube}}) will never be available for trading, since no trading race lives in an evil biome or penetrates the second cavern level.<br />
<br />
====Elves====<br />
{{L|Elves}} have a thing for {{L|tree}}s, and get pissy when you cut down too many of them. They don't actually have a problem with selling logs though, leading some dwarf economists to believe the elves are really looking to secure a monopoly on wood. Whatever the case, be aware that if you trade with elves they might ask you to restrict the number of trees you chop down.<br />
<br />
==A Log Is A Log==<br />
For the most part, all wood is effectively interchangeable - an {{L|ash (tree)|ash}} log can be used to make all the same things that an {{L|alder}} log can be used to make. However, certain woods have distinct properties that may make them more aesthetically pleasing or useful in certain specific applications; they also tend to be more valuable. Since it is not possible to specifically designate which type of wood you want to use to build any given object, you may want to designate special {{L|stockpile}}s for these rare woods adjacent to the necessary shop, and make them part of a {{L|burrow}} so that only your most-skilled or {{L|strange mood|moody}} dwarves have access to them.<br />
<br />
===Color===<br />
Most logs are brown, and any {{L|furniture}}, objects, or {{L|building}}s made from them will be brown as well. However, some trees will yield logs of a different color, and objects made from those logs will share that color. The following colors besides brown are available: black ({{L|Black-cap}}, cream ({{L|Feather tree}}), crimson ({{L|Blood thorn}}), indigo ({{L|Nether-cap}}), lemon ({{L|Fungiwood}}), purple ({{L|Glumprong}}), red ({{L|Goblin-cap}}), teal ({{L|Spore tree}}), violet ({{L|Tunnel tube}}), and white ({{L|Tower-cap}}).<br />
<br />
===Temperature===<br />
Wood can catch on {{L|fire}}, and generally should not be used around {{L|magma}} or {{L|dragon}}s. {{L|Nether-cap}}s, however, has a fixed temperate set just around freezing. While it is not clear if this makes items made from nether-cap wood {{L|magma-safe}}, such items are at least {{L|fire-safe}} and appropriate for use in areas where fire is a major concern. Nether-cap {{L|barrel}}s are thus preferred for storing {{L|booze}}.<br />
<br />
===Weight===<br />
The {{L|weight}} of a wood log or wooden object is based on the density of the wood. The average density is 0.575~(g/cm^3), but some species have much higher or lower densities than this average. {{L|Feather tree}} wood is the lightest in the game, with a density of 0.1 (g/cm^3), making it ideal for crafting items that need to be moved frequently, such as {{L|bucket}}s, {{L|barrel}}s, {{L|crutch}}es, {{L|splint}}s and wooden training {{L|weapon}}s. {{L|Blood thorn}} (1.25 g/cm^3) and {{L|glumprong}} (1.2 g/cm^3) are the densest woods in the game, and are considered more appropriate for {{L|ballista}} bolts or other weapons where weight factors into damage.<br />
<br />
==Uses of Wood==<br />
Wood {{L|logs}} may be used directly as a building material, where it is as good as {{L|stone}} or {{L|metal}} for most purposes, though generally less valuable. Logs may also be turned into various useful objects at the following workshops:<br />
<br />
==={{L|Bowyer's workshop|Bowyer's workshop}}===<br />
Used for creating wooden {{L|Crossbow|crossbow}}s.<br />
<br />
==={{L|Carpenter's workshop}}===<br />
Used for creating:<br />
*Wooden {{L|Furniture|furniture}}<br />
*Wooden {{L|Shield|bucklers and shields}}<br />
*Wooden {{L|Training weapon|training weapons}}<br />
*Wooden {{L|Weapon#Trap weapon statistics|trap components}}<br />
*Wooden {{L|crutch}}es and {{L|splint}}s<br />
<br />
==={{L|Craftsdwarf's workshop}}===<br />
Used for creating:<br />
*Wooden {{L|Craft|crafts}}<br />
*Wooden {{L|Bolt|bolts}}<br />
*{{L|Obsidian}} Short Swords<br />
<br />
==={{L|Siege workshop}}===<br />
Used for creating {{L|Siege engine|siege engine parts}}<br />
<br />
==={{L|Wood furnace}}===<br />
Used for creating:<br />
*{{L|Ash}}<br />
*{{L|Charcoal}}<br />
<br />
==={{L|Machinery}}===<br />
Used for constructing:<br />
*{{L|Screw pump}}<br />
*{{L|Axle}}<br />
*{{L|Windmill}}<br />
*{{L|Water wheel}}<br />
<br />
==Wood Products and Related Industries==<br />
Aside from its use in crafting objects or building, wood may be changed into a variety of substances essential to the {{L|glass industry|glass}}, {{L|soap}} and {{L|metal industry|metal industries}}; the latter in particular forms an essential part of the {{L|fuel industry}}.<br />
<br />
===Ash===<br />
One log of wood can be used to create one {{L|bar}} of {{L|ash}} at a {{L|wood furnace}} by a dwarf with the {{L|wood burning}} labor enabled. Ash may be turned into either {{L|lye}} or {{L|potash}} at an {{L|ashery}}.<br />
<br />
===Lye===<br />
One bar of ash may be used to create one {{L|bucket}} of {{L|lye}} at an {{L|ashery}} by a dwarf with the {{L|wood burning}} labor enabled (you must have an unused {{L|bucket}} available for this task to complete). Lye may be combined with {{L|tallow}} to make {{L|soap}}, or converted into {{L|potash}}.<br />
<br />
===Potash===<br />
One bar of ash or one bucket of lye may be used to create one bar of {{L|potash}} at an an {{L|ashery}} by a dwarf with the {{L|potash maker|potash making}} labor enabled. Potash may be used as {{L|fertilizer}} on a {{L|farm plot}}, or converted into {{L|pearlash}} at a {{L|kiln}}.<br />
<br />
===Pearlash===<br />
One bar of potash may be used to create one bar of {{L|pearlash}} at a {{L|kiln}} by a dwarf with the {{L|furnace operator}} labor enabled. This task consumes one bar of {{L|fuel}} as well. Pearlash is used exclusively in the {{L|glass industry}}.<br />
<br />
===Charcoal===<br />
One log of wood can be used to create one {{L|bar}} of {{L|charcoal}} at a {{L|wood furnace}} by a dwarf with the {{L|wood burning}} labor enabled. Charcoal is a {{L|fuel}} and is used extensively in the {{L|metal industry}} and {{L|glass industry}}.<br />
<br />
{{Category|Materials}}<br />
{{Category|Industry}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Gem_industry&diff=132893v0.31:Gem industry2010-12-03T15:35:11Z<p>Ancient History: /* Glass */</p>
<hr />
<div>{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}<br />
<br />
The '''gem industry''' deals with the processing of {{L|gem}}s. Like other {{L|Industry|industries}}, creates raw materials, {{L|finished goods}}, and can be used to enhance finished goods with {{L|decoration}}s. Because of the skills and materials involved, the gem industry is very closely tied to the {{L|glass industry}}.<br />
<br />
==Jeweler's Workshop==<br />
The {{L|jeweler's workshop}} is the heart of the gem industry. '''Rough gems''' are taken to the the jeweler's workshop, where dwarves use the {{L|Gem cutter}} skill to turn the rough gems into '''cut gems''' or '''large gems.''' At the same workshop, a dwarf uses the {{L|Gem setter}} skill to take the cut gems and use them to {{L|decoration|encrust}} a wide variety of items.<br />
<br />
==Obtaining Gems==<br />
The easiest way to obtain rough gems is through {{L|mining}}. Highly skilled {{L|miner}}s are more likely to leave a rough gem behind when they mine through a tile, and it may be advisable to designate certain gem {{L|cluster}}s as {{L|burrows}} restricted to your most skilled miners in hopes of maximizing your yield.<br />
<br />
The {{L|glass industry}} is also a ready source of {{L|glass|raw glass}}, which is treated in all ways as a rough gem. While glass has a relatively low value compared to other gems, with a {{L|magma glass furnace}} and {{L|sand}} it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarfs {{L|experience}} in Gem Cutting and Gem Setting, or at least preventing those skills from becoming [[Rusty]].<br />
<br />
Finally, all manner of gems are generally available through trade with dwarf and human {{L|caravan}}s, including rough gems, cut gems, large gems, gem crafts, and various glass products.<br />
<br />
==Gem Cutting==<br />
{{L|Gem cutting}} is a {{L|job}} at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be encrusted (see '''Gem Setting''', below). Large gems and gem crafts are {{L|finished goods}} and occur much more seldom; gem crafts are rarer than large gems. The gem cutter's skill level does not appear to affect the chances of producing a large gem or gem crafts, since gems have no quality levels, but it is possible that levels past {{L|Legendary}} might affect the process{{verify}}. Experimental results suggest that the odds of getting a large gem are 1 in 7, and the odds of gem crafts are 1 in 15{{verify}}.<br />
<br />
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. <br />
<br />
===Large Gems===<br />
'''Large gems''' are considered {{L|finished goods}} and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have {{L|item value|quality levels}}, dependent on the skill level in Gem Cutting{{verify}}. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A large gem of base quality is thus worth 20-7,200☼.<br />
<br />
===Gem Crafts===<br />
'''Gem crafts''' are {{L|crafts}} made out of a type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above mentioned large gems), gem crafts have {{L|item value|quality levels}}, dependent on the skill level in Gem Cutting{{verify}}. {{L|Glass}} cannot be made directly into crafts at a {{L|glass furnace}}, only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem craft is thus worth 20-7,200☼.<br />
<br />
===Perfect Gems===<br />
'''Perfect gems''' are {{L|artifact}}s created by dwarves seized by a {{L|strange mood}}. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (120); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼, plus the value of any additional decorations. Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a possessed dwarf choosing one of them. A dwarf who carves a perfect gem will attain enough experience to attain {{L|legendary}} rank in the {{L|gem cutter}} skill.<br />
<br />
==Gem Setting==<br />
{{L|Gem setting}} is a {{L|job}} at the jeweler's workshop, and takes a ''cut gem'' to {{L|decoration|encrust}} {{L|furniture}}, {{L|ammo}}, and {{L|finished goods}}. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of {{L|stockpiles}}, and probably locking the {{L|jeweler}} in a {{L|burrow}} to avoid them going to different stockpiles.<br />
<br />
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem decoration is thus worth 20-7,200☼. A given item may possess multiple decorations (but only one using each type of gem{{verify}}), and encrusting items with gems can increase the wealth of a fortress substantially.<br />
<br />
==Glass==<br />
The {{L|glass industry}} produces ''raw glass'', which is treated as a rough gem for all purposes. Cutting a raw glass gem usually yields a cut glass gem of the same type, and may yield a large cut glass gem or cut glass crafts. Perfect cut glass gems are also possibly, but very rare due to the circumstances required for their creation. Cut glass gems may be set by a {{L|Gem setter}}, just like any other cut gem. <br />
<br />
Glass crafts et al. made by gem cutting instead of normal {{L|glassmaking}} '''do not''' satisfy {{L|mandate}}s for glass crafts or objects, but will satisfy mandates for large gems or gem crafts. Cut glass gems may also be used to construct a gem {{L|window}}, although this is less valuable than making a window directly from glass at a {{L|glass furnace}}.<br />
<br />
{{L|Gem cutter}}s receive the same experience cutting raw glass as other, more valuable gems; so it is typical for beginning {{L|jeweler}}s to "train" by cutting raw green glass gems until they reach {{L|Legendary}} skill level. This requires a good source of {{L|sand}} and {{L|fuel}} or {{L|magma}} for the {{L|glass furnace}}, and provides a surplus of cut glass gems which may be used to {{L|encrust}} trade goods and the like.<br />
<br />
==Gem Windows==<br />
{{L|Window}}s can be made out of any sort of glass at a {{L|glass furnace}} (in which case they are a type of {{L|furniture}}), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a "gem window." If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a "gem window" yields the gems that made it up.<br />
<br />
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a {{L|glass}} {{L|window}} has a {{L|value}} modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value.<br />
<br />
==Industry Management==<br />
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contains valuable gems (like {{L|kimberlite}}, the source of all diamonds). Designate rare or valuable clusters of gems as {{L|burrows}} for your high-skill miners to maximize your yield. <br />
<br />
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Designate the jeweler's workshop/high-value stockpile as a burrow specific your highest-level jeweler(s), and the jeweler's workshop/low-value stockpile as a burrow specific to your jewelers-in-training. For extra safety, use ({{key|q}}-{{key|P}}) to set the high-value jeweler's workshop profile so only your highest-skilled jewelers can use it.<br />
<br />
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Encrusting skills, particularly if your {{L|glass industry}} is in full swing.<br />
<br />
When encrusting items, dwarfs will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible, as part of the burrow. And, if necessary, lock the doors until the jeweler encrusts the item.<br />
<br />
==Industry Overview==<br />
<br />
{| style="border-spacing: 0; width: 41em"<br />
|-<br />
<br />
{{Empty Block}}<br />
<br />
{{Empty Block}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|E| |T|#fff|L|#fff| raw glass counts as rough gems<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Item Block|title=Raw Glass<br />
|background=#000|<br />
|☼|#090|☼|#090|☼|#099|☼|#fff|<br />
|☼|#090|☼|#099|☼|#099|☼|#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|A|#fff|C|#fff|E| |<br />
| |L|#fff| |<br />
}}<br />
<br />
|-<br />
<br />
{{Item Block|title=Gem Clusters<br />
|background=#777|<br />
| |#fff|☼|#f00|☼|#00f| |#fff|<br />
| |#fff|☼|#0f0|☼|#fff| |#fff|<br />
}}<br />
<br />
{{Skill Block|skill=Mining<br />
|color=7:0|<br />
| |E| | |<br />
|L|#ccc|C|#ccc|A|#ccc|<br />
| |E| | |<br />
}}<br />
<br />
{{Item Block|title=Rough Gems<br />
|background=#000|<br />
| |#fff|☼|#f00|☼|#00f| |#fff|<br />
| |#fff|☼|#0f0|☼|#fff| |#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|T|#fff|A|#fff| rough rock crystals<br />
| |E| | |<br />
}}<br />
<br />
{{Industry Block|industry=Glass Industry<br />
|background=#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Empty Block}}<br />
<br />
{{Empty Block}}<br />
<br />
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem cutting<br />
|color=2:1|<br />
| |L|#afa| |<br />
|E|#afa|C|#afa|L|#afa|<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#afa|T|#afa|L|#afa| sometimes created<br />
| |A|#afa| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#afa|C|#afa|E| |<br />
| |A|#afa| |<br />
}}<br />
<br />
|-<br />
<br />
{{Item Block|title=Gem Windows<br />
|background=#000|<br />
| |#fff|▒|#f00|▒|#00f| |#fff|<br />
| |#fff|▒|#0f0|▒|#fff| |#fff|<br />
}}<br />
<br />
{{Empty Block}}<br />
<br />
{{Arrow Block|<br />
| |L|#afa| |<br />
|E| |C|#afa|E| |<br />
| |A|#afa| |<br />
}}<br />
<br />
{{Item Block|title=Large Gems<br />
|background=#000|<br />
| |#fff|♦|#f00|♦|#00f| |#fff|<br />
| |#fff|♦|#0f0|♦|#fff| |#fff|<br />
}}<br />
<br />
{{Item Block|title=Gem Crafts<br />
|background=#000|<br />
|o|#f00|♀|#f00|o|#00f|°|#00f|<br />
|Å|#0f0|¶|#0f0|♀|#fff|δ|#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Skill Block|skill=Furnit. Hauling<br />
|color=3:0|<br />
| |A|#acc| |<br />
|E| |C|#acc|L|#acc|<br />
| |E| | |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#acc|T|#acc|L|#acc| 3 gems are needed<br />
| |E| | |<br />
}}<br />
<br />
{{Item Block|title=Cut Gems<br />
|background=#000|<br />
| |#fff|♦|#f00|♦|#00f| |#fff|<br />
| |#fff|♦|#0f0|♦|#fff| |#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|L|#fff|<br />
| |E| | |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|L|#fff|C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
|-<br />
<br />
{{Industry Block|industry=Goods Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#afa| |<br />
|E| |C|#afa|E| |<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|E| |C|#fff|A|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Industry Block|industry=Goods Industry<br />
|background=#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Empty Block}}<br />
<br />
{{Item Block|title=Finished Goods<br />
|background=#000|<br />
|o|#770|¶|#fff|Å|#555|♀|#555|<br />
|♀|#999|♀|#090|δ|#ff0|æ|#999|<br />
}}<br />
<br />
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting<br />
|color=2:1|<br />
| |L|#afa| |<br />
|L|#fff|C|#afa|A|#afa|<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Item Block|title=Encrusted Goods<br />
|background=#000|<br />
|o|#770|¶|#fff|Å|#555|♀|#555|<br />
|♀|#999|♀|#090|δ|#ff0|æ|#999|<br />
}}<br />
<br />
{{Empty Block}}<br />
<br />
|-<br />
<br />
{{Industry Block|industry=Furniture Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#afa| |<br />
|E| |C|#afa|E| |<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|E| |C|#fff|A|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Industry Block|industry=Furniture Industry<br />
|background=#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Empty Block}}<br />
<br />
{{Item Block|title=Furniture<br />
|background=#000|<br />
|╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|<br />
|π|#999|π|#999|Ω|#555|╤|#fff|<br />
}}<br />
<br />
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting<br />
|color=2:1|<br />
| |L|#afa| |<br />
|L|#fff|C|#afa|A|#afa|<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Item Block|title=Encrusted Furniture<br />
|background=#000|<br />
|╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|<br />
|π|#999|π|#999|Ω|#555|╤|#fff|<br />
}}<br />
<br />
{{Empty Block}}<br />
<br />
|-<br />
<br />
{{Industry Block|industry=Arms Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#afa| |<br />
|E| |C|#afa|E| |<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|E| |C|#fff|A|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Industry Block|industry=Arms Industry<br />
|background=#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Empty Block}}<br />
<br />
{{Item Block|title=Ammo<br />
|background=#000|<br />
|/|#999|/|#999|/|#555|/|#555|<br />
|/|#999|/|#770|/|#770|/|#fff|<br />
}}<br />
<br />
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting<br />
|color=2:1|<br />
| |L|#afa| |<br />
|L|#fff|C|#afa|A|#afa|<br />
| |E| | |<br />
}}<br />
<br />
{{Item Block|title=Encrusted Ammo<br />
|background=#000|<br />
|/|#999|/|#999|/|#555|/|#555|<br />
|/|#999|/|#770|/|#770|/|#fff|<br />
}}<br />
<br />
{{Empty Block}}<br />
<br />
|}<br />
{{Category|Industry}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Currency&diff=132575v0.31:Currency2010-11-29T00:50:20Z<p>Ancient History: </p>
<hr />
<div>{{quality|Tattered|20:53, 16 August 2010 (UTC)}}{{av}}<br />
<br />
==☼==<br />
The game's currency is measured in "☼", called "dwarfbucks" or "db's" by some players. Each item has a specific trade {{L|value}} in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in {{L|trade}} for bartering goods, allowing both the {{L|merchant}} and {{L|trader}} to judge whether the bartered {{L|trade good}}s are equivalent or not.<br />
<br />
==Coins==<br />
{{L|Metal crafter}}s may strike physical coins out of any {{L|metal}} at the {{L|metalsmith's forge}}. This process requires one metal {{L|bar}} and one unit of {{L|fuel}}, and produces one ''stack'' of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x {{L|material value}} of the component metal, and a given coin is (10 x {{L|material value}} / 500) of the value of the metal bar that produced it. For example a {{L|silver}} bar is worth 10☼, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed). Because coins do not have a {{L|value|quality modifier}}, they are not preferable as a {{L|trade good}}.<br />
<br />
Coins have their own {{L|stockpile}}, and are stored in ''stacks'' of up to 500 coins. Each {{L|bin}} in a coin stockpile can hold up to six stacks, or 3,000 coins. Coins are named based on the year they are minted and the name of your fortress, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the fortress is Thidalsokt, each coin in the stack will be a "Thidalsokt 1080" coin. The coins also depict images and figures from the history of the fortress.<br />
<br />
Coins may be smelted at a {{L|smelter}} or {{L|magma smelter}}.<br />
<br />
===Coins and the Dwarven Economy===<br />
Coins are intended for use with the {{L|dwarven economy}}, but the economy is not currently implemented in DF2010. In previous editions {{L|copper}}, {{L|silver}}, and {{L|gold}} coins had monetary value in edition to their intrinsic value, and dwarfs would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as "collector's coins."</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Currency&diff=132567v0.31:Currency2010-11-28T21:59:58Z<p>Ancient History: Trying to clean this page up a bit.</p>
<hr />
<div>{{quality|Tattered|20:53, 16 August 2010 (UTC)}}{{av}}<br />
<br />
==☼==<br />
The game's currency is measured in "☼", called "dwarfbucks" or "db's" by some players. Each item has a specific trade {{L|value}} in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in {{L|trade}} for bartering goods, allowing both the {{L|merchant}} and {{L|trader}} to judge whether the bartered {{L|trade good}}s are equivalent or not.<br />
<br />
==Coins==<br />
{{L|Metal crafter}}s may strike physical coins out of any {{L|metal}} at the {{L|metalsmith's forge}}. This process requires one metal {{L|bar}} and one unit of {{L|fuel}}, and produces one ''stack'' of 500 coins. Each coin is worth 1/500th of the value of the metal bar that produced it. For example a {{L|silver}} bar is worth 100☼, so each coin will be worth 100/500, or 0.2☼ (fractional ☼ values are never displayed). Because coins do not have a {{L|value|quality modifier}}, they are not preferable as a {{L|trade good}}.<br />
<br />
Coins have their own {{L|stockpile}}, and are stored in ''stacks'' of up to 500 coins. Each {{L|bin}} in a coin stockpile can hold up to six stacks, or 3,000 coins. Coins are named based on the year they are minted and the name of your fortress, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the fortress is Thidalsokt, each coin in the stack will be a "Thidalsokt 1080" coin. The coins also depict images and figures from the history of the fortress.<br />
<br />
Coins may be smelted at a {{L|smelter}} or {{L|magma smelter}}.<br />
<br />
===Coins and the Dwarven Economy===<br />
Coins are intended for use with the {{L|dwarven economy}}, but the economy is not currently implemented in DF2010. In previous editions {{L|copper}}, {{L|silver}}, and {{L|gold}} coins had monetary value in edition to their intrinsic value, and dwarfs would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as "collector's coins."</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=132420Dwarf Fortress webcomics2010-11-26T03:20:06Z<p>Ancient History: /* Three Panel Soul */</p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]<br />
<br />
==Graphic Sagas==<br />
<br />
===Bronzemuder===<br />
{{L|Bronzemurder}} is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a {{L|forgotten beast}}.<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.<br />
<br />
==Ongoing Dwarf Fortress Webcomics==<br />
Ongoing webcomics primarily about Dwarf Fortress.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous {{L|succession game}} {{L|Boatmurdered}}, with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular {{L|Graphics set repository | Dwarf Fortress graphic sets}}. It follows the journey and establishment of a new fortress. {{L|Urist}} is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and is ongoing, updating on a rough weekly schedule.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a {{L|sinister}} terrain, including facing {{L|undead}} wildlife.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of {{L|catsplosion}}. Story began at 2nd Sep.<br />
<br />
==One-Off Dwarf Fortress Webcomics==<br />
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with two Dwarf Fortress strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever] and [http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music]. The first comic deals with {{L|Hidden Fun Stuff}}, while the second deals with {{L|tantrum}}s.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the {{L|Goblin}} menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]<br />
<br />
===Three Panel Soul===<br />
[[File:Dorf.jpg|208px|thumb|right|3PS Dorf T-shirt]]<br />
<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress {{L|fun}}, such as {{L|catsplosion}}, stereotypical Dwarf literal-mindedness, and the {{L|Dwarven economy}}. The fourth concerns a new player's introduction to the game.<br />
<br />
The Dwarf Fortress comics were so popular, they spawned a related t-shirt (see picture on right).<br />
<br />
==Individual Webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about {{L|fell mood}}s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the Dwarf Fortress {{L|List of mods#Kobold Camp|mod Kobold camp}}, mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the {{L|Bronze colossus}}: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about {{L|fun}}: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
File:FunComic.png<br />
</gallery></div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=File:Dorf.jpg&diff=132419File:Dorf.jpg2010-11-26T03:17:36Z<p>Ancient History: Three Panel Soul Dorf T-shirt design.</p>
<hr />
<div>Three Panel Soul Dorf T-shirt design.</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Merchant&diff=132212v0.31:Merchant2010-11-22T19:15:06Z<p>Ancient History: Bugger</p>
<hr />
<div>#REDIRECT [[DF2010:Trading]]</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Merchant&diff=132211v0.31:Merchant2010-11-22T19:14:46Z<p>Ancient History: Created page with '#REDIRECT DF2010:Trading'</p>
<hr />
<div>#REDIRECT DF2010:Trading</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=40d:Alchemy&diff=13174040d:Alchemy2010-11-16T16:40:02Z<p>Ancient History: Forgot the bloody tag.</p>
<hr />
<div>{{av}}<br />
'''Alchemy''' is listed in game as a labor, but it currently doesn't have any function. The {{L|alchemist's laboratory}} still exists, but it now uses the {{L|soap maker}} labor to produce {{L|soap}}.</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=40d:Alchemy&diff=13173940d:Alchemy2010-11-16T16:39:04Z<p>Ancient History: Created page with ''''Alchemy''' is listed in game as a labor, but it currently doesn't have any function. The {{L|alchemist's laboratory}} still exists, but it now uses the {{L|soap maker}} labor …'</p>
<hr />
<div>'''Alchemy''' is listed in game as a labor, but it currently doesn't have any function. The {{L|alchemist's laboratory}} still exists, but it now uses the {{L|soap maker}} labor to produce {{L|soap}}.</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Losing&diff=131498v0.31:Losing2010-11-13T16:29:31Z<p>Ancient History: </p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
<br />
<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 />
There is no internal end point, single goal, final Easter egg or "You Win!" announcement in Dwarf Fortress. Therefore, eventually, almost every fortress will fall. The only ones that don't, tend to be very conservative and very boring - and what fun is that? Therefore, DF = losing, DF = fun => DF = losing = fun, and that's okay! It's a game philosophy, so embrace it, own it, and have ''fun'' with it!<br />
<br />
Most new players will lose their first few forts sooner rather than later; when you lose a {{l|fortress}}, don't feel like you don't understand the game. Dwarf Fortress has a steep learning curve, and part of the process (and fun!) 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 {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.<br />
<br />
If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.<br />
<br />
[[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]]<br />
<br />
== Autopsy, or why your fortress died ==<br />
<br />
Various common things can cause the death of a fortress. Let's examine some together...<br />
<br />
===Dwarf vs. Nature===<br />
Sometimes the wilds take you out. <br />
<br />
====Local Wildlife====<br />
Goblins aren't the only creatures that want you dead. The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress. Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map. Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.<br />
<br />
Consider arming up and thinning out any predictable threats.<br />
Outdoor titans and megabeasts are a later stage hazard.<br />
<br />
====Underground Life====<br />
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[Giant Cave Spider]]s and [[Blind Cave Ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.<br />
Underground Forgotten Beasts and semimegabeasts are a later stage hazard - and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to get complacent.<br />
<br />
===Dwarf vs. Dwarf===<br />
Sometimes you bring it on yourself. <br />
<br />
====No Food====<br />
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation. As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}. This will cause them first to slow down all work, and then to become very {{L|unhappy}}. When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.<br />
<br />
Don't forget your alternative sources of {{L|food}}. If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to the {{L|hunting}} of local wildlife.<br />
<br />
====No Booze====<br />
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}} - it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer. A dwarf would rather die than lower themselves to drinking from a [[mug]] (though it doesn't stop them being produced by the tonne in your [[workshops]]).<br />
<br />
====Water====<br />
<br />
=====No water=====<br />
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water. However, injured dwarves must be given water, not alcohol, or they will die of dehydration.<br />
<br />
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly. In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever. Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s. Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.<br />
<br />
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}<br />
<br />
=====Too Much Water (aka "Flooding accidents")=====<br />
The opposite side of the dehydration spectrum is having too ''much'' water. Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) <br />
<br />
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately&mdash;creating a civilian alert and ordering your dwarves to a burrow upstairs. You will never be able to recover those areas unless you can manage to {{L|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 />
Sometimes, a fortress is flooded with {{L|magma}}. This is even more {{L|fun}}, and even harder to recover from. Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.<br />
<br />
==== Inability to mine ("Digger Mortis") ====<br />
aka no {{L|pick}}s.<br />
<br />
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''\<br />
<br />
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks. If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved. Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing. There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.<br />
<br />
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue. You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along. If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year. Or you can {{L|abandon}} and try again.<br />
<br />
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.<br />
<br />
Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.<br />
<br />
See also: {{L|Make your own weapons}}<br />
<br />
===Dwarf vs Society?===<br />
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?<br />
<br />
====General Unhappiness====<br />
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?<br />
<br />
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress. As of DF 2010, dwarf marriage is much more commonplace, with several marriages often happening per year or even per season. This means that the loss of one dwarf is likely to lead to a very unhappy widow - and potentially a trantrum spiral. Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.<br />
<br />
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.<br />
<br />
===Dwarf vs Dwarves, Orcs, Goblins, Humans, Elves...===<br />
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ARE out to get you. <br />
<br />
====Ambush====<br />
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. <br />
<br />
See Also:<br />
:* {{L|Defense guide}}<br />
:* {{L|Defense design}}<br />
:* {{L|Trap design}}<br />
:* {{L|Military design}}<br />
<br />
====War====<br />
See [[#Ambush|Ambush]].<br />
<br />
====Siege====<br />
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization.<br />
<br />
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not sustain such a state indefinitely. <br />
<br />
For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandated goods. Then again, you might not have nobles. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}}, and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Better build indoor refuse piles away from trafficked areas. Unless an {{L|well|interior water supply}} was established (or you find water in caverns) your wounded will die of dehydration.<br />
<br />
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's 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 />
====HFS====<br />
''(Hidden Fun Stuff)''<br />
<br />
<br />
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of ''fun''. <br />
<br />
{{Category|Guides}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=131200Dwarf Fortress webcomics2010-11-10T01:33:24Z<p>Ancient History: </p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]<br />
<br />
==Graphic Sagas==<br />
<br />
===Bronzemuder===<br />
{{L|Bronzemurder}} is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a {{L|forgotten beast}}.<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.<br />
<br />
==Ongoing Dwarf Fortress Webcomics==<br />
Ongoing webcomics primarily about Dwarf Fortress.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous {{L|succession game}} {{L|Boatmurdered}}, with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular {{L|Graphics set repository | Dwarf Fortress graphic sets}}. It follows the journey and establishment of a new fortress. {{L|Urist}} is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and is ongoing, updating on a rough weekly schedule.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a {{L|sinister}} terrain, including facing {{L|undead}} wildlife.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of {{L|catsplosion}}. Story began at 2nd Sep.<br />
<br />
==One-Off Dwarf Fortress Webcomics==<br />
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with two Dwarf Fortress strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever] and [http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music]. The first comic deals with {{L|Hidden Fun Stuff}}, while the second deals with {{L|tantrum}}s.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the {{L|Goblin}} menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]<br />
<br />
===Three Panel Soul===<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress {{L|fun}}, such as {{L|catsplosion}}, stereotypical Dwarf literal-mindedness, and the {{L|Dwarven economy}}. The fourth concerns a new player's introduction to the game.<br />
<br />
==Individual Webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about {{L|fell mood}}s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the Dwarf Fortress {{L|List of mods#Kobold Camp|mod Kobold camp}}, mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the {{L|Bronze colossus}}: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about {{L|fun}}: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
File:FunComic.png<br />
</gallery></div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=File:FunComic.png&diff=131198File:FunComic.png2010-11-10T01:31:57Z<p>Ancient History: Dwarf Fortress webcomic about Fun</p>
<hr />
<div>Dwarf Fortress webcomic about Fun</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=130502Dwarf Fortress webcomics2010-11-01T03:00:03Z<p>Ancient History: /* Nerfnow */</p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]<br />
<br />
==Graphic Sagas==<br />
<br />
===Bronzemuder===<br />
{{L|Bronzemurder}} is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a {{L|forgotten beast}}.<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.<br />
<br />
==Ongoing Dwarf Fortress Webcomics==<br />
Ongoing webcomics primarily about Dwarf Fortress.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous {{L|succession game}} {{L|Boatmurdered}}, with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular {{L|Graphics set repository | Dwarf Fortress graphic sets}}. It follows the journey and establishment of a new fortress. {{L|Urist}} is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and is ongoing, updating on a rough weekly schedule.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a {{L|sinister}} terrain, including facing {{L|undead}} wildlife.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of {{L|catsplosion}}. Story began at 2nd Sep.<br />
<br />
==One-Off Dwarf Fortress Webcomics==<br />
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with two Dwarf Fortress strips, [http://server.ericsbinaryworld.com/notmad/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever] and [http://server.ericsbinaryworld.com/notmad/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music]. The first comic deals with {{L|Hidden Fun Stuff}}, while the second deals with {{L|tantrum}}s.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the {{L|Goblin}} menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]<br />
<br />
===Three Panel Soul===<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress {{L|fun}}, such as {{L|catsplosion}}, stereotypical Dwarf literal-mindedness, and the {{L|Dwarven economy}}. The fourth concerns a new player's introduction to the game.<br />
<br />
==Individual Webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about {{L|fell mood}}s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the Dwarf Fortress {{L|List of mods#Kobold Camp|mod Kobold camp}}, mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the {{L|Bronze colossus}}: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about {{L|fun}}: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
</gallery></div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=127719Dwarf Fortress webcomics2010-09-17T12:22:06Z<p>Ancient History: /* Oilfurnace */</p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]<br />
<br />
==Graphic Sagas==<br />
<br />
===Bronzemuder===<br />
{{L|Bronzemurder}} is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a {{L|forgotten beast}}.<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.<br />
<br />
==Ongoing Dwarf Fortress Webcomics==<br />
Ongoing webcomics primarily about Dwarf Fortress.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous {{L|succession game}} {{L|Boatmurdered}}, with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular {{L|Graphics set repository | Dwarf Fortress graphic sets}}. It follows the journey and establishment of a new fortress. {{L|Urist}} is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and is ongoing, updating on a rough weekly schedule.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a {{L|sinister}} terrain, including facing {{L|undead}} wildlife.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of {{L|catsplosion}}. Story began at 2nd Sep.<br />
<br />
==One-Off Dwarf Fortress Webcomics==<br />
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with two Dwarf Fortress strips, [http://server.ericsbinaryworld.com/notmad/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever] and [http://server.ericsbinaryworld.com/notmad/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music]. The first comic deals with {{L|Hidden Fun Stuff}}, while the second deals with {{L|tantrum}}s.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the {{L|Goblin}} menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Starting a new Dwarf Fortress arc: [http://nerfnow.com/comic/352 ASCII Adventures] <br />
<br />
===Three Panel Soul===<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress {{L|fun}}, such as {{L|catsplosion}}, stereotypical Dwarf literal-mindedness, and the {{L|Dwarven economy}}. The fourth concerns a new player's introduction to the game.<br />
<br />
==Individual Webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about {{L|fell mood}}s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the Dwarf Fortress {{L|List of mods#Kobold Camp|mod Kobold camp}}, mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the {{L|Bronze colossus}}: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about {{L|fun}}: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
</gallery></div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Leather&diff=127540v0.31 Talk:Leather2010-09-14T03:31:24Z<p>Ancient History: Chitin ?</p>
<hr />
<div>==Leather Properties==<br />
Had an argument with someone, but just to confirm - all leather, no matter the source, has the same protective value when made into armor, right? Dragon leather armor is worth more, but isn't actually more durable or provide more protection than kitten leather? I mean, I know the quality level adds to the Armor User skill or whatnot. (Note to self: investigate mode where dragon leather armor provides fire immunity.) [[User:Ancient History|Ancient History]] 15:39, 4 June 2010 (UTC)<br />
:Leather and chitin are separate materials and actually have different properties, so leather armor does '''not''' have the same properties as chitin armor. However, it does appear that all types of leather are equivalent to one another, as the creatures themselves don't appear to alter the properties of their corresponding leather materials - cat leather armor would provide the same protection as elephant leather armor. --[[User:Quietust|Quietust]] 16:00, 4 June 2010 (UTC)<br />
<br />
==Chitin==<br />
Has anyone been able to use chitin to make leather products besides armor? Chitin crafts, chitin bags? [[User:Ancient History|Ancient History]] 03:31, 14 September 2010 (UTC)</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Melt_item&diff=127228v0.31:Melt item2010-09-07T16:49:48Z<p>Ancient History: Verified most of the material from 40d page, moved it over.</p>
<hr />
<div>{{av}}<br />
You can '''melt''' items at a {{L|smelter}}, using the {{L|furnace operator}} labor, to recover some of the {{L|metal}} they were made of. {{L|Decoration}}s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.<br />
<br />
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted. Fractional bars are not "shared" between smelters, nor do they exist as usable objects as is. When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced. If the smelter is torn down or destroyed, all fractions are lost.<br />
<br />
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. <br />
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. <br />
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter. <br />
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).<br />
<br />
So, it's recommended that you designate one smelter as your "melting" smelter (or one/metal type), to guarantee that fractions will add up effectively.<br />
<br />
==Designating items to melt==<br />
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the {{L|Stocks}} page or the Loo{{k|k}} interface. <br />
<br />
To bring up a individual object description screen when the object is:<br />
:* On the '''ground''': Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.<br />
:* In a '''workshop''': Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.<br />
:* '''Held''' by a dwarf: Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.<br />
:* Inside another object: Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.<br />
:* In the '''stocks''' menu: Type {{k|z}}, hit right-direction a few times to select "stocks" and press return. Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work. See {{L|Bookkeeper}} for how to get this.), scroll to the specific object, and type {{k|v}} to view.<br />
<br />
To designate the item, simply type {{k|m}} to mark the object for melting. If the item is designated for melting and {{L|forbidden}} then the item will '''not''' be melted.<br />
<br />
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...<br />
<br />
==Melting the items==<br />
Items designated to be melted will be left alone until you queue a "Melt a metal object" job at a {{L|Smelter}}. Melting down an object requires the {{L|Furnace Operator}} labor (and consumes a unit of {{L|fuel}} for a non-magma smelter).<br />
<br />
The job gives the same experience to the {{L|furnace operator}} skill regardless of % yield of the item melted.<br />
<br />
==Yield==<br />
For every unit of {{L|material size}} an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are "stored" at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal or {{L|alloy}} melted.<br />
<br />
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others. Some items are available cheap from traders, or are otherwise refuse, so melting is a distinct option. An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.<br />
<br />
====Melting armor & weapons====<br />
<br />
Fortresses will often accumulate armor and/or weapons that they don't need, either from {{L|invader}}s, from {{L|caravan}}s ''(with or without {{L|trade|trading}} for them, ahem)'', or from unsuccessful, low-skilled early efforts at forging your own.<br />
<br />
Rather than let these gather dust or {{L|trade}} them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.<br />
<br />
::{|cellpadding="2" border="1"<br />
! Armor <br />Item <br /> melted!! Percent <br />Return !! Absolute<br /> Return<br /> (in bars)<br />
|-<br />
| {{L|cap}} || 10% || .1<br />
|-<br />
| {{L|helm}} || 20% || .2<br />
|-<br />
| chain armor || 30% || .6*<br />
|-<br />
| plate armor || 30% || .9*<br />
|-<br />
| {{L|gauntlets|gauntlet}} || 20% || .2<br />
|-<br />
| {{L|leggings}} || 50% || .5<br />
|-<br />
| {{L|greaves}} || 30% || .6*<br />
|-<br />
| high {{L|boot}} || 20% || .2<br />
|-<br />
| low {{L|boot}} || 10% || .1<br />
|-<br />
| {{L|shield}} || 40% || .4<br />
|-<br />
| {{L|buckler}} || 20% || .2<br />
|-<br />
|}<br />
:''(* Note that these items take more than 1 bar to make initially.)''<br />
::{|cellpadding="2" border="1"<br />
! Weapon<br />melted!! Return<br />(in bars)<br />
|-<br />
| large dagger, whip || .1<br />
|-<br />
| blowgun, scourge || .2<br />
|-<br />
| bow, crossbow, mace, scimitar,<br /> short sword, spear, war hammer || .3<br />
|-<br />
| battle axe, flail, longsword,<br /> pick, pike || .4<br />
|-<br />
| great axe, halberd, <br />two-handed sword || .5<br />
|-<br />
| stack of # arrows, bolts || # /100, rounded up*<br />
|-<br />
|}<br />
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4. A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars. You could "create" metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)'' <br />
<br />
Due to the low return, many players opt to install weapons into {{L|weapon trap}}s instead, especially if the weapon is of any {{L|quality}}.''<br />
<br />
==== Training metalsmith skills / Maximizing return ====<br />
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*. If you are short on metal, producing items, melting them and re-producing them may be necessary. If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others. The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace Operator]] skill. When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:<br />
<br />
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)<br />
<br />
<br />
:::{|cellpadding="2" border="1" <br />
! Skill<br /> to be <br />Trained!! Best <br />Percent <br /> Return !! Recommended <br />Item(s) <br />Melted<br />
|-<br />
<br />
| {{L|weaponsmith}}ing || 50%<sup>1</sup> || {{L|enormous corkscrew}}s,<br />{{L|giant axe blade}}s,<br />{{L|menacing spike}}s<br />
|-<br />
<br />
| {{L|armorsmith}}ing || 50% ||{{L|leggings}}<br />
|-<br />
<br />
| {{L|metal craft}}ing || 60% <br />(2/10 each)<sup>2</sup> || {{L|goblet}}<br />
|-<br />
<br />
| {{L|metal craft}}ing || 50% || {{L|chain}} <br />
|-<br />
<br />
| {{L|blacksmith}}ing || 50% || {{L|bucket}}<br />
|-<br />
|}<br />
<br />
:Notes:<br />
::1) Some {{L|other weapon}}s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.<br />
::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar. <br />
<br />
<br />
===Buying items to melt===<br />
{{L|Merchant}}s will often offer metal items, metals that you might want but can't find or produce. This chart shows the {{L|Value#Items_with_both_material_and_quality|base value}} of a given item, without {{L|Value#Material_multipliers|material multiplier}}, and then a "cost" relative to its yield, so you know what the "best buys" are if you want (or are forced) to go down this road.<br />
<br />
For instance, a {{L|cap}} has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a "relative cost" of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar. ''(And it turns out, that's a pretty poor return on investment!)''<br />
<br />
:<nowiki>*</nowiki> ''The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the ''relative'' cost/yield of each item remains constant. ''<br />
<br />
:''In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal. For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet. So a {{L|copper}} (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a {{L|steel}} (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same ''relative'' value compared to any other item of the same metal - more than a low boot, and less than a weapon.''<br />
<br />
Note also that {{L|quality}} and {{L|decorate}}d items can greatly increase the relative cost.<br />
<br />
::{|cellpadding="2" border="1"<br />
! Item <br /> Bought !! Base <br />Value !! Absolute <br /> Return !! Relative <br /> Cost/Bar<sup>1</sup><br />
|-<br />
| {{L|cap}} || 10 || .1 || 100<br />
|-<br />
| {{L|helm}} || 15 || .2 || 37.5<br />
|-<br />
| chain armor || 60 || .6 || 100<br />
|-<br />
| plate armor || 100 || .9 || 111<br />
|-<br />
| {{L|gauntlets|gauntlet}} || 15 || .2 || 75<br />
|-<br />
| {{L|leggings}} || 15 || .5 || 30<br />
|-<br />
| {{L|greaves}} || 30 || .6 || 50<br />
|-<br />
| high {{L|boot}} || 15 || .2 || 75<br />
|-<br />
| low {{L|boot}} || 15 || .1 || 150<br />
|-<br />
| {{L|shield}} || 15 || .4 || 37.5<br />
|-<br />
| {{L|buckler}} || 10 || .2 || 50<br />
|-<br />
| bow, crossbow, mace,<br /> scimitar, short sword,<br /> spear, war hammer || 10 || .3 || 33.3<br />
|-<br />
| battle axe, flail, <br />longsword, pick, pike || 10 || .4 || 25<br />
|-<br />
| great axe, halberd, <br />two-handed sword <br /> {{L|trap weapon}}s || 10 || .5 || 20<br />
|-<br />
| stack of 25 bolts, arrows || 25 || .3 || 83.3<br />
|-<br />
| {{L|cage}}<sup>2</sup> || 10 || 1.0 || 10<br />
|-<br />
| {{L|anvil}}<sup>3</sup> || 100 || 1.0 || 100<br />
|- <br />
| {{L|craft}}s || || || (poor, tbd)<br />
|- <br />
|}<br />
<br />
::Notes:<br />
:::1) You're ''buying'', so you want a ''low'' cost/bar.<br />
:::2) Cages are offered in only {{L|copper}}, {{L|lead}}, {{L|nickel}}, {{L|tin}}, or {{L|zinc}}. All {{L|furniture}} returns 1 bar for each item melted, but only cages are offered for trade.<br />
:::3) Anvils are offered in only {{L|iron}} or {{L|steel}}.<br />
<br />
Your top "best buys" for melting objects down for the metal are '''cages''', '''weapons''', and '''leggings''', in roughly that order, followed by '''helms''' and '''shields''', and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is "too expensive" is up to you and how badly you need that metal, and how much how fast.<br />
<br />
{{Category|Jobs}}<br />
{{Category|Items}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=127227Dwarf Fortress webcomics2010-09-07T16:44:51Z<p>Ancient History: /* Individual Webcomics */</p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]<br />
<br />
==Graphic Sagas==<br />
<br />
===Bronzemuder===<br />
{{L|Bronzemurder}} is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a {{L|forgotten beast}}.<br />
<br />
===Oilfurnace===<br />
'''Oilfurnace''' is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.<br />
<br />
==Ongoing Dwarf Fortress Webcomics==<br />
Ongoing webcomics primarily about Dwarf Fortress.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous {{L|succession game}} {{L|Boatmurdered}}, with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular {{L|Graphics set repository | Dwarf Fortress graphic sets}}. It follows the journey and establishment of a new fortress. {{L|Urist}} is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and is ongoing, updating on a rough weekly schedule.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a {{L|sinister}} terrain, including facing {{L|undead}} wildlife.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of {{L|catsplosion}}. Story began at 2nd Sep.<br />
<br />
==One-Off Dwarf Fortress Webcomics==<br />
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with two Dwarf Fortress strips, [http://server.ericsbinaryworld.com/notmad/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever] and [http://server.ericsbinaryworld.com/notmad/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music]. The first comic deals with {{L|Hidden Fun Stuff}}, while the second deals with {{L|tantrum}}s.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the {{L|Goblin}} menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Starting a new Dwarf Fortress arc: [http://nerfnow.com/comic/352 ASCII Adventures] <br />
<br />
===Three Panel Soul===<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress {{L|fun}}, such as {{L|catsplosion}}, stereotypical Dwarf literal-mindedness, and the {{L|Dwarven economy}}. The fourth concerns a new player's introduction to the game.<br />
<br />
==Individual Webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about {{L|fell mood}}s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the Dwarf Fortress {{L|List of mods#Kobold Camp|mod Kobold camp}}, mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the {{L|Bronze colossus}}: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about {{L|fun}}: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
</gallery></div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Furniture_industry&diff=127105v0.31:Furniture industry2010-09-05T03:39:21Z<p>Ancient History: /* Leather Furniture */</p>
<hr />
<div>{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}<br />
The '''furniture industry''' deals with the creation and disposition of {{L|furniture}}, which is any item that is stored in a {{L|stockpile|furniture stockpile}}. Furniture can be made from a very broad range of materials: {{L|wood}}, {{L|stone}}, {{L|metal}}, {{L|glass}}, and {{L|cloth}} or {{L|leather}} for bags ({{L|artifact}} furniture may be made out of unusual materials such as {{L|bone}}). The wide variety of options can at first be confusing and intimidating to many players, but in time you will appreciate the tremendous flexibility and potential this approach brings to the game, both for aesthetic and practical purposes. Many players are inspired to {{L|stupid dwarf trick|novel approaches}} to fortress placement and {{L|mega construction|design}}.<br />
<br />
All furniture has a {{L|item value|base value}}, determined by its item type ({{L|bed}}, {{L|barrel}}, {{L|anvil}}, etc.), which is multiplied by its '''material multiplier''' ({{L|silver}}, {{L|orthoclase}}, {{L|glumprong}}, etc.) and its '''quality modifier''' (fine, exceptional, etc.) to determine it's '''final value''' (any '''decorations''' on the furniture are calculated separately and added to the final value). All furniture has both a material multiplier and quality modifier. Quality is dependent on the relative {{L|skill}} of the dwarf that completes the {{L|job}} of building the piece of furniture: {{L|experience|highly-skilled}} dwarves will produce higher-quality furniture, increasing your fortress' {{L|wealth}}. The number and value of furniture in a {{L|room}} determines the room's value; smaller rooms with more valuable furnishings can be more useful for meeting {{L|noble}}'s requirements in fortresses where space is an issue.<br />
<br />
For ease of reference, the furniture industry is broken down into discussion by basic material ({{L|wood}}, {{L|stone}}, etc.), and then by {{L|workshop}}.<br />
<br />
==Wood Furniture==<br />
: ''see also: {{L|Wood industry}}''<br />
{{L|Wood}} furniture is relatively lighter and more prone to damage than furniture made from stone, metal or glass because wood is both {{L|fire|combustible}} and, in the case of {{L|barrels}}, susceptible to {{L|vermin}}. The great advantage of wood is its ready accessibility and the tendency of {{L|tree}}s to regrow over time, making wood a readily renewable resource. Early in the life of a fortress, before the {{L|metal industry|metal}} or {{L|glass industry|glass industries}} are up and running, wood is the only material available for the making of {{L|barrels}}, an essential storage device for {{L|food}} and {{L|booze}}. Barring certain {{L|artifact}}s, wood remains the only material that can be made into a {{L|bed}} or {{L|siege engine}}s.<br />
<br />
For most purposes, different types of wood are interchangeable. However, certain exotic woods have properties that make them more or less suitable for different types of furniture. For example, {{L|feather tree}} wood is the lightest wood in the game, and ideal for furniture that needs to be moved often such as {{L|buckets}} - but it is the worst wood in the game to make {{L|ballista arrow}}s from, because ballista arrow damage is determined by {{L|weight}}. Ideally, ballista arrows should be made from the heaviest woods in the game: {{L|glumprong}} or {{L|blood thorn}}.<br />
<br />
Most woods are brown, and produce brown furniture. However, exotic woods can be used to make red ({{L|Goblin-cap}}), crimson ({{L|blood thorn}}), white ({{L|tower cap}}, {{L|feather tree}}), yellow ({{L|fungiwood}}), teal ({{L|spore tree}}), indigo ({{L|nether-cap}}), black ({{L|black cap}}), purple ({{L|glumprong}}), or violet ({{L|tunnel tube}}) wooden furniture.<br />
<br />
===Carpenter's Workshop===<br />
The {{L|carpenter's workshop}} is used to make most wooden furniture, and requires a dwarf with the {{L|carpentry}} labor enabled. One {{L|log}} is consumed to make each item of wooden furniture. The following furniture can be made at a carpenter's workshop: {{L|armor stand}}, {{L|barrel}}, {{L|bed}}, {{L|bin}}, {{L|bucket}}, {{L|cabinet}}, {{L|casket}}, {{L|door}}, {{L|floodgate}}, {{L|grate}}, {{L|hatch cover}}, {{L|table}}, {{L|throne}}, {{L|weapon rack}}.<br />
<br />
===Siege Workshop===<br />
The {{L|siege workshop}} is used to produce {{L|siege engine|catapult parts}}, {{L|siege engine|ballista parts}} and {{L|ballista arrow}}s, and requires a dwarf with the {{L|siege engineer}} labor enabled. One {{L|log}} is consumed to make either siege engine part or one ballista arrow.<br />
<br />
==Stone Furniture==<br />
: ''see also: {{L|Stone industry}}''<br />
{{L|Stone}} furniture is heavy and durable when compared to {{L|wood}}, can be used to make most items of furniture, and vast quantities of rough stone are made available by {{L|mining}} on most maps, making it the staple furniture material of most dwarf fortresses. It is not as versatile as {{L|metal}} or {{L|glass}}, but it also consumes no {{L|fuel}} to make an item of furniture.<br />
<br />
Some stones, notably {{L|graphite}}, are quite {{L|fire|combustible}} and any furniture made from such materials should not be located near {{L|magma}}, {{L|fire snake}}s, {{L|fire imp}}s, {{L|dragon}}s, or any other source of {{L|fire}}. Other stones are designated as {{L|magma-safe}}, and furniture made from such materials will be magma-safe as well.<br />
<br />
Particularly valuable {{L|economic stone}}s are designated as prohibited for general use by {{L|mason}}s and the like for making stone furniture or crafts, being reserved for the {{L|furnace}}s. In some cases, however, it might be desirable or necessary to make furniture from economic stone. A noble might demand a {{L|native silver}} {{L|table}} for their room, or other magma-safe materials being exhausted a {{L|bauxite}} {{L|floodgate}} might be necessary to control the magma flow. {{L|Native gold}} is a peculiar case where the {{L|ore}} has the same {{L|material value}} as {{L|gold|gold metal}}, and making furniture directly from native gold can save both time and {{L|fuel}}. Whatever the case, if you do desire to make use of economic stone in furniture, you must do so from the <br />
The [[Status#Stone_Status_Screen|z-Status: Stone]] menu. Due to a bug, {{L|obsidian}} cannot currently be designated from this screen.<br />
<br />
It is recommended that you take precautions and {{L|stockpile}} your stone and place your {{L|workshop}} in such a way as to minimize the distance between the two; a dwarf will typically grab the rough stone nearest the workshop when fulfilling a {{L|job}} to craft stone furniture. Designating a {{L|burrow}} that includes only the workshop and the economic stone stockpile can help ensure your dwarf grabs the correct type of stone, and may prevent other dwarfs with similar jobs from raiding the stockpile.<br />
<br />
===Mason's Workshop===<br />
The {{L|mason's workshop}} is used to make most stone furniture, and requires a dwarf with the {{L|masonry}} labor enabled. One unit of rough {{L|stone}} is consumed in making each item of stone furniture. The following furniture can be made at a mason's workshop: {{L|armor stand}}, {{L|bin}}, {{L|cabinet}}, {{L|chair}}, {{L|chest}}, {{L|coffin}}, {{L|door}}, {{L|floodgate}}, {{L|grate}}, {{L|hatch cover}}, {{L|millstone}}, {{L|quern}}, {{L|statue}}, {{L|table}}, {{L|weapon rack}}.<br />
<br />
===Mechanic's Workshop===<br />
The {{L|mechanic's workshop}} is used to make {{L|mechanism}}s and {{L|traction bench}}es, and requires a dwarf with the {{L|mechanic}} labor enabled. One unit of rough stone is consumed in making each mechanism. Mechanisms that are going to be used in {{L|magma}} {{L|floodgate}}s or the like should be made from {{L|magma-safe}} materials.<br />
<br />
==Metal Furniture==<br />
: ''see also: {{L|Metal industry}}''<br />
{{L|Metal}} furniture is even more durable and heavy than {{L|stone}}, and can be used to make a wider variety of furniture. Crafting metal furniture requires not only {{L|bar}}s of metal but {{L|fuel}} for the forge or access to {{L|magma}}. Metal furniture made from {{L|gold}}, {{L|platinum}}, {{L|aluminum}}, {{L|steel}}, and {{L|adamantine}} are the most {{L|item value|valuable}} in the game, based solely on material multiplier (quality modifiers and {{L|decoration}}s will vary). {{L|Barrels}} made from metal, even low-value metals like {{L|billon}} or {{L|lead}}, are significantly more effective at keeping {{L|vermin}} from {{L|wear|gnawing}} at food supplies.<br />
<br />
Metals with low melting points like {{L|copper}} and its {{L|alloy}}s are not {{L|magma-safe}} and should not be used to make furniture that will contact {{L|magma}}.<br />
<br />
Unlike with wood or stone, you may specify the precise type of metal used to make an item of metal furniture, which removes the necessity of creating specific {{L|stockpile}}s and {{L|burrow}}s. It may still be a good idea to adjust the {{L|manager|workshop profile}} to restrict certain workshops and their associated tasks to your most {{L|experience}}d {{L|blacksmith}}s.<br />
<br />
===Metalsmith's Forge===<br />
The {{L|metalsmith's forge}} and {{L|magma forge}} are used to make all metal furniture, and requires a dwarf with the {{L|blacksmith}} labor enabled. One {{L|bar}} of the specified {{L|metal}} is consumed in making each item of metal furniture; a metalsmith's forge will also consume one unit of {{L|fuel}} per {{L|job}}. The following furniture can be made from any metal at a forge: {{L|armor stand}}, {{L|barrel}}, {{L|bin}}, {{L|bucket}}, {{L|cabinet}}, {{L|chest}}, {{L|door}}, {{L|floodgate}}, {{L|grate}}, {{L|hatch cover}}, {{L|coffin|sarcophagus}}, {{L|statue}}, {{L|table}}, {{L|throne}}, {{L|weapon rack}}.<br />
<br />
{{L|Copper}}, {{L|silver}}, {{L|bronze}}, {{L|bismuth bronze}}, {{L|iron}}, {{L|steel}}, and {{L|adamantine}} may be made into {{L|mechanism}}s; this option is under the "Trap Components" option.<br />
<br />
{{L|Iron}}, {{L|steel}}, and {{L|adamantine}} may be made into {{L|anvil}}s; this option is under the "Other Objects" option.<br />
<br />
Despite being listed under furniture at the forge, {{L|chain}}s, {{L|animal trap}}s, {{L|cage}}s, {{L|pipe section}}s, {{L|splint}}s, {{L|crutch}}es, and {{L|block}}s are ''not'' furniture. They do not require the blacksmith labor to create, and they do not go into the furniture {{L|stockpile}} once created.<br />
<br />
==Glass Furniture==<br />
: ''see also: {{L|Glass industry}}''<br />
{{L|Glass}} furniture is comparable to {{L|stone}} furniture in most respects, but has a higher {{L|value|material multiplier}} than ordinary stone ({{L|economic stone}} is another matter entirely). Making glass furniture requires not only {{L|sand}}, but access to {{L|fuel}} or {{L|magma}}. However, a {{L|magma glass furnace}} and a sandy layer can produce an infinite amount of {{L|green glass}} furniture without consuming any materials whatsoever.<br />
<br />
Glass is not currently considered {{L|magma-safe}} and glass furniture should not be placed in contact with {{L|magma}}.<br />
<br />
===Glass Furnace===<br />
The {{L|glass furnace}} and {{L|magma glass furnace}} are used to make all glass furniture, and requires a dwarf with the {{L|glassmaker}} labor enabled. One unit of the specified {{L|gem|raw glass}} (green, clear, or crystal) is consumed in making each item of glass furniture; a glass furnace will also consume one unit of {{L|fuel}} per job. The following furniture can be made from any metal at a forge: {{L|armor stand}}, {{L|barrel}}, {{L|bin}}, {{L|box}}, {{L|bucket}}, {{L|cabinet}}, {{L|coffin}}, {{L|floodgate}}, {{L|grate}}, {{L|hatch cover}}, {{L|door|portal}}, {{L|statue}}, {{L|table}}, {{L|throne}}, {{L|weapon rack}}, {{L|window}}.<br />
<br />
==Cloth Furniture==<br />
: ''see also: {{L|Textile industry}}''<br />
{{L|Cloth}} {{L|bags}} are counted as furniture and will be normally be deposited in the furniture {{L|stockpile}}, unless they are used as {{L|container}}s for {{L|seed}}s, {{L|flour}} and the like. {{L|Giant cave spider}} silk cloth is the most valuable in the game, and it may be wise to designate a special {{L|stockpile}} and {{L|workshop}} for working with it, {{L|manager|restricted}} to your most highly skilled clothesmaker to ensure a higher {{L|value|quality modifier}}.<br />
<br />
===Clothier's Shop===<br />
The {{L|clothier's shop}} is used to make cloth bags, and requires a dwarf with the {{L|clothesmaking}} labor enabled. One unit of the specified cloth ({{L|silk}} or {{L|plant}}) will be consumed in making each bag.<br />
<br />
==Leather Furniture==<br />
: ''see also: {{L|Meat industry}}''<br />
{{L|Leather}} {{L|bags}} are counted as furniture and will be normally be deposited in the furniture {{L|stockpile}}, unless they are used as {{L|container}}s for {{L|seed}}s, {{L|flour}} and the like. You cannot designate the specific type of leather used to make a bag, and leather from rare and dangerous creatures can be particularly {{L|value|valuable}}, so it may be wise to designate a special {{L|stockpile}} and {{L|workshop}} for working with it, {{L|manager|restricted}} to your most highly skilled leatherworker to ensure a higher {{L|value|quality modifier}}.<br />
<br />
{{L|Giant cave spider}}s and {{L|giant desert scorpion}}s give {{L|chitin}} instead of leather, and it cannot be made into bags.<br />
<br />
{{L|Dragon}} and {{L|fire imp}} leather appear to be {{L|magma-safe}}, and any bags made from them should be magma-safe as well. This can be a bad thing if such an object gets stuck in, say, a {{L|floodgate}} that is letting a torrent of {{L|magma}} through.<br />
<br />
===Leather Works===<br />
The {{L|leather works}} is used to make cloth bags, and requires a dwarf with the {{L|leatherworking}} labor enabled. One unit of the leather will be consumed in making each bag.<br />
<br />
==Decorating Furniture==<br />
Furniture can be {{L|decorate}}d by many different materials so as to improve its {{L|value}}, record the history of the fortress, and give Dwarfs happy {{L|thought}}s from looking at them. Furniture will only be decorated if it is in a stockpile, not while it is currently in use. To ensure a given piece of furniture gets decorated, designate a special {{L|stockpile}} for the furniture near the {{L|workshop}} and make it a burrow (make sure the dwarf can still access the raw materials for the decoration).<br />
<br />
==Buying & Selling Furniture==<br />
Furniture is generally heavy and will diminish how much you an {{L|trade}} with the {{L|caravan}}s when they arrive; well-crafted, decorated, furniture made from valuable materials will get you more bang for your {{L|currency|dwarfbuck}}. Trading in {{L|booze}}, {{L|leather}}, {{L|cloth}}, {{L|flour}}, and the like usually results in a certain amount of exchange in {{L|barrel}}s, {{L|bag}}s, and {{L|bin}}s. Beware trading {{L|elves}} any piece of furniture derived from {{L|wood}}, as this may start a {{L|war}}. Dwarven and {{L|Human}} caravans will occasionally carry {{L|anvil}}s, if you did not bring one with you from embark.<br />
<br />
==Industry Overview==<br />
{| style="border-spacing: 0; width: 49em"<br />
|-<br />
<br />
{{Industry Block|industry=Wood Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Metal Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Stone Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Glass Industry<br />
|background=#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
|-<br />
<br />
{{Extended Item Block|title=Wood Furniture<br />
|background=#000|<br />
|÷|#000|#770|π|#770|#000|÷|#000|#770|X|#000|#770|<br />
|÷|#000|#770|╤|#770|#000|X|#000|#770|û|#770|#000|<br />
}}<br />
<br />
{{Item Block|title=Metal Furniture<br />
|background=#000|<br />
|π|#770|π|#555|Ω|#fff|Ω|#ff0|<br />
|Ω|#770|╤|#fff|╤|#fff|Ω|#0ff|<br />
}}<br />
<br />
{{Item Block|title=Stone Furniture<br />
|background=#000|<br />
|π|#999|π|#999|Ω|#555|Ω|#fff|<br />
|Ω|#fff|╤|#999|╤|#999|╤|#555|<br />
}}<br />
<br />
{{Item Block|title=Glass Furniture<br />
|background=#000|<br />
|π|#090|π|#090|Ω|#099|Ω|#fff|<br />
|Ω|#090|╤|#099|╤|#099|╤|#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E|#fff| |<br />
|A|#dfd|C|#dfd|L|#dfd|<br />
| |E|#fff| |<br />
}}<br />
<br />
{{Item Block|title=Decorated Furniture<br />
|background=#000|<br />
|╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|<br />
|π|#999|π|#999|Ω|#555|╤|#fff|<br />
<br />
}}<br />
<br />
|-<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|L| |<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|L| |C|#fff|L|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|L|#fff|C|#fff|L|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|L|#fff|C|#fff|L|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|C|#fff|L|#fff|<br />
| |E| | |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |A|#fff| |<br />
|L|#fff|T|#fff|E| | {{L|decorate}}<br />
| |E| | |<br />
}}<br />
<br />
|-<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |T|#fff|E| | build rooms and buildings<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |T|#fff|E| | sell to {{L|trade}}rs<br />
| |A|#fff| |<br />
}}<br />
<br />
|-<br />
<br />
{{Use Block|item={{L|Barrel}}s, Bins|use=Store {{L|food}}, {{L|Alcohol|drinks}} and items<br />
|background=#fff|<br />
}}<br />
<br />
{{Use Block|item={{L|Bucket}}s|use=Used to carry liquid<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Construction Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Export Industry<br />
|background=#fff|<br />
}}<br />
<br />
|}<br />
{{Category|Furniture}}<br />
{{Category|Industry}}<br />
<br />
{{buildings}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Furniture_industry&diff=126348v0.31:Furniture industry2010-08-25T02:27:20Z<p>Ancient History: /* Wood Furniture */</p>
<hr />
<div>{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}<br />
The '''furniture industry''' deals with the creation and disposition of {{L|furniture}}, which is any item that is stored in a {{L|stockpile|furniture stockpile}}. Furniture can be made from a very broad range of materials: {{L|wood}}, {{L|stone}}, {{L|metal}}, {{L|glass}}, and {{L|cloth}} or {{L|leather}} for bags ({{L|artifact}} furniture may be made out of unusual materials such as {{L|bone}}). The wide variety of options can at first be confusing and intimidating to many players, but in time you will appreciate the tremendous flexibility and potential this approach brings to the game, both for aesthetic and practical purposes. Many players are inspired to {{L|stupid dwarf trick|novel approaches}} to fortress placement and {{L|mega construction|design}}.<br />
<br />
All furniture has a {{L|item value|base value}}, determined by its item type ({{L|bed}}, {{L|barrel}}, {{L|anvil}}, etc.), which is multiplied by its '''material multiplier''' ({{L|silver}}, {{L|orthoclase}}, {{L|glumprong}}, etc.) and its '''quality modifier''' (fine, exceptional, etc.) to determine it's '''final value''' (any '''decorations''' on the furniture are calculated separately and added to the final value). All furniture has both a material multiplier and quality modifier. Quality is dependent on the relative {{L|skill}} of the dwarf that completes the {{L|job}} of building the piece of furniture: {{L|experience|highly-skilled}} dwarves will produce higher-quality furniture, increasing your fortress' {{L|wealth}}. The number and value of furniture in a {{L|room}} determines the room's value; smaller rooms with more valuable furnishings can be more useful for meeting {{L|noble}}'s requirements in fortresses where space is an issue.<br />
<br />
For ease of reference, the furniture industry is broken down into discussion by basic material ({{L|wood}}, {{L|stone}}, etc.), and then by {{L|workshop}}.<br />
<br />
==Wood Furniture==<br />
: ''see also: {{L|Wood industry}}''<br />
{{L|Wood}} furniture is relatively lighter and more prone to damage than furniture made from stone, metal or glass because wood is both {{L|fire|combustible}} and, in the case of {{L|barrels}}, susceptible to {{L|vermin}}. The great advantage of wood is its ready accessibility and the tendency of {{L|tree}}s to regrow over time, making wood a readily renewable resource. Early in the life of a fortress, before the {{L|metal industry|metal}} or {{L|glass industry|glass industries}} are up and running, wood is the only material available for the making of {{L|barrels}}, an essential storage device for {{L|food}} and {{L|booze}}. Barring certain {{L|artifact}}s, wood remains the only material that can be made into a {{L|bed}} or {{L|siege engine}}s.<br />
<br />
For most purposes, different types of wood are interchangeable. However, certain exotic woods have properties that make them more or less suitable for different types of furniture. For example, {{L|feather tree}} wood is the lightest wood in the game, and ideal for furniture that needs to be moved often such as {{L|buckets}} - but it is the worst wood in the game to make {{L|ballista arrow}}s from, because ballista arrow damage is determined by {{L|weight}}. Ideally, ballista arrows should be made from the heaviest woods in the game: {{L|glumprong}} or {{L|blood thorn}}.<br />
<br />
Most woods are brown, and produce brown furniture. However, exotic woods can be used to make red ({{L|Goblin-cap}}), crimson ({{L|blood thorn}}), white ({{L|tower cap}}, {{L|feather tree}}), yellow ({{L|fungiwood}}), teal ({{L|spore tree}}), indigo ({{L|nether-cap}}), black ({{L|black cap}}), purple ({{L|glumprong}}), or violet ({{L|tunnel tube}}) wooden furniture.<br />
<br />
===Carpenter's Workshop===<br />
The {{L|carpenter's workshop}} is used to make most wooden furniture, and requires a dwarf with the {{L|carpentry}} labor enabled. One {{L|log}} is consumed to make each item of wooden furniture. The following furniture can be made at a carpenter's workshop: {{L|armor stand}}, {{L|barrel}}, {{L|bed}}, {{L|bin}}, {{L|bucket}}, {{L|cabinet}}, {{L|casket}}, {{L|door}}, {{L|floodgate}}, {{L|grate}}, {{L|hatch cover}}, {{L|table}}, {{L|throne}}, {{L|weapon rack}}.<br />
<br />
===Siege Workshop===<br />
The {{L|siege workshop}} is used to produce {{L|siege engine|catapult parts}}, {{L|siege engine|ballista parts}} and {{L|ballista arrow}}s, and requires a dwarf with the {{L|siege engineer}} labor enabled. One {{L|log}} is consumed to make either siege engine part or one ballista arrow.<br />
<br />
==Stone Furniture==<br />
: ''see also: {{L|Stone industry}}''<br />
{{L|Stone}} furniture is heavy and durable when compared to {{L|wood}}, can be used to make most items of furniture, and vast quantities of rough stone are made available by {{L|mining}} on most maps, making it the staple furniture material of most dwarf fortresses. It is not as versatile as {{L|metal}} or {{L|glass}}, but it also consumes no {{L|fuel}} to make an item of furniture.<br />
<br />
Some stones, notably {{L|graphite}}, are quite {{L|fire|combustible}} and any furniture made from such materials should not be located near {{L|magma}}, {{L|fire snake}}s, {{L|fire imp}}s, {{L|dragon}}s, or any other source of {{L|fire}}. Other stones are designated as {{L|magma-safe}}, and furniture made from such materials will be magma-safe as well.<br />
<br />
Particularly valuable {{L|economic stone}}s are designated as prohibited for general use by {{L|mason}}s and the like for making stone furniture or crafts, being reserved for the {{L|furnace}}s. In some cases, however, it might be desirable or necessary to make furniture from economic stone. A noble might demand a {{L|native silver}} {{L|table}} for their room, or other magma-safe materials being exhausted a {{L|bauxite}} {{L|floodgate}} might be necessary to control the magma flow. {{L|Native gold}} is a peculiar case where the {{L|ore}} has the same {{L|material value}} as {{L|gold|gold metal}}, and making furniture directly from native gold can save both time and {{L|fuel}}. Whatever the case, if you do desire to make use of economic stone in furniture, you must do so from the <br />
The [[Status#Stone_Status_Screen|z-Status: Stone]] menu. Due to a bug, {{L|obsidian}} cannot currently be designated from this screen.<br />
<br />
It is recommended that you take precautions and {{L|stockpile}} your stone and place your {{L|workshop}} in such a way as to minimize the distance between the two; a dwarf will typically grab the rough stone nearest the workshop when fulfilling a {{L|job}} to craft stone furniture. Designating a {{L|burrow}} that includes only the workshop and the economic stone stockpile can help ensure your dwarf grabs the correct type of stone, and may prevent other dwarfs with similar jobs from raiding the stockpile.<br />
<br />
===Mason's Workshop===<br />
The {{L|mason's workshop}} is used to make most stone furniture, and requires a dwarf with the {{L|masonry}} labor enabled. One unit of rough {{L|stone}} is consumed in making each item of stone furniture. The following furniture can be made at a mason's workshop: {{L|armor stand}}, {{L|bin}}, {{L|cabinet}}, {{L|chair}}, {{L|chest}}, {{L|coffin}}, {{L|door}}, {{L|floodgate}}, {{L|grate}}, {{L|hatch cover}}, {{L|millstone}}, {{L|quern}}, {{L|statue}}, {{L|table}}, {{L|weapon rack}}.<br />
<br />
===Mechanic's Workshop===<br />
The {{L|mechanic's workshop}} is used to make {{L|mechanism}}s, and requires a dwarf with the {{L|mechanic}} labor enabled. One unit of rough stone is consumed in making each mechanism. Mechanisms that are going to be used in {{L|magma}} {{L|floodgate}}s or the like should be made from {{L|magma-safe}} materials.<br />
<br />
==Metal Furniture==<br />
: ''see also: {{L|Metal industry}}''<br />
{{L|Metal}} furniture is even more durable and heavy than {{L|stone}}, and can be used to make a wider variety of furniture. Crafting metal furniture requires not only {{L|bar}}s of metal but {{L|fuel}} for the forge or access to {{L|magma}}. Metal furniture made from {{L|gold}}, {{L|platinum}}, {{L|aluminum}}, {{L|steel}}, and {{L|adamantine}} are the most {{L|item value|valuable}} in the game, based solely on material multiplier (quality modifiers and {{L|decoration}}s will vary). {{L|Barrels}} made from metal, even low-value metals like {{L|billon}} or {{L|lead}}, are significantly more effective at keeping {{L|vermin}} from {{L|wear|gnawing}} at food supplies.<br />
<br />
Metals with low melting points like {{L|copper}} and its {{L|alloy}}s are not {{L|magma-safe}} and should not be used to make furniture that will contact {{L|magma}}.<br />
<br />
Unlike with wood or stone, you may specify the precise type of metal used to make an item of metal furniture, which removes the necessity of creating specific {{L|stockpile}}s and {{L|burrow}}s. It may still be a good idea to adjust the {{L|manager|workshop profile}} to restrict certain workshops and their associated tasks to your most {{L|experience}}d {{L|blacksmith}}s.<br />
<br />
===Metalsmith's Forge===<br />
The {{L|metalsmith's forge}} and {{L|magma forge}} are used to make all metal furniture, and requires a dwarf with the {{L|blacksmith}} labor enabled. One {{L|bar}} of the specified {{L|metal}} is consumed in making each item of metal furniture; a metalsmith's forge will also consume one unit of {{L|fuel}} per {{L|job}}. The following furniture can be made from any metal at a forge: {{L|armor stand}}, {{L|barrel}}, {{L|bin}}, {{L|bucket}}, {{L|cabinet}}, {{L|chest}}, {{L|door}}, {{L|floodgate}}, {{L|grate}}, {{L|hatch cover}}, {{L|coffin|sarcophagus}}, {{L|statue}}, {{L|table}}, {{L|throne}}, {{L|weapon rack}}.<br />
<br />
{{L|Copper}}, {{L|silver}}, {{L|bronze}}, {{L|bismuth bronze}}, {{L|iron}}, {{L|steel}}, and {{L|adamantine}} may be made into {{L|mechanism}}s; this option is under the "Trap Components" option.<br />
<br />
{{L|Iron}}, {{L|steel}}, and {{L|adamantine}} may be made into {{L|anvil}}s; this option is under the "Other Objects" option.<br />
<br />
Despite being listed under furniture at the forge, {{L|chain}}s, {{L|animal trap}}s, {{L|cage}}s, {{L|pipe section}}s, {{L|splint}}s, {{L|crutch}}es, and {{L|block}}s are ''not'' furniture. They do not require the blacksmith labor to create, and they do not go into the furniture {{L|stockpile}} once created.<br />
<br />
==Glass Furniture==<br />
: ''see also: {{L|Glass industry}}''<br />
{{L|Glass}} furniture is comparable to {{L|stone}} furniture in most respects, but has a higher {{L|value|material multiplier}} than ordinary stone ({{L|economic stone}} is another matter entirely). Making glass furniture requires not only {{L|sand}}, but access to {{L|fuel}} or {{L|magma}}. However, a {{L|magma glass furnace}} and a sandy layer can produce an infinite amount of {{L|green glass}} furniture without consuming any materials whatsoever.<br />
<br />
Glass is not currently considered {{L|magma-safe}} and glass furniture should not be placed in contact with {{L|magma}}.<br />
<br />
===Glass Furnace===<br />
The {{L|glass furnace}} and {{L|magma glass furnace}} are used to make all glass furniture, and requires a dwarf with the {{L|glassmaker}} labor enabled. One unit of the specified {{L|gem|raw glass}} (green, clear, or crystal) is consumed in making each item of glass furniture; a glass furnace will also consume one unit of {{L|fuel}} per job. The following furniture can be made from any metal at a forge: {{L|armor stand}}, {{L|barrel}}, {{L|bin}}, {{L|box}}, {{L|bucket}}, {{L|cabinet}}, {{L|coffin}}, {{L|floodgate}}, {{L|grate}}, {{L|hatch cover}}, {{L|door|portal}}, {{L|statue}}, {{L|table}}, {{L|throne}}, {{L|weapon rack}}, {{L|window}}.<br />
<br />
==Cloth Furniture==<br />
: ''see also: {{L|Textile industry}}''<br />
{{L|Cloth}} {{L|bags}} are counted as furniture and will be normally be deposited in the furniture {{L|stockpile}}, unless they are used as {{L|container}}s for {{L|seed}}s, {{L|flour}} and the like. {{L|Giant cave spider}} silk cloth is the most valuable in the game, and it may be wise to designate a special {{L|stockpile}} and {{L|workshop}} for working with it, {{L|manager|restricted}} to your most highly skilled clothesmaker to ensure a higher {{L|value|quality modifier}}.<br />
<br />
===Clothier's Shop===<br />
The {{L|clothier's shop}} is used to make cloth bags, and requires a dwarf with the {{L|clothesmaking}} labor enabled. One unit of the specified cloth ({{L|silk}} or {{L|plant}}) will be consumed in making each bag.<br />
<br />
==Leather Furniture==<br />
: ''see also: {{L|Meat industry}}''<br />
{{L|Leather}} {{L|bags}} are counted as furniture and will be normally be deposited in the furniture {{L|stockpile}}, unless they are used as {{L|container}}s for {{L|seed}}s, {{L|flour}} and the like. You cannot designate the specific type of leather used to make a bag, and leather from rare and dangerous creatures can be particularly {{L|value|valuable}}, so it may be wise to designate a special {{L|stockpile}} and {{L|workshop}} for working with it, {{L|manager|restricted}} to your most highly skilled leatherworker to ensure a higher {{L|value|quality modifier}}.<br />
<br />
{{L|Giant cave spider}}s and {{L|giant desert scorpion}}s give {{L|chitin}} instead of leather, but it is treated as leather for all purposes, including the making of bags.<br />
<br />
{{L|Dragon}} and {{L|fire imp}} leather appear to be {{L|magma-safe}}, and any bags made from them should be magma-safe as well. This can be a bad thing if such an object gets stuck in, say, a {{L|floodgate}} that is letting a torrent of {{L|magma}} through.<br />
<br />
===Leather Works===<br />
The {{L|leather works}} is used to make cloth bags, and requires a dwarf with the {{L|leatherworking}} labor enabled. One unit of the leather will be consumed in making each bag.<br />
<br />
==Decorating Furniture==<br />
Furniture can be {{L|decorate}}d by many different materials so as to improve its {{L|value}}, record the history of the fortress, and give Dwarfs happy {{L|thought}}s from looking at them. Furniture will only be decorated if it is in a stockpile, not while it is currently in use. To ensure a given piece of furniture gets decorated, designate a special {{L|stockpile}} for the furniture near the {{L|workshop}} and make it a burrow (make sure the dwarf can still access the raw materials for the decoration).<br />
<br />
==Buying & Selling Furniture==<br />
Furniture is generally heavy and will diminish how much you an {{L|trade}} with the {{L|caravan}}s when they arrive; well-crafted, decorated, furniture made from valuable materials will get you more bang for your {{L|currency|dwarfbuck}}. Trading in {{L|booze}}, {{L|leather}}, {{L|cloth}}, {{L|flour}}, and the like usually results in a certain amount of exchange in {{L|barrel}}s, {{L|bag}}s, and {{L|bin}}s. Beware trading {{L|elves}} any piece of furniture derived from {{L|wood}}, as this may start a {{L|war}}. Dwarven and {{L|Human}} caravans will occasionally carry {{L|anvil}}s, if you did not bring one with you from embark.<br />
<br />
==Industry Overview==<br />
{| style="border-spacing: 0; width: 49em"<br />
|-<br />
<br />
{{Industry Block|industry=Wood Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Metal Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Stone Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Glass Industry<br />
|background=#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
|-<br />
<br />
{{Extended Item Block|title=Wood Furniture<br />
|background=#000|<br />
|÷|#000|#770|π|#770|#000|÷|#000|#770|X|#000|#770|<br />
|÷|#000|#770|╤|#770|#000|X|#000|#770|û|#770|#000|<br />
}}<br />
<br />
{{Item Block|title=Metal Furniture<br />
|background=#000|<br />
|π|#770|π|#555|Ω|#fff|Ω|#ff0|<br />
|Ω|#770|╤|#fff|╤|#fff|Ω|#0ff|<br />
}}<br />
<br />
{{Item Block|title=Stone Furniture<br />
|background=#000|<br />
|π|#999|π|#999|Ω|#555|Ω|#fff|<br />
|Ω|#fff|╤|#999|╤|#999|╤|#555|<br />
}}<br />
<br />
{{Item Block|title=Glass Furniture<br />
|background=#000|<br />
|π|#090|π|#090|Ω|#099|Ω|#fff|<br />
|Ω|#090|╤|#099|╤|#099|╤|#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E|#fff| |<br />
|A|#dfd|C|#dfd|L|#dfd|<br />
| |E|#fff| |<br />
}}<br />
<br />
{{Item Block|title=Decorated Furniture<br />
|background=#000|<br />
|╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|<br />
|π|#999|π|#999|Ω|#555|╤|#fff|<br />
<br />
}}<br />
<br />
|-<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|L| |<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|L| |C|#fff|L|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|L|#fff|C|#fff|L|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|L|#fff|C|#fff|L|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|C|#fff|L|#fff|<br />
| |E| | |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |A|#fff| |<br />
|L|#fff|T|#fff|E| | {{L|decorate}}<br />
| |E| | |<br />
}}<br />
<br />
|-<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |T|#fff|E| | build rooms and buildings<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |T|#fff|E| | sell to {{L|trade}}rs<br />
| |A|#fff| |<br />
}}<br />
<br />
|-<br />
<br />
{{Use Block|item={{L|Barrel}}s, Bins|use=Store {{L|food}}, {{L|Alcohol|drinks}} and items<br />
|background=#fff|<br />
}}<br />
<br />
{{Use Block|item={{L|Bucket}}s|use=Used to carry liquid<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Construction Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Industry Block|industry=Export Industry<br />
|background=#fff|<br />
}}<br />
<br />
|}<br />
{{Category|Furniture}}<br />
{{Category|Industry}}<br />
<br />
{{buildings}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Gem_industry&diff=126197v0.31:Gem industry2010-08-22T15:32:14Z<p>Ancient History: Perfect gems</p>
<hr />
<div>{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}<br />
<br />
The '''gem industry''' deals with the processing of {{L|gem}}s. Like other {{L|Industry|industries}}, creates raw materials, {{L|finished goods}}, and can be used to enhance finished goods with {{L|decoration}}s. Because of the skills and materials involved, the gem industry is very closely tied to the {{L|glass industry}}.<br />
<br />
==Jeweler's Workshop==<br />
The {{L|jeweler's workshop}} is the heart of the gem industry. '''Rough gems''' are taken to the the jeweler's workshop, where dwarves use the {{L|Gem cutter}} skill to turn the rough gems into '''cut gems''' or '''large gems.''' At the same workshop, a dwarf uses the {{L|Gem setter}} skill to take the cut gems and use them to {{L|decoration|encrust}} a wide variety of items.<br />
<br />
==Obtaining Gems==<br />
The easiest way to obtain rough gems is through {{L|mining}}. Highly skilled {{L|miner}}s are more likely to leave a rough gem behind when they mine through a tile, and it may be advisable to designate certain gem {{L|cluster}}s as {{L|burrows}} restricted to your most skilled miners in hopes of maximizing your yield.<br />
<br />
The {{L|glass industry}} is also a ready source of {{L|glass|raw glass}}, which is treated in all ways as a rough gem. While glass has a relatively low value compared to other gems, with a {{L|magma glass furnace}} and {{L|sand}} it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarfs {{L|experience}} in Gem Cutting and Gem Setting, or at least preventing those skills from becoming [[Rusty]].<br />
<br />
Finally, all manner of gems are generally available through trade with dwarf and human {{L|caravan}}s, including rough gems, cut gems, large gems, gem crafts, and various glass products.<br />
<br />
==Gem Cutting==<br />
{{L|Gem cutting}} is a {{L|job}} at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be encrusted (see '''Gem Setting''', below). Large gems and gem crafts are {{L|finished goods}} and occur much more seldom; gem crafts are rarer than large gems. The gem cutter's skill level does not appear to affect the chances of producing a large gem or gem crafts, since gems have no quality levels, but it is possible that levels past {{L|Legendary}} might affect the process{{verify}}. Experimental results suggest that the odds of getting a large gem are 1 in 7, and the odds of gem crafts are 1 in 15{{verify}}.<br />
<br />
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. <br />
<br />
===Large Gems===<br />
'''Large gems''' are considered {{L|finished goods}} and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have {{L|item value|quality levels}}, dependent on the skill level in Gem Cutting{{verify}}. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A large gem of base quality is thus worth 20-7,200☼.<br />
<br />
===Gem Crafts===<br />
'''Gem crafts''' are {{L|crafts}} made out of a type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above mentioned large gems), gem crafts have {{L|item value|quality levels}}, dependent on the skill level in Gem Cutting{{verify}}. {{L|Glass}} cannot be made directly into crafts at a {{L|glass furnace}}, only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem craft is thus worth 20-7,200☼.<br />
<br />
===Perfect Gems===<br />
'''Perfect gems''' are {{L|artifact}}s created by dwarves seized by a {{L|strange mood}}. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (120); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼, plus the value of any additional decorations. Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a possessed dwarf choosing one of them. A dwarf who carves a perfect gem will attain enough experience to attain {{L|legendary}} rank in the {{L|gem cutter}} skill.<br />
<br />
==Gem Setting==<br />
{{L|Gem setting}} is a {{L|job}} at the jeweler's workshop, and takes a ''cut gem'' to {{L|decoration|encrust}} {{L|furniture}}, {{L|ammo}}, and {{L|finished goods}}. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of {{L|stockpiles}}, and probably locking the {{L|jeweler}} in a {{L|burrow}} to avoid them going to different stockpiles.<br />
<br />
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem decoration is thus worth 20-7,200☼. A given item may possess multiple decorations (but only one using each type of gem{{verify}}), and encrusting items with gems can increase the wealth of a fortress substantially.<br />
<br />
==Glass==<br />
The {{L|glass industry}} produces ''raw glass'', which is treated as a rough gem for all purposes.<br />
<br />
==Gem Windows==<br />
{{L|Window}}s can be made out of any sort of glass at a {{L|glass furnace}} (in which case they are a type of {{L|furniture}}), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a "gem window." If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a "gem window" yields the gems that made it up.<br />
<br />
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a {{L|glass}} {{L|window}} has a {{L|value}} modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value.<br />
<br />
==Industry Management==<br />
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contains valuable gems (like {{L|kimberlite}}, the source of all diamonds). Designate rare or valuable clusters of gems as {{L|burrows}} for your high-skill miners to maximize your yield. <br />
<br />
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Designate the jeweler's workshop/high-value stockpile as a burrow specific your highest-level jeweler(s), and the jeweler's workshop/low-value stockpile as a burrow specific to your jewelers-in-training. For extra safety, use ({{key|q}}-{{key|P}}) to set the high-value jeweler's workshop profile so only your highest-skilled jewelers can use it.<br />
<br />
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Encrusting skills, particularly if your {{L|glass industry}} is in full swing.<br />
<br />
When encrusting items, dwarfs will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible, as part of the burrow. And, if necessary, lock the doors until the jeweler encrusts the item.<br />
<br />
==Industry Overview==<br />
<br />
{| style="border-spacing: 0; width: 41em"<br />
|-<br />
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{{Empty Block}}<br />
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{{Empty Block}}<br />
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| |E| | |<br />
|E| |T|#fff|L|#fff| raw glass counts as rough gems<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Item Block|title=Raw Glass<br />
|background=#000|<br />
|☼|#090|☼|#090|☼|#099|☼|#fff|<br />
|☼|#090|☼|#099|☼|#099|☼|#fff|<br />
}}<br />
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{{Arrow Block|<br />
| |E| | |<br />
|A|#fff|C|#fff|E| |<br />
| |L|#fff| |<br />
}}<br />
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|-<br />
<br />
{{Item Block|title=Gem Clusters<br />
|background=#777|<br />
| |#fff|☼|#f00|☼|#00f| |#fff|<br />
| |#fff|☼|#0f0|☼|#fff| |#fff|<br />
}}<br />
<br />
{{Skill Block|skill=Mining<br />
|color=7:0|<br />
| |E| | |<br />
|L|#ccc|C|#ccc|A|#ccc|<br />
| |E| | |<br />
}}<br />
<br />
{{Item Block|title=Rough Gems<br />
|background=#000|<br />
| |#fff|☼|#f00|☼|#00f| |#fff|<br />
| |#fff|☼|#0f0|☼|#fff| |#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|T|#fff|A|#fff| rough rock crystals<br />
| |E| | |<br />
}}<br />
<br />
{{Industry Block|industry=Glass Industry<br />
|background=#fff|<br />
}}<br />
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|-<br />
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{{Empty Block}}<br />
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{{Empty Block}}<br />
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{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem cutting<br />
|color=2:1|<br />
| |L|#afa| |<br />
|E|#afa|C|#afa|L|#afa|<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#afa|T|#afa|L|#afa| sometimes created<br />
| |A|#afa| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#afa|C|#afa|E| |<br />
| |A|#afa| |<br />
}}<br />
<br />
|-<br />
<br />
{{Item Block|title=Gem Windows<br />
|background=#000|<br />
| |#fff|▒|#f00|▒|#00f| |#fff|<br />
| |#fff|▒|#0f0|▒|#fff| |#fff|<br />
}}<br />
<br />
{{Empty Block}}<br />
<br />
{{Arrow Block|<br />
| |L|#afa| |<br />
|E| |C|#afa|E| |<br />
| |A|#afa| |<br />
}}<br />
<br />
{{Item Block|title=Large Gems<br />
|background=#000|<br />
| |#fff|♦|#f00|♦|#00f| |#fff|<br />
| |#fff|♦|#0f0|♦|#fff| |#fff|<br />
}}<br />
<br />
{{Item Block|title=Gem Crafts<br />
|background=#000|<br />
|o|#f00|♀|#f00|o|#00f|°|#00f|<br />
|Å|#0f0|¶|#0f0|♀|#fff|δ|#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Skill Block|skill=Furnit. Hauling<br />
|color=3:0|<br />
| |A|#acc| |<br />
|E| |C|#acc|L|#acc|<br />
| |E| | |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#acc|T|#acc|L|#acc| 3 gems are needed<br />
| |E| | |<br />
}}<br />
<br />
{{Item Block|title=Cut Gems<br />
|background=#000|<br />
| |#fff|♦|#f00|♦|#00f| |#fff|<br />
| |#fff|♦|#0f0|♦|#fff| |#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|E| |C|#fff|L|#fff|<br />
| |E| | |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#fff| |<br />
|L|#fff|C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
|-<br />
<br />
{{Industry Block|industry=Goods Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#afa| |<br />
|E| |C|#afa|E| |<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|E| |C|#fff|A|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Industry Block|industry=Goods Industry<br />
|background=#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Empty Block}}<br />
<br />
{{Item Block|title=Finished Goods<br />
|background=#000|<br />
|o|#770|¶|#fff|Å|#555|♀|#555|<br />
|♀|#999|♀|#090|δ|#ff0|æ|#999|<br />
}}<br />
<br />
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting<br />
|color=2:1|<br />
| |L|#afa| |<br />
|L|#fff|C|#afa|A|#afa|<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Item Block|title=Encrusted Goods<br />
|background=#000|<br />
|o|#770|¶|#fff|Å|#555|♀|#555|<br />
|♀|#999|♀|#090|δ|#ff0|æ|#999|<br />
}}<br />
<br />
{{Empty Block}}<br />
<br />
|-<br />
<br />
{{Industry Block|industry=Furniture Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |L|#afa| |<br />
|E| |C|#afa|E| |<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|E| |C|#fff|A|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Industry Block|industry=Furniture Industry<br />
|background=#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Empty Block}}<br />
<br />
{{Item Block|title=Furniture<br />
|background=#000|<br />
|╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|<br />
|π|#999|π|#999|Ω|#555|╤|#fff|<br />
}}<br />
<br />
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting<br />
|color=2:1|<br />
| |L|#afa| |<br />
|L|#fff|C|#afa|A|#afa|<br />
| |L|#afa| |<br />
}}<br />
<br />
{{Item Block|title=Encrusted Furniture<br />
|background=#000|<br />
|╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|<br />
|π|#999|π|#999|Ω|#555|╤|#fff|<br />
}}<br />
<br />
{{Empty Block}}<br />
<br />
|-<br />
<br />
{{Industry Block|industry=Arms Industry<br />
|background=#fff|<br />
}}<br />
<br />
{{Arrow Block|<br />
| |E| | |<br />
|L|#fff|C|#fff|E| |<br />
| |A|#fff| |<br />
}}<br />
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{{Arrow Block|<br />
| |L|#afa| |<br />
|E| |C|#afa|E| |<br />
| |L|#afa| |<br />
}}<br />
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{{Arrow Block|<br />
| |E| | |<br />
|E| |C|#fff|A|#fff|<br />
| |L|#fff| |<br />
}}<br />
<br />
{{Industry Block|industry=Arms Industry<br />
|background=#fff|<br />
}}<br />
<br />
|-<br />
<br />
{{Empty Block}}<br />
<br />
{{Item Block|title=Ammo<br />
|background=#000|<br />
|/|#999|/|#999|/|#555|/|#555|<br />
|/|#999|/|#770|/|#770|/|#fff|<br />
}}<br />
<br />
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting<br />
|color=2:1|<br />
| |L|#afa| |<br />
|L|#fff|C|#afa|A|#afa|<br />
| |E| | |<br />
}}<br />
<br />
{{Item Block|title=Encrusted Ammo<br />
|background=#000|<br />
|/|#999|/|#999|/|#555|/|#555|<br />
|/|#999|/|#770|/|#770|/|#fff|<br />
}}<br />
<br />
{{Empty Block}}<br />
<br />
|}<br />
{{Category|Industry}}</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ant&diff=125965v0.31 Talk:Ant2010-08-19T01:48:04Z<p>Ancient History: </p>
<hr />
<div>= Ant Ichor =<br />
<br />
Traders have just arrived carrying a barrel full of 10 stacks of ant ichor, for 20. Any guesses what its for? -[[User:Romeofalling|Romeofalling]] 23:30, 18 August 2010 (UTC)<br />
: Nothing. It's just like the barrels of {{L|blood}} that you can buy, except ants have ichor. You can't do anything with it yet. - [[User:Ancient History|Ancient History]] 01:48, 19 August 2010 (UTC)</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=v0.31:Industry&diff=125301v0.31:Industry2010-08-13T14:30:51Z<p>Ancient History: </p>
<hr />
<div>{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}<br />
<br />
All dwarfs love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.<br />
<br />
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (further improvement of these goods).<br />
<br />
Industries in Dwarf Fortress can be broken into the following categories. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.<br />
===Primary Industries===<br />
*{{L|Wood Industry}}: Growing and cutting wood to produce items including furniture and fuel.<br />
*{{L|Food}} Industry: The production of food and alcohol to keep those dwarves alive and happy.<br />
*{{L|Fuel Industry}}: The production of fuel to support the glass industry and all industries that use metal.<br />
*{{L|Fishing Industry}}: Fish are harvested and processed into food and shells.<br />
*{{L|Meat Industry}}: Animals are processed into meat and leather.<br />
*{{L|Metal Industry}}: Raw ore is refined into both pure metals and alloys.<br />
<br />
===Secondary Industries===<br />
*{{L|Armor}} Industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.<br />
*{{L|Weapon}} Industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.<br />
*{{L|Finished goods}} Industry: Almost all materials can be used to produce crafts for export.<br />
*{{L|Furniture Industry}}: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.<br />
*{{L|Soap}} Industry: The production of soap to be used in healthcare.<br />
*{{L|Glass Industry}}: Sand is used to create low quality gems, plus an assortment of other goods.<br />
<br />
===Tertiary Industries===<br />
*{{L|Gem industry}}: Raw gems are cut, some into finished goods, while most are then used to decorate ("encrust") a multitude of items.<br />
*{{L|Textile industry}}: Thread is woven into cloth to produce clothing, rope, bags, and decorate crafts.<br />
*{{L|Healthcare}} Industry: Patching up your inevitably-wounded dwarves.</div>Ancient Historyhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=124408Dwarf Fortress webcomics2010-08-09T16:59:27Z<p>Ancient History: Added Nerfnow</p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]<br />
<br />
==Graphic Sagas==<br />
<br />
===Bronzemuder===<br />
{{L|Bronzemurder}} is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a {{L|forgotten beast}}.<br />
<br />
===Oilfurnace===<br />
'''Oilfurnace''' is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.<br />
<br />
==Ongoing Dwarf Fortress Webcomics==<br />
Ongoing webcomics primarily about Dwarf Fortress.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous {{L|succession game}} {{L|Boatmurdered}}, with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular {{L|Graphics set repository | Dwarf Fortress graphic sets}}. It follows the journey and establishment of a new fortress. {{L|Urist}} is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and is ongoing, updating on a rough weekly schedule.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a {{L|sinister}} terrain, including facing {{L|undead}} wildlife.<br />
<br />
==One-Off Dwarf Fortress Webcomics==<br />
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with two Dwarf Fortress strips, [http://server.ericsbinaryworld.com/notmad/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever] and [http://server.ericsbinaryworld.com/notmad/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music]. The first comic deals with {{L|Hidden Fun Stuff}}, while the second deals with {{L|tantrum}}s.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the {{L|Goblin}} menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Starting a new Dwarf Fortress arc: [http://nerfnow.com/comic/352 ASCII Adventures] <br />
<br />
===Three Panel Soul===<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress {{L|fun}}, such as {{L|catsplosion}}, stereotypical Dwarf literal-mindedness, and the {{L|Dwarven economy}}. The fourth concerns a new player's introduction to the game.<br />
<br />
==Individual Webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about {{L|fell mood}}s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the Dwarf Fortress {{L|List of mods#Kobold Camp|mod Kobold camp}}, mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the {{L|Bronze colossus}}: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
</gallery></div>Ancient History