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	<updated>2026-04-16T07:24:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Voracious_cave_crawler&amp;diff=169795</id>
		<title>v0.34:Voracious cave crawler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Voracious_cave_crawler&amp;diff=169795"/>
		<updated>2012-04-13T04:00:53Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: Removed verify tag. Added talk comment about why.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:49, 9 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=11&lt;br /&gt;
|fat=7&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=9&lt;br /&gt;
|brain=3&lt;br /&gt;
|skin=hide&lt;br /&gt;
|tooth=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Voracious cave crawlers''' are quite nasty creatures that are seen from time to time in [[caverns]]. Although much weaker than [[Giant cave spider|other, more reliable sources of fun]], a group of the little bastards can spell doom for a poorly equipped fortress. &lt;br /&gt;
&lt;br /&gt;
When they spawn, these beasts will attempt to travel to [[building]]s and [[Building destroyer|destroy them]] even if they aren't in its line of sight. Because of this trait it is relatively simple to capture cave crawlers: restrict access to your underground buildings, but allow a way through that has [[Trap#Cage_Trap|cage traps]] built in the way. They will path through the cage traps and get [[Captured creatures|caught]]. They are exotic pets, but can be tamed with generally no problem. They can be used as a mount by [[goblin]] [[siege]]rs, and are quite dangerous.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Voracious_cave_crawler&amp;diff=169794</id>
		<title>v0.34 Talk:Voracious cave crawler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Voracious_cave_crawler&amp;diff=169794"/>
		<updated>2012-04-13T03:59:50Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: Created talk page --- confirmed deadly when mounted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'll vouch for these being crazy deadly. 3 goblin regiments ALL riding these and 6 trolls caught me off guard (my drawbridge wasn't ready) and annihilated my 30 dwarf military (with most of my fort). I'm removing the verify tag on them being dangerous when mounted. --[[User:Aaron5367|Aaron5367]] 03:59, 13 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Jail&amp;diff=76652</id>
		<title>40d:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Jail&amp;diff=76652"/>
		<updated>2010-03-26T22:27:16Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: Removed some false information in a separate paragraph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''jail''' is a special [[room]] used in dwarven [[justice]].  It is designated from a [[restraint]] or from a metal [[cage]]. If [[Restraint|ropes]] are used, prisoners have been observed to be able to break free from time to time, especially during [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
Your fort's [[sheriff]] or [[captain of the guard]] will request chains, ropes or metal cages to be designated as jails.  The current number of ropes or chains needed is indicated on the {{key|z}} Status menu, under the Justice submenu.  The number of them required is one-tenth the current population, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
== Happy prisoners ==&lt;br /&gt;
&lt;br /&gt;
Prison is a great place for dwarves to become terminally upset.  Generally inmates are still suffering from the bad [[thought]]s that caused them to [[tantrum]] and become imprisoned in the first place.  Just being in prison makes dwarves very unhappy, and since your other dwarves will only bring them water to drink, the lack of alcohol makes it worse.  To prevent an infinite string of tantrums and ever-lengthening prison sentences, it is a good idea to make your prison a very nice place.&lt;br /&gt;
&lt;br /&gt;
Avoid using cages, as this only makes them upset, and they cannot benefit from whatever decorations you may put in your jail. Engraving walls and placing high-quality statues for the prisoner to admire are a good start.  Dwarves will also admire their own chains, if they are high quality or made of expensive metal. In fact, any kind of high quality furniture can be used to potentially increase a dwarf's happiness. Even a door has a chance of improving their mood, if set as internal.&lt;br /&gt;
&lt;br /&gt;
If you place a tiny [[alcohol]] [[stockpile]] next to the chain, the prisoner can help himself to alcohol, avoiding both the unhappy thoughts from alcohol deprivation, and the need for your other dwarves to supply him with water. Remember, a drunk prisoner is a happy prisoner. If you give him a [[food]] stockpile as well, dwarves won't need to spend time hauling for your prisoners directly, and they'll never get the &amp;quot;has been starving lately&amp;quot; thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are chained in a jail will be unable to sleep unless a bed is placed adjacent to the chain.  Due to an oversight as of v0.27.169.33a, dwarves without bedrooms will happily sleep on the beds in the jail, tying up the beds and preventing them from being used by the prisoner. They will also eat and drink from the jail's food stockpiles. You can reduce the occurrence of this, by designating your prison, and everything connecting it to your fortress, as restricted traffic. You may also simply lock your prison off when nobody is using it.&lt;br /&gt;
&lt;br /&gt;
Dwarves prefer to eat at a table with a chair next to it, and if the table they're eating at is part of a dining room, they can receive a happy thought if the dining room is of high value. Also, should a manager be imprisoned, one could designate the chair as an office as well, allowing him to continue about his business, even when imprisoned.&lt;br /&gt;
&lt;br /&gt;
You don't actually need a jail &amp;quot;cell&amp;quot; to have walls, as a cage restricts them to a single tile, and a restraint restricts them to a 9-tile square. It can simply be a row of restraints in a long empty hall. This has the benefit of being very easy to make, but can also be hard to control specific rehabilitation. Of course, it opens opportunities, like overlapping prison cells, so two dwarves can use the same bed, or benefit from the same statue garden. A single table could be used to set the whole prison hall as a dining room, allowing all of the dwarves to enjoy it from tables which have simply been constructed. In fact, arranging the restraints in overlapping squares, could allow four dwarves to have their moods improved by a single artifact statue in the middle! A very efficient use of high-quality goods.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
&lt;br /&gt;
It has been observed that some particularly capable dwarves when tantruming, and some animals, can actually break free from a rope. If this occurs, it is nice to have some form of protection or warning system, to keep said overpowered tantrumer from causing too much harm to the fortress, its inhabitants, or even the other prisoners in particular. Using lockable doors to control potential traffic is one method. If a dwarf breaks free, simply lock his cell door until you can get your captain of the guard nearby.&lt;br /&gt;
&lt;br /&gt;
Another potential problem, due to extended unhappiness, is insanity of the violent sort. Building an actual prison complex to deal with such an issue, on the somewhat rare occasion it may arise, may be a good idea. For example, separating all of the cells from the fortress by putting the guard barracks between the two, or trapping the prison halls. Hey, at least you'll have a safe place to hide your last five dwarves from the invading siege!&lt;br /&gt;
&lt;br /&gt;
== Executing prisoners ==&lt;br /&gt;
&lt;br /&gt;
If you don't want to rehabilitate your prisoners, you can always build your restraints in a [[death chamber]]. However, this means you'll lose all your unhappy legendary dwarves, and their loved ones will have very unhappy thoughts, potentially leading to a tantrum chain. If you don't want to take the time to wire up every cell to kill, you could always design only one execution chamber, and simply lock all of the other ones just before a criminal is to be imprisoned. One could have a lot of fun with various methods of execution. Water, magma, collapsing floor tiles, burning lignite floors, caged dragons, the list goes on! Hey, if the fort's going down, might as well have some MORE [[fun]] while you're at it!&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_spider&amp;diff=30875</id>
		<title>40d:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_spider&amp;diff=30875"/>
		<updated>2008-09-27T20:28:27Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: Fixed a typo of mine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cave spiders''' are a type of [[vermin]] that occurs near [[chasm]]s, [[underground river]]s or [[cave]]s. They leave small webs strewn around the area, which are automatically collected by any worker who has the [[weaver|weaving]] skill activated and access to a [[loom]], which automatically produces the work task &amp;quot;[[collect webs]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These can bite tame [[animal]]s and your Dwarves. They cause the victim to be randomly [[Speed|stunned]] for an unknown duration.&lt;br /&gt;
&lt;br /&gt;
Cave spiders should not be confused with [[Giant cave spider]]s and [[phantom spider]]s.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIDER_CAVE]&lt;br /&gt;
	[NAME:cave spider:cave spiders:cave spider]&lt;br /&gt;
	[TILE:249][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:1]&lt;br /&gt;
	[VERMIN_GROUNDER][VERMIN_HATEABLE]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[EXTRACT:cave spider venom:7:0:0]&lt;br /&gt;
	[EXTRACT_VALUE:20][NATURAL][PET_EXOTIC]&lt;br /&gt;
	[EXTRACT_STUN_INTERMITTENT][EXTRACT_PERMANENT]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
	[VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[WEBBER][WEBIMMUNE][PARALYZEIMMUNE]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BLOODTYPE:W][CHITIN]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOSKULL][NOBONES]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_spider&amp;diff=30874</id>
		<title>40d:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_spider&amp;diff=30874"/>
		<updated>2008-09-27T20:24:32Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: Changed the article to reflect my findings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cave spiders''' are a type of [[vermin]] that occurs near [[chasm]]s, [[underground river]]s or [[cave]]s. They leave small webs strewn around the area, which are automatically collected by any worker who has the [[weaver|weaving]] skill activated and access to a [[loom]], which automatically produces the work task &amp;quot;[[collect webs]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These can bite tame [[animal]]s and your Dwarves. They cause the victim to be randomly stung for an unknown duration.&lt;br /&gt;
&lt;br /&gt;
Cave spiders should not be confused with [[Giant cave spider]]s and [[phantom spider]]s.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIDER_CAVE]&lt;br /&gt;
	[NAME:cave spider:cave spiders:cave spider]&lt;br /&gt;
	[TILE:249][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:1]&lt;br /&gt;
	[VERMIN_GROUNDER][VERMIN_HATEABLE]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[EXTRACT:cave spider venom:7:0:0]&lt;br /&gt;
	[EXTRACT_VALUE:20][NATURAL][PET_EXOTIC]&lt;br /&gt;
	[EXTRACT_STUN_INTERMITTENT][EXTRACT_PERMANENT]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
	[VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[WEBBER][WEBIMMUNE][PARALYZEIMMUNE]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BLOODTYPE:W][CHITIN]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOSKULL][NOBONES]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35076</id>
		<title>40d Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35076"/>
		<updated>2008-09-27T20:22:16Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is cave spider a vermin or what? Haven't seen any, although the webs are reappearing every so often.--[[User:Dorten|Dorten]] 00:22, 17 January 2008 (EST)&lt;br /&gt;
:Yes. I believe the small ones are regular vermin. The Giant ones on the other hand... [[User:Jikor|Jikor]] 04:38, 17 January 2008 (EST)&lt;br /&gt;
::The seem to be especially invisible vermin. If you want to see one you just need to look longer. They also seem to like covering their caves with miasma from rotting olms... --[[User:Someone-else|Someone-else]] 08:08, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spider bites ==&lt;br /&gt;
&lt;br /&gt;
My cats keep being bit by cave spiders and walking around stunned. What does this mean for me? Are my dwarf's pets going to die and drive them to the brink of insanity? --[[User:Wafl|Wafl]] 13:24, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave spider bite causes the victim to randomly get inflicted with the status condition &amp;quot;stun&amp;quot; for the rest of the victim's life.  This is not fatal, and in the case of a pet, not really important.  --[[User:Bouchart|Bouchart]] 13:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I had one of my Dwarves bitten by one. He randomly gets stunned, for the past year... It's annoying, but they continue doing what they were last. [[User:Aaron5367|Aaron5367]] 16:19, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not just cats ==&lt;br /&gt;
&lt;br /&gt;
Had several different tame animals bitten, no sign of stun so far. - Sheltem&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cold weather ==&lt;br /&gt;
Are they present in cold climates? can anyone confirm? -- [[User:Vaevictus|Vaevictus]] 23:44, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From what I can tell, they are present underground, anywhere there is a chasm of some sort. They teleport like other vermin. [[User:Aaron5367|Aaron5367]] 16:22, 27 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35075</id>
		<title>40d Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35075"/>
		<updated>2008-09-27T20:19:14Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: /* Spider bites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is cave spider a vermin or what? Haven't seen any, although the webs are reappearing every so often.--[[User:Dorten|Dorten]] 00:22, 17 January 2008 (EST)&lt;br /&gt;
:Yes. I believe the small ones are regular vermin. The Giant ones on the other hand... [[User:Jikor|Jikor]] 04:38, 17 January 2008 (EST)&lt;br /&gt;
::The seem to be especially invisible vermin. If you want to see one you just need to look longer. They also seem to like covering their caves with miasma from rotting olms... --[[User:Someone-else|Someone-else]] 08:08, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spider bites ==&lt;br /&gt;
&lt;br /&gt;
My cats keep being bit by cave spiders and walking around stunned. What does this mean for me? Are my dwarf's pets going to die and drive them to the brink of insanity? --[[User:Wafl|Wafl]] 13:24, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave spider bite causes the victim to randomly get inflicted with the status condition &amp;quot;stun&amp;quot; for the rest of the victim's life.  This is not fatal, and in the case of a pet, not really important.  --[[User:Bouchart|Bouchart]] 13:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I had one of my Dwarves bitten by one. He randomly gets stunned, for the past year... It's annoying, but they continue doing what they were last. [[User:Aaron5367|Aaron5367]] 16:19, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not just cats ==&lt;br /&gt;
&lt;br /&gt;
Had several different tame animals bitten, no sign of stun so far. - Sheltem&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cold weather ==&lt;br /&gt;
Are they present in cold climates? can anyone confirm? -- [[User:Vaevictus|Vaevictus]] 23:44, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron&amp;diff=4617</id>
		<title>40d:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron&amp;diff=4617"/>
		<updated>2008-08-08T16:14:25Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: Added the material value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Iron|color=#888|bgcolor=#CCC&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[pig iron]] at [[smelter]]&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Magma]] proof&lt;br /&gt;
* [[Armor|Block]]% 133&lt;br /&gt;
* [[Damage]]% 133&lt;br /&gt;
* [[Material value]] 30}}&lt;br /&gt;
&lt;br /&gt;
'''Iron''' bars can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated. Iron occurs naturally, and can be achieved from any of three separate ores: [[Hematite]], [[magnetite]] and [[limonite]].&lt;br /&gt;
&lt;br /&gt;
Iron is predominantly used to forge [[weapons]] and [[armor]], which deal or absorb nominal damage, whereas [[bronze]] or [[copper]] items are less efficient. Iron is the most commonly used of the three metals used to forge [[anvil]]s (steel and adamantine are harder to obtain but the anvil does not become more useful). Iron can also be fashioned into objects such as [[coins]], [[furniture]], and [[crafts]], though this is normally regarded as a waste of perfectly good metal though having a high value.&lt;br /&gt;
 &lt;br /&gt;
Iron bars can be used to make [[pig iron]], which in turn is used to make [[steel]] bars.&lt;br /&gt;
&lt;br /&gt;
Iron ore is found in [[sedimentary layer]]s and [[igneous extrusive layer]]s. [[Andesite]], [[Basalt]], [[Felsite]], [[Obsidian]], and [[Rhyolite]] layers are igneous extrusive, while [[Sandstone]], [[siltstone]], [[mudstone]], [[shale]], [[claystone]], [[rock salt]], [[limestone]], [[conglomerate]], [[dolomite]], [[flint]], [[chert]], and [[chalk]] layers are sedimentary.&lt;br /&gt;
&lt;br /&gt;
Invading goblins often wear iron armor.  Liberated pieces, abundant after a successful fortress defense, can be melted into bars.  This can be a reliable source of iron even when ore is scarce.&lt;br /&gt;
&lt;br /&gt;
Iron is used in the following Recipes at a [[Smelter]]:&lt;br /&gt;
&lt;br /&gt;
*[[Pig iron]] = Iron + [[Flux]]&lt;br /&gt;
*[[Steel]] = Iron + [[Pig iron]] + [[Flux]] + [[Coal]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron&amp;diff=4616</id>
		<title>40d:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron&amp;diff=4616"/>
		<updated>2008-08-08T16:13:50Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: Edited the Armor Block and Damage %'s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Iron|color=#888|bgcolor=#CCC&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[pig iron]] at [[smelter]]&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Magma]] proof&lt;br /&gt;
* [[Armor|Block]]% 133&lt;br /&gt;
* [[Damage]]% 133&lt;br /&gt;
* [[Material value]] 10}}&lt;br /&gt;
&lt;br /&gt;
'''Iron''' bars can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated. Iron occurs naturally, and can be achieved from any of three separate ores: [[Hematite]], [[magnetite]] and [[limonite]].&lt;br /&gt;
&lt;br /&gt;
Iron is predominantly used to forge [[weapons]] and [[armor]], which deal or absorb nominal damage, whereas [[bronze]] or [[copper]] items are less efficient. Iron is the most commonly used of the three metals used to forge [[anvil]]s (steel and adamantine are harder to obtain but the anvil does not become more useful). Iron can also be fashioned into objects such as [[coins]], [[furniture]], and [[crafts]], though this is normally regarded as a waste of perfectly good metal though having a high value.&lt;br /&gt;
 &lt;br /&gt;
Iron bars can be used to make [[pig iron]], which in turn is used to make [[steel]] bars.&lt;br /&gt;
&lt;br /&gt;
Iron ore is found in [[sedimentary layer]]s and [[igneous extrusive layer]]s. [[Andesite]], [[Basalt]], [[Felsite]], [[Obsidian]], and [[Rhyolite]] layers are igneous extrusive, while [[Sandstone]], [[siltstone]], [[mudstone]], [[shale]], [[claystone]], [[rock salt]], [[limestone]], [[conglomerate]], [[dolomite]], [[flint]], [[chert]], and [[chalk]] layers are sedimentary.&lt;br /&gt;
&lt;br /&gt;
Invading goblins often wear iron armor.  Liberated pieces, abundant after a successful fortress defense, can be melted into bars.  This can be a reliable source of iron even when ore is scarce.&lt;br /&gt;
&lt;br /&gt;
Iron is used in the following Recipes at a [[Smelter]]:&lt;br /&gt;
&lt;br /&gt;
*[[Pig iron]] = Iron + [[Flux]]&lt;br /&gt;
*[[Steel]] = Iron + [[Pig iron]] + [[Flux]] + [[Coal]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13427</id>
		<title>40d:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13427"/>
		<updated>2008-08-08T13:08:37Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Manager&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Manage bulk job orders&lt;br /&gt;
}}&lt;br /&gt;
The Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
When chosing a dwarf for the position the following skills are also listed as relevant:&lt;br /&gt;
&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]] &lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
&lt;br /&gt;
If this position is left vacant, the Manager screen at {{K|j}} -&amp;gt; {{K|m}} says &amp;quot;A manager is required to coordinate work orders&amp;quot;, which seems to imply that they will not be performed. Without a manager the 'Workshop {{K|P}}rofile' option won't be available on workshops.&lt;br /&gt;
&lt;br /&gt;
== Changing name ==&lt;br /&gt;
&lt;br /&gt;
As the population of the outpost increases, the name of the Manager's job title also changes:&lt;br /&gt;
&lt;br /&gt;
* Outpost Manager: &amp;lt;20 dwarves&lt;br /&gt;
* Hamlet Manager: 20+ dwarves&lt;br /&gt;
* Village Manager: 50+ dwarves{{verify}}&lt;br /&gt;
* Town Manager: 80+ dwarves{{verify}}&lt;br /&gt;
* City Manager: 150+ dwarves{{verify}}&lt;br /&gt;
* Metropolis Manager: 220+ dwarves{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Setting up work orders ==&lt;br /&gt;
&lt;br /&gt;
The Manager screen ({{k|u}}{{k|m}} or {{k|j}}{{k|m}}) allows you to set up work orders. This can be handy if you want to specify a precise number of items to be created, more than the few that will fit in a workshop's queue, but not just an indefinite amount, as you'd get by specifying a workshop task as a repeating task. It can also be useful because, although work orders will still be canceled if the raw materials aren't currently available, they will be added back to the workshop queue regularly until the order is finished.&lt;br /&gt;
&lt;br /&gt;
== Approval of work orders ==&lt;br /&gt;
&lt;br /&gt;
When the Manager presides over an Outpost that has less than 20 dwarves, the {{K|j}}ob {{K|m}}anager screen allows all orders to be assigned automatically; the game simply abstracts out the order management and the Manager probably just discusses the jobs while everyone is downing their [[dwarven ale|ale]].&lt;br /&gt;
&lt;br /&gt;
However, upon becoming a Hamlet Manager, the Manager must personally verify each and every task on the manager screen; by that time, the population has grown significantly enough that the Manager must devote at least some of his time to bureaucracy.  The Manager then requires an [[Office]] to perform his or her duties.&lt;br /&gt;
&lt;br /&gt;
The manager screen displays the tasks the Manager has approved with a green check mark, and displays the tasks the Manager has not yet approved with a red X.  Approving these tasks occurs in the Manager's Office: the Manager receives a task automatically and, after spending a short amount of time scribbling furiously, the order is approved and the craftsdwarves can get to work!  Naturally, the Manager cannot be otherwise busy or else he won't be able to approve the orders.  The time taken to approve the order is dependent on the Manager's [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room, or just build a table in their office by the chair.&lt;br /&gt;
* The manager has the same room and furniture requirements as the [[broker]] and [[bookkeeper]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39976</id>
		<title>40d Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39976"/>
		<updated>2008-08-08T13:08:04Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name Changes ==&lt;br /&gt;
&lt;br /&gt;
I've population of 83 and have a Town Manager.  I've bumped that index to 80+ ... but this is just a guess... I'll pay more attention of further advances and update this as more data comes to me.  I'm using 27.176.38c.  I suppose if i started drowning dwarves i could drop the population enough to trigger the reverse... if that works. :) -- [[User:Vaevictus|Vaevictus]] 12:12, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a population of 202 dwarves with a &amp;quot;City Manager&amp;quot; position. I'm editing the page to reflect that. I am using version 28.181.39e as of this edit. [[User:Aaron5367|Aaron5367]] 15:43, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now I've got a populaton of 220 with the &amp;quot;Metropolis Manager&amp;quot; position. I'm editing again, same version as above. [[User:Aaron5367|Aaron5367]] 09:08, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Certain Jobs ==&lt;br /&gt;
&lt;br /&gt;
Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. [[User:Shoez|Shoez]] 18:46, 11 April 2008 (EDT)&lt;br /&gt;
: I would guess that it was because those two tasks in particular require more information than the manager screen is able to handle. Planting seeds is dependent on too many factors; type of plant, suitable season, which farm plot. Felling trees requires the trees to be specifically marked for felling, as there is currently no other way for the game to determine which trees should be cut down (&amp;quot;that copse just outside the goblin fortress looks ideal&amp;quot;...). -- [[User:Raumkraut|Raumkraut]] 21:30, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What's the use? ==&lt;br /&gt;
&lt;br /&gt;
What's the point in work orders via the manager screen? The only use I've found so far is for glassmaking, to get several batches of ash, then turned into potash, pearlash, and finally glass, without having dwarves cancel the later tasks. But even that seems like it might not fully work. What do people use the manager screen for? --[[User:AlexChurchill|AlexChurchill]] 10:13, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Insofar as the manager interface itself goes, it can be more convenient than tracking down workshops, it allows orders to be set up that won't go away (maybe without you noticing) if materials aren't available right this instant, and you have a summary of what you have going on to look at.  Beyond that, processing work orders trains organizer skill, which is actually a comparatively easy source of legendary dwarves. &amp;amp;mdash;[[User:Chaos|Chaos]] 10:58, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I have, say, 200 plump helmet spawn, and I want to cook, say, 196 of them, I can order 30 and 19 lavish meals via the manager. I can't do that easily without him.&lt;br /&gt;
::In general, if I want a specific number of something that won't fit in the 10 sized queue, I use the manager. --[[User:Savok|Savok]] 11:16, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's very useful if you want a specific number of things, and don't want more than that (as you might get if you just set it to repeat). Also, it gets past the requirement to have the materials available at the time a dwarf decides to start working on it - the job won't be cancelled. --[[User:Tyranic-Moron|Tyranic-Moron]] 12:03, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The section you created based on this wound up slightly misleading.  Jobs that can't be accomplished because of missing materials won't exaaaactly 'just sit there'; they'll keep being requeued and cancelled, which is a good bit more annoying than just sitting there.  Just FYI. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:53, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I just changed my manager to someone else and now my previous manager isn't working. I had an order in the manager window thingie which ordered to make beds. I was trying to make him make beds since he had the highest skill in it... I have wood and accessible carpenter's station available, only allowing him to work there with them ordering beds. Now all he does is hang out in the mayor's office which has a resting from an injury dwarf. Bug? I reseted and it seems he was in a meeting.--[[User:Seaneat|Seaneat]] 04:21, 2 July 2008 (EDT)&lt;br /&gt;
: Just figured he wanted to complain to the mayor which he can't since the guy is resting.&lt;br /&gt;
:: One thing that happens with managers is that dwarves schedule meetings with them to complain about things, and half the time the meetings get screwed up by the dwarf going and doing something else, which stops the manager from doing anything for an extremely long time.  They still try to carry out the meeting after you switch them out of the manager job, too.  As far as I can tell, you have to keep several manager candidates around who you can switch out of the job regularly in order to deal with this. &amp;amp;mdash;[[User:Chaos|Chaos]] 08:22, 2 July 2008 (EDT)&lt;br /&gt;
::: I drafted him, he sparred, mayor got up, undrafted him, he's still &amp;quot;no job&amp;quot;ing. What was I supposed to do? I guess the mayor wanted to complain to the manager, the other way around... Ah...disable labor of the mayor...what else?--[[User:Seaneat|Seaneat]] 17:27, 2 July 2008 (EDT)&lt;br /&gt;
:::: The meetings show up as Attend Meeting or Conduct Meeting when they're being an issue.  If he's in No Job, check his assignments. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:44, 3 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39975</id>
		<title>40d Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39975"/>
		<updated>2008-08-07T19:43:20Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: /* Name Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name Changes ==&lt;br /&gt;
&lt;br /&gt;
I've population of 83 and have a Town Manager.  I've bumped that index to 80+ ... but this is just a guess... I'll pay more attention of further advances and update this as more data comes to me.  I'm using 27.176.38c.  I suppose if i started drowning dwarves i could drop the population enough to trigger the reverse... if that works. :) -- [[User:Vaevictus|Vaevictus]] 12:12, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a population of 202 dwarves with a &amp;quot;City Manager&amp;quot; position. I'm editing the page to reflect that. I am using version 28.181.39e as of this edit. [[User:Aaron5367|Aaron5367]] 15:43, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Certain Jobs ==&lt;br /&gt;
&lt;br /&gt;
Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. [[User:Shoez|Shoez]] 18:46, 11 April 2008 (EDT)&lt;br /&gt;
: I would guess that it was because those two tasks in particular require more information than the manager screen is able to handle. Planting seeds is dependent on too many factors; type of plant, suitable season, which farm plot. Felling trees requires the trees to be specifically marked for felling, as there is currently no other way for the game to determine which trees should be cut down (&amp;quot;that copse just outside the goblin fortress looks ideal&amp;quot;...). -- [[User:Raumkraut|Raumkraut]] 21:30, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What's the use? ==&lt;br /&gt;
&lt;br /&gt;
What's the point in work orders via the manager screen? The only use I've found so far is for glassmaking, to get several batches of ash, then turned into potash, pearlash, and finally glass, without having dwarves cancel the later tasks. But even that seems like it might not fully work. What do people use the manager screen for? --[[User:AlexChurchill|AlexChurchill]] 10:13, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Insofar as the manager interface itself goes, it can be more convenient than tracking down workshops, it allows orders to be set up that won't go away (maybe without you noticing) if materials aren't available right this instant, and you have a summary of what you have going on to look at.  Beyond that, processing work orders trains organizer skill, which is actually a comparatively easy source of legendary dwarves. &amp;amp;mdash;[[User:Chaos|Chaos]] 10:58, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I have, say, 200 plump helmet spawn, and I want to cook, say, 196 of them, I can order 30 and 19 lavish meals via the manager. I can't do that easily without him.&lt;br /&gt;
::In general, if I want a specific number of something that won't fit in the 10 sized queue, I use the manager. --[[User:Savok|Savok]] 11:16, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's very useful if you want a specific number of things, and don't want more than that (as you might get if you just set it to repeat). Also, it gets past the requirement to have the materials available at the time a dwarf decides to start working on it - the job won't be cancelled. --[[User:Tyranic-Moron|Tyranic-Moron]] 12:03, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The section you created based on this wound up slightly misleading.  Jobs that can't be accomplished because of missing materials won't exaaaactly 'just sit there'; they'll keep being requeued and cancelled, which is a good bit more annoying than just sitting there.  Just FYI. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:53, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I just changed my manager to someone else and now my previous manager isn't working. I had an order in the manager window thingie which ordered to make beds. I was trying to make him make beds since he had the highest skill in it... I have wood and accessible carpenter's station available, only allowing him to work there with them ordering beds. Now all he does is hang out in the mayor's office which has a resting from an injury dwarf. Bug? I reseted and it seems he was in a meeting.--[[User:Seaneat|Seaneat]] 04:21, 2 July 2008 (EDT)&lt;br /&gt;
: Just figured he wanted to complain to the mayor which he can't since the guy is resting.&lt;br /&gt;
:: One thing that happens with managers is that dwarves schedule meetings with them to complain about things, and half the time the meetings get screwed up by the dwarf going and doing something else, which stops the manager from doing anything for an extremely long time.  They still try to carry out the meeting after you switch them out of the manager job, too.  As far as I can tell, you have to keep several manager candidates around who you can switch out of the job regularly in order to deal with this. &amp;amp;mdash;[[User:Chaos|Chaos]] 08:22, 2 July 2008 (EDT)&lt;br /&gt;
::: I drafted him, he sparred, mayor got up, undrafted him, he's still &amp;quot;no job&amp;quot;ing. What was I supposed to do? I guess the mayor wanted to complain to the manager, the other way around... Ah...disable labor of the mayor...what else?--[[User:Seaneat|Seaneat]] 17:27, 2 July 2008 (EDT)&lt;br /&gt;
:::: The meetings show up as Attend Meeting or Conduct Meeting when they're being an issue.  If he's in No Job, check his assignments. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:44, 3 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13426</id>
		<title>40d:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13426"/>
		<updated>2008-08-07T19:40:00Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: And now I fixed the units.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Manager&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Manage bulk job orders&lt;br /&gt;
}}&lt;br /&gt;
The Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
When chosing a dwarf for the position the following skills are also listed as relevant:&lt;br /&gt;
&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]] &lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
&lt;br /&gt;
If this position is left vacant, the Manager screen at {{K|j}} -&amp;gt; {{K|m}} says &amp;quot;A manager is required to coordinate work orders&amp;quot;, which seems to imply that they will not be performed. Without a manager the 'Workshop {{K|P}}rofile' option won't be available on workshops.&lt;br /&gt;
&lt;br /&gt;
== Changing name ==&lt;br /&gt;
&lt;br /&gt;
As the population of the outpost increases, the name of the Manager's job title also changes:&lt;br /&gt;
&lt;br /&gt;
* Outpost Manager: &amp;lt;20 dwarves&lt;br /&gt;
* Hamlet Manager: 20+ dwarves&lt;br /&gt;
* Village Manager: 50+ dwarves{{verify}}&lt;br /&gt;
* Town Manager: 80+ dwarves{{verify}}&lt;br /&gt;
* City Manager: 150+ dwarves{{verify}}&lt;br /&gt;
* Metropolis Manager: ??? dwarves{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Setting up work orders ==&lt;br /&gt;
&lt;br /&gt;
The Manager screen ({{k|u}}{{k|m}} or {{k|j}}{{k|m}}) allows you to set up work orders. This can be handy if you want to specify a precise number of items to be created, more than the few that will fit in a workshop's queue, but not just an indefinite amount, as you'd get by specifying a workshop task as a repeating task. It can also be useful because, although work orders will still be canceled if the raw materials aren't currently available, they will be added back to the workshop queue regularly until the order is finished.&lt;br /&gt;
&lt;br /&gt;
== Approval of work orders ==&lt;br /&gt;
&lt;br /&gt;
When the Manager presides over an Outpost that has less than 20 dwarves, the {{K|j}}ob {{K|m}}anager screen allows all orders to be assigned automatically; the game simply abstracts out the order management and the Manager probably just discusses the jobs while everyone is downing their [[dwarven ale|ale]].&lt;br /&gt;
&lt;br /&gt;
However, upon becoming a Hamlet Manager, the Manager must personally verify each and every task on the manager screen; by that time, the population has grown significantly enough that the Manager must devote at least some of his time to bureaucracy.  The Manager then requires an [[Office]] to perform his or her duties.&lt;br /&gt;
&lt;br /&gt;
The manager screen displays the tasks the Manager has approved with a green check mark, and displays the tasks the Manager has not yet approved with a red X.  Approving these tasks occurs in the Manager's Office: the Manager receives a task automatically and, after spending a short amount of time scribbling furiously, the order is approved and the craftsdwarves can get to work!  Naturally, the Manager cannot be otherwise busy or else he won't be able to approve the orders.  The time taken to approve the order is dependent on the Manager's [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room, or just build a table in their office by the chair.&lt;br /&gt;
* The manager has the same room and furniture requirements as the [[broker]] and [[bookkeeper]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13425</id>
		<title>40d:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13425"/>
		<updated>2008-08-07T19:39:10Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: I changed the names to what it shows with my 202 dwarves. My position name is &amp;quot;city manager&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Manager&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Manage bulk job orders&lt;br /&gt;
}}&lt;br /&gt;
The Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
When chosing a dwarf for the position the following skills are also listed as relevant:&lt;br /&gt;
&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]] &lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
&lt;br /&gt;
If this position is left vacant, the Manager screen at {{K|j}} -&amp;gt; {{K|m}} says &amp;quot;A manager is required to coordinate work orders&amp;quot;, which seems to imply that they will not be performed. Without a manager the 'Workshop {{K|P}}rofile' option won't be available on workshops.&lt;br /&gt;
&lt;br /&gt;
== Changing name ==&lt;br /&gt;
&lt;br /&gt;
As the population of the outpost increases, the name of the Manager's job title also changes:&lt;br /&gt;
&lt;br /&gt;
* Outpost Manager: &amp;lt;20 dwarves&lt;br /&gt;
* Hamlet Manager: 20+ dwarves&lt;br /&gt;
* Village Manager: 50+ dwarves{{verify}}&lt;br /&gt;
* Town Manager: 80+ dwarves{{verify}}&lt;br /&gt;
* City Manager: 150+{{verify}}&lt;br /&gt;
* Metropolis Manager: ??? dwarves{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Setting up work orders ==&lt;br /&gt;
&lt;br /&gt;
The Manager screen ({{k|u}}{{k|m}} or {{k|j}}{{k|m}}) allows you to set up work orders. This can be handy if you want to specify a precise number of items to be created, more than the few that will fit in a workshop's queue, but not just an indefinite amount, as you'd get by specifying a workshop task as a repeating task. It can also be useful because, although work orders will still be canceled if the raw materials aren't currently available, they will be added back to the workshop queue regularly until the order is finished.&lt;br /&gt;
&lt;br /&gt;
== Approval of work orders ==&lt;br /&gt;
&lt;br /&gt;
When the Manager presides over an Outpost that has less than 20 dwarves, the {{K|j}}ob {{K|m}}anager screen allows all orders to be assigned automatically; the game simply abstracts out the order management and the Manager probably just discusses the jobs while everyone is downing their [[dwarven ale|ale]].&lt;br /&gt;
&lt;br /&gt;
However, upon becoming a Hamlet Manager, the Manager must personally verify each and every task on the manager screen; by that time, the population has grown significantly enough that the Manager must devote at least some of his time to bureaucracy.  The Manager then requires an [[Office]] to perform his or her duties.&lt;br /&gt;
&lt;br /&gt;
The manager screen displays the tasks the Manager has approved with a green check mark, and displays the tasks the Manager has not yet approved with a red X.  Approving these tasks occurs in the Manager's Office: the Manager receives a task automatically and, after spending a short amount of time scribbling furiously, the order is approved and the craftsdwarves can get to work!  Naturally, the Manager cannot be otherwise busy or else he won't be able to approve the orders.  The time taken to approve the order is dependent on the Manager's [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room, or just build a table in their office by the chair.&lt;br /&gt;
* The manager has the same room and furniture requirements as the [[broker]] and [[bookkeeper]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cow&amp;diff=27088</id>
		<title>40d:Cow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cow&amp;diff=27088"/>
		<updated>2007-12-29T20:54:09Z</updated>

		<summary type="html">&lt;p&gt;Aaron5367: Updated current implement date, as cows are still not milkable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cow|symbol=C|color=rgb(180, 120, 75)|bones=9|chunks=9|meat=9|fat=6|skulls=1|skin=Yes}}&lt;br /&gt;
&lt;br /&gt;
The '''Cow''' is a [[creature]] used as livestock. Cows are normally raised as [[food]], but they can also be adopted as pets. Cows are intended to eventually be [[milker|milkable]], which could then be used as is or turned into [[cheese]], however, it still hasn't been implemented as of .33g.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:COW]&lt;br /&gt;
	[NAME:cow:cows:bovine]&lt;br /&gt;
	[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
	[TILE:'C'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:20][EXTRACT_COOKABLE]&lt;br /&gt;
	[EXTRACT_SIZE:10]&lt;br /&gt;
	[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
	[CHEESE_VALUE:30]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[PREFSTRING:haunting moos]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:300]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:cow calf:cow calves]&lt;br /&gt;
	[FAT:6]&lt;br /&gt;
	[COMMON_DOMESTIC]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Aaron5367</name></author>
	</entry>
</feed>