<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arvid</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arvid"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Arvid"/>
	<updated>2026-04-06T02:26:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Arvid_16x16.png&amp;diff=48164</id>
		<title>File:Arvid 16x16.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Arvid_16x16.png&amp;diff=48164"/>
		<updated>2009-03-23T18:10:08Z</updated>

		<summary type="html">&lt;p&gt;Arvid: 16x16 Tileset with angled walls. Created from Winterwings 16x16 set with dwarves from Tyrs tileset. Hand drawn curved walls.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;16x16 Tileset with angled walls. Created from Winterwings 16x16 set with dwarves from Tyrs tileset. Hand drawn curved walls.&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Arvid_16x16-angle.png&amp;diff=48163</id>
		<title>File:Arvid 16x16-angle.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Arvid_16x16-angle.png&amp;diff=48163"/>
		<updated>2009-03-23T18:09:41Z</updated>

		<summary type="html">&lt;p&gt;Arvid: 16x16 Tileset with angled walls. Created from Winterwings 16x16 set with dwarves from Tyrs tileset. Hand drawn angled walls.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;16x16 Tileset with angled walls. Created from Winterwings 16x16 set with dwarves from Tyrs tileset. Hand drawn angled walls.&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Yaddy1&amp;diff=44046</id>
		<title>User talk:Yaddy1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Yaddy1&amp;diff=44046"/>
		<updated>2009-01-29T19:46:00Z</updated>

		<summary type="html">&lt;p&gt;Arvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;I have had about 10 Dwarf cancels Store Item: Job item misplaced in a row. Any help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How about instead of cluttering up the FAQ you '''try reading the very first line in the FAQ'''&lt;br /&gt;
&lt;br /&gt;
--[[User:Juckto|Juckto]] 17:15, 4 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grizzly_bear&amp;diff=15745</id>
		<title>40d:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grizzly_bear&amp;diff=15745"/>
		<updated>2009-01-02T04:27:34Z</updated>

		<summary type="html">&lt;p&gt;Arvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Grizzly Bear|symbol=B|color=rgb(128, 128, 0)|bones=9|chunks=9|meat=9|fat=7|skulls=1|skin=Yes|biome= * Forest taiga&lt;br /&gt;
* Any temperate forest}}&lt;br /&gt;
&lt;br /&gt;
'''Grizzly bears''' are fairly tough [[creature]]s, and will gladly guzzle any [[Alcohol|alcoholic beverages]] they can get access to; even straight from under the [[Elf|elves]]' noses. Yes, you ''will'' have to pick up the tab for their party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BEAR_GRIZZLY]&lt;br /&gt;
	[NAME:grizzly bear:grizzly bears:grizzly bear]&lt;br /&gt;
	[TILE:'B'][COLOR:6:0:0]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:2]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[CURIOUSBEAST_GUZZLER]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[NO_WINTER][MEANDERER]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:grizzly bear cub:grizzly bear cubs]&lt;br /&gt;
	[FAT:7]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME_FOREST_TAIGA]&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:200]&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>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_man&amp;diff=34816</id>
		<title>40d:Magma man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_man&amp;diff=34816"/>
		<updated>2008-11-21T23:09:15Z</updated>

		<summary type="html">&lt;p&gt;Arvid: Correcting my eariler additoin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Magma man|biome=Subterranean lava|symbol=M|color=rgb(150,0,0)|bones=N/A|fat=N/A|skin=N/A|skulls=N/A|chunks=N/A|meat=N/A|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A creature made entirely of [[magma]].  Usually found in magma areas.  They are very hot and they have burning punches.  They feel no pain and cannot bleed to death.&lt;br /&gt;
&lt;br /&gt;
Leaves [[obsidian]] when it dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_MAGMA]&lt;br /&gt;
	[NAME:magma man:magma men:magma man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:flowing movement]&lt;br /&gt;
	[ITEMCORPSE:STONE:NO_SUBTYPE:STONE:USE_LAVA_STONE]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:8:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	used to have this, but it kills them for now, since there's no magic keeping them alive&lt;br /&gt;
		MATERIAL:STONE:USE_LAVA_STONE&lt;br /&gt;
	used to be homeotherm 12000, but then the stone material melts&lt;br /&gt;
		so have to wait for magic to fix this&lt;br /&gt;
	[FIXED_TEMP:12000]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_man&amp;diff=34815</id>
		<title>40d:Magma man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_man&amp;diff=34815"/>
		<updated>2008-11-21T23:04:36Z</updated>

		<summary type="html">&lt;p&gt;Arvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Magma man|biome=Subterranean lava|symbol=M|color=rgb(150,0,0)|bones=N/A|fat=N/A|skin=N/A|skulls=N/A|chunks=N/A|meat=N/A|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A creature made entirely of [[magma]].  Usually found in magma areas.  They are very hot and they have burning punches.  They feel no pain and cannot bleed to death.&lt;br /&gt;
&lt;br /&gt;
Leaves [[obsidian]] when it dies.&lt;br /&gt;
&lt;br /&gt;
They can pass through carved fortifications.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_MAGMA]&lt;br /&gt;
	[NAME:magma man:magma men:magma man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:flowing movement]&lt;br /&gt;
	[ITEMCORPSE:STONE:NO_SUBTYPE:STONE:USE_LAVA_STONE]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:8:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	used to have this, but it kills them for now, since there's no magic keeping them alive&lt;br /&gt;
		MATERIAL:STONE:USE_LAVA_STONE&lt;br /&gt;
	used to be homeotherm 12000, but then the stone material melts&lt;br /&gt;
		so have to wait for magic to fix this&lt;br /&gt;
	[FIXED_TEMP:12000]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=16540</id>
		<title>40d:Refined coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=16540"/>
		<updated>2008-11-10T14:27:07Z</updated>

		<summary type="html">&lt;p&gt;Arvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Refined coal''', sometimes called fuel, is used to power high-temperature industries, namely metalworking and glassworking. One unit of refined coal is required for every task at a [[smelter]], [[metalsmith's forge]], [[kiln]], or [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Refined coal is either '''charcoal''', created by converting [[wood]] at the [[wood furnace]], or '''coke''', created by refining from [[bituminous coal]] or [[lignite]] at the [[smelter]].&lt;br /&gt;
&lt;br /&gt;
Also, refined coal is necessary in the production of [[steel]] and [[pig iron]], even if using a [[magma smelter]].&lt;br /&gt;
&lt;br /&gt;
Refined coal is stockpiled in the Bars/Block [[stockpile]] under the coal entry.&lt;br /&gt;
&lt;br /&gt;
== Charcoal ==&lt;br /&gt;
&lt;br /&gt;
:Required Building - [[Wood furnace]]&lt;br /&gt;
:Required Material - [[Wood]]&lt;br /&gt;
:Required Skill - [[Wood burner]]&lt;br /&gt;
&lt;br /&gt;
Charcoal can be created at a [[wood furnace]] using one [[wood]] log by a [[dwarf]] with the Wood Burning skill on.&lt;br /&gt;
&lt;br /&gt;
Charcoal is stored on [[Bar]]/[[Block]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
== Coke ==&lt;br /&gt;
&lt;br /&gt;
:Required Building - [[Smelter]]&lt;br /&gt;
:Required Material - [[Bituminous coal]] or [[lignite]]&lt;br /&gt;
::::: (refined coal will be needed to power this at a normal smelter)&lt;br /&gt;
:Required Skill - [[Furnace operating]]&lt;br /&gt;
&lt;br /&gt;
Coke is a type of refined coal used to fire non-magma [[furnace]]s. It is created at the [[smelter]] from [[bituminous coal]], yielding 3 coke, and [[lignite]], yielding 2. &lt;br /&gt;
&lt;br /&gt;
Veins of [[lignite]] and [[bituminous coal]] will be [[fire|ignited]] by [[magma]], destroying the whole thing in a raging inferno. The proccess takes a long time, you may want to look up minefires while you wait.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=16539</id>
		<title>40d:Refined coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=16539"/>
		<updated>2008-11-10T14:25:49Z</updated>

		<summary type="html">&lt;p&gt;Arvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Refined coal''', sometimes called fuel, is used to power high-temperature industries, namely metalworking and glassworking. One unit of refined coal is required for every task at a [[smelter]], [[metalsmith's forge]], [[kiln]], or [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Refined coal is either '''charcoal''', created by converting [[wood]] at the [[wood furnace]], or '''coke''', created by refining from [[bituminous coal]] or [[lignite]] at the [[smelter]].&lt;br /&gt;
&lt;br /&gt;
Also, refined coal is necessary in the production of [[steel]] and [[pig iron]], even if using a [[magma smelter]].&lt;br /&gt;
&lt;br /&gt;
Coke is stockpiled in the Bars/Block [[stockpile]] under the coal entry.&lt;br /&gt;
&lt;br /&gt;
== Charcoal ==&lt;br /&gt;
&lt;br /&gt;
:Required Building - [[Wood furnace]]&lt;br /&gt;
:Required Material - [[Wood]]&lt;br /&gt;
:Required Skill - [[Wood burner]]&lt;br /&gt;
&lt;br /&gt;
Charcoal can be created at a [[wood furnace]] using one [[wood]] log by a [[dwarf]] with the Wood Burning skill on.&lt;br /&gt;
&lt;br /&gt;
Charcoal is stored on [[Bar]]/[[Block]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
== Coke ==&lt;br /&gt;
&lt;br /&gt;
:Required Building - [[Smelter]]&lt;br /&gt;
:Required Material - [[Bituminous coal]] or [[lignite]]&lt;br /&gt;
::::: (refined coal will be needed to power this at a normal smelter)&lt;br /&gt;
:Required Skill - [[Furnace operating]]&lt;br /&gt;
&lt;br /&gt;
Coke is a type of refined coal used to fire non-magma [[furnace]]s. It is created at the [[smelter]] from [[bituminous coal]], yielding 3 coke, and [[lignite]], yielding 2. &lt;br /&gt;
&lt;br /&gt;
Veins of [[lignite]] and [[bituminous coal]] will be [[fire|ignited]] by [[magma]], destroying the whole thing in a raging inferno. The proccess takes a long time, you may want to look up minefires while you wait.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron&amp;diff=4622</id>
		<title>40d:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron&amp;diff=4622"/>
		<updated>2008-11-07T09:13:42Z</updated>

		<summary type="html">&lt;p&gt;Arvid: &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]]% 100&lt;br /&gt;
* [[Damage]]% 100&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 and wield iron weapons.  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]] + [[Coal]]&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>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Irrigation&amp;diff=37058</id>
		<title>40d Talk:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Irrigation&amp;diff=37058"/>
		<updated>2008-11-06T22:24:59Z</updated>

		<summary type="html">&lt;p&gt;Arvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irrigation is not always needed for farming. i have my plot inside on sandy clay loam and it works fine. But: would the harvest maybe be better/faster with water? will check out. --[[User:Koltom|Koltom]] 14:20, 10 February 2008 (EST)&lt;br /&gt;
: Made a few changes to clarify.--[[User:Koltom|Koltom]] 14:36, 10 February 2008 (EST)&lt;br /&gt;
:Irrigation is only needed to be able to farm on rock. Soil layers don't need irrigation before you can farm on them. --[[User:Eagle of Fire|Eagle of Fire]] 15:04, 10 February 2008 (EST)&lt;br /&gt;
The current version says you can &amp;quot;effectively&amp;quot; water an area 7x the size of the reservoir, but that doesn't seem to take into account the water that remains in the reservoir once the floodgate's opened which can lead to spots getting missed and people who're anal about this sort of stuff getting annoyed - maybe a 6x/5x figure should be used instead so we can get a depth average of 1.4-ish? --[[User:Sorenson|Sorenson]] 11 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The article indicates that &amp;quot;some natural ponds replenish themselves at the beginning of spring.&amp;quot;  My research indicates that this is the result of water thawing.  Any amount of water (x/7) becomes ice during winter (assuming your climate is cold enough).  When melting, it becomes 7/7 deep water.  [[User:Ripheus|Ripheus]] 02:57, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Consequently... after irrigating land, is the muddied land subject to evaporation post-planting?&lt;br /&gt;
[[User:Okita|Okita]] 03:28, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tidied up the article a lot, and made it much more newbie friendly (thanks also to Brandonazz), but I'm still a bit of a newbie myself so if I've made any factual errors I apologise. Hopefully it should be a lot easier to follow for those new to the game. --[[User:Daxx|Daxx]] 17:55, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it possible to irrigate on constructed floors? I'm considering building a farm on top of a tower. [[User:Amenos42|Amenos42]] 00:12, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the irrigated land dry up eventually? [[User:Arvid|Arvid]] 17:24, 6 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2169</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2169"/>
		<updated>2008-11-06T20:17:53Z</updated>

		<summary type="html">&lt;p&gt;Arvid: /* Planting */  Fixed incorrect statement about planting orders can't be changed mid-season.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress.  Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] are also the only source of [[alcohol]] and [[dye]] other than [[trading]]. Some can be turned into [[clothing]].&lt;br /&gt;
&lt;br /&gt;
== Finding farmland ==&lt;br /&gt;
&lt;br /&gt;
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soft, arable soil, which is available in great quantity outside the fortress on most maps (the notable exceptions being mountainous maps).  If arable soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit mud on the bare rock, which can then have farm plots placed upon it.&lt;br /&gt;
&lt;br /&gt;
== Aboveground or underground? ==&lt;br /&gt;
&lt;br /&gt;
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground.  If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted.  Caravans will also sometimes bring additional bags of seeds.&lt;br /&gt;
&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean.  A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it.  Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&lt;br /&gt;
=== Greenhouses ===&lt;br /&gt;
If you want a secure way to farm outdoor plants indoors build a greenhouse!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Channel]] out a square area, you can also use the remains of a dried up pond.&amp;lt;br&amp;gt;&lt;br /&gt;
Now build [[floor]]s out of [[Glass]] [[block]]s, this will allow light to pass through, but not invaders. This can in fact be done with any kind of floor, including raw [[stone]], since the area beneath the floor will still receive light and while still being indoors. This may be an exploit. Though to legitimately get some of the security benefit if you have no access to glass or sand, you could consider using grates&amp;lt;br&amp;gt;&lt;br /&gt;
You can now Plant above ground plants like strawberries or Long Land grass in the light, underground.&amp;lt;br&amp;gt;&lt;br /&gt;
CAUTION,&lt;br /&gt;
You must channel out the area first then make the floor, it won't work if you make the block floor and mine underneath.&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{K|b}}uild menu and place farm {{K|p}}lots. Use {{K|u}} and {{K|k}} to increase the size of the plot, and {{K|m}} and {{K|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{K|Enter}} will place it. Your grower(s) will now rush in  and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot will provide enough food to bring you through your first winter, and even smaller fields are sufficient if you stretch out the food by [[brewing]]. If there is rubble in the room, leave a little extra space; otherwise, the farmers tend to stack the boulders under your farm room doors and cause them to get stuck ajar, which if you're not careful can lead to flooding the next time the field is irrigated. You can also avoid putting doors right next to the farm.&lt;br /&gt;
&lt;br /&gt;
Digging out larger farm rooms than you need can be useful in other ways as well: muddied areas can spontaneously produce [[tower-cap]]s (a source of wood), spider webs (a source of [[silk]]), and [[shrub]]s of the same type as your [[crops]].&lt;br /&gt;
&lt;br /&gt;
A 10x20 plot should, with several dedicated farmers, provide enough food to feed a full 200-dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{K|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} from the plot selection screen. You do not have to plant the same thing each season and can change planting orders at anytime, even mid-season. Some plants are only available during certain seasons.&lt;br /&gt;
&lt;br /&gt;
On a farm that is built but not planted, each tile will look like a solid (not blinking) double tilde (~).  Once a square has been planted, it will look like a double line.  Once the square has been harvested, it will return to the previous state (double tilde).&lt;br /&gt;
&lt;br /&gt;
In the first year, you may want to focus your production on berries aboveground, or fast growing [[plump helmets]] underground, because they can be brewed and eaten raw or cooked. [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten and take longer to grow. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively, so grow these later. Dimple cups are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds quality levels to your food and in the case of quarry bushes and sweet pods quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later.&lt;br /&gt;
&lt;br /&gt;
You cannot buy outdoor seeds upon embarking.  If you choose to plant outdoor crops, designate a dwarf with [[plant gathering]] to gather plants outside until you get some suitable plants, then brew them to get the seeds.  You may also [[trading|trade]] for outdoor seeds directly from a non-dwarven [[caravan]], which can be a very effective way of getting a lot very quickly.  The biome the farm plot is in might have an effect on the plants permitted in the plot.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing for a season, you can select {{K|z}} &amp;quot;fallow&amp;quot; from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).&lt;br /&gt;
&lt;br /&gt;
== Increasing yield ==&lt;br /&gt;
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work one one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and somehow squeeze it all into a single barrel. &lt;br /&gt;
&lt;br /&gt;
The yield from a single seed depends on the farmers' [[skill]] and, if above ground, on whether the plot was fertilized.&lt;br /&gt;
&lt;br /&gt;
* '''skill''': no particular skill is checked when harvesting. Only the [[grower]] skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants.  Legendary growers will often produce &amp;quot;plant name [5]&amp;quot; and rarely even &amp;quot;plant name [6]&amp;quot; stacks from a single seed on a non fertilized field.&lt;br /&gt;
&lt;br /&gt;
*'''fertilization''': Fertilization increases yield up to about 1.5 times{{Verify}}. The amount of [[potash]] needed to fully fertilize a field depends on its size. Using {{K|q}} to view the farm plot, look for the field that looks like &amp;quot;''n''/''N'' ft.&amp;quot; ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{K|f}}'''ertilize''' command. The {{K|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. You can only fertilize muddy farm plots, so you cannot use this technique to increase the yield in a soil-based farm without also setting up an [[irrigation]] system.{{verify}}&lt;br /&gt;
&lt;br /&gt;
In a discussion concerning the chances to get stacks of 6 plants, [[Toady]] has mentioned:&lt;br /&gt;
 Yeah, even a novice farmer will get 6 of them once out of every 12000000 attempts. &lt;br /&gt;
 I think the most you can get is 11 with full fertilization and good farming skill rolls (and some luck).&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant and less skill gains for your planters.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{K|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{K|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{K|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
=== Storage === &lt;br /&gt;
&lt;br /&gt;
It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods.  Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile).  In the {{K|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks.  Leaves, sugar, and flour are not edible; to use them up and free their bags, you must cook.  You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy.  Make sure not to cook your last crop seed!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Skills#Growing|Farmers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Make_your_own_weapons&amp;diff=31874</id>
		<title>40d:Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Make_your_own_weapons&amp;diff=31874"/>
		<updated>2008-11-04T21:26:34Z</updated>

		<summary type="html">&lt;p&gt;Arvid: Moved category tag to main page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cheaper axes and/or picks ==&lt;br /&gt;
&lt;br /&gt;
Steel axes normally cost 300 points each. Instead of spending that much on them, you can make yourself iron or copper axes by bringing the resources needed instead, and having one dwarf make them for you. For comparison, 1 anvil and 2 steel axes costs 1600 points. No anvil and 5 steel axes costs 1500 points. However, the resources required to make 18 iron axes cost 1489 points, or 55 copper axes for 1498 points.&lt;br /&gt;
&lt;br /&gt;
Replace the axes and anvil with:&lt;br /&gt;
* 1 [[Anvil]] (1000 points) (I'm only mentioning it here because you CANNOT do this without it, unless you're willing to not have axes until traders sell you an anvil)&lt;br /&gt;
* For iron: ''N'' magnetite/limonite/hematite stones (24 points each)&lt;br /&gt;
* For copper: ''N'' copper nuggets (6 points each)&lt;br /&gt;
* Optionally, a matching amount of cassiterite, which combines with copper to make bronze (6 points each)&lt;br /&gt;
* ''N''-1 bituminous coal (3 points each)&lt;br /&gt;
* 3 fire-safe rocks to construct the necessary buildings (9 points)&lt;br /&gt;
* If you are travelling to an area likely to have copper or iron ores, you can bring a pick (20 points) and no ore or rocks to save even more points&lt;br /&gt;
&lt;br /&gt;
To make your weapons: Build a wood burner, a smelter, and a metalsmith's forge. Dissassemble your wagon to collect its wood, then burn the logs in the wood burner to get three charcoal. Smelt the coal in the smelter. Then smelt your ores, which will use one fuel per piece of ore. Lastly, you can make the weapons in the metalsmith's forge, using one iron bar and one fuel each. (See http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001191 for more details)&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
&lt;br /&gt;
The quality of a [[crossbow]]'s construction affects your marksdwarfs' accuracy, but the material it is made out of only affects the damage it does when the crossbow is used as a melee weapon (usually when the marksdwarf is out of bolts or otherwise in trouble). It's therefore not of great importance exactly what they're made out of initially.&lt;br /&gt;
&lt;br /&gt;
Crossbows can be made quite cheaply from wood (3 points each) or from bone (left over from whatever fish you've brought along as starting food - turtle is a popular choice, for 2 points each). A bowyer's workshop is needed to make bone or wood crossbows and the crossbow-making skill is used.&lt;br /&gt;
&lt;br /&gt;
If you don't want to spend skill points on crossbow-making for your initial dwarves, a copper crossbow is almost as cheap (6 points for copper nuggets + 3 points for bituminous coal) but is manufactured in a metalsmith's forge and has its quality determined by the maker's metalsmithing skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Make_your_own_weapons&amp;diff=31896</id>
		<title>40d Talk:Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Make_your_own_weapons&amp;diff=31896"/>
		<updated>2008-11-04T21:26:07Z</updated>

		<summary type="html">&lt;p&gt;Arvid: Moving category tag to main page instead of talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn't you save the money you spent on logs for more food or something and simply deconstruct the useless wagon? --[[User:Geofferic|Geofferic]] 03:19, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, you're right. Since I don't plan to ever edit this page (I didn't write it, just moved it), I suggest you make the change. --[[User:Fedor|Fedor]] 16:38, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This page violates C, H, N, and S. It should violate R.&amp;lt;br&amp;gt;&lt;br /&gt;
C, H, and S can be fairly easily fixed, but N is an issue since this should be on a page about smithing or starting builds or weapons (I haven't thought about it, but I know it shouldn't be here). R should be an issue since it should be on that correct page.&amp;lt;br&amp;gt;&lt;br /&gt;
In short, the information here needs to be moved elsewhere and cleaned up. --[[User:Savok|Savok]] 10:55, 26 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16237</id>
		<title>40d:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16237"/>
		<updated>2008-07-26T16:52:29Z</updated>

		<summary type="html">&lt;p&gt;Arvid: Added farming note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sand''' is a naturally occurring granular material comprised of small bits of [[rock]] and minerals. There are many different colors of sand, including yellow, red, and black, but there is no difference between them (e.g. in glass making) aside from their appearance.{{ver|0.27.176.38c}} It typically appears in [[desert]]s and along [[ocean]] beaches, but is occasionally found in other [[biome]]s as well. Loamy sand cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
== Sand in Fortress Mode ==&lt;br /&gt;
Sand is used in the production of [[glass]] items at a [[glass furnace]]. Dwarves use [[bag]]s to collect sand from sand tiles if there is an [[activity zone]] that has sand collection enabled on them (there is no other way to &amp;quot;manufacture&amp;quot; sand). To get bags of sand for your fortress, create a [[leather]] [[bag]] at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]]. While that [[bag]] is being made, press {{K|i}} at the main menu to bring up the [[activity zone]] designation screen. Find some sand on your map and draw the zone over it. Once this zone is constructed make sure to turn it into a sand collection zone by pressing {{K|s}}. Next, construct a [[Glass Furnace]].  You cannot do the collect sand task without a [[Glass Furnace]] to activate the task at. Once the building is constructed and your [[bag]] is finished, queue up a sand collection task and you should be set.  Sand bags are stored in furniture [[stockpiles]]; when creating custom stockpiles, the option to include or exclude sand-filled bags can be found in the lower right corner of the Furniture submenu. Note that you'll still need to set the stockpile to accept the quality of the bags themselves.&lt;br /&gt;
&lt;br /&gt;
== Farming == &lt;br /&gt;
[[Farm plot|Farm Plots]] can be built on sand.&lt;/div&gt;</summary>
		<author><name>Arvid</name></author>
	</entry>
</feed>