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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=59827</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=59827"/>
		<updated>2009-12-16T07:49:06Z</updated>

		<summary type="html">&lt;p&gt;Belathus: /* babies can swim? */&lt;/p&gt;
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&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
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&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
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:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
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::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
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== out of date ==&lt;br /&gt;
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relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
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== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
:You think that's bad? 241 dwarves, 70 children.  I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants.  It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)&lt;br /&gt;
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== kids and alcohol ==&lt;br /&gt;
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gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
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==child abuse?==&lt;br /&gt;
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my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
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== Noble children don't become nobles right? ==&lt;br /&gt;
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I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
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== Happy to be free ==&lt;br /&gt;
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I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
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: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
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:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
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:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something.  Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail.  By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)&lt;br /&gt;
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::I noticed the &amp;quot;happy to be free&amp;quot; thought in a baby that was actually freed after its kidnapper was taken down by dogs.  (It happened automatically once the bag was dropped.)  Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)&lt;br /&gt;
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== Child production ==&lt;br /&gt;
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Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children.  She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)&lt;br /&gt;
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items.  My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids.  However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)&lt;br /&gt;
In my fort, I have a dwarf whom is a mother of 10, two are currently babies, she's one of my champions, but she's constantly on patrol, shooting goblins (76 kills), or practicing her marksdwarfship. She's never NOT pregnant, and spits out a dwarf every 3 seasons or so. --[[Special:Contributions/75.73.50.254|75.73.50.254]] 13:32, 14 November 2009 (UTC)&lt;br /&gt;
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== Triplets... ==&lt;br /&gt;
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Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;br /&gt;
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== Unusual Family Structures ==&lt;br /&gt;
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Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, &amp;quot;She is also my aunt.&amp;quot; o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)&lt;br /&gt;
* It makes sense, but only if you consider inbreeding.  And it makes a great deal of sense if you consider everything else. --[[User:FJH|FJH]] 15:12, 15 July 2009 (UTC)&lt;br /&gt;
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== Children strenght ? ==&lt;br /&gt;
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Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)&lt;br /&gt;
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:The only way I can think to test it is to have your dwarves haul some heavy things (&amp;gt;2000Γ) to the depot and see if the children do it slower than the adults.  My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)&lt;br /&gt;
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:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)&lt;br /&gt;
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:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat.  So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)&lt;br /&gt;
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:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives.  I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught.  Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)&lt;br /&gt;
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== &amp;quot;abandoned&amp;quot; baby ==&lt;br /&gt;
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Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)&lt;br /&gt;
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:I don't believe babies receive food or drink at all (this leads to the &amp;quot;has not had a drink in far too long&amp;quot; message by the end of their infancy).  It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)&lt;br /&gt;
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::I know this is old but, it appears that babies will become thirsty (and possibly die) when not carried by their mother.  I dropped a baby-carrying mom in a pond of 4/7 depth.  The mother, being afraid of the deep water, didn't bother to retrieve the child when escaping, and the baby just sat there.  Some time later, I noticed that the baby was dehydrated (despite being surrounded by water), so I drained the pond.  The moment the baby was picked up by the mother, the dehydrated condition vanished.  Also, the baby never learned to swim, despite being in the water for several weeks. [[User:Belathus|Belathus]] 07:42, 16 December 2009 (UTC)&lt;br /&gt;
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== No Profession? ==&lt;br /&gt;
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One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)&lt;br /&gt;
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:Hm.  I remember in older versions my harvesting children, upon reaching adulthood, became farmers.  Does he have Proficient or higher [[broker skills]]?  Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)&lt;br /&gt;
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::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)&lt;br /&gt;
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:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer.  He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)&lt;br /&gt;
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:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level...  I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)&lt;br /&gt;
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:If you use Dwarf Manager to set a fast-levelling labour on a child, like Pump Operating, you can actually end up with a Legendary Pump Operator &amp;quot;peasant&amp;quot; who still has the peasant cyan colour and even flashes appropriately.  My theory is that the game recalculates the appropriate label for a dwarf each time they gain a level in any skill, just in case it's changed.  Hence, getting any further skills of any sort will readjust them appropriately. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:27, 9 June 2009 (UTC)&lt;br /&gt;
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== The bones of the young ==&lt;br /&gt;
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How many bones do you get from a dwarven baby? This seems odd and I find no page for the &amp;quot;baby&amp;quot; dwarf here on the wiki so.. it's like this:&lt;br /&gt;
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The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?&lt;br /&gt;
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)&lt;br /&gt;
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:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults.  Babies might be distinct from children, however -- 1/3 size?  That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)&lt;br /&gt;
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::That makes sense. Thanks! - [[User:Aspgren|Aspgren]] 06:48, 23 December 2008 (EDT)&lt;br /&gt;
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:As for forbidding the corpses, I don't believe this is necessary.  Dwarves will only make bolts and totems and stuff out of &amp;quot;refuse&amp;quot; bones, whereas dwarves and pets are considered &amp;quot;graveyard&amp;quot; (or coffin) bones and will not be used. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:24, 9 June 2009 (UTC)&lt;br /&gt;
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== Birthdays? ==&lt;br /&gt;
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Is there any way to determine the birth date of a Dwarf, short of writing it down manually when a child is born?  The information must be stored by the game, since infants do become children and then adults. I've been unable to find anything more specific that the relationship tags (''younger'' brother, ''oldest'' daughter, etc.), which are pretty vague.&lt;br /&gt;
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And are children more likely to organize parties near their birthday?  --[[User:Oddrune|Oddrune]] 15:30, 5 February 2009 (EST)&lt;br /&gt;
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== Nudists ==&lt;br /&gt;
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I took a look at the children in my fort and noticed that they are all '''NAKED'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Perhaps it should be added to the article? The only things the children had in their inventory was mud, vomit and blood splatter. Which I guess means they hang around the barracks alot.  --[[User:Aspgren|Aspgren]] 00:05, 8 February 2009 (CET)&lt;br /&gt;
:Actually, in the Middle Ages, children would often go naked; because clothes could cost more than a week's wages and children would just ruin them.  --[[User:Arkenstone|Arkenstone]] 15:23 18 August 2009&lt;br /&gt;
:As far as I know only children born in your fort are all-time-nudists. Migrantchildren wear clothes. I wonder if they keep on being naked even after getting to adulthood.(would save the entire clothing industries. :D ) Never had fort for bout... 14 years though. &lt;br /&gt;
Best regards --[[User:Laranto|Laranto]] 23:01, 8 November 2009 (UTC)&lt;br /&gt;
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== Can't change parent's jobs ==&lt;br /&gt;
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When there's a dwarf you want to change a job on, but she's carrying a baby, you can't access her v-&amp;gt;p menu.The baby's v-&amp;gt;p menu takes precendence. Is this an oversight? [[User:Blargityblarg|Blargityblarg]] 09:24, 15 May 2009 (UTC)&lt;br /&gt;
:Press v again, this should switch to the mother instead of her baby. When there are multiple creatures layered on top of each other, pressing v should switch between them. Unless you are doing that and it is happening as you described. The Dwarfmanager utility can help you out here if you want to use it. --[[User:Smjjames|Smjjames]] 12:18, 15 May 2009 (UTC)&lt;br /&gt;
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== What the heck, children can be assigned jobs? ==&lt;br /&gt;
I don't know whether this is a fluke or what, but after using Dwarf Manager to assign all dwarves the masonry task to quickly complete something and after I did that, I noticed that two of the kids were working in the masonry shop. If you don't believe me, look at the screenshot. No idea if this is a bug/exploit or what. I'm not planning on keeping the jobs there on the kids once that quick project is done. I checked again after that workshop task was done and they apparently will do a workshop task but not the construct wall/floor. It most likely has to do with the coding that allow them to use a workshop when in a mood.&lt;br /&gt;
[IMG]http://img.photobucket.com/albums/v214/smjjames/Untitled-6.png[/IMG]&lt;br /&gt;
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I don't know how to get images up here properly though.--[[User:Smjjames|Smjjames]] 23:34, 15 May 2009 (UTC)&lt;br /&gt;
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:In my experience, children are basically just dwarves with their labour screen disabled and most of their labours disabled as well.  So yes, you can make them do all kinds of things: Hauling, fishing, working in workshops, etc.  Personally, I order them to do nothing but work the pumps until adulthood, so they'll be ready for speedy hauling duty by the time they grow up.&lt;br /&gt;
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:Dwarf Manager is a memory hacking tool, and should be treated as such &amp;amp;mdash; i.e. while most of what it does is provide shortcuts to things you could do in-game, it's not going to prevent you from doing certain things that would indeed be considered cheating.  You can set labours on pretty much anything friendly: Children, babies, nobles, heroes/champions (not that they'll do anything since you can't undraft them), etc.  It simply doesn't discriminate between what you should and shouldn't be able to tweak. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:32, 9 June 2009 (UTC)&lt;br /&gt;
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== babies can swim? ==&lt;br /&gt;
i had a babie fall into some water, (well, the parents swam off without it), it will be find, drown for 1 second, be winded for a second, and then be fine again... [[User:Corhen|Corhen]] 01:30, 12 June 2009 (UTC)&lt;br /&gt;
:No, they cant:[[File:babies-cant-swim.jpg]]--[[User:Arni|Arni]] 17:39, 9 December 2009 (UTC)&lt;br /&gt;
::Drop them in shallow water, and they might live long enough to become Novice swimmers, at which point they'll stop drowning unless they panic. --[[User:Quietust|Quietust]] 19:26, 9 December 2009 (UTC)&lt;br /&gt;
:::Babies won't gain skill in swimming, despite sitting in 4/7 water for long periods of time, until they grow up and become children.  In fact, they'll die of thirst before they gain a rank in swimming. --[[User:Belathus|Belathus]] 07:49, 16 December 2009 (UTC)&lt;br /&gt;
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==Combat children?==&lt;br /&gt;
I recently discovered a thief attempting to enter my fortress. The adults, including the Ultra-Mighty, Superdwarvenly Tough mechanic leading a war dog to a rope, all ran away, but one of the nearby children took it upon themselves to take down the thief. The child quickly punctured the thief's heart with his bare hands (all that partying made him Extremely Strong) and walked away without a scratch. Can anyone else confirm that children may gladly enter battle as though they were in the military?--[[User:King of the Internet|King of the Internet]] 15:03, 31 August 2009 (UTC)&lt;br /&gt;
:On that note, I begin my project of creating a holding cell for all children, and babies if possible, at the entrance to my fortress. They will be the first line of defense. [[User:Pariah|Pariah]] 19:10, 11 November 2009 (UTC)&lt;br /&gt;
::A sort of &amp;quot;help yourself&amp;quot; offering to child-snatchers, no doubt. ;)&lt;br /&gt;
::Any creature (inc. civilians) will fight if cornered. (This is why [[carp]], who have no [PREDATOR] tag, become so vicious when encountered in murky pools - nowhere to run, so they bring it.)  Same here - and since combat has a huge randomizing factor (a kitten can, in theory and practice, kill a dragon), and since children do nothing all day but sit around socializing and amassing huge attributes, we see cornered children casually heart-ripping gobbos, despite intuitive expectations.--[[User:Albedo|Albedo]] 19:44, 11 November 2009 (UTC)&lt;br /&gt;
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== Cliff-Chucking ==&lt;br /&gt;
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I'm currently looking at a pair of babies whose mother died of thirst while melancholy (following a failed possession - damn you, silk-seeking ghosts!). Going by the wiki's words, I tried to keep them from going anywhere at first to make sure that they wouldn't throw themselves off a cliff, but I got quickly tired of that and let them roam freely, where they instead wandered as they pleased and partook of food and drink like any other (albeit very slow) dwarf. Anyone got any idea if the cliff-chucking fact is still true?&lt;br /&gt;
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I'm running v0.28.181.40d16, for the record. [[Special:Contributions/24.22.239.156|24.22.239.156]] 19:50, 16 October 2009 (UTC)&lt;br /&gt;
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:I just killed off the mayor, since she was bugged for some reason, and both of her babies (Yes, she had TWO and seven more children in this fortress' nine year history) promptly threw themselves into the reservoir under my dining hall, requiring me to drain it so they can get the little carpers' bodies.  So yes, I'd say that babies are still suicidal if their mother dies. --[[Special:Contributions/97.104.167.109|97.104.167.109]] 18:03, 31 October 2009 (UTC)&lt;br /&gt;
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== Giving birth to babies doesn't interrupt sleeping ==&lt;br /&gt;
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I had a dwarf sleeping in her bed while it gave born to her baby. The dwarf &lt;br /&gt;
didn't wake up after this and the baby crawled away, i guess seeking for his father o.O. &lt;br /&gt;
But the baby didn't came far, the mother woke up a few minutes later and took her&lt;br /&gt;
baby into her arms. The mother is healthy and has no injuries. Happened with DF &lt;br /&gt;
v0.28.181.40d16 under linux. &lt;br /&gt;
[[Special:Contributions/95.33.103.233|95.33.103.233]] 06:57, 25 October 2009 (UTC)&lt;br /&gt;
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== Levers ==&lt;br /&gt;
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Do children actually pull levers? In my fort, I set a Lever's workshop profile to only allow a Child and issued a &amp;quot;Pull the Lever&amp;quot; command, and it isn't being pulled. --[[User:Quietust|Quietust]] 23:54, 29 November 2009 (UTC)&lt;br /&gt;
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== Adoption? ==&lt;br /&gt;
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The article states that orphans are never adopted. However, I had both a child's father lost to a goblin ambush, and the mother eventually went insane and pitched herself off a cliff, and when I found the child later sleeping in someone else's bed, the description said that he had been &amp;quot;rescued&amp;quot; by Urist Somethingorother. Isn't that adoption, or something else? (Hmm... or considering he has a chronic spine injury, maybe he was a failed suicide??) --[[User:Jogar2|Jogar2]] 19:42, 1 December 2009 (UTC)&lt;br /&gt;
:The rescued thought is given to any dwarf that is carried by a dwarf who takes them to a barracks or hospital bed with the &amp;quot;Recovered Wounded&amp;quot; job&lt;/div&gt;</summary>
		<author><name>Belathus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=59826</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=59826"/>
		<updated>2009-12-16T07:42:54Z</updated>

		<summary type="html">&lt;p&gt;Belathus: /* &amp;quot;abandoned&amp;quot; baby */&lt;/p&gt;
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&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
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&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
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:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
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::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
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== out of date ==&lt;br /&gt;
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relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
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== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
:You think that's bad? 241 dwarves, 70 children.  I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants.  It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)&lt;br /&gt;
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== kids and alcohol ==&lt;br /&gt;
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gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
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==child abuse?==&lt;br /&gt;
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my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
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== Noble children don't become nobles right? ==&lt;br /&gt;
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I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
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== Happy to be free ==&lt;br /&gt;
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I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
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: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
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:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
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:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something.  Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail.  By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)&lt;br /&gt;
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::I noticed the &amp;quot;happy to be free&amp;quot; thought in a baby that was actually freed after its kidnapper was taken down by dogs.  (It happened automatically once the bag was dropped.)  Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)&lt;br /&gt;
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== Child production ==&lt;br /&gt;
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Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children.  She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)&lt;br /&gt;
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items.  My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids.  However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)&lt;br /&gt;
In my fort, I have a dwarf whom is a mother of 10, two are currently babies, she's one of my champions, but she's constantly on patrol, shooting goblins (76 kills), or practicing her marksdwarfship. She's never NOT pregnant, and spits out a dwarf every 3 seasons or so. --[[Special:Contributions/75.73.50.254|75.73.50.254]] 13:32, 14 November 2009 (UTC)&lt;br /&gt;
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== Triplets... ==&lt;br /&gt;
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Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;br /&gt;
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== Unusual Family Structures ==&lt;br /&gt;
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Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, &amp;quot;She is also my aunt.&amp;quot; o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)&lt;br /&gt;
* It makes sense, but only if you consider inbreeding.  And it makes a great deal of sense if you consider everything else. --[[User:FJH|FJH]] 15:12, 15 July 2009 (UTC)&lt;br /&gt;
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== Children strenght ? ==&lt;br /&gt;
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Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)&lt;br /&gt;
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:The only way I can think to test it is to have your dwarves haul some heavy things (&amp;gt;2000Γ) to the depot and see if the children do it slower than the adults.  My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)&lt;br /&gt;
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:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)&lt;br /&gt;
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:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat.  So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)&lt;br /&gt;
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:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives.  I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught.  Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)&lt;br /&gt;
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== &amp;quot;abandoned&amp;quot; baby ==&lt;br /&gt;
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Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)&lt;br /&gt;
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:I don't believe babies receive food or drink at all (this leads to the &amp;quot;has not had a drink in far too long&amp;quot; message by the end of their infancy).  It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)&lt;br /&gt;
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::I know this is old but, it appears that babies will become thirsty (and possibly die) when not carried by their mother.  I dropped a baby-carrying mom in a pond of 4/7 depth.  The mother, being afraid of the deep water, didn't bother to retrieve the child when escaping, and the baby just sat there.  Some time later, I noticed that the baby was dehydrated (despite being surrounded by water), so I drained the pond.  The moment the baby was picked up by the mother, the dehydrated condition vanished.  Also, the baby never learned to swim, despite being in the water for several weeks. [[User:Belathus|Belathus]] 07:42, 16 December 2009 (UTC)&lt;br /&gt;
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== No Profession? ==&lt;br /&gt;
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One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)&lt;br /&gt;
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:Hm.  I remember in older versions my harvesting children, upon reaching adulthood, became farmers.  Does he have Proficient or higher [[broker skills]]?  Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)&lt;br /&gt;
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::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)&lt;br /&gt;
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:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer.  He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)&lt;br /&gt;
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:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level...  I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)&lt;br /&gt;
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:If you use Dwarf Manager to set a fast-levelling labour on a child, like Pump Operating, you can actually end up with a Legendary Pump Operator &amp;quot;peasant&amp;quot; who still has the peasant cyan colour and even flashes appropriately.  My theory is that the game recalculates the appropriate label for a dwarf each time they gain a level in any skill, just in case it's changed.  Hence, getting any further skills of any sort will readjust them appropriately. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:27, 9 June 2009 (UTC)&lt;br /&gt;
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== The bones of the young ==&lt;br /&gt;
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How many bones do you get from a dwarven baby? This seems odd and I find no page for the &amp;quot;baby&amp;quot; dwarf here on the wiki so.. it's like this:&lt;br /&gt;
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The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?&lt;br /&gt;
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)&lt;br /&gt;
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:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults.  Babies might be distinct from children, however -- 1/3 size?  That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)&lt;br /&gt;
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::That makes sense. Thanks! - [[User:Aspgren|Aspgren]] 06:48, 23 December 2008 (EDT)&lt;br /&gt;
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:As for forbidding the corpses, I don't believe this is necessary.  Dwarves will only make bolts and totems and stuff out of &amp;quot;refuse&amp;quot; bones, whereas dwarves and pets are considered &amp;quot;graveyard&amp;quot; (or coffin) bones and will not be used. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:24, 9 June 2009 (UTC)&lt;br /&gt;
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== Birthdays? ==&lt;br /&gt;
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Is there any way to determine the birth date of a Dwarf, short of writing it down manually when a child is born?  The information must be stored by the game, since infants do become children and then adults. I've been unable to find anything more specific that the relationship tags (''younger'' brother, ''oldest'' daughter, etc.), which are pretty vague.&lt;br /&gt;
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And are children more likely to organize parties near their birthday?  --[[User:Oddrune|Oddrune]] 15:30, 5 February 2009 (EST)&lt;br /&gt;
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== Nudists ==&lt;br /&gt;
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I took a look at the children in my fort and noticed that they are all '''NAKED'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Perhaps it should be added to the article? The only things the children had in their inventory was mud, vomit and blood splatter. Which I guess means they hang around the barracks alot.  --[[User:Aspgren|Aspgren]] 00:05, 8 February 2009 (CET)&lt;br /&gt;
:Actually, in the Middle Ages, children would often go naked; because clothes could cost more than a week's wages and children would just ruin them.  --[[User:Arkenstone|Arkenstone]] 15:23 18 August 2009&lt;br /&gt;
:As far as I know only children born in your fort are all-time-nudists. Migrantchildren wear clothes. I wonder if they keep on being naked even after getting to adulthood.(would save the entire clothing industries. :D ) Never had fort for bout... 14 years though. &lt;br /&gt;
Best regards --[[User:Laranto|Laranto]] 23:01, 8 November 2009 (UTC)&lt;br /&gt;
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== Can't change parent's jobs ==&lt;br /&gt;
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When there's a dwarf you want to change a job on, but she's carrying a baby, you can't access her v-&amp;gt;p menu.The baby's v-&amp;gt;p menu takes precendence. Is this an oversight? [[User:Blargityblarg|Blargityblarg]] 09:24, 15 May 2009 (UTC)&lt;br /&gt;
:Press v again, this should switch to the mother instead of her baby. When there are multiple creatures layered on top of each other, pressing v should switch between them. Unless you are doing that and it is happening as you described. The Dwarfmanager utility can help you out here if you want to use it. --[[User:Smjjames|Smjjames]] 12:18, 15 May 2009 (UTC)&lt;br /&gt;
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== What the heck, children can be assigned jobs? ==&lt;br /&gt;
I don't know whether this is a fluke or what, but after using Dwarf Manager to assign all dwarves the masonry task to quickly complete something and after I did that, I noticed that two of the kids were working in the masonry shop. If you don't believe me, look at the screenshot. No idea if this is a bug/exploit or what. I'm not planning on keeping the jobs there on the kids once that quick project is done. I checked again after that workshop task was done and they apparently will do a workshop task but not the construct wall/floor. It most likely has to do with the coding that allow them to use a workshop when in a mood.&lt;br /&gt;
[IMG]http://img.photobucket.com/albums/v214/smjjames/Untitled-6.png[/IMG]&lt;br /&gt;
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I don't know how to get images up here properly though.--[[User:Smjjames|Smjjames]] 23:34, 15 May 2009 (UTC)&lt;br /&gt;
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:In my experience, children are basically just dwarves with their labour screen disabled and most of their labours disabled as well.  So yes, you can make them do all kinds of things: Hauling, fishing, working in workshops, etc.  Personally, I order them to do nothing but work the pumps until adulthood, so they'll be ready for speedy hauling duty by the time they grow up.&lt;br /&gt;
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:Dwarf Manager is a memory hacking tool, and should be treated as such &amp;amp;mdash; i.e. while most of what it does is provide shortcuts to things you could do in-game, it's not going to prevent you from doing certain things that would indeed be considered cheating.  You can set labours on pretty much anything friendly: Children, babies, nobles, heroes/champions (not that they'll do anything since you can't undraft them), etc.  It simply doesn't discriminate between what you should and shouldn't be able to tweak. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:32, 9 June 2009 (UTC)&lt;br /&gt;
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== babies can swim? ==&lt;br /&gt;
i had a babie fall into some water, (well, the parents swam off without it), it will be find, drown for 1 second, be winded for a second, and then be fine again... [[User:Corhen|Corhen]] 01:30, 12 June 2009 (UTC)&lt;br /&gt;
:No, they cant:[[File:babies-cant-swim.jpg]]--[[User:Arni|Arni]] 17:39, 9 December 2009 (UTC)&lt;br /&gt;
::Drop them in shallow water, and they might live long enough to become Novice swimmers, at which point they'll stop drowning unless they panic. --[[User:Quietust|Quietust]] 19:26, 9 December 2009 (UTC)&lt;br /&gt;
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==Combat children?==&lt;br /&gt;
I recently discovered a thief attempting to enter my fortress. The adults, including the Ultra-Mighty, Superdwarvenly Tough mechanic leading a war dog to a rope, all ran away, but one of the nearby children took it upon themselves to take down the thief. The child quickly punctured the thief's heart with his bare hands (all that partying made him Extremely Strong) and walked away without a scratch. Can anyone else confirm that children may gladly enter battle as though they were in the military?--[[User:King of the Internet|King of the Internet]] 15:03, 31 August 2009 (UTC)&lt;br /&gt;
:On that note, I begin my project of creating a holding cell for all children, and babies if possible, at the entrance to my fortress. They will be the first line of defense. [[User:Pariah|Pariah]] 19:10, 11 November 2009 (UTC)&lt;br /&gt;
::A sort of &amp;quot;help yourself&amp;quot; offering to child-snatchers, no doubt. ;)&lt;br /&gt;
::Any creature (inc. civilians) will fight if cornered. (This is why [[carp]], who have no [PREDATOR] tag, become so vicious when encountered in murky pools - nowhere to run, so they bring it.)  Same here - and since combat has a huge randomizing factor (a kitten can, in theory and practice, kill a dragon), and since children do nothing all day but sit around socializing and amassing huge attributes, we see cornered children casually heart-ripping gobbos, despite intuitive expectations.--[[User:Albedo|Albedo]] 19:44, 11 November 2009 (UTC)&lt;br /&gt;
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== Cliff-Chucking ==&lt;br /&gt;
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I'm currently looking at a pair of babies whose mother died of thirst while melancholy (following a failed possession - damn you, silk-seeking ghosts!). Going by the wiki's words, I tried to keep them from going anywhere at first to make sure that they wouldn't throw themselves off a cliff, but I got quickly tired of that and let them roam freely, where they instead wandered as they pleased and partook of food and drink like any other (albeit very slow) dwarf. Anyone got any idea if the cliff-chucking fact is still true?&lt;br /&gt;
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I'm running v0.28.181.40d16, for the record. [[Special:Contributions/24.22.239.156|24.22.239.156]] 19:50, 16 October 2009 (UTC)&lt;br /&gt;
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:I just killed off the mayor, since she was bugged for some reason, and both of her babies (Yes, she had TWO and seven more children in this fortress' nine year history) promptly threw themselves into the reservoir under my dining hall, requiring me to drain it so they can get the little carpers' bodies.  So yes, I'd say that babies are still suicidal if their mother dies. --[[Special:Contributions/97.104.167.109|97.104.167.109]] 18:03, 31 October 2009 (UTC)&lt;br /&gt;
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== Giving birth to babies doesn't interrupt sleeping ==&lt;br /&gt;
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I had a dwarf sleeping in her bed while it gave born to her baby. The dwarf &lt;br /&gt;
didn't wake up after this and the baby crawled away, i guess seeking for his father o.O. &lt;br /&gt;
But the baby didn't came far, the mother woke up a few minutes later and took her&lt;br /&gt;
baby into her arms. The mother is healthy and has no injuries. Happened with DF &lt;br /&gt;
v0.28.181.40d16 under linux. &lt;br /&gt;
[[Special:Contributions/95.33.103.233|95.33.103.233]] 06:57, 25 October 2009 (UTC)&lt;br /&gt;
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== Levers ==&lt;br /&gt;
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Do children actually pull levers? In my fort, I set a Lever's workshop profile to only allow a Child and issued a &amp;quot;Pull the Lever&amp;quot; command, and it isn't being pulled. --[[User:Quietust|Quietust]] 23:54, 29 November 2009 (UTC)&lt;br /&gt;
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== Adoption? ==&lt;br /&gt;
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The article states that orphans are never adopted. However, I had both a child's father lost to a goblin ambush, and the mother eventually went insane and pitched herself off a cliff, and when I found the child later sleeping in someone else's bed, the description said that he had been &amp;quot;rescued&amp;quot; by Urist Somethingorother. Isn't that adoption, or something else? (Hmm... or considering he has a chronic spine injury, maybe he was a failed suicide??) --[[User:Jogar2|Jogar2]] 19:42, 1 December 2009 (UTC)&lt;br /&gt;
:The rescued thought is given to any dwarf that is carried by a dwarf who takes them to a barracks or hospital bed with the &amp;quot;Recovered Wounded&amp;quot; job&lt;/div&gt;</summary>
		<author><name>Belathus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31105</id>
		<title>40d Talk:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31105"/>
		<updated>2009-05-04T11:23:10Z</updated>

		<summary type="html">&lt;p&gt;Belathus: &lt;/p&gt;
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&lt;div&gt;Do windows block the flow of fluids? --[[User:Rkyeun|Rkyeun]] 20:16, 5 December 2007 (EST)&lt;br /&gt;
:Yes --[[User:Lacero|Lacero]] 10:58, 18 December 2007 (EST)&lt;br /&gt;
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do windows allow light in? to fight [[Cave adaptation]] --[[User:Corhen|Corhen]] 22:24 24 december 2008&lt;br /&gt;
:Also yes. --[[User:N9103|Edward]] 06:09, 28 April 2008 (EDT)&lt;br /&gt;
:: No. The article says so since the 24th of July (see also [[light]]). --[[User:Aykavil|Aykavil]] 07:27, 30 July 2008 (EDT)&lt;br /&gt;
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Do you get the materials back when you remove a window? Especially Gem windows? --[[User:Juckto|Juckto]] 07:42, 4 May 2008 (EDT)&lt;br /&gt;
:Thirdly yes. --[[User:Savok|Savok]] 12:49, 3 June 2008 (EDT)&lt;br /&gt;
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Can dwarves &amp;quot;see&amp;quot; through the windows (i.e. see stealthly enemies on the other side)? [[User:Optimizt|Optimizt]] 20:02, 13 June 2008 (EDT)&lt;br /&gt;
:Again yes.  At least, they get scared of things they see on the other side.  I've not tested whether they can spot stealthy enemies. --[[User:Lacero|Lacero]] 11:09, 6 July 2008 (EDT)&lt;br /&gt;
::For what it's worth, spotting stealthed enemies requires that you be adjacent to them, so that particular question would be moot, I think. --[[User:ThunderClaw|ThunderClaw]] 12:17, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm assuming there's no bonus for a good view and that the only value a window adds is its own intrinsic value? I built a room out of windows and filled it with water, making a giant aquarium, but this seems to have been more for my benefit than the dwarves. [[User:Lungfish|Lungfish]] 03:53, 4 January 2009 (EST)&lt;br /&gt;
:As far as I know, that's the case.  But giant aquariums are rewards in their own right ;) --[[User:LegacyCWAL|LegacyCWAL]] 16:07, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anybody heard anything about how dwarves use windows?  I want to make sure before I take the verify tag off the &amp;quot;we don't know&amp;quot; statement. --[[User:LegacyCWAL|LegacyCWAL]] 16:07, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass floors or skylights (ceiling windows!) ==&lt;br /&gt;
&lt;br /&gt;
We all know that windows don't let light in and so won't prevent cave adaptation, but I just learned that glass floors WILL let light in to the next Z level down, if you build it over an open space. This proves that it's always noon in DF land. This also allows you to grow light-needing crops underground without sacrificing security or usable ground-space. [[User:Lungfish|Lungfish]] 03:46, 4 January 2009 (EST)&lt;br /&gt;
::Don't forget about Adventure Mode - darkness does exist there. &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 15:24, 4 January 2009 (EST)&lt;br /&gt;
:Very astute, but as one can see under [[tile attributes]], as it is any kind of constructed floor will allow light to pass through (litle holes in them?). Presumably at some point in the future it'll be changed so that you'll need glass to make your greenhouse roof. As it is, it's merely a matter of personal preference.--[[User:Quil|Quil]] 07:30, 4 January 2009 (EST)&lt;br /&gt;
::Using any type of floors other than glass can be and is seen as an [[exploit]], plus if you plan to use the same game throughout versions, you should glass because as Quil said, it will most likely be changed.--[[User:Destor|Destor]] 11:19, 4 January 2009 (EST)&lt;br /&gt;
:::All saves I have heard will be not only unstable, but unusable.  So I heard. --[[User:Zchris13|Zchris13]] 16:49, 23 February 2009 (EST)&lt;br /&gt;
::::That is indeed the case.  It's why he's doing such a big update all at once, in fact - he has to break save compatability anyways, so might as well break it as many ways as possible and get it over with. --[[User:LegacyCWAL|LegacyCWAL]] 17:25, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== glass walls vs windows? ==&lt;br /&gt;
&lt;br /&gt;
Should we assume that the only differences between a glass wall and a window is that windows will block fluids and aren't load bearing while glass walls won't block fluids but are load bearing?&lt;br /&gt;
:You mean glass wall [[construction]]s?  Because if you make those out of glass, they work just like making them out of any other material, like metal or stone. --[[User:LegacyCWAL|LegacyCWAL]] 15:56, 23 February 2009 (EST)&lt;br /&gt;
:Constructed glass walls provide support and block fluids. Built glass windows do not provide support and also block liquids. Constructed glass walls obstruct line-of-sight but cannot be destroyed by tantrum-throwing dwarves or [BUILDING_DESTROYER]s. Built glass windows do not obstruct line-of-sight, can be destroyed by [BUILDING_DESTROYER]s, and have a quality modifier and the ability to decorate them that makes them more valuable. [[User:Rkyeun|Rkyeun]] 21:16, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Do glass walls let light in? Or allow dwarves to see things like waterfalls that are on the other side? --wavecutter&lt;br /&gt;
&lt;br /&gt;
== gem windows ==&lt;br /&gt;
If you've access to sand, what good is having a gem window?  I mean... sure, you can get some decent value out of the most valuable of gems, but even the most valuable gems used in a gem window barely compare to masterful glass windows, as far as I can tell.  Especially if clear glass is used. -[[User:Belathus|Belathus]] 11:23, 4 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Belathus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10583</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10583"/>
		<updated>2009-05-01T17:26:43Z</updated>

		<summary type="html">&lt;p&gt;Belathus: /* room value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Smoothing walls==&lt;br /&gt;
&amp;quot;Walls with ore or gems cannot be smoothed, much less detailed.&amp;quot; Is this still true? I'd heard that smoothing/engraving of ore veins is now possible. And yet again, I can't test because I'm reading the wiki at work while waiting for a database query to finish... &amp;gt;_&amp;gt; --[[User:Alfador|Alfador]] 17:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I deleted the comment about not being able to smooth ore or gems, because you CAN in this version (they all count as different types of rocks). Boo whoever copy pasted the article without looking at it.&lt;br /&gt;
&lt;br /&gt;
::what was the point in aechiving old wiki if people are going to copy and paste, please people if you are going to copy paste thourghly read the article to ensure all info is correct, i didnt read past this so there may be more but rooms are no longer diamonds, this is somehing really obvious and should have been picked up on by whoever copy pasted it otherwise we may as well stick with edditing old wiki. [[User:Thatguyyaknow|Thatguyyaknow]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==room value==&lt;br /&gt;
Is there a way to check what price a room currently has without counting it yourself? Just wanted to know if I counted right. --[[User:Mizipzor|Mizipzor]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::if the economy has started you might be able to, past that though probably not :( --[[User:Frostedfire|Frostedfire]] 18:17, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My dwarves' thoughts have lately included reference to dining in a &amp;quot;legendary&amp;quot; dining room, but the best one I currently have is listed as &amp;quot;Fine&amp;quot; when I assign it to someone.  Does this correspond directly to the value of the room (I intend to bring it up to Royal to find out) or is there something else at work there? [[User:Dolohov|Dolohov]] 10:55, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a proper closed bedroom in silty clay loam. There is a masterpiece bed in that room. The price of the bed is 120. The rental cost of the room is 99. Most (all?) other bedrooms also have their rental cost less then the sum of the furniture values. There could be 2 explanations: &lt;br /&gt;
1) rental cost is not exactly equal to the room value in this version.&lt;br /&gt;
2) the way room value is calculated is substantially different from the previous version.&lt;br /&gt;
--[[User:Another|Another]] 11:56, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anybody know of a more recent study than the Draxxalon one?  It's really, really old, and even my limited testing has shown that it is very, very wrong.  I'm hoping that there's something more recent that we can use to fix it before resorting to the gutting that it most likely would otherwise require --[[User:LegacyCWAL|LegacyCWAL]] 11:16, 20 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just started looking at this in earnest yesterday.  I built a dorm complex of several nearly-identical rooms and wanted to verify that there was at least some stratification so poorer dorfs could find a place to sleep.  The algebra isn't hard to do, so I'm going to see if I can dig out some bedroom test chambers and get verification.  My driving goal is to quantify the value of wall tiles, floor tiles, smoothing, and engraving; initial poking around seemed to imply that all furniture except for the bed contributes its sticker price to the room.  --[[User:Jurph|Jurph]] 19:50, 13 April 2009 (UTC)  &lt;br /&gt;
&lt;br /&gt;
:: I'm also looking at this.  Though, mostly in respect to royal quality rooms.  I've built a room above-ground entirely out of obsidian blocks and masterful clear glass windows... assuming every obsidian tile is therefore worth 15 (164 ground tiles, 42 wall), and every window is worth 1500 (there are 16 of these), the room should be worth 27090, with no other objects.  Added two giant spider silk bags to get the value to 30150, and it is still grand.  I'll play around with this some more, as I'm baffled as to how this isn't yet royal quality. -[[User:Belathus|Belathus]] 17:26, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
:''As a bonus, a single chest, cabinet, armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#009900;&amp;quot;&amp;gt;000173 ▪ (0.22.120.23a) [dwarf mode][nobles]   if you have a noble claim the same item with three of their rooms, it'll count three times in their holdings number&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Am I reading the changelog right? It looks like this bug was fixed in 23a. --[[User:Jackard|Jackard]] 02:31, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In that same section, it states that the value of a shared room is quartered. I've seen several times on the forum that the value of a shared room is only halved. This should be checked as well.  --[[User:Skanky|Skanky]] 03:14, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've only seen it as half, but I typically assign the two rooms to the same noble.  It could be that it's quatered if you assign the two rooms to two different nobles (and same for more rooms to one noble vs more than one).--[[User:Draco18s|Draco18s]] 17:42, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Question regarding rent: does anybody know the time period that a bedroom's listed rent refers to?  For instance, if a room's rent says 44☼, is that per month, or per season, or what? --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 30 January 2009 (EST)&lt;br /&gt;
:Aaaaaand just saw another discussion that said that no, nobody knows.  So nevermind then --[[User:LegacyCWAL|LegacyCWAL]] 11:16, 20 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
MANY of the names in the thing are wrong. My epic dining room is described as &amp;quot;Legendary&amp;quot; and the beds that share the room get &amp;quot;Like a personal palace&amp;quot;--[[User:Shadow archmagi|Shadow archmagi]] 17:48, 28 February 2008 (EST)&lt;br /&gt;
:Are you going by the {{key|r}}oom list or by dwarf thoughts? The article refers to the actual room grade rather than how impressed dwarves are by the room. [[User:VengefulDonut|VengefulDonut]] 19:42, 28 February 2008 (EST)&lt;br /&gt;
:: Oh dear. My mistake. Letsee... you're right. Bedrooms are Grand and the dining room is Royal. My mistake. --[[User:Shadow archmagi|Shadow archmagi]] 20:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== doors ==&lt;br /&gt;
It seems doors don't count anymore in 38c? Every room i checked where the door should move it to the next quality level, it doesn't. This also is true for my artifact door which before turned a room into royal; it's gone now. --[[User:Koltom|Koltom]] 08:10, 17 March 2008 (EDT)&lt;br /&gt;
: What if the door is set as internal? -- [[User:Zardus|Zardus]] 20:14, 18 April 2008 (EDT)&lt;br /&gt;
:: Then it is counted, but such can make room overlapping difficult.  Does anyone know why it was removed? I am saddened by my Artifact door not working right. --[[User:Stalinbulldog|Stalinbulldog]] 21:57, 11 June 2008 (EDT)&lt;br /&gt;
: Doors seem to add to the room's value if the room (as in the blinking teal X's when you q-select the room's defining furniture) extends over the door.  However, by default, a room will stop at an external door without actually including that tile.  So this means that the easiest way to include a door in a room's value is to set it to internal.  However, if you define a room in such a way as to include the door's tile (such as defining the room before you order the door built), you can then set up the door and it will still count towards the room's value. Note that the room's value won't necessarily change by the exact value of the door, due to the newly-added tile affecting the value as well. [[User:LegacyCWAL|LegacyCWAL]] 13:55, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== engravings ==&lt;br /&gt;
How do you tell which side of the wall engravings are on?  Do they still have a direction?  [[User:QMarx|QMarx]] 01:36, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think they're on both sides of the wall.  At least, if i have two 5x3 rooms that share a wall, and I engrave all the walls for the two rooms, both rooms are of the same quality.  I'd have to do some specific testing to see if one is worth more but not enough for a difference in quality level... --[[User:Squirrelloid|Squirrelloid]] 01:43, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coffin, Red highlight and (S) ==&lt;br /&gt;
&lt;br /&gt;
When viewing rooms using &amp;quot;r&amp;quot;, what does a red highlight and (S) mean? Also, there isn't anything wrong with sticking their own coffin in their room right?--[[User:Seaneat|Seaneat]] 16:19, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I believe that red room names in the rooms panel mean that the room overlaps with another room and thus the value of both rooms is diminished. --[[User:Toloran|Toloran]] 20:52, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== finding a dwarfes room(s) ==&lt;br /&gt;
&lt;br /&gt;
Am i right that the {{k|r}}ooms screen is meant to let you jump straight to a specific dwarfs room when it is fully implemented?&lt;br /&gt;
&lt;br /&gt;
In the meantime, other than by looking at every table/chair/bed/cage/coffin/statue, how do I find all the (X)rooms allocated to Domas Othsinlolar (or any of his fellows)?[[User:GarrieIrons|GarrieIrons]] 06:52, 8 July 2008 (EDT)&lt;br /&gt;
:press t after highlighting the room to view the item that makes it so.--[[User:Seaneat|Seaneat]] 13:40, 8 July 2008 (EDT)&lt;br /&gt;
::What I was getting at: &lt;br /&gt;
:::When my [[rock hauler]] gets elected [[Mayor]], how do I find his bedroom to free it, so I can allocate him a new one? Do I have to look at every bedroom using either {{k|q}} or {{k|t}}, or is there another way where I can &amp;quot;look up the dwarf&amp;quot; then see all the rooms allocated to him. I hope that is clearer.[[User:GarrieIrons|GarrieIrons]] 07:41, 1 August 2008 (EDT)&lt;br /&gt;
::::Workaround: you can allocate a new bedroom to your new mayor without bothering with his former bedroom, which will automatically be allocated to nobody. Your only problem now is that you have a crappy hauler bedroom somewhere, which is free. At some point that evasive free bedroom might be claimed by a homeless dwarf.--[[User:Aykavil|Aykavil]] 07:59, 1 August 2008 (EDT)&lt;br /&gt;
:::::This does not work. I just tried moving all my Metalsmiths to a new set of quarters, and they all ended up wit two bedrooms (vr 28_181_40d). Instead, I had to open the {{k|r}}room window, and locate the dwarf on the list, and use {{k|t}} to zoom to the listed entry in the main menu.&lt;br /&gt;
::::::I know it's a bit late for this, but: to be honest, I wouldn't bother. Your Mayor will probably get booted out of office sooner or later, at which point he'll need his hauler bedroom back, and for the effort of finding, deassigning, and reassigning that room you might as well just dig out one more than you need and have done with it. The redundancy doesn't really cost you anything. [[User:Aosher|Aosher]] 19:35, 14 April 2009 (UTC)&lt;br /&gt;
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== Idea ==&lt;br /&gt;
&lt;br /&gt;
Here's a hint.. In my current game I was having trouble getting my Count's rooms up to an acceptable level. I had a lever in his bedroom with artifact mechanisms that raised the bedroom to royal, but unfortunately I have no very good metalcrafters or masons to make good enough furniture for the other rooms. I did have a legendary weaponsmith though, so I made him construct some steel serrated discs and spiked balls. When masterful, these are worth 3600 each. Then I just constructed a weapon trap in the throne room and it became opulent right away. Too bad there's no way to place armor in a room in a similar way, a steel plate mail that requires the same amount of material is worth 15k even when just exceptional. -- [[User:D64|D64]] 07:58, 28 July 2008 (EDT)&lt;br /&gt;
:masons can now make native gold statues if you enable native gold for general use,--[[User:Eerr|Eerr]] 17:32, 13 August 2008 (EDT)&lt;br /&gt;
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== Z levels? ==&lt;br /&gt;
&lt;br /&gt;
I've got a question pertaining to Z levels. Can rooms span multiple Z levels? Does it require a floor hatch? This question is prompted by a floor hatch having the internal/external option. If they can, then I'm in luck, since my communal bedroom (entirely smoothed and engraved) is over a massive smoothed and engraved stockpile.&lt;br /&gt;
&lt;br /&gt;
[[User:Erathoniel|Erathoniel]] 18:30, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Nope, same Z-level only. [[User:LegacyCWAL|LegacyCWAL]] 13:57, 13 October 2008 (EDT)&lt;br /&gt;
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I've added a note about this in the main article and taken away the old-version warning. But it's sparked an interesting question. If you have an area which spans several z-levels, and you define the lowest level as a room, will the dwarves 'look up' and admire any engravings or such one z-level above their room? --[[User:Khimaera UK|JK]] 21:54, 12 January 2009 (EST)&lt;br /&gt;
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== Metal Floor over Engraving? ==&lt;br /&gt;
&lt;br /&gt;
I built metal floors over engraved stone in my King's old quarters to increase the room value.  I don't know if it worked or not, but later, when I moved him to larger quarters and pried up the floor, the rock underneath had turned into cavern floor.  I re-smoothed and re-engraved it.  [[User:Lloyd C Griscom|Lloyd C Griscom]] 18:44, 13 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Belathus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=16654</id>
		<title>40d:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=16654"/>
		<updated>2009-04-16T14:29:46Z</updated>

		<summary type="html">&lt;p&gt;Belathus: microline =&amp;gt; microcline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Obsidian|tile=▒|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Sword]]s&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Native copper]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Native aluminum]]&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
* Brimstone&lt;br /&gt;
* Realgar&lt;br /&gt;
* Orpiment&lt;br /&gt;
* Stibnite&lt;br /&gt;
* Rutile&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Alunite&lt;br /&gt;
* Microcline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Obsidian is produced by cooling [[magma]] and is typically present in large quantities on maps with [[magma]].  [[Goblin]] towers are made of obsidian and can be mined to produce large quantities of it.  [[Magma man|Magma men]] also drop an obsidian rock when killed.&lt;br /&gt;
&lt;br /&gt;
Obsidian is the only stone that can be used to make [[weapon|short swords]] (also requires a [[wood]] log) at a [[craftsdwarf's workshop]].  The [[damage]] of an obsidian weapon is the same as for a [[steel]] [[weapon]] of the same [[quality]].{{v|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
Obsidian is considered an [[economic stone]] and is more valuable than [[flux]], yielding high-[[value]] [[furniture]] and [[finished goods]].  Obsidian can still be crafted into [[weapon|short swords]] if it is turned-off on the stone management portion of the [[Status]] screen.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Belathus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12166</id>
		<title>40d Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12166"/>
		<updated>2009-04-12T07:52:21Z</updated>

		<summary type="html">&lt;p&gt;Belathus: /* Stray Giant Cave Spider (tame) bleeds to death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THEY ARE EVIL. One killed 2 of my proficient miners on its own! It has a breath attack that shoots webs and it rips off people limbs! Dont attack them if you know whats good for you! --[[User:Diabl0658]]&lt;br /&gt;
:What is this? I did not write this in the comments! [[User:Diabl0658|Diabl0658]] 22:23, 31 October 2007 (EDT)&lt;br /&gt;
::The article page was cleaned up - less personal (the 'my' aspect of it - that only applies to ''your'' (Diabl0658's) experience and not necessarily that of any future editor).  JT copied the anecdote in the article to the talk page and attributed it to you.  (Side consideration sub pages of /anecdote for this type of thing?) --[[User:Shagie|Shagie]] 22:44, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What Shagie said.  I figure the articles themselves should be left for &amp;quot;fact&amp;quot; (you can inject subtle humour or hearsay if it's between the lines), while any personal experiences or questions can be mentioned on the Talk pages.  (I dunno if an anecdotal page is necessary.  Do we really need so many more stub pages?)  That's the general idea on Wikipedia, anyway... --[[User:JT|JT]] 23:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: The sub page idea could be a way of clearly making a place for anecdotes that would otherwise show up in article pages or talk pages (where talk pages would (in theory) be more about the factual/design content of the articles themselves. One of the wikis I am involved with is particularly prone to vandalism - the funny vandalism they move off to a sub page. This way, its still there as a record but isn't hampering discussion or reading the article itself.  Realize I'm not calling anecdotes vandalism, but rather suggesting a similar way that they can be put somewhere so they don't hamper discussion or the article.  --[[User:Shagie|Shagie]] 23:25, 31 October 2007 (EDT)&lt;br /&gt;
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Should this article not be under the &amp;quot;creatures&amp;quot; section? --[[User:Talith|Talith]]&lt;br /&gt;
&lt;br /&gt;
I've noticed a few references to &amp;quot;phantom spiders&amp;quot; in material lists and such.  Is it possible that a phantom spider is in fact what created that hellishly large web in the picture, or is it known that that was a regular giant cave spider? --[[User:AlBorland|AlBorland]]&lt;br /&gt;
&lt;br /&gt;
:Nope, that's a bona fide giant cave spider.  You can see it towards the centre of the web.  Phantom spiders are vermin-sized critters which appear only on evil maps. --[[User:JT|JT]] 01:06, 6 November 2007 (EST)&lt;br /&gt;
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You should probably upload that web picture to the wiki rather than an external host.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:18, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Spidernator ==&lt;br /&gt;
&lt;br /&gt;
Added a line half intended to bring a chuckle to readers, though well with intent of warning of one of their greatest threats that wasn't previously mentioned; they can't be stunned or incapacitated in any way, due to having such tokens as [NOPAIN] and [NOSTUN], along with several other immunities. I modified the &amp;quot;quote&amp;quot; a bit so that it more accurately fits the description for more practical purposes. --[[Hesitris|Hesitris]] 21:53 EST, 15 November 2007&lt;br /&gt;
&lt;br /&gt;
== Giant Spider Silk ==&lt;br /&gt;
&lt;br /&gt;
Sure, they can poison you and web you up and eat you later. (Attercob! Attercob!) But don't their webs make the loveliest high-value [[silk]] shirts and cloaks? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:11, 1 October 2008 (EDT)&lt;br /&gt;
: I understand they can be tamed by a [[Dungeon Master]]; does anyone know if they will still produce silk for the loom if tame? Is the webbing they spray at attacking enemies collectible for the loom? --[[User:Jellyfishgreen|Jellyfishgreen]] 10:08, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Visible invisible web ==&lt;br /&gt;
&lt;br /&gt;
I've seen giant cave spider silk webs in my pit in my most recent fort (haven't bothered to touch them yet, haha). Could it be that new pieces of web are visible from creation point? --[[User:GreyMario|GreyMaria]] 17:30, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Escaping a web ==&lt;br /&gt;
&lt;br /&gt;
Could someone who knows include information in this article regarding whether a dwarf can escape a web or be freed from one?&lt;br /&gt;
When my dwarf gets stuck in a web he invariably gets killed...--[[User:Jpwrunyan|Jpwrunyan]] 00:30, 3 February 2009 (EST)&lt;br /&gt;
:Well, when the spider cannot reach entangled dwarf, the paralysis wears away pretty quickly.--[[User:Dorten|Dorten]] 01:40, 3 February 2009 (EST)&lt;br /&gt;
::Thanks, I think I understand now.  The web just &amp;quot;paralyzes&amp;quot; the dwarf for an amount of time after which he is able to move again and get stuck again.--[[User:Jpwrunyan|Jpwrunyan]] 02:23, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stray Giant Cave Spider (tame) bleeds to death ==&lt;br /&gt;
&lt;br /&gt;
Anyone have this problem?  I've a tame giant cave spider that just keeps randomly dying while staying in my meeting hall.  It was perfectly healthy.  I assume that the creature is somehow &amp;quot;freezing&amp;quot; to death, even though I'm on a warm map? I come to this conclusion because of its homeotherm:10040 and no layering, perhaps, and I'm thinking that it is too hot for the creature. -[[User:Belathus|Belathus]] 07:17, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Upon further review, I think a friendly trade caravan is killing it.  Either way, it is bothersome. -[[User:Belathus|Belathus]] 07:52, 12 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Belathus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12165</id>
		<title>40d Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12165"/>
		<updated>2009-04-12T07:17:12Z</updated>

		<summary type="html">&lt;p&gt;Belathus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THEY ARE EVIL. One killed 2 of my proficient miners on its own! It has a breath attack that shoots webs and it rips off people limbs! Dont attack them if you know whats good for you! --[[User:Diabl0658]]&lt;br /&gt;
:What is this? I did not write this in the comments! [[User:Diabl0658|Diabl0658]] 22:23, 31 October 2007 (EDT)&lt;br /&gt;
::The article page was cleaned up - less personal (the 'my' aspect of it - that only applies to ''your'' (Diabl0658's) experience and not necessarily that of any future editor).  JT copied the anecdote in the article to the talk page and attributed it to you.  (Side consideration sub pages of /anecdote for this type of thing?) --[[User:Shagie|Shagie]] 22:44, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What Shagie said.  I figure the articles themselves should be left for &amp;quot;fact&amp;quot; (you can inject subtle humour or hearsay if it's between the lines), while any personal experiences or questions can be mentioned on the Talk pages.  (I dunno if an anecdotal page is necessary.  Do we really need so many more stub pages?)  That's the general idea on Wikipedia, anyway... --[[User:JT|JT]] 23:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: The sub page idea could be a way of clearly making a place for anecdotes that would otherwise show up in article pages or talk pages (where talk pages would (in theory) be more about the factual/design content of the articles themselves. One of the wikis I am involved with is particularly prone to vandalism - the funny vandalism they move off to a sub page. This way, its still there as a record but isn't hampering discussion or reading the article itself.  Realize I'm not calling anecdotes vandalism, but rather suggesting a similar way that they can be put somewhere so they don't hamper discussion or the article.  --[[User:Shagie|Shagie]] 23:25, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this article not be under the &amp;quot;creatures&amp;quot; section? --[[User:Talith|Talith]]&lt;br /&gt;
&lt;br /&gt;
I've noticed a few references to &amp;quot;phantom spiders&amp;quot; in material lists and such.  Is it possible that a phantom spider is in fact what created that hellishly large web in the picture, or is it known that that was a regular giant cave spider? --[[User:AlBorland|AlBorland]]&lt;br /&gt;
&lt;br /&gt;
:Nope, that's a bona fide giant cave spider.  You can see it towards the centre of the web.  Phantom spiders are vermin-sized critters which appear only on evil maps. --[[User:JT|JT]] 01:06, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You should probably upload that web picture to the wiki rather than an external host.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:18, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Spidernator ==&lt;br /&gt;
&lt;br /&gt;
Added a line half intended to bring a chuckle to readers, though well with intent of warning of one of their greatest threats that wasn't previously mentioned; they can't be stunned or incapacitated in any way, due to having such tokens as [NOPAIN] and [NOSTUN], along with several other immunities. I modified the &amp;quot;quote&amp;quot; a bit so that it more accurately fits the description for more practical purposes. --[[Hesitris|Hesitris]] 21:53 EST, 15 November 2007&lt;br /&gt;
&lt;br /&gt;
== Giant Spider Silk ==&lt;br /&gt;
&lt;br /&gt;
Sure, they can poison you and web you up and eat you later. (Attercob! Attercob!) But don't their webs make the loveliest high-value [[silk]] shirts and cloaks? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:11, 1 October 2008 (EDT)&lt;br /&gt;
: I understand they can be tamed by a [[Dungeon Master]]; does anyone know if they will still produce silk for the loom if tame? Is the webbing they spray at attacking enemies collectible for the loom? --[[User:Jellyfishgreen|Jellyfishgreen]] 10:08, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Visible invisible web ==&lt;br /&gt;
&lt;br /&gt;
I've seen giant cave spider silk webs in my pit in my most recent fort (haven't bothered to touch them yet, haha). Could it be that new pieces of web are visible from creation point? --[[User:GreyMario|GreyMaria]] 17:30, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Escaping a web ==&lt;br /&gt;
&lt;br /&gt;
Could someone who knows include information in this article regarding whether a dwarf can escape a web or be freed from one?&lt;br /&gt;
When my dwarf gets stuck in a web he invariably gets killed...--[[User:Jpwrunyan|Jpwrunyan]] 00:30, 3 February 2009 (EST)&lt;br /&gt;
:Well, when the spider cannot reach entangled dwarf, the paralysis wears away pretty quickly.--[[User:Dorten|Dorten]] 01:40, 3 February 2009 (EST)&lt;br /&gt;
::Thanks, I think I understand now.  The web just &amp;quot;paralyzes&amp;quot; the dwarf for an amount of time after which he is able to move again and get stuck again.--[[User:Jpwrunyan|Jpwrunyan]] 02:23, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stray Giant Cave Spider (tame) bleeds to death ==&lt;br /&gt;
&lt;br /&gt;
Anyone have this problem?  I've a tame giant cave spider that just keeps randomly dying while staying in my meeting hall.  It was perfectly healthy.  I assume that the creature is somehow &amp;quot;freezing&amp;quot; to death, even though I'm on a warm map? I come to this conclusion because of its homeotherm:10040 and no layering, perhaps, and I'm thinking that it is too hot for the creature. [[User:Belathus|Belathus]] 07:17, 12 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Belathus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tileset_repository&amp;diff=7218</id>
		<title>Talk:Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tileset_repository&amp;diff=7218"/>
		<updated>2009-03-30T07:23:16Z</updated>

		<summary type="html">&lt;p&gt;Belathus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mac user ==&lt;br /&gt;
&lt;br /&gt;
Can these tilesets be used on a mac as well?&lt;br /&gt;
&lt;br /&gt;
* Yes. I'm using them right now. --[[User:Bombcar|Bombcar]] 19:12, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesests ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''Sets smaller than 8x8. Used for playing in tiny windows, '''display of massive maps''' and perhaps videos.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I thought it wasnt possible to change the size of the map (number of tiles rendered on screen), am I wrong or does the author mean display of maps '''outside''' the game? --[[User:Mizipzor|Mizipzor]] 21:09, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I imagine the only current use is in exporting bitmaps from the game. &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:30, 14 November 2007 (EST)&lt;br /&gt;
::I've used one of 'em to hide a DF window on my work computer, and they're fun to use at 4x size,too. But yeah, they make real nice maps. --[[User:Maus|Maus]] 09:10, 18 December 2007 (EST)&lt;br /&gt;
:::Note that it's now possible to change the 80x25 in the init file.--[[User:Bombcar|Bombcar]] 19:13, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can anyone say PocketPC Dwarf Fortress? I imagine with a low popcap and a 3x3 or less area, it wouldn't be too bad on most PDAs out there. Now, if only someone would port the code... --[[User:N9103|Edward]] 20:40, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Split ==&lt;br /&gt;
&lt;br /&gt;
There are too many character sets on this one page, I propose splitting the page into twopages:&lt;br /&gt;
* one for 'classic' code page 437 fonts/glyph sets/character sets with no graphical characters whatsoever&lt;br /&gt;
* one for 'semigraphical' character sets which have one or more of the normal glyphs replaced with a df-specific graphic (a barrel instead of the division sign, for instance) - [[User:Lord Nightmare|Lord Nightmare]] 19:18, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I disagree; there's no reason to split content into two different areas when it's already easily comparable and all in one place. --[[User:Maus|Maus]] 09:12, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why png? ==&lt;br /&gt;
&lt;br /&gt;
If they all have to be resaved as bmp, why the heck are they uploaded as png? These are small files, you're not saving significant disk or bandwidth by keeping them in png. This is particularly irritating since I can't seem to get any of these to work even after resaving/converting them -.- --[[User:Nunix|Nunix]] 14:14, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you're not just renaming the files, then your problem isn't with the files being .png format. Making an exception to [[DwarfFortressWiki:Community_Portal|Rule I]] would only cause confusion as there are many images that are quite large indeed. --[[User:N9103|Edward]] 15:32, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::No, it's not just a rename, I'm going into GIMP and doing a Save as... The file size changes, so it's doing SOMETHING, but when I go to use the font the screen comes up blank (but if I hit down twice and enter, I still exit, so everything works, there's just no display.) I hadn't seen the style guide/list, however, so that's fair enough. I'll post on the message boards and see if I can troubleshoot there. --[[User:Nunix|Nunix]] 16:58, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Simple solution: Open the image in MSPaint and save as a 24-bit BMP. If you don't have Windows, then you should have enough computer savvy to do it in whatever program you choose.&lt;br /&gt;
:::Also, bmps cannot be uploaded to the wiki.&lt;br /&gt;
:::Furthermore, we do actually save significant page size. If those were all bitmaps, that would be a few megabytes, which is annoying to load. Converting to png makes it only a couple hundred kilobytes. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Length, and how we can decrease it ==&lt;br /&gt;
&lt;br /&gt;
This page is the twelfth longest page in the wiki. Ten of the eleven pages longer than it are lists. It has forty tilesets, less than a third of which are at all good. This is obviously a problem &amp;amp;ndash; sludging through all forty of those is not at all fun and, for most of it, not at all useful.&amp;lt;br&amp;gt;&lt;br /&gt;
As a fix, I propose that we copy this page to &amp;quot;Full list of user character sets&amp;quot; and keep only the best fifteen (or maybe ten or maybe twenty) here. Of course, that brings up the difficult question &amp;quot;how do we determine which tilesets are best?&amp;quot; To determine that, we could try getting as many DF players as we can to tell us which tileset(s) they use. Of course, that would need some rules, a forum thread, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
I'll write more about this later, assuming that some interest exists. The time is late and sleepiness impedes thought. --[[User:Savok|Savok]] 00:53, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:To solve [[User:Nunix|Nunix's]] '''Why png?''' problem and to determine the popularity, I suggest we upload all tilesets to [http://dffd.wimbli.com/index.php Dwarf Fortress File Depot] in .bmp format (so nobody have to convert images from .png anymore). Dwarf Fortress File Depot has download trackers for all its downloads. The end of the week, we can determine the 15 most popular based on the download count. Anybody interested can compare the download numbers and edit the 15 best list for the wiki anytime they feel like it to keep it updated often.&lt;br /&gt;
:The current tileset Template will need a '''download''' bit added to it as well. [[User:Plac1d|Plac1d]] 17:01, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That could work...&lt;br /&gt;
::*downloads his tileset fifty times*&lt;br /&gt;
::I don't think it would work at all. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about making one sub page per tile set. Classify each with 'size', 'shape' and 'style'. Use categories to navigate. Have each character set include a 64x64 pixel chunk of the screen - of these, then use gallery tags to browse with links to the sub page. The why png and link and supporting information for downloads is not a bad idea, but given the small DF playing population, the downloads are likely to be very skewed and cutting off at 15 may remove some very good ones that people have already downloaded and don't see a need to download again. --[[User:Shagie|Shagie]] 17:52, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I don't think that the tilesets &amp;amp; tileset descriptions are large enough to warrant that. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmn. Perhaps, we could ask all the dwarves on this wiki to submit a list of their top 20 tilesets, roughly in order of preference. If we get consensus on the best ones, that could work. --[[User:Savok|Savok]] 10:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: What about splitting the tilesets into separate pages by size, e.g. a page for all 16x16s, another for 12x12s, etc? About favorite tilesets, I could barely name my favorite three, so I think picking a favorite 15 or 20 is a bit extreme, and I don't think we can rely on download counts or people just happening to vote, unless we specifically say that voting is going to determine something. '''So''', what do you think about this idea: First, ask forum-goers to nominate user character sets for archiving (removal to an archive page). Second, after the nomination period is over (say, a week), upload those to the file depot, link to the pages, and give forum-goers a month or so to vote down the character sets they want archived, and to vote up ones they don't want archived. At the end of that time we can check their ratings and archive the lowest-rated ones. --[[User:SL|SL]] 01:37, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that splitting the tilesets by size into subpages could be handy: Resolution is a key factor in determining usability of a tileset. For instance, I'd never need to use a 48x48 tileset by a user named &amp;quot;AAAAAAAAA&amp;quot;, but in our current sorting system, that'd be the first one displayed on the page, for all to see. I must however raise a question about the direction this line of discussion has gone: Do we really want to prune content based on some standard of quality? If so, whose standard of quality? The problems with this page seem to arise from the fact that this page is unusual for a wiki: It's goal doesn't seem to be &amp;quot;disseminate information&amp;quot; as much as &amp;quot;Host tilesets for download&amp;quot;. Which is a valuable service, granted, but an unusual shift for a wiki. This different focus in purpose should be considered before deciding to begin pruning. An excess of content and options is arguably a good thing.[[User:Teeto K|Teeto K]] 05:53, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page name ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;List of user character sets&amp;lt;/code&amp;gt; is long and unnecessarily wordy. I propose &amp;lt;code&amp;gt;List of tilesets&amp;lt;/code&amp;gt;. --[[User:Savok|Savok]] 10:32, 30 May 2008 (EDT)&lt;br /&gt;
:Sounds like a good idea. Seconded. [[User:Isenhertz|Isenhertz]] 07:41, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New grid sizes ==&lt;br /&gt;
&lt;br /&gt;
Will someone please explain to me how I can make a 960x300 (Markavian's) tileset work with the new grid sizes larger than 80:25? 96:60 used to work until I tried to us .40c, now it doesn't. --[[User:DDouble|DDouble]] 18:38, 5 September 2008 (EDT)&lt;br /&gt;
:Oops I had forgotten to change the size in the init to &lt;br /&gt;
[WINDOWEDX:1152]&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDY:720]&lt;br /&gt;
&lt;br /&gt;
[FONT:mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
[GRID:96:60]&lt;br /&gt;
--[[User:DDouble|DDouble]] 18:41, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Problem with Fullscreen ==&lt;br /&gt;
I changed the fullscreen settings in my init to 1280x400 like Aesomatica's 16x16 tileset says, but every time I start DF it gives me a 'Mode changed failed, switching to windowed' error, with or without blackspace. How do I get it to run full? --[[User:KittenyKat|KittenyKat]] 16:27, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Edit: Checking several different tilesets, for some reason none of them want to work fullscreen other than curses.. I'm wondering if I screwed something up, or if I still just need different measurements.. D: --[[User:KittenyKat|KittenyKat]] 17:20, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Edit 2: Nevermind, I figured out the problem and now I just feel like a doofus for not recognizing it sooner :p To those who also end up with this problem, here is the solution: you have to set the fullscreen resolution to one your monitor can actually support. Matching the listed res is nice if it works cause it makes everything big and easy to see without stretching it if you have black space off, but if your monitor can't go to 400 Y for example, then you should just go to your current desktop res (in my case 1280x1024) and turn black space on.. Tweak to taste. I'm certain others can clarify this better, though :) --[[User:KittenyKat|KittenyKat]] 17:47, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tileset Transparancy ==&lt;br /&gt;
So, I learned that 0.28.181.40d11 (And possibly earlier versions) supports png format files natively.  I know that pngs support an alpha layer (transparency).  I tested how transparency works in 40d11 and was quite pleased with the results.  Basically, when you add an alpha layer to the png, the magenta color is no longer considered the 'transparent' color, but this allows you to add shading to the transparent color, like for barrels (which has a black normal color and a brown background color).  So, white to black shades the normal color, alpha to black shades the background color.  Just wanted to share! [[User:Belathus|Belathus]] 07:23, 30 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Belathus</name></author>
	</entry>
</feed>