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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brent+Not+Broken</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-02T08:47:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37806</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37806"/>
		<updated>2008-04-17T16:31:16Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: /* verified some embarrassment factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
= Broker, not Leader? =&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ditto, my broker keeps meeting with the Liasons (all of them, i think, certainly the human one) despite not having been mayor for something like 5 years (military dwarves always seem to get elected mayor...).  In fact, I just annoyed a human liason because my broker (not mayor) entered a strange mood just as the liason entered my fortress (thus promptly leaving).&lt;br /&gt;
::Now, Diplomats meet with the highest ranking leading noble you have (mayor/baron+/etc...), and I don't know why Diplomat redirects to Liason as humans and elves occasionally send a diplomat to make demands or merely comment 'this is a nice place you've carved out for yourself'.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 06:54, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
&lt;br /&gt;
Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;br /&gt;
:To clear up a point of confusion the job &amp;quot;Conduct Meeting&amp;quot; is the job assigned to the Mayor,Broker, or Baron/Count. After dwarven economy is running a dwarf might get the job &amp;quot;Attend Meeting&amp;quot;.  That dwarf seeks a meeting with the Mayor.  If the Mayor is busy he will continue to follow the Mayor around until he is free.  The solution I found is to switch off the Mayor's labors so he's free to conduct the meeting.  The meeting is usually quick and then you'll get the other dwarf working again.--[[User:Angus|Angus]] 20:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verified some embarrassment factors ==&lt;br /&gt;
From dwarfort.exe &lt;br /&gt;
(Name) was embarrassed to have to conduct an official meeting in a dining room.&lt;br /&gt;
(Name) was very embarrassed to have to conduct an official meeting in a bedroom.&lt;br /&gt;
[[User:Yvain|Yvain]] 19:58, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would be happier if someone could verify that it is actually _used_ in game, but, well. You see, my palace office never triggered any thought. --[[User:Koltom|Koltom]] 21:13, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Try giving them a dining room and no office, koltom. [[User:VengefulDonut|VengefulDonut]] 14:26, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I got these unhappy thoughts from meetings conducted in public dining halls that were also designated as meeting halls. (I do not know whether they also happen from nobles' personal dining rooms designated from private tables.) They seem to be very minor unhappy thoughts, so I'm not going out of my way to avoid such designations to keep my idlers from going to hang out by the wagon in the fortresses' early stages. --[[User:Brent Not Broken|Brent Not Broken]] 12:31, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Liaisons, zoo material? ==&lt;br /&gt;
&lt;br /&gt;
I want to know whether or not to trap the liaisons before they leave and have them in cages. Should I do this or not?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:17, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:hm..&lt;br /&gt;
: *You can't trap them (unless you mean locking them in a room)&lt;br /&gt;
: *You can't assign them to cages&lt;br /&gt;
: If u don't let them leave they will go crazy and your requests for trade items will most likely be ignored&lt;br /&gt;
: why do you want to trap them? (okay, they are annoying, but also useful) --[[User:Koltom|Koltom]] 08:41, 17 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_detailing&amp;diff=28969</id>
		<title>40d Talk:Stone detailing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_detailing&amp;diff=28969"/>
		<updated>2007-11-24T14:33:49Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Calling the process tedious and adding opinion really violates the whole idea behind a wiki voice and wiki style. Just my .02 since you asked for more than one opinion in your comment when you reverted Maximus's edit. (Executive Summary: Maximus had the right idea.) --[[User:Vanan|Vanan]] 02:42, 24 November 2007 (EST)&lt;br /&gt;
:I agree, the columns should be neutral. I for one find Stone Detailing useful. --[[User:Jackard|Jackard]] 04:40, 24 November 2007 (EST)&lt;br /&gt;
::I suppose it could be called &amp;quot;time-consuming&amp;quot;, rather than &amp;quot;tedious&amp;quot;, which may preserve the original intent while seeming more neutral. And it does seem time-consuming at lower skill levels, whether it's useful or not. (I know my just-immigrated Engraver's been smoothing the same 10x15 area for roughly a year.) Haven't built up a legendary Engraver yet, so I don't know how much faster it'll eventually get. The &amp;quot;one dwarf in 20 should have Engraving&amp;quot; recommendation does seem like it might be a little high to me, but then again, I guess I don't prioritize stone detailing the way some other players must. --[[User:Brent Not Broken|Brent Not Broken]] 09:33, 24 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tallow&amp;diff=27157</id>
		<title>40d Talk:Tallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tallow&amp;diff=27157"/>
		<updated>2007-11-18T22:38:02Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Need something here.&lt;br /&gt;
&lt;br /&gt;
Is it editable? I think my dwarves have cooked it, but can it be eaten raw? [[User:Noctis|Noctis]] 14:04, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think it's edible raw. I've seen dwarves cook it all the time, but never just chow down on it. Not that I can blame them; it'd be like eating raw Crisco. --[[User:Brent Not Broken|Brent Not Broken]] 17:38, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brent_Not_Broken&amp;diff=22946</id>
		<title>User:Brent Not Broken</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brent_Not_Broken&amp;diff=22946"/>
		<updated>2007-11-07T11:55:25Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: New page: Heya, folks. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heya, folks. --[[User:Brent Not Broken|Brent Not Broken]] 06:55, 7 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grower&amp;diff=11502</id>
		<title>40d:Grower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grower&amp;diff=11502"/>
		<updated>2007-11-06T16:45:38Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A grower is a dwarf with a high profession level in fields [[farming]]. A high level of growing allows a dwarf to plant [[seed|seeds]] at a faster rate, increasing [[food]] output. Growers are a great help in getting a strong early food production set up and are highly recommended to be one of your starting seven dwarves.&lt;br /&gt;
&lt;br /&gt;
In addition to sowing seeds more quickly, higher-skilled growers are more likely to produce stacks of several plants instead of single plants. This increases not only raw food output, but also overall food production efficiency, since brewers, cooks, and threshers work with entire stacks at a time. (For example, five copies of &amp;quot;[[plump helmet]]&amp;quot; will be brewed, over the course of five actions, into five copies of &amp;quot;[[dwarven wine]][5]&amp;quot;, using five barrels. But one copy of &amp;quot;plump helmet[5]&amp;quot; will be brewed, in a single action, into &amp;quot;dwarven wine[25]&amp;quot;, which will fit neatly into a single barrel.)&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glassmaker&amp;diff=17910</id>
		<title>40d:Glassmaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glassmaker&amp;diff=17910"/>
		<updated>2007-11-06T15:13:29Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The glassmaking skill is required to make any of the green glass, clear glass or crystal glass goods at a glass furnace.&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;collect sand&amp;quot; order at the glass furnace requires the &amp;quot;item hauling&amp;quot; skill, not glassmaking.&lt;br /&gt;
&lt;br /&gt;
===Sand Gathering===&lt;br /&gt;
&lt;br /&gt;
Your glassmakers will be limited by the speed at which item haulers can supply them with sand, and by the total amount of bags you have available for this purpose. If you are slowly working toward getting glass production up and running (waiting for a magma glass furnace or for a dwarf with glassmaking skill to immigrate, for example), you may wish to get a head start on sand gathering in the meanwhile. Setting up two or three glass furnaces and a sand bag stockpile for the sole purpose of queueing up multiple &amp;quot;gather sand/R&amp;quot; tasks may be an excellent use of your time and hauling labor. With a few dozen sand-filled bags waiting, your glassmaker will have plenty of raw material ready when it is time to begin glass construction.&lt;br /&gt;
&lt;br /&gt;
===Glassmaking vs. Masonry===&lt;br /&gt;
&lt;br /&gt;
There is considerable overlap between items produced from stone at masons' workshops, and items produced from glass at glass furnaces. Masonry is easier to get running (and you are more likely to encounter mason immigrants than glassmaker immigrants), and will clear excess stone from your fortress. Glass produces items with higher base value, and using a magma glass furnace essentially makes objects from nothing.&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=2997</id>
		<title>40d:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=2997"/>
		<updated>2007-10-31T16:49:41Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarven lumberjacks. They cut down trees to create logs.&lt;br /&gt;
&lt;br /&gt;
They need an axe to do this job.&lt;br /&gt;
&lt;br /&gt;
This skill increases rapidly. With an ample supply of trees, a dedicated wood cutter who does not do his own wood hauling can reach legendary status in well under a year, and can singlehandedly meet the lumber needs of most types of fortresses. (A single dwarf can also function well as a dedicated wood cutter ''and'' plant gatherer, provided that this dwarf is not your sole food provider.)&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cook&amp;diff=9593</id>
		<title>40d:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cook&amp;diff=9593"/>
		<updated>2007-10-31T16:37:26Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: New page: Cooks combine ingredients at kitchens to produce finished meals. Dwarves with more skill at cooking work faster, and produce higher quality meals.  Dwarven cooks use three ingredients per ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cooks combine ingredients at kitchens to produce finished meals. Dwarves with more skill at cooking work faster, and produce higher quality meals.&lt;br /&gt;
&lt;br /&gt;
Dwarven cooks use three ingredients per meal, adding their quantities to produce the quantity of the finished product. This does have the potential to increase the total amount of food a fortress has access to, since some cookable items are not edible raw. (Quarry bush leaves, seeds, flour, and alcohol are examples.) Cooking these ingredients is an excellent way to cater to the tastes of dwarves who prefer foods that are inedible when raw. Examining a finished meal will allow you to view the ingredients it contains. &lt;br /&gt;
&lt;br /&gt;
If food supplies are tight, [[brewing]] plants into alcohol and subsequently cooking the alcohol will effectively multiply food stocks fivefold. Brewing the plants first will also yield seeds, which cooking plants destroys.&lt;br /&gt;
&lt;br /&gt;
Cooking can also turn raw ingredients, which never have quality, into high-quality meals, which increase dwarven happiness. &lt;br /&gt;
&lt;br /&gt;
===Hauling and Kitchens===&lt;br /&gt;
&lt;br /&gt;
When cooks have large stacks of ingredients to work with, kitchens get cluttered quickly. (When cooking large stacks of alcohol brewed from starting supplies or from skilled growers' crops, it is not uncommon to end up with quantities such as &amp;quot;Dwarven Wine Stew [75].&amp;quot;) If they stay in the kitchen, finished meals like this will slow down your cooks' work, and may rot if left too long. It is worthwhile to keep an eye on kitchen clutter levels, and to micromanage food haulers if necessary, to ensure that everything ends up in a food stockpile quickly.&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Brewer&amp;diff=3217</id>
		<title>40d:Brewer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Brewer&amp;diff=3217"/>
		<updated>2007-10-31T16:23:11Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: Process and skill effects for brewing (should some of this go under &amp;quot;still&amp;quot; or &amp;quot;alcohol?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every dwarf's best friend! Brewers brew various plants into alcoholic beverages, such as ale, beer, and other spirits. Since most dwarves need alcohol to get through the workday, this is a very important skill.&lt;br /&gt;
&lt;br /&gt;
Brewers need a [[still]], a brewable [[plant]], and at least one empty [[barrel]] in order to brew drinks. &lt;br /&gt;
&lt;br /&gt;
Regardless of skill, a brewer produces five units of alcohol for each unit of brewable plant. Because of crop stacking, this allows brewers and highly talented herbalists and growers (who are more likely to produce larger plant stacks) to synergize well, and can quickly lead to [[cluttered]] stills. A brewer will turn &amp;quot;[[Plump Helmet]]&amp;quot; into &amp;quot;[[Dwarven Wine]] [5]&amp;quot;, and will turn &amp;quot;Plump Helmet [5]&amp;quot; into &amp;quot;Dwarven Wine [25].&amp;quot; Both actions fill one empty barrel (despite their different quantities), and presumably take the same amount of time to brew.&lt;br /&gt;
&lt;br /&gt;
As brewers become more skilled, they work faster. Although alcohol has no listed item quality, it is also presumed that brewer skill level creates a hidden quality level for alcohol, since dwarven thoughts and preferences often mention high-quality drinks.&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2853</id>
		<title>40d:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2853"/>
		<updated>2007-10-30T23:24:44Z</updated>

		<summary type="html">&lt;p&gt;Brent Not Broken: Noted soil lists in the fortress selection page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soil is the name for the various kinds of ground that can be planted on without [[irrigation]]. Someone should add a list of them here.&lt;br /&gt;
&lt;br /&gt;
Farmable soils:&lt;br /&gt;
*Loam&lt;br /&gt;
*Silt&lt;br /&gt;
*Sand&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only plant cave flora if the tile is marked &amp;quot;Indoors&amp;quot; (this may be checked with the &amp;quot;k&amp;quot; function).&lt;br /&gt;
&lt;br /&gt;
Also note that soil cannot be smoothed or engraved, so you probably should not build any bedrooms or dining rooms on the first two underground levels.  Digging into soil does not generate any byproduct materials, unlike rock.&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to rock types, soil type names appear in the same shade of brown as farm plots, and are usually closest to the top of the list (presumably, closest to the surface of the ground.)&lt;/div&gt;</summary>
		<author><name>Brent Not Broken</name></author>
	</entry>
</feed>