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	<updated>2026-05-31T07:34:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=126891</id>
		<title>v0.31:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=126891"/>
		<updated>2010-09-01T21:55:37Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* Tamed tigermen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:19, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Tigerman&lt;br /&gt;
|symbol=T|color=6:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Tropical forest}}s&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}s&lt;br /&gt;
* {{L|Wetland|Tropical freshwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Tropical saltwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Mangrove swamp}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''An orange striped man with the head of a tiger.''&lt;br /&gt;
&lt;br /&gt;
'''Tigermen''' (half man, half tiger) are the {{catlink|humanoids|anthropomorphic}} (or human-like) relatives of {{l|tiger}}s, often inhabiting {{l|forest#Tropical dry broadleaf forests |tropical forests}} and {{l|wetland|coastal/wetland}} {{l|biome|areas}}.  They are large, predatory carnivores that can present {{l|fun|a significant threat}} to an unarmed {{l|dwarf}}.&lt;br /&gt;
&lt;br /&gt;
==Tamed tigermen==&lt;br /&gt;
&lt;br /&gt;
As of version 31.12, {{L|Elves|Elven}} merchants will sometimes bring tamed (enslaved?) Tigermen to {{l|trade}}. Often, these tigermen have various skills, similar to those of {{L|migrant}}s. This is due to the combination of the Tigerman's [PET] and [CAN_LEARN] tags, and also results in dwarves being able to tame Tigermen without a {{L|dungeon master}}.&lt;br /&gt;
&lt;br /&gt;
Tamed tigermen will die of dehydration or hunger if left in their cages. Once released, they will wander around the fortress much like any other domestic animal, even having (named!) offspring.  Goblin {{L|thief|snatchers}} consider Stray Tigerman Cubs (Tame) a valid target for kidnapping. While mingling with your dwarves, Tigermen will gain conversational skills. They can be designated for {{L|butcher}}y, but will never actually be struck down as dwarves refuse to eat intelligent creatures. &lt;br /&gt;
&lt;br /&gt;
Tigermen can be assigned to ropes and cages, but if they cannot reach water or food they will die. {{L|restraint|Tying}} Tigermen up next to a water source works, as long as they have a food stockpile nearby. For whatever reason, Tigermen cannot use {{L|well}}s suspended more than one {{L|z-level}} above water, so keep that in mind when deciding where to place them.&lt;br /&gt;
&lt;br /&gt;
They will also (apparently) refuse to eat anything that isn't meat, so make sure to butcher an animal every so often or they'll turn starving. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Make_your_own_weapons&amp;diff=126503</id>
		<title>v0.31:Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Make_your_own_weapons&amp;diff=126503"/>
		<updated>2010-08-28T23:28:22Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Since anvils only cost 100 embark points now, making your own weapons is easier than it was before. Also, your training axe (which somehow fells trees) can be made at the {{L | Carpenter's workshop}} (and a better one forged later with the abundance of minerals), so only one copper nugget and one anvil, and one stone is needed for a minimalist/survivor build.&lt;br /&gt;
&lt;br /&gt;
The embark savings are very high now, as buying the default pick and axe costs 112 embark points, the same as the anvil and two copper nuggets (and with the second deal, you get an anvil for making whatever!). The training axes at embark save a lot, only costing 61 with the pick. The anvil, one wood, and one copper nugget only cost 109 points, only 48 points more expensive (and as before, you get an anvil).&lt;br /&gt;
&lt;br /&gt;
==Bring Bronze Supplies==&lt;br /&gt;
The basic item selection in &amp;quot;Prepare for the journey carefully&amp;quot; comes with two copper picks (at 44 points each), two copper battle axes (68 points each), and an iron anvil.  Since copper ore and cassiterite costs 6 points a piece, and wood costs 3 points per log, you can carry the supplies for SIX bronze items for the cost of one of those copper battle axes:&lt;br /&gt;
* 3 copper ore (any type):  18 points&lt;br /&gt;
* 3 {{l|cassiterite}}:  18 points&lt;br /&gt;
* 3 wood (to be converted to charcoal and then used to smelt the bronze):  9 points&lt;br /&gt;
* 6 wood (for charcoal, and then to forge each item):  18 points&lt;br /&gt;
* Total:  63 points&lt;br /&gt;
If you've got the patience, then you can add in {{l|bituminous coal}} at 3 points per piece and save on wood:&lt;br /&gt;
* metal ore as above:  36 points&lt;br /&gt;
* 1 wood (to be converted to charcoal and then used to smelt the first coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the other coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the bronze):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to forge each item):  6 points&lt;br /&gt;
* Total:  51 points&lt;br /&gt;
If you don't mind spending slightly more, you can replace some of your ore with Bismuthinite and make 8 bismuth bronze items for an even greater savings:&lt;br /&gt;
*4 copper ore (any type): 24 points&lt;br /&gt;
*2 {{l|cassiterite}}:12 points&lt;br /&gt;
*2 {{l|bismuthinite}}6 points&lt;br /&gt;
*Total: 70 if you go the coal route (you'll need two additional coal), for 8 bismuth bronze items.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these plans don't include the cost of any skills, or of any reusable tools.  You don't need the skills - an untrained dwarf will produce gear every bit as good as what you buy, although it may take some time.  And the reusable tools, such as an anvil and the stones you need to build the furnaces, are REUSABLE;  you should be bringing the anvil at the very least.&lt;br /&gt;
&lt;br /&gt;
==Steel Supplies are Expensive==&lt;br /&gt;
Unfortunately, iron ores will cost you 24 points each, so if you're hoping to go directly for steel equipment, be prepared to spend:&lt;br /&gt;
* 2 iron ore (any type):  48 points&lt;br /&gt;
* 2 flux (any type):  12 points&lt;br /&gt;
* 2 wood (for charcoal, and then to smelt the iron):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to make pig iron):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to make the steel):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to forge each item):  6 points&lt;br /&gt;
* Total:  84 points&lt;br /&gt;
Coal does help, if your civilization has it:&lt;br /&gt;
* iron ore/flux as above:  60 points&lt;br /&gt;
* 1 wood (for charcoal, and then to smelt coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt iron/pig iron):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to smelt steel/forge items):  6 points&lt;br /&gt;
* Total:  75 points&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Make_your_own_weapons&amp;diff=126496</id>
		<title>v0.31:Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Make_your_own_weapons&amp;diff=126496"/>
		<updated>2010-08-28T22:45:53Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Since anvils only cost 100 embark points now, making your own weapons is easier than it was before. Also, your training axe (which somehow fells trees) can be made at the {{L | Carpenter's workshop}} (and a better one forged later with the abundance of minerals), so only one copper nugget and one anvil, and one stone is needed for a minimalist/survivor build.&lt;br /&gt;
&lt;br /&gt;
The embark savings are very high now, as buying the default pick and axe costs 112 embark points, the same as the anvil and two copper nuggets (and with the second deal, you get an anvil for making whatever!). The training axes at embark save a lot, only costing 61 with the pick. The anvil, one wood, and one copper nugget only cost 109 points, only 48 points more expensive (and as before, you get an anvil).&lt;br /&gt;
&lt;br /&gt;
==Bring Bronze Supplies==&lt;br /&gt;
The basic item selection in &amp;quot;Prepare for the journey carefully&amp;quot; comes with two copper picks (at 44 points each), two copper battle axes (68 points each), and an iron anvil.  Since copper ore and cassiterite costs 6 points a piece, and wood costs 3 points per log, you can carry the supplies for SIX bronze items for the cost of one of those copper battle axes:&lt;br /&gt;
* 3 copper ore (any type):  18 points&lt;br /&gt;
* 3 {{l|cassiterite}}:  18 points&lt;br /&gt;
* 3 wood (to be converted to charcoal and then used to smelt the bronze):  9 points&lt;br /&gt;
* 6 wood (for charcoal, and then to forge each item):  18 points&lt;br /&gt;
* Total:  63 points&lt;br /&gt;
If you've got the patience, then you can add in {{l|bituminous coal}} at 3 points per piece and save on wood:&lt;br /&gt;
* metal ore as above:  36 points&lt;br /&gt;
* 1 wood (to be converted to charcoal and then used to smelt the first coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the other coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the bronze):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to forge each item):  6 points&lt;br /&gt;
* Total:  51 points&lt;br /&gt;
If you don't mind spending slightly more, you can replace some of your ore with Bismuthinite and make 8 bismuth bronze items for an even greater savings:&lt;br /&gt;
*4 copper ore (any type): 24 points&lt;br /&gt;
*2 {{l|cassiterite}}:12 points&lt;br /&gt;
*2 {{l|bismuthinite}}6 points&lt;br /&gt;
*Total: 69 if you go the wood route, 64 if you go the coal route, for two additional items.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these plans don't include the cost of any skills, or of any reusable tools.  You don't need the skills - an untrained dwarf will produce gear every bit as good as what you buy, although it may take some time.  And the reusable tools, such as an anvil and the stones you need to build the furnaces, are REUSABLE;  you should be bringing the anvil at the very least.&lt;br /&gt;
&lt;br /&gt;
==Steel Supplies are Expensive==&lt;br /&gt;
Unfortunately, iron ores will cost you 24 points each, so if you're hoping to go directly for steel equipment, be prepared to spend:&lt;br /&gt;
* 2 iron ore (any type):  48 points&lt;br /&gt;
* 2 flux (any type):  12 points&lt;br /&gt;
* 2 wood (for charcoal, and then to smelt the iron):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to make pig iron):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to make the steel):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to forge each item):  6 points&lt;br /&gt;
* Total:  84 points&lt;br /&gt;
Coal does help, if your civilization has it:&lt;br /&gt;
* iron ore/flux as above:  60 points&lt;br /&gt;
* 1 wood (for charcoal, and then to smelt coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt iron/pig iron):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to smelt steel/forge items):  6 points&lt;br /&gt;
* Total:  75 points&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:How_to_correctly_start_fortress_mode&amp;diff=116650</id>
		<title>v0.31 Talk:How to correctly start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:How_to_correctly_start_fortress_mode&amp;diff=116650"/>
		<updated>2010-06-02T17:49:00Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is this page supposed to be anyway? Is it supposed to be a tutorial on how to start FM easily or is it supposed to be a complete guide to setting up FM?--[[User:Gullydwarf|Gullydwarf]] 00:20, 6 April 2010 (UTC)&lt;br /&gt;
:Please sign your talk page contributions!  Anyway, check out the 40d page for how this page was formerly interpreted.  That said, its one of a few similarly purposed pages, and it may be worth condensing and rethinking their purposes. --[[User:Squirrelloid|Squirrelloid]] 08:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ok, i did a quick survey of guides from 40d.  First, the 40d equivalent page got thankfully redirected to [[40d:How to safely start fortress mode]], which is a better title, at least.  What follows is a list of starting guide pages from 40d - we should probably condense this number quite a lot in the new version and redirect all the other names to either appropriate guides OR to an indexing page for guides. &lt;br /&gt;
&lt;br /&gt;
:List of 40d starting guide pages&lt;br /&gt;
::*[[40d:How to safely start fortress mode]]&lt;br /&gt;
::*[[40d:Quickstart guide]]&lt;br /&gt;
::*[[40d:Starting build design]]&lt;br /&gt;
::*[[40d:Starting build]]&lt;br /&gt;
::*[[40d:Your first fortress]]&lt;br /&gt;
::...plus...&lt;br /&gt;
::*[[40d:What should I build first]]&lt;br /&gt;
::*[[40d:Indecisive's illustrated fortress mode tutorial]]&lt;br /&gt;
::*[[Savok's first fortress playthrough]]&lt;br /&gt;
::*[[40d:Important advice]]&lt;br /&gt;
::*''(and don't forget Captain Duck's video tutorials, from the [[forums]]!)''&lt;br /&gt;
&lt;br /&gt;
:Recommend 3 guide pages: Embark Now Guide (as a guide to what happens if you embark without preparing carefully), Quickstart Guide (a relatively safe guide to help someone who's new to the game, with downloadable save), and Starting build design (a theory discussion about the components of a starting build).  Recommend these be indexed somewhere, likely a page which discusses the mechanics of creating a new world, new game, etc... (I cannot for the life of me remember what the 40d page was called that did that).&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 08:32, 5 April 2010 (UTC)&lt;br /&gt;
::Starting build design now redirects to [[DF2010:Starting build]]. Your first fortress redirects to [[DF2010:Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You missed a few - I took the liberty of adding them, above. ''(And wasn't there another - &amp;quot;how to get through the first year&amp;quot;? Something like that???)''&lt;br /&gt;
&lt;br /&gt;
You're looking at the sort of global paradigm change that I tackled in the [[defense guide]] cluster (and some others, like armor and then weapons).  Right now we have years of personal spins and (overly?)specific strategies piled upon good core advice with no sense of where any one article was headed, nor heed for the others. I agree 100%, this needs to be done - but it will take some planning, and then a big, bold move all at once. ''(I saved my intermediate edits offline, then had all the pages open at the same time and Saved them all at once (and work others' intermediate edits in), to avoid interference half-way through the transition.)''&lt;br /&gt;
&lt;br /&gt;
3 articles won't do it - (most of) those pages are each filling a specific and distinct function. The problem is that they're not well defined, and so have overgrown their bounds and are stepping on each others' toes.&lt;br /&gt;
&lt;br /&gt;
I would suggest, working chronologically through the game:&lt;br /&gt;
:*1) &amp;quot;'''map page'''&amp;quot; article - on the screen where you select a spot, the maps, how to use.  Includes basic considerations for choosing a location, how those impact future gameplay, but no specific/detailed advice on &amp;quot;how to&amp;quot; prepare for those. Everything leading up to pushing the button &amp;quot;embark&amp;quot;. This will be a major article by itself, but is all tied together.&lt;br /&gt;
:*2) &amp;quot;'''embark'''&amp;quot; article - how to use this sub-menu. How to the P = Points work, how to Save an embark template. Can also put &amp;quot;Play now&amp;quot; at the bottom, because that's a lock (and will link well to the next article...)&lt;br /&gt;
:*3) &amp;quot;'''Starting Build'''&amp;quot; - Considerations on skills, items, matching skills w/ personalities/preferences - all that crap - what most of that article is now. Lead with a statement that &amp;quot;This article is for the intermediate player, and assumes you know how to use the [[embark]] sub-menu...&amp;quot; Direct newbies to #4-#5. (Somewhere in &amp;quot;starting build&amp;quot; is a statement to the effect that &amp;quot;You need experience to make these decisions, so don't worry too much about it the first time&amp;quot; - &amp;quot;Your first fortress&amp;quot; is where they get that.&lt;br /&gt;
::*3.1) [[40d:Starting build design]] is needed as a clearing house to keep the above &amp;quot;as clean as possible&amp;quot;, and avoid personal futzing.&lt;br /&gt;
:*4) &amp;quot;'''Your first fortress, 2010'''&amp;quot; - This article started as a global interface manual more than a &amp;quot;how to survive&amp;quot; guide. &amp;quot;Lose&amp;quot; is expected, but not before the player gets enough of a feel for the controls, rhythms and dwarves that they can then make some educated choices on #3 for their next.  I read this before my first fortress, and referred to it often as it gave practical, consolidated advice about multi-faceted tasks like &amp;quot;creating military&amp;quot; - which even then was far more than just {{k|v}}, {{k|p}}, {{k|A}}. &lt;br /&gt;
::*4.1) &amp;quot;'''Quickstart'''&amp;quot; article w/ downloadable map (partially dug), safe and sane, w/ walkthrough step-by-step guide. All the basics (altho' w/ [[squad]]s and [[alert]]s and [[burrow]]s, this is MUCH more complex than &amp;quot;the basics&amp;quot; were before!).  Again, just a hand-holding walk-through of how the game works, nothing fancier than building a wall and designating some military to train/guard, and the first traders (maybe start in early Summer, just before 1st migrants?!).  Have example of safe entrance, levers in place, centralized Dining Hall with nearby farm plots, an irrigation system - examples of &amp;quot;best practices&amp;quot; throughout. &amp;quot;Just enough&amp;quot;.&lt;br /&gt;
:5) &amp;quot;'''how to get through the first year'''/how to safely start a fortress&amp;quot; - a no-brainer, low-risk, zero-trickiness (i.e., no personal favorites or fancy tips), nut-and-bolt step-by-step intro strategy guide to avoiding the face-palm newbie versions of LOSE. Make it clear in the Intro that this is all it is.  Take them up to the expect Spring migrant flood. Some of this will overlap other &amp;quot;guide&amp;quot; articles, but this is a global overview (and not overly specific nor philosophical, and refers to those.)&lt;br /&gt;
::5.1) An abbreviated version of this is '''[[40d:What should I build first]]''' - same info, far less narrative/considerations. Simple &amp;quot;do X!&amp;quot; rather than ''&amp;quot;consider X, Y and Z and your playstyle...&amp;quot;.'' (This attempts to avoid the sort of personal perspective, anecdotal observations and narrative that invited all the different &amp;quot;my fortress walkthrough&amp;quot; efforts.) If a player doesn't want to hear your voice, just what you have to say, this is the one they want.  But it '''needs''' a diff name.&lt;br /&gt;
&lt;br /&gt;
(I'd also rename &amp;quot;important advice&amp;quot; to &amp;quot;tips and tricks&amp;quot; - better feel for my money.)&lt;br /&gt;
&lt;br /&gt;
Though, that said, if you see a different vision, something that covers all the bases without (too much) redundancy or loss of information, go with it! --[[User:Albedo|Albedo]] 20:05, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok, so going through your list of things, it sounds like 1,2, and 4 are not guides per se.  I agree, they should exist, they weren't really what I was thinking about when i was being dismayed about the guide proliferation, and they should be strictly kept away from being 'guides' and to being descriptions of options.  (By guide i mean suggested course of action rather than explanation of how to do things - otherwise every page on this wiki is a guide).&lt;br /&gt;
:I really don't see a need for as many guide pages as you have.  One quickstart tutorial, one newbie guide to not die (too fast), and one theoretical guide aimed at more advanced players.  The Quickstart would cover any need for a narrative guide, imo.&lt;br /&gt;
:I really don't think we need starting build design.  If people want to post the starting builds they personally like, they have User pages to do that with.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 14:07, 7 April 2010 (UTC)&lt;br /&gt;
::Unfortunately, history disagrees with that last - users add their personal &amp;quot;suggestions&amp;quot; to the various articles, like it or not - and some are not bad. &amp;quot;_____ Design&amp;quot; pages have taken up that slack, and there's nothing to lose by having one in this case.&lt;br /&gt;
::So, if &amp;quot;Guide&amp;quot; = &amp;quot;good/advised practices&amp;quot; vs &amp;quot;how controls work&amp;quot;, then yes, that leaves 3 &amp;amp; 5, a Guide on Starting Build and another on &amp;quot;How not to make the predictable newbie mistakes&amp;quot;.  (The only diff between 5 &amp;amp; 5.1 is style - one is chatty, narrative and thorough, and the other is more direct, without explanation or philosophy.  Not every newbie(ish) wants to slog thru the longer version when a checklist will do.)&lt;br /&gt;
::And many of those are degrees of what you're talking about - the &amp;quot;safe start&amp;quot; guide is a no-brainer, no philosophy, &amp;quot;do it this way and you won't fail&amp;quot; suggestion for the ultra-new, ultra-nervous type. Others who are equally new don't want to be told what to do and handed a package, so jump to one of the &amp;quot;discussion&amp;quot; type, the &amp;quot;here's why&amp;quot; explanations. Still others have their own ideas, and so just want a checklist, something very basic. Each serves a purpose, a different &amp;quot;clientele&amp;quot; if you will.&lt;br /&gt;
::The problem with axing too many is multi-fold - 1), it risks losing information (in the form of valid advice), which is never desirable; b) it risks bloat, by trying to create too large of an umbrella for a given &amp;quot;area of discussion&amp;quot; (remember, others will add in your footsteps), and iii) it assumes there is only 1 style that is appropriate - we didn't end up with 3+ interpretations of &amp;quot;fortress&amp;quot; guides because the first wasn't complete, we got them because it wasn't the way some users saw it &amp;quot;best&amp;quot; being presented.  &lt;br /&gt;
::That last can be disregarded - you write in your style, everyone else is welcome to do in their's.  But the second (compounded by the first) are key - a Guide on &amp;quot;where to embark&amp;quot;, another on &amp;quot;what items/skills mix to bring&amp;quot;, another on &amp;quot;How not to lose like a n00b&amp;quot;, and your &amp;quot;Pro tips&amp;quot; guide - I see those four, ''at least''. But your project, your sweat - if you can shoehorn all the info in, then the worst that will happen is someone else will come along later and split something off into its own article.--[[User:Albedo|Albedo]] 21:15, 7 April 2010 (UTC)&lt;br /&gt;
:::A thought - since we can use section shortcuts within a page, why not combine the narrative and list style approach on one page.  The top section is a list, and each list item hyperlinks down to a more explicit description/narrative that is a subsection of the second section.  This fills both needs (someone looking for just a list can just read the top.  Someone looking for a narrative can read the entire page, and someone who needs more than a list on just particular parts can be directed to the narrative she wants). --[[User:Squirrelloid|Squirrelloid]] 08:47, 8 April 2010 (UTC)&lt;br /&gt;
If this page is going to become a redirect, then my question is who will ever search for &amp;quot;how to correctly start fortress mode&amp;quot; anyway?&amp;lt;br /&amp;gt;&lt;br /&gt;
Whatever, I think 1), 2) and 3) are ok, probably a extra page for the usage of the side finder. I don´t think we need a starting build design page. Starting build should exactly cover this with some selected felxible starting builds for different situations (evel biomes etc.). Other starting builds by some users could be linked from there, because everyone has it's own ideas. Keep the page simple.&amp;lt;br /&amp;gt;&lt;br /&gt;
I don´t think all of 4), 4.1), 5) and 5.1) are needed. The more of these pages exist the less they help. Just one page that helps a new player to start DF for the first time.&lt;br /&gt;
--[[Special:Contributions/145.228.2.96|145.228.2.96]] 13:17, 19 April 2010 (UTC)&lt;br /&gt;
:The name is someone's idea of &amp;quot;appropriate&amp;quot; - meh, I hate it - it assumes/implies there is only one &amp;quot;correct&amp;quot; way, and this is it.  However, as a historical document (esp the talk page), it should remain, even if only as a redirect. (Also cuts down on link-fixing labor).  See [[fortress defense]].&amp;lt;br /&amp;gt;&lt;br /&gt;
As for how many &amp;quot;should&amp;quot; exist - as many as editors want. There is no max.  Each has a significantly different approach - significant enough.  Even as a vanity page, some of the &amp;quot;My Guide&amp;quot; versions have something to add, if only a different voice.--[[User:Albedo|Albedo]] 04:25, 20 April 2010 (UTC)&lt;br /&gt;
:I disagree. It's not about having a maximum number but about having a minimum of redudancy. The focus of this wiki should be to provide a consolidated ressource of information for DF players. Of course everyone has different opinions. But there should '''not''' be one starting guide per user but one main page: especially for the subject how to start DF.&lt;br /&gt;
:As I startet DF there where a lot of information about the same subjects and I had many problems to find out what is important and what not. If there are different opinions then let's add them as option whith a reason why to take one or another.&lt;br /&gt;
:By the way, at the moment I tend to one tutorial page like &amp;quot;learning DF&amp;quot;, explaining how important things work, maybe with [[losing|fun]]-parts or an [[losing|fun]]-ending. And another one like &amp;quot;first fortress&amp;quot; helping the player through the first years, but not more. --[[User:Kami|Kami]] 12:20, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
thought -- it might be worth it to have, either as part of the &amp;quot;your first fortress&amp;quot; article or as a fifth category, a basic guide to burrows, military, and defensive planning. Those areas are complicated enough now that a new player is going to need some serious handholding, and I can see a *huge* amount of frustration hitting new players who get through their first year or two just fine, following all the guides, just to get half their fort slain by the first group of goblin ambushers that happens along.[[User:Calenth|Calenth]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:How_to_correctly_start_fortress_mode&amp;diff=116648</id>
		<title>v0.31 Talk:How to correctly start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:How_to_correctly_start_fortress_mode&amp;diff=116648"/>
		<updated>2010-06-02T17:48:44Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is this page supposed to be anyway? Is it supposed to be a tutorial on how to start FM easily or is it supposed to be a complete guide to setting up FM?--[[User:Gullydwarf|Gullydwarf]] 00:20, 6 April 2010 (UTC)&lt;br /&gt;
:Please sign your talk page contributions!  Anyway, check out the 40d page for how this page was formerly interpreted.  That said, its one of a few similarly purposed pages, and it may be worth condensing and rethinking their purposes. --[[User:Squirrelloid|Squirrelloid]] 08:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ok, i did a quick survey of guides from 40d.  First, the 40d equivalent page got thankfully redirected to [[40d:How to safely start fortress mode]], which is a better title, at least.  What follows is a list of starting guide pages from 40d - we should probably condense this number quite a lot in the new version and redirect all the other names to either appropriate guides OR to an indexing page for guides. &lt;br /&gt;
&lt;br /&gt;
:List of 40d starting guide pages&lt;br /&gt;
::*[[40d:How to safely start fortress mode]]&lt;br /&gt;
::*[[40d:Quickstart guide]]&lt;br /&gt;
::*[[40d:Starting build design]]&lt;br /&gt;
::*[[40d:Starting build]]&lt;br /&gt;
::*[[40d:Your first fortress]]&lt;br /&gt;
::...plus...&lt;br /&gt;
::*[[40d:What should I build first]]&lt;br /&gt;
::*[[40d:Indecisive's illustrated fortress mode tutorial]]&lt;br /&gt;
::*[[Savok's first fortress playthrough]]&lt;br /&gt;
::*[[40d:Important advice]]&lt;br /&gt;
::*''(and don't forget Captain Duck's video tutorials, from the [[forums]]!)''&lt;br /&gt;
&lt;br /&gt;
:Recommend 3 guide pages: Embark Now Guide (as a guide to what happens if you embark without preparing carefully), Quickstart Guide (a relatively safe guide to help someone who's new to the game, with downloadable save), and Starting build design (a theory discussion about the components of a starting build).  Recommend these be indexed somewhere, likely a page which discusses the mechanics of creating a new world, new game, etc... (I cannot for the life of me remember what the 40d page was called that did that).&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 08:32, 5 April 2010 (UTC)&lt;br /&gt;
::Starting build design now redirects to [[DF2010:Starting build]]. Your first fortress redirects to [[DF2010:Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You missed a few - I took the liberty of adding them, above. ''(And wasn't there another - &amp;quot;how to get through the first year&amp;quot;? Something like that???)''&lt;br /&gt;
&lt;br /&gt;
You're looking at the sort of global paradigm change that I tackled in the [[defense guide]] cluster (and some others, like armor and then weapons).  Right now we have years of personal spins and (overly?)specific strategies piled upon good core advice with no sense of where any one article was headed, nor heed for the others. I agree 100%, this needs to be done - but it will take some planning, and then a big, bold move all at once. ''(I saved my intermediate edits offline, then had all the pages open at the same time and Saved them all at once (and work others' intermediate edits in), to avoid interference half-way through the transition.)''&lt;br /&gt;
&lt;br /&gt;
3 articles won't do it - (most of) those pages are each filling a specific and distinct function. The problem is that they're not well defined, and so have overgrown their bounds and are stepping on each others' toes.&lt;br /&gt;
&lt;br /&gt;
I would suggest, working chronologically through the game:&lt;br /&gt;
:*1) &amp;quot;'''map page'''&amp;quot; article - on the screen where you select a spot, the maps, how to use.  Includes basic considerations for choosing a location, how those impact future gameplay, but no specific/detailed advice on &amp;quot;how to&amp;quot; prepare for those. Everything leading up to pushing the button &amp;quot;embark&amp;quot;. This will be a major article by itself, but is all tied together.&lt;br /&gt;
:*2) &amp;quot;'''embark'''&amp;quot; article - how to use this sub-menu. How to the P = Points work, how to Save an embark template. Can also put &amp;quot;Play now&amp;quot; at the bottom, because that's a lock (and will link well to the next article...)&lt;br /&gt;
:*3) &amp;quot;'''Starting Build'''&amp;quot; - Considerations on skills, items, matching skills w/ personalities/preferences - all that crap - what most of that article is now. Lead with a statement that &amp;quot;This article is for the intermediate player, and assumes you know how to use the [[embark]] sub-menu...&amp;quot; Direct newbies to #4-#5. (Somewhere in &amp;quot;starting build&amp;quot; is a statement to the effect that &amp;quot;You need experience to make these decisions, so don't worry too much about it the first time&amp;quot; - &amp;quot;Your first fortress&amp;quot; is where they get that.&lt;br /&gt;
::*3.1) [[40d:Starting build design]] is needed as a clearing house to keep the above &amp;quot;as clean as possible&amp;quot;, and avoid personal futzing.&lt;br /&gt;
:*4) &amp;quot;'''Your first fortress, 2010'''&amp;quot; - This article started as a global interface manual more than a &amp;quot;how to survive&amp;quot; guide. &amp;quot;Lose&amp;quot; is expected, but not before the player gets enough of a feel for the controls, rhythms and dwarves that they can then make some educated choices on #3 for their next.  I read this before my first fortress, and referred to it often as it gave practical, consolidated advice about multi-faceted tasks like &amp;quot;creating military&amp;quot; - which even then was far more than just {{k|v}}, {{k|p}}, {{k|A}}. &lt;br /&gt;
::*4.1) &amp;quot;'''Quickstart'''&amp;quot; article w/ downloadable map (partially dug), safe and sane, w/ walkthrough step-by-step guide. All the basics (altho' w/ [[squad]]s and [[alert]]s and [[burrow]]s, this is MUCH more complex than &amp;quot;the basics&amp;quot; were before!).  Again, just a hand-holding walk-through of how the game works, nothing fancier than building a wall and designating some military to train/guard, and the first traders (maybe start in early Summer, just before 1st migrants?!).  Have example of safe entrance, levers in place, centralized Dining Hall with nearby farm plots, an irrigation system - examples of &amp;quot;best practices&amp;quot; throughout. &amp;quot;Just enough&amp;quot;.&lt;br /&gt;
:5) &amp;quot;'''how to get through the first year'''/how to safely start a fortress&amp;quot; - a no-brainer, low-risk, zero-trickiness (i.e., no personal favorites or fancy tips), nut-and-bolt step-by-step intro strategy guide to avoiding the face-palm newbie versions of LOSE. Make it clear in the Intro that this is all it is.  Take them up to the expect Spring migrant flood. Some of this will overlap other &amp;quot;guide&amp;quot; articles, but this is a global overview (and not overly specific nor philosophical, and refers to those.)&lt;br /&gt;
::5.1) An abbreviated version of this is '''[[40d:What should I build first]]''' - same info, far less narrative/considerations. Simple &amp;quot;do X!&amp;quot; rather than ''&amp;quot;consider X, Y and Z and your playstyle...&amp;quot;.'' (This attempts to avoid the sort of personal perspective, anecdotal observations and narrative that invited all the different &amp;quot;my fortress walkthrough&amp;quot; efforts.) If a player doesn't want to hear your voice, just what you have to say, this is the one they want.  But it '''needs''' a diff name.&lt;br /&gt;
&lt;br /&gt;
(I'd also rename &amp;quot;important advice&amp;quot; to &amp;quot;tips and tricks&amp;quot; - better feel for my money.)&lt;br /&gt;
&lt;br /&gt;
Though, that said, if you see a different vision, something that covers all the bases without (too much) redundancy or loss of information, go with it! --[[User:Albedo|Albedo]] 20:05, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok, so going through your list of things, it sounds like 1,2, and 4 are not guides per se.  I agree, they should exist, they weren't really what I was thinking about when i was being dismayed about the guide proliferation, and they should be strictly kept away from being 'guides' and to being descriptions of options.  (By guide i mean suggested course of action rather than explanation of how to do things - otherwise every page on this wiki is a guide).&lt;br /&gt;
:I really don't see a need for as many guide pages as you have.  One quickstart tutorial, one newbie guide to not die (too fast), and one theoretical guide aimed at more advanced players.  The Quickstart would cover any need for a narrative guide, imo.&lt;br /&gt;
:I really don't think we need starting build design.  If people want to post the starting builds they personally like, they have User pages to do that with.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 14:07, 7 April 2010 (UTC)&lt;br /&gt;
::Unfortunately, history disagrees with that last - users add their personal &amp;quot;suggestions&amp;quot; to the various articles, like it or not - and some are not bad. &amp;quot;_____ Design&amp;quot; pages have taken up that slack, and there's nothing to lose by having one in this case.&lt;br /&gt;
::So, if &amp;quot;Guide&amp;quot; = &amp;quot;good/advised practices&amp;quot; vs &amp;quot;how controls work&amp;quot;, then yes, that leaves 3 &amp;amp; 5, a Guide on Starting Build and another on &amp;quot;How not to make the predictable newbie mistakes&amp;quot;.  (The only diff between 5 &amp;amp; 5.1 is style - one is chatty, narrative and thorough, and the other is more direct, without explanation or philosophy.  Not every newbie(ish) wants to slog thru the longer version when a checklist will do.)&lt;br /&gt;
::And many of those are degrees of what you're talking about - the &amp;quot;safe start&amp;quot; guide is a no-brainer, no philosophy, &amp;quot;do it this way and you won't fail&amp;quot; suggestion for the ultra-new, ultra-nervous type. Others who are equally new don't want to be told what to do and handed a package, so jump to one of the &amp;quot;discussion&amp;quot; type, the &amp;quot;here's why&amp;quot; explanations. Still others have their own ideas, and so just want a checklist, something very basic. Each serves a purpose, a different &amp;quot;clientele&amp;quot; if you will.&lt;br /&gt;
::The problem with axing too many is multi-fold - 1), it risks losing information (in the form of valid advice), which is never desirable; b) it risks bloat, by trying to create too large of an umbrella for a given &amp;quot;area of discussion&amp;quot; (remember, others will add in your footsteps), and iii) it assumes there is only 1 style that is appropriate - we didn't end up with 3+ interpretations of &amp;quot;fortress&amp;quot; guides because the first wasn't complete, we got them because it wasn't the way some users saw it &amp;quot;best&amp;quot; being presented.  &lt;br /&gt;
::That last can be disregarded - you write in your style, everyone else is welcome to do in their's.  But the second (compounded by the first) are key - a Guide on &amp;quot;where to embark&amp;quot;, another on &amp;quot;what items/skills mix to bring&amp;quot;, another on &amp;quot;How not to lose like a n00b&amp;quot;, and your &amp;quot;Pro tips&amp;quot; guide - I see those four, ''at least''. But your project, your sweat - if you can shoehorn all the info in, then the worst that will happen is someone else will come along later and split something off into its own article.--[[User:Albedo|Albedo]] 21:15, 7 April 2010 (UTC)&lt;br /&gt;
:::A thought - since we can use section shortcuts within a page, why not combine the narrative and list style approach on one page.  The top section is a list, and each list item hyperlinks down to a more explicit description/narrative that is a subsection of the second section.  This fills both needs (someone looking for just a list can just read the top.  Someone looking for a narrative can read the entire page, and someone who needs more than a list on just particular parts can be directed to the narrative she wants). --[[User:Squirrelloid|Squirrelloid]] 08:47, 8 April 2010 (UTC)&lt;br /&gt;
If this page is going to become a redirect, then my question is who will ever search for &amp;quot;how to correctly start fortress mode&amp;quot; anyway?&amp;lt;br /&amp;gt;&lt;br /&gt;
Whatever, I think 1), 2) and 3) are ok, probably a extra page for the usage of the side finder. I don´t think we need a starting build design page. Starting build should exactly cover this with some selected felxible starting builds for different situations (evel biomes etc.). Other starting builds by some users could be linked from there, because everyone has it's own ideas. Keep the page simple.&amp;lt;br /&amp;gt;&lt;br /&gt;
I don´t think all of 4), 4.1), 5) and 5.1) are needed. The more of these pages exist the less they help. Just one page that helps a new player to start DF for the first time.&lt;br /&gt;
--[[Special:Contributions/145.228.2.96|145.228.2.96]] 13:17, 19 April 2010 (UTC)&lt;br /&gt;
:The name is someone's idea of &amp;quot;appropriate&amp;quot; - meh, I hate it - it assumes/implies there is only one &amp;quot;correct&amp;quot; way, and this is it.  However, as a historical document (esp the talk page), it should remain, even if only as a redirect. (Also cuts down on link-fixing labor).  See [[fortress defense]].&amp;lt;br /&amp;gt;&lt;br /&gt;
As for how many &amp;quot;should&amp;quot; exist - as many as editors want. There is no max.  Each has a significantly different approach - significant enough.  Even as a vanity page, some of the &amp;quot;My Guide&amp;quot; versions have something to add, if only a different voice.--[[User:Albedo|Albedo]] 04:25, 20 April 2010 (UTC)&lt;br /&gt;
:I disagree. It's not about having a maximum number but about having a minimum of redudancy. The focus of this wiki should be to provide a consolidated ressource of information for DF players. Of course everyone has different opinions. But there should '''not''' be one starting guide per user but one main page: especially for the subject how to start DF.&lt;br /&gt;
:As I startet DF there where a lot of information about the same subjects and I had many problems to find out what is important and what not. If there are different opinions then let's add them as option whith a reason why to take one or another.&lt;br /&gt;
:By the way, at the moment I tend to one tutorial page like &amp;quot;learning DF&amp;quot;, explaining how important things work, maybe with [[losing|fun]]-parts or an [[losing|fun]]-ending. And another one like &amp;quot;first fortress&amp;quot; helping the player through the first years, but not more. --[[User:Kami|Kami]] 12:20, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
thought -- it might be worth it to have, either as part of the &amp;quot;your first fortress&amp;quot; article or as a fifth category, a basic guide to burrows, military, and defensive planning. Those areas are complicated enough now that a new player is going to need some serious handholding, and I can see a *huge* amount of frustration hitting new players who get through their first year or two just fine, following all the guides, just to get half their fort slain by the first group of goblin ambushers that happens along.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=116586</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=116586"/>
		<updated>2010-06-02T14:50:59Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* More of a &amp;quot;getting started&amp;quot; slant? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
&lt;br /&gt;
Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
&lt;br /&gt;
Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
&lt;br /&gt;
Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
&lt;br /&gt;
Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)&lt;br /&gt;
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010&lt;br /&gt;
&lt;br /&gt;
==Expedition Leader can not be a squad leader==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
:::: I don't know if it's a bug or if it's intended. but I did make a note of it on the page which will hopefully prevent any further confusion on the matter. [[User:Doctorzuber|Doctorzuber]] 18:21, 8 April 2010 (UTC)&lt;br /&gt;
::::: As of 0.31.03, I'm able to assign expedition leader as militia commander, so perhaps this bug has been fixed?  At least it appears that you can assign the leader in the nobles screen.  Not sure if he/she actually acts as a militia commander.  [[Special:Contributions/24.68.132.208|24.68.132.208]] 22:59, 3 May 2010 (UTC)&lt;br /&gt;
:::::: If you wait a few seconds and return to the nobles screen I think you will find that your expedition leader has already quit his job in the militia. If you try to assign him directly in the military menus (militia commander is position 1 of squad 1) you will not be able to. The bug is still around.{{version|0.31.03}} --[[User:Doctorzuber|Doctorzuber]] 07:13, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==More pages to come, more work to be done==&lt;br /&gt;
&lt;br /&gt;
I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Upcoming Bug Fixes ==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash.&lt;br /&gt;
&lt;br /&gt;
These three are marked as fixed for 0.31.03. Once 0.31.03 is released and these are verified I'll be sure to update the relevant pages. [[User:Doctorzuber|Doctorzuber]] 22:01, 12 April 2010 (UTC)bity &lt;br /&gt;
:Good work with all this bugfix stuff. I can't even profess to follow the bug-tracker in the slightest and am still playing .01 :P --[[User:Retro|Retro]] 02:23, 13 April 2010 (UTC)&lt;br /&gt;
:: no worries, I'm staying current with what's going on in the bug tracker, so I'll keep that one bit current here, otherwise my attention on the wiki has drifted elsewhere. [[User:Doctorzuber|Doctorzuber]] 03:49, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
I can't seem to get my dwarfs to practice with crossbows. I have:&lt;br /&gt;
#Assigned them equipment for archery (leather, ranged weapon of choice)&lt;br /&gt;
#Assigned them the default Active/training schedule (active all the time)&lt;br /&gt;
#Ammunition (arsenaldwarf as specific bolts they can use, 2000! of type bone). &lt;br /&gt;
#I have two archery targets defined, one with them set to train at and the other with no defined training.  &lt;br /&gt;
&lt;br /&gt;
Here is what happens: The dwarfs will stand near the target that they are assigned to, either doing individual training or waiting for demonstrations.  The dwarfs pick up equipment, but not the right equipment (two metal high boots when he should get leather and crossbow) The wiki says that archery targets are broken, but doesn't elaborate. I get the impression that somebody figured it out.  How? Anybody? A military without marksdwarfs is really nerfed, especially vs elite goblin snipers!--[[User:Kwieland|Kwieland]] 16:17, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Equip Assignment Crash Bug ==&lt;br /&gt;
&lt;br /&gt;
Crashed after assigning a new settler a position in a squad. The exact moment was when the dwarf was ordered to equip a training axe (of which was not available at the time it was assigned). Dwarves are still not training despite being on active/training squad duty and having sufficient equipment/uniforms, a barracks, and commanding officers, but I am assuming this is because of they have not run out of preferrable civillian jobs? Requesting clarification from more savvy analysts.&lt;br /&gt;
:Congrats on trying to get the military working.  I still find it doesn't do what I need it to do.  Here is hoping for an update.  I think the problem with the marksdwarfs training has to do with the inability to assign quivers as part of their equipment.  I've never seen any of them pick up quivers.  Anyone?&lt;br /&gt;
:Do you have the squad assigned to train in the barracks?  If you select the furniture that defines the barracks, you need to select the squad (+/-?) and then hit {{key|t}} to have them train there.  Also, are they assigned to a burrow that is outside of the training area?  Something to check.&lt;br /&gt;
:I've found that dwarfs that don't have any specific equipment assigned will still go to the barracks and hang around.  If you get this, check in the military menu, under the equipment tab.  Under each dwarf it will say what equipment they are supposed to be wearing.  Each piece should have a check mark by it.  I've found it can take a few weeks (game time, probably depends on what your arsenal dwarf is doing) before the equipment is assigned.  That is assuming you have enough dwarfs to warrant a arsenal dwarf. &lt;br /&gt;
:I've found a bug too - just so you be careful. In the military menu, second line from the top under positions with the dwarfs selected will show what rank the dwarf is.  I've had it show &amp;quot;Talented&amp;quot; but if I looked at the dwarf it was at &amp;quot;Expert&amp;quot;.  I don't want any &amp;quot;greats&amp;quot; so I try to micromanage that.&lt;br /&gt;
:Another thing - under the equipment tab you can assign the dwarfs to wear armor over their clothes or not.  It had the opposite effect than I expected, so try toggling it if your dwarfs go naked to get into their armor.&lt;br /&gt;
:One last hint - I've found that having the schedule train for 12 months is fine if you have one less &amp;quot;required&amp;quot; dwarf than their are in the squad.  Otherwise you'll need to toggle the alerts or else you'll starve your dwarfs.&lt;br /&gt;
:My current problem is UN-ASSIGNING the soldiers.  Wether they are assigned ACTIVE/TRAIN or the other alert, they are always training.  If I delete the squad, they go into endless &amp;quot;No Job&amp;quot; even though they don't show up in the Idlers.  If I delete the barracks the same problem exists.  Anyone? --[[User:Kwieland|Kwieland]] 13:39, 6 May 2010 (UTC)&lt;br /&gt;
::That's a known bug, and a pretty devastating one, if the dwarf in question had any important civilian skills.  The only workaround I know of is, ''never'' mix civilian and military roles on the same dwarf.  If you draft a dwarf into the military and start training him or her, it's for life. --[[User:Greycat|Greycat]] 15:30, 6 May 2010 (UTC)&lt;br /&gt;
:::I kinda figured as much.  The other bug I detest is the fact that the dwarfs (to me) have no increases in strength/agility/etc. But I digress.  I did figure out a work around to the &amp;quot;No Job&amp;quot; ex-army dwarfs.  If you have military dwarfs that you accidentally removed from a squad with the &amp;quot;No Job&amp;quot; bug, if you assign them a squad, assign the squad to move to a location. Then, if you cancel that order, they seem to go back to training/etc as per their schedule.  At least you don't have a wasted dwarf in that case. &lt;br /&gt;
:::Any ideas on the Marksdwarfs?  I think I'm going to try assigning them to be hunters, and then recruit from there.  Then they should have a quiver, at least.--[[User:Kwieland|Kwieland]] 16:42, 6 May 2010 (UTC)&lt;br /&gt;
==Food and Water==&lt;br /&gt;
&lt;br /&gt;
Either this page or the [[DF2010:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)&lt;br /&gt;
:My understanding/experience is that the setting you are referring to don't do anything now.  They carry whatever they want, and as much food as they want, too. I expect the military to be buggy for a while until after the merge is somewhat complete. --[[User:Kwieland|Kwieland]] 13:43, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Endless individual training bug?==&lt;br /&gt;
I currently have two wrestlers starving to death and dying of thirst in my barracks after never having come off individual training. I suspect it may have something to do with a couple of rhesus macaques that are running around my fortress and playing havoc with my dwarves jobs. The two dwarves have just stood in one place and not moved. They're not locked in or anything, have checked all the obvious stuff. The job just won't end, it can't be ended on the units menu and can't be ended by removing the dwarves from the military. Whilst I was typing this, one of the starving, dehydrated dwarves just as mysteriously decided to go to bed. Still starving and dehydrated. After standing in place and starving and dying of thirst for ages. :| Baffling. I think this might be a more rare bug but it should be looked into.&lt;br /&gt;
&lt;br /&gt;
Edit: Said dwarf woke up, returned to their combat training. Still starving and dehydrated. And still, not technically in the military anymore. This is nuts :s&lt;br /&gt;
&lt;br /&gt;
:The only luck I've had is to make sure they are assigned to a squad, that their squad is assigned to an unactive alert, and that they are really part of the squad. Sometimes they get stuck in a weird state.  For those, I issue the squad a move order and that sometimes helps.--[[User:Kwieland|Kwieland]] 16:40, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deconstructing barracks ==&lt;br /&gt;
&lt;br /&gt;
Does not cause military to stop training ever again at all.  It is in fact the only way to get them to switch barracks it seems, as turning training off makes them still train at the old one [[Special:Contributions/71.134.230.146|71.134.230.146]] 07:37, 29 May 2010 (UTC)&lt;br /&gt;
: Recreate your barracks. Adjust your schedule so that your soldiers stop training. Once they're all on &amp;quot;no job&amp;quot; you should be able to remove the barracks safely. I know this is an awkward workaround, but thanks to the new dwarven work ethic a lot of things are screwed up right now.{{version|0.31.04}} --[[User:Doctorzuber|Doctorzuber]] 09:31, 29 May 2010 (UTC)&lt;br /&gt;
:: No I mean I never run into the no job through barracks deconstruction at all.  I do it all the time [[Special:Contributions/71.134.230.146|71.134.230.146]] 00:27, 30 May 2010 (UTC)&lt;br /&gt;
:I drafted to military four dwarves, gave them weapon and barrack and ordered to train. Oddly, their professions were still civilian - Armorsnith, Bove carver, etc. Then i wanted them to get back to their work, but switching squad to inactive didn't help, they were still practicing. Then i removed room state from armor stand - they became idlers with &amp;quot;No Job&amp;quot; state. Removing armor stand didn't help. Only after complete disbanding squad, removing dwarf from militia capitain noble and recreating squad from scratch they finally became Axedwarf, Macedwarf etc. proceded to their training and succesfully returned to civilian job after deactivating squad. --[[User:Peregarrett|Peregarrett]] 09:15, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forgetful Militia ==&lt;br /&gt;
&lt;br /&gt;
I just figured out my militia and had my trained dwarves set up to be ready for the regular waves of Macaques, and even put in lots of effort to get them quality weapons (Turns out their weapons are the most valuable things we have).&lt;br /&gt;
So the monkeys attack, and my dwarves are at their stations, holding them off. I order one dwarf to simply chase down and kill them one by one. He gets through two, is chasing the third down, and drops his weapon. Cancels retreive equipment because of a nearby Macaque, and then continues chasing it after stopping for a moment without a weapon, and won't STOP chasing it even when I cancel it's orders, order it to his high quality axe and then just remove him from the military roster.&lt;br /&gt;
As a Macaque bee-lines for his axe, I order all the others to kill that one before it reaches it, and they, of course, drop their weapons and charge, and refuse to stop. Every weapon I owned was stolen because they don't know how to move and hold them, losing everything of value that I owned. &amp;gt;:(&lt;br /&gt;
&lt;br /&gt;
Does anybody else run into this infuriating issue?&lt;br /&gt;
&lt;br /&gt;
== More of a &amp;quot;getting started&amp;quot; slant? ==&lt;br /&gt;
&lt;br /&gt;
Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a &amp;quot;Getting started with a military&amp;quot; perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and get a starting view of how to make the system function. (or, at least, I've read all this and I'm still confused).&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=116585</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=116585"/>
		<updated>2010-06-02T14:50:40Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* More of a &amp;quot;getting started&amp;quot; slant? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
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== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
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:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
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== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
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==Conglomerating + Full Page Overhaul==&lt;br /&gt;
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Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
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==Under 'Forming Squads'==&lt;br /&gt;
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&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
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Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
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:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
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==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
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Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
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Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
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I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
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==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
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==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
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Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
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Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
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Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
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Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)&lt;br /&gt;
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010&lt;br /&gt;
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==Expedition Leader can not be a squad leader==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
:::: I don't know if it's a bug or if it's intended. but I did make a note of it on the page which will hopefully prevent any further confusion on the matter. [[User:Doctorzuber|Doctorzuber]] 18:21, 8 April 2010 (UTC)&lt;br /&gt;
::::: As of 0.31.03, I'm able to assign expedition leader as militia commander, so perhaps this bug has been fixed?  At least it appears that you can assign the leader in the nobles screen.  Not sure if he/she actually acts as a militia commander.  [[Special:Contributions/24.68.132.208|24.68.132.208]] 22:59, 3 May 2010 (UTC)&lt;br /&gt;
:::::: If you wait a few seconds and return to the nobles screen I think you will find that your expedition leader has already quit his job in the militia. If you try to assign him directly in the military menus (militia commander is position 1 of squad 1) you will not be able to. The bug is still around.{{version|0.31.03}} --[[User:Doctorzuber|Doctorzuber]] 07:13, 4 May 2010 (UTC)&lt;br /&gt;
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== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
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==More pages to come, more work to be done==&lt;br /&gt;
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I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;br /&gt;
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== Upcoming Bug Fixes ==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash.&lt;br /&gt;
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These three are marked as fixed for 0.31.03. Once 0.31.03 is released and these are verified I'll be sure to update the relevant pages. [[User:Doctorzuber|Doctorzuber]] 22:01, 12 April 2010 (UTC)bity &lt;br /&gt;
:Good work with all this bugfix stuff. I can't even profess to follow the bug-tracker in the slightest and am still playing .01 :P --[[User:Retro|Retro]] 02:23, 13 April 2010 (UTC)&lt;br /&gt;
:: no worries, I'm staying current with what's going on in the bug tracker, so I'll keep that one bit current here, otherwise my attention on the wiki has drifted elsewhere. [[User:Doctorzuber|Doctorzuber]] 03:49, 13 April 2010 (UTC)&lt;br /&gt;
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==Archery==&lt;br /&gt;
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I can't seem to get my dwarfs to practice with crossbows. I have:&lt;br /&gt;
#Assigned them equipment for archery (leather, ranged weapon of choice)&lt;br /&gt;
#Assigned them the default Active/training schedule (active all the time)&lt;br /&gt;
#Ammunition (arsenaldwarf as specific bolts they can use, 2000! of type bone). &lt;br /&gt;
#I have two archery targets defined, one with them set to train at and the other with no defined training.  &lt;br /&gt;
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Here is what happens: The dwarfs will stand near the target that they are assigned to, either doing individual training or waiting for demonstrations.  The dwarfs pick up equipment, but not the right equipment (two metal high boots when he should get leather and crossbow) The wiki says that archery targets are broken, but doesn't elaborate. I get the impression that somebody figured it out.  How? Anybody? A military without marksdwarfs is really nerfed, especially vs elite goblin snipers!--[[User:Kwieland|Kwieland]] 16:17, 30 April 2010 (UTC)&lt;br /&gt;
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== Equip Assignment Crash Bug ==&lt;br /&gt;
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Crashed after assigning a new settler a position in a squad. The exact moment was when the dwarf was ordered to equip a training axe (of which was not available at the time it was assigned). Dwarves are still not training despite being on active/training squad duty and having sufficient equipment/uniforms, a barracks, and commanding officers, but I am assuming this is because of they have not run out of preferrable civillian jobs? Requesting clarification from more savvy analysts.&lt;br /&gt;
:Congrats on trying to get the military working.  I still find it doesn't do what I need it to do.  Here is hoping for an update.  I think the problem with the marksdwarfs training has to do with the inability to assign quivers as part of their equipment.  I've never seen any of them pick up quivers.  Anyone?&lt;br /&gt;
:Do you have the squad assigned to train in the barracks?  If you select the furniture that defines the barracks, you need to select the squad (+/-?) and then hit {{key|t}} to have them train there.  Also, are they assigned to a burrow that is outside of the training area?  Something to check.&lt;br /&gt;
:I've found that dwarfs that don't have any specific equipment assigned will still go to the barracks and hang around.  If you get this, check in the military menu, under the equipment tab.  Under each dwarf it will say what equipment they are supposed to be wearing.  Each piece should have a check mark by it.  I've found it can take a few weeks (game time, probably depends on what your arsenal dwarf is doing) before the equipment is assigned.  That is assuming you have enough dwarfs to warrant a arsenal dwarf. &lt;br /&gt;
:I've found a bug too - just so you be careful. In the military menu, second line from the top under positions with the dwarfs selected will show what rank the dwarf is.  I've had it show &amp;quot;Talented&amp;quot; but if I looked at the dwarf it was at &amp;quot;Expert&amp;quot;.  I don't want any &amp;quot;greats&amp;quot; so I try to micromanage that.&lt;br /&gt;
:Another thing - under the equipment tab you can assign the dwarfs to wear armor over their clothes or not.  It had the opposite effect than I expected, so try toggling it if your dwarfs go naked to get into their armor.&lt;br /&gt;
:One last hint - I've found that having the schedule train for 12 months is fine if you have one less &amp;quot;required&amp;quot; dwarf than their are in the squad.  Otherwise you'll need to toggle the alerts or else you'll starve your dwarfs.&lt;br /&gt;
:My current problem is UN-ASSIGNING the soldiers.  Wether they are assigned ACTIVE/TRAIN or the other alert, they are always training.  If I delete the squad, they go into endless &amp;quot;No Job&amp;quot; even though they don't show up in the Idlers.  If I delete the barracks the same problem exists.  Anyone? --[[User:Kwieland|Kwieland]] 13:39, 6 May 2010 (UTC)&lt;br /&gt;
::That's a known bug, and a pretty devastating one, if the dwarf in question had any important civilian skills.  The only workaround I know of is, ''never'' mix civilian and military roles on the same dwarf.  If you draft a dwarf into the military and start training him or her, it's for life. --[[User:Greycat|Greycat]] 15:30, 6 May 2010 (UTC)&lt;br /&gt;
:::I kinda figured as much.  The other bug I detest is the fact that the dwarfs (to me) have no increases in strength/agility/etc. But I digress.  I did figure out a work around to the &amp;quot;No Job&amp;quot; ex-army dwarfs.  If you have military dwarfs that you accidentally removed from a squad with the &amp;quot;No Job&amp;quot; bug, if you assign them a squad, assign the squad to move to a location. Then, if you cancel that order, they seem to go back to training/etc as per their schedule.  At least you don't have a wasted dwarf in that case. &lt;br /&gt;
:::Any ideas on the Marksdwarfs?  I think I'm going to try assigning them to be hunters, and then recruit from there.  Then they should have a quiver, at least.--[[User:Kwieland|Kwieland]] 16:42, 6 May 2010 (UTC)&lt;br /&gt;
==Food and Water==&lt;br /&gt;
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Either this page or the [[DF2010:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)&lt;br /&gt;
:My understanding/experience is that the setting you are referring to don't do anything now.  They carry whatever they want, and as much food as they want, too. I expect the military to be buggy for a while until after the merge is somewhat complete. --[[User:Kwieland|Kwieland]] 13:43, 13 May 2010 (UTC)&lt;br /&gt;
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==Endless individual training bug?==&lt;br /&gt;
I currently have two wrestlers starving to death and dying of thirst in my barracks after never having come off individual training. I suspect it may have something to do with a couple of rhesus macaques that are running around my fortress and playing havoc with my dwarves jobs. The two dwarves have just stood in one place and not moved. They're not locked in or anything, have checked all the obvious stuff. The job just won't end, it can't be ended on the units menu and can't be ended by removing the dwarves from the military. Whilst I was typing this, one of the starving, dehydrated dwarves just as mysteriously decided to go to bed. Still starving and dehydrated. After standing in place and starving and dying of thirst for ages. :| Baffling. I think this might be a more rare bug but it should be looked into.&lt;br /&gt;
&lt;br /&gt;
Edit: Said dwarf woke up, returned to their combat training. Still starving and dehydrated. And still, not technically in the military anymore. This is nuts :s&lt;br /&gt;
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:The only luck I've had is to make sure they are assigned to a squad, that their squad is assigned to an unactive alert, and that they are really part of the squad. Sometimes they get stuck in a weird state.  For those, I issue the squad a move order and that sometimes helps.--[[User:Kwieland|Kwieland]] 16:40, 28 May 2010 (UTC)&lt;br /&gt;
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== Deconstructing barracks ==&lt;br /&gt;
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Does not cause military to stop training ever again at all.  It is in fact the only way to get them to switch barracks it seems, as turning training off makes them still train at the old one [[Special:Contributions/71.134.230.146|71.134.230.146]] 07:37, 29 May 2010 (UTC)&lt;br /&gt;
: Recreate your barracks. Adjust your schedule so that your soldiers stop training. Once they're all on &amp;quot;no job&amp;quot; you should be able to remove the barracks safely. I know this is an awkward workaround, but thanks to the new dwarven work ethic a lot of things are screwed up right now.{{version|0.31.04}} --[[User:Doctorzuber|Doctorzuber]] 09:31, 29 May 2010 (UTC)&lt;br /&gt;
:: No I mean I never run into the no job through barracks deconstruction at all.  I do it all the time [[Special:Contributions/71.134.230.146|71.134.230.146]] 00:27, 30 May 2010 (UTC)&lt;br /&gt;
:I drafted to military four dwarves, gave them weapon and barrack and ordered to train. Oddly, their professions were still civilian - Armorsnith, Bove carver, etc. Then i wanted them to get back to their work, but switching squad to inactive didn't help, they were still practicing. Then i removed room state from armor stand - they became idlers with &amp;quot;No Job&amp;quot; state. Removing armor stand didn't help. Only after complete disbanding squad, removing dwarf from militia capitain noble and recreating squad from scratch they finally became Axedwarf, Macedwarf etc. proceded to their training and succesfully returned to civilian job after deactivating squad. --[[User:Peregarrett|Peregarrett]] 09:15, 1 June 2010 (UTC)&lt;br /&gt;
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== Forgetful Militia ==&lt;br /&gt;
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I just figured out my militia and had my trained dwarves set up to be ready for the regular waves of Macaques, and even put in lots of effort to get them quality weapons (Turns out their weapons are the most valuable things we have).&lt;br /&gt;
So the monkeys attack, and my dwarves are at their stations, holding them off. I order one dwarf to simply chase down and kill them one by one. He gets through two, is chasing the third down, and drops his weapon. Cancels retreive equipment because of a nearby Macaque, and then continues chasing it after stopping for a moment without a weapon, and won't STOP chasing it even when I cancel it's orders, order it to his high quality axe and then just remove him from the military roster.&lt;br /&gt;
As a Macaque bee-lines for his axe, I order all the others to kill that one before it reaches it, and they, of course, drop their weapons and charge, and refuse to stop. Every weapon I owned was stolen because they don't know how to move and hold them, losing everything of value that I owned. &amp;gt;:(&lt;br /&gt;
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Does anybody else run into this infuriating issue?&lt;br /&gt;
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== More of a &amp;quot;getting started&amp;quot; slant? ==&lt;br /&gt;
&lt;br /&gt;
Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a &amp;quot;Getting started with a military&amp;quot; perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and learn exactly what he or she needs to do when, say, ambushers show up.&lt;br /&gt;
&lt;br /&gt;
== More of a &amp;quot;getting started&amp;quot; slant? ==&lt;br /&gt;
&lt;br /&gt;
Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a &amp;quot;Getting started with a military&amp;quot; perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and get a starting view of how to make the system function. (or, at least, I've read all this and I'm still confused).&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=116584</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=116584"/>
		<updated>2010-06-02T14:50:17Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* More of a &amp;quot;getting started&amp;quot; slant? */ new section&lt;/p&gt;
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&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
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== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
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:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
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== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
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==Conglomerating + Full Page Overhaul==&lt;br /&gt;
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Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
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==Under 'Forming Squads'==&lt;br /&gt;
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&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
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Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
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:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
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==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
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Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
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Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
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I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
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==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
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==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
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Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
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Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
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Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
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Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)&lt;br /&gt;
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010&lt;br /&gt;
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==Expedition Leader can not be a squad leader==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
:::: I don't know if it's a bug or if it's intended. but I did make a note of it on the page which will hopefully prevent any further confusion on the matter. [[User:Doctorzuber|Doctorzuber]] 18:21, 8 April 2010 (UTC)&lt;br /&gt;
::::: As of 0.31.03, I'm able to assign expedition leader as militia commander, so perhaps this bug has been fixed?  At least it appears that you can assign the leader in the nobles screen.  Not sure if he/she actually acts as a militia commander.  [[Special:Contributions/24.68.132.208|24.68.132.208]] 22:59, 3 May 2010 (UTC)&lt;br /&gt;
:::::: If you wait a few seconds and return to the nobles screen I think you will find that your expedition leader has already quit his job in the militia. If you try to assign him directly in the military menus (militia commander is position 1 of squad 1) you will not be able to. The bug is still around.{{version|0.31.03}} --[[User:Doctorzuber|Doctorzuber]] 07:13, 4 May 2010 (UTC)&lt;br /&gt;
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== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
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==More pages to come, more work to be done==&lt;br /&gt;
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I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Upcoming Bug Fixes ==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash.&lt;br /&gt;
&lt;br /&gt;
These three are marked as fixed for 0.31.03. Once 0.31.03 is released and these are verified I'll be sure to update the relevant pages. [[User:Doctorzuber|Doctorzuber]] 22:01, 12 April 2010 (UTC)bity &lt;br /&gt;
:Good work with all this bugfix stuff. I can't even profess to follow the bug-tracker in the slightest and am still playing .01 :P --[[User:Retro|Retro]] 02:23, 13 April 2010 (UTC)&lt;br /&gt;
:: no worries, I'm staying current with what's going on in the bug tracker, so I'll keep that one bit current here, otherwise my attention on the wiki has drifted elsewhere. [[User:Doctorzuber|Doctorzuber]] 03:49, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
I can't seem to get my dwarfs to practice with crossbows. I have:&lt;br /&gt;
#Assigned them equipment for archery (leather, ranged weapon of choice)&lt;br /&gt;
#Assigned them the default Active/training schedule (active all the time)&lt;br /&gt;
#Ammunition (arsenaldwarf as specific bolts they can use, 2000! of type bone). &lt;br /&gt;
#I have two archery targets defined, one with them set to train at and the other with no defined training.  &lt;br /&gt;
&lt;br /&gt;
Here is what happens: The dwarfs will stand near the target that they are assigned to, either doing individual training or waiting for demonstrations.  The dwarfs pick up equipment, but not the right equipment (two metal high boots when he should get leather and crossbow) The wiki says that archery targets are broken, but doesn't elaborate. I get the impression that somebody figured it out.  How? Anybody? A military without marksdwarfs is really nerfed, especially vs elite goblin snipers!--[[User:Kwieland|Kwieland]] 16:17, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Equip Assignment Crash Bug ==&lt;br /&gt;
&lt;br /&gt;
Crashed after assigning a new settler a position in a squad. The exact moment was when the dwarf was ordered to equip a training axe (of which was not available at the time it was assigned). Dwarves are still not training despite being on active/training squad duty and having sufficient equipment/uniforms, a barracks, and commanding officers, but I am assuming this is because of they have not run out of preferrable civillian jobs? Requesting clarification from more savvy analysts.&lt;br /&gt;
:Congrats on trying to get the military working.  I still find it doesn't do what I need it to do.  Here is hoping for an update.  I think the problem with the marksdwarfs training has to do with the inability to assign quivers as part of their equipment.  I've never seen any of them pick up quivers.  Anyone?&lt;br /&gt;
:Do you have the squad assigned to train in the barracks?  If you select the furniture that defines the barracks, you need to select the squad (+/-?) and then hit {{key|t}} to have them train there.  Also, are they assigned to a burrow that is outside of the training area?  Something to check.&lt;br /&gt;
:I've found that dwarfs that don't have any specific equipment assigned will still go to the barracks and hang around.  If you get this, check in the military menu, under the equipment tab.  Under each dwarf it will say what equipment they are supposed to be wearing.  Each piece should have a check mark by it.  I've found it can take a few weeks (game time, probably depends on what your arsenal dwarf is doing) before the equipment is assigned.  That is assuming you have enough dwarfs to warrant a arsenal dwarf. &lt;br /&gt;
:I've found a bug too - just so you be careful. In the military menu, second line from the top under positions with the dwarfs selected will show what rank the dwarf is.  I've had it show &amp;quot;Talented&amp;quot; but if I looked at the dwarf it was at &amp;quot;Expert&amp;quot;.  I don't want any &amp;quot;greats&amp;quot; so I try to micromanage that.&lt;br /&gt;
:Another thing - under the equipment tab you can assign the dwarfs to wear armor over their clothes or not.  It had the opposite effect than I expected, so try toggling it if your dwarfs go naked to get into their armor.&lt;br /&gt;
:One last hint - I've found that having the schedule train for 12 months is fine if you have one less &amp;quot;required&amp;quot; dwarf than their are in the squad.  Otherwise you'll need to toggle the alerts or else you'll starve your dwarfs.&lt;br /&gt;
:My current problem is UN-ASSIGNING the soldiers.  Wether they are assigned ACTIVE/TRAIN or the other alert, they are always training.  If I delete the squad, they go into endless &amp;quot;No Job&amp;quot; even though they don't show up in the Idlers.  If I delete the barracks the same problem exists.  Anyone? --[[User:Kwieland|Kwieland]] 13:39, 6 May 2010 (UTC)&lt;br /&gt;
::That's a known bug, and a pretty devastating one, if the dwarf in question had any important civilian skills.  The only workaround I know of is, ''never'' mix civilian and military roles on the same dwarf.  If you draft a dwarf into the military and start training him or her, it's for life. --[[User:Greycat|Greycat]] 15:30, 6 May 2010 (UTC)&lt;br /&gt;
:::I kinda figured as much.  The other bug I detest is the fact that the dwarfs (to me) have no increases in strength/agility/etc. But I digress.  I did figure out a work around to the &amp;quot;No Job&amp;quot; ex-army dwarfs.  If you have military dwarfs that you accidentally removed from a squad with the &amp;quot;No Job&amp;quot; bug, if you assign them a squad, assign the squad to move to a location. Then, if you cancel that order, they seem to go back to training/etc as per their schedule.  At least you don't have a wasted dwarf in that case. &lt;br /&gt;
:::Any ideas on the Marksdwarfs?  I think I'm going to try assigning them to be hunters, and then recruit from there.  Then they should have a quiver, at least.--[[User:Kwieland|Kwieland]] 16:42, 6 May 2010 (UTC)&lt;br /&gt;
==Food and Water==&lt;br /&gt;
&lt;br /&gt;
Either this page or the [[DF2010:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)&lt;br /&gt;
:My understanding/experience is that the setting you are referring to don't do anything now.  They carry whatever they want, and as much food as they want, too. I expect the military to be buggy for a while until after the merge is somewhat complete. --[[User:Kwieland|Kwieland]] 13:43, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Endless individual training bug?==&lt;br /&gt;
I currently have two wrestlers starving to death and dying of thirst in my barracks after never having come off individual training. I suspect it may have something to do with a couple of rhesus macaques that are running around my fortress and playing havoc with my dwarves jobs. The two dwarves have just stood in one place and not moved. They're not locked in or anything, have checked all the obvious stuff. The job just won't end, it can't be ended on the units menu and can't be ended by removing the dwarves from the military. Whilst I was typing this, one of the starving, dehydrated dwarves just as mysteriously decided to go to bed. Still starving and dehydrated. After standing in place and starving and dying of thirst for ages. :| Baffling. I think this might be a more rare bug but it should be looked into.&lt;br /&gt;
&lt;br /&gt;
Edit: Said dwarf woke up, returned to their combat training. Still starving and dehydrated. And still, not technically in the military anymore. This is nuts :s&lt;br /&gt;
&lt;br /&gt;
:The only luck I've had is to make sure they are assigned to a squad, that their squad is assigned to an unactive alert, and that they are really part of the squad. Sometimes they get stuck in a weird state.  For those, I issue the squad a move order and that sometimes helps.--[[User:Kwieland|Kwieland]] 16:40, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deconstructing barracks ==&lt;br /&gt;
&lt;br /&gt;
Does not cause military to stop training ever again at all.  It is in fact the only way to get them to switch barracks it seems, as turning training off makes them still train at the old one [[Special:Contributions/71.134.230.146|71.134.230.146]] 07:37, 29 May 2010 (UTC)&lt;br /&gt;
: Recreate your barracks. Adjust your schedule so that your soldiers stop training. Once they're all on &amp;quot;no job&amp;quot; you should be able to remove the barracks safely. I know this is an awkward workaround, but thanks to the new dwarven work ethic a lot of things are screwed up right now.{{version|0.31.04}} --[[User:Doctorzuber|Doctorzuber]] 09:31, 29 May 2010 (UTC)&lt;br /&gt;
:: No I mean I never run into the no job through barracks deconstruction at all.  I do it all the time [[Special:Contributions/71.134.230.146|71.134.230.146]] 00:27, 30 May 2010 (UTC)&lt;br /&gt;
:I drafted to military four dwarves, gave them weapon and barrack and ordered to train. Oddly, their professions were still civilian - Armorsnith, Bove carver, etc. Then i wanted them to get back to their work, but switching squad to inactive didn't help, they were still practicing. Then i removed room state from armor stand - they became idlers with &amp;quot;No Job&amp;quot; state. Removing armor stand didn't help. Only after complete disbanding squad, removing dwarf from militia capitain noble and recreating squad from scratch they finally became Axedwarf, Macedwarf etc. proceded to their training and succesfully returned to civilian job after deactivating squad. --[[User:Peregarrett|Peregarrett]] 09:15, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forgetful Militia ==&lt;br /&gt;
&lt;br /&gt;
I just figured out my militia and had my trained dwarves set up to be ready for the regular waves of Macaques, and even put in lots of effort to get them quality weapons (Turns out their weapons are the most valuable things we have).&lt;br /&gt;
So the monkeys attack, and my dwarves are at their stations, holding them off. I order one dwarf to simply chase down and kill them one by one. He gets through two, is chasing the third down, and drops his weapon. Cancels retreive equipment because of a nearby Macaque, and then continues chasing it after stopping for a moment without a weapon, and won't STOP chasing it even when I cancel it's orders, order it to his high quality axe and then just remove him from the military roster.&lt;br /&gt;
As a Macaque bee-lines for his axe, I order all the others to kill that one before it reaches it, and they, of course, drop their weapons and charge, and refuse to stop. Every weapon I owned was stolen because they don't know how to move and hold them, losing everything of value that I owned. &amp;gt;:(&lt;br /&gt;
&lt;br /&gt;
Does anybody else run into this infuriating issue?&lt;br /&gt;
&lt;br /&gt;
== More of a &amp;quot;getting started&amp;quot; slant? ==&lt;br /&gt;
&lt;br /&gt;
Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a &amp;quot;Getting started with a military&amp;quot; perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and learn exactly what he or she needs to do when, say, ambushers show up.&lt;br /&gt;
&lt;br /&gt;
== More of a &amp;quot;getting started&amp;quot; slant? ==&lt;br /&gt;
&lt;br /&gt;
Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a &amp;quot;Getting started with a military&amp;quot; perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and get a starting view of how to make the system function.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=116583</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=116583"/>
		<updated>2010-06-02T14:48:52Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* More of a &amp;quot;getting started&amp;quot; slant? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
&lt;br /&gt;
Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
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Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
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Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
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Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)&lt;br /&gt;
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010&lt;br /&gt;
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==Expedition Leader can not be a squad leader==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
:::: I don't know if it's a bug or if it's intended. but I did make a note of it on the page which will hopefully prevent any further confusion on the matter. [[User:Doctorzuber|Doctorzuber]] 18:21, 8 April 2010 (UTC)&lt;br /&gt;
::::: As of 0.31.03, I'm able to assign expedition leader as militia commander, so perhaps this bug has been fixed?  At least it appears that you can assign the leader in the nobles screen.  Not sure if he/she actually acts as a militia commander.  [[Special:Contributions/24.68.132.208|24.68.132.208]] 22:59, 3 May 2010 (UTC)&lt;br /&gt;
:::::: If you wait a few seconds and return to the nobles screen I think you will find that your expedition leader has already quit his job in the militia. If you try to assign him directly in the military menus (militia commander is position 1 of squad 1) you will not be able to. The bug is still around.{{version|0.31.03}} --[[User:Doctorzuber|Doctorzuber]] 07:13, 4 May 2010 (UTC)&lt;br /&gt;
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== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
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==More pages to come, more work to be done==&lt;br /&gt;
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I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;br /&gt;
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== Upcoming Bug Fixes ==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash.&lt;br /&gt;
&lt;br /&gt;
These three are marked as fixed for 0.31.03. Once 0.31.03 is released and these are verified I'll be sure to update the relevant pages. [[User:Doctorzuber|Doctorzuber]] 22:01, 12 April 2010 (UTC)bity &lt;br /&gt;
:Good work with all this bugfix stuff. I can't even profess to follow the bug-tracker in the slightest and am still playing .01 :P --[[User:Retro|Retro]] 02:23, 13 April 2010 (UTC)&lt;br /&gt;
:: no worries, I'm staying current with what's going on in the bug tracker, so I'll keep that one bit current here, otherwise my attention on the wiki has drifted elsewhere. [[User:Doctorzuber|Doctorzuber]] 03:49, 13 April 2010 (UTC)&lt;br /&gt;
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==Archery==&lt;br /&gt;
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I can't seem to get my dwarfs to practice with crossbows. I have:&lt;br /&gt;
#Assigned them equipment for archery (leather, ranged weapon of choice)&lt;br /&gt;
#Assigned them the default Active/training schedule (active all the time)&lt;br /&gt;
#Ammunition (arsenaldwarf as specific bolts they can use, 2000! of type bone). &lt;br /&gt;
#I have two archery targets defined, one with them set to train at and the other with no defined training.  &lt;br /&gt;
&lt;br /&gt;
Here is what happens: The dwarfs will stand near the target that they are assigned to, either doing individual training or waiting for demonstrations.  The dwarfs pick up equipment, but not the right equipment (two metal high boots when he should get leather and crossbow) The wiki says that archery targets are broken, but doesn't elaborate. I get the impression that somebody figured it out.  How? Anybody? A military without marksdwarfs is really nerfed, especially vs elite goblin snipers!--[[User:Kwieland|Kwieland]] 16:17, 30 April 2010 (UTC)&lt;br /&gt;
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== Equip Assignment Crash Bug ==&lt;br /&gt;
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Crashed after assigning a new settler a position in a squad. The exact moment was when the dwarf was ordered to equip a training axe (of which was not available at the time it was assigned). Dwarves are still not training despite being on active/training squad duty and having sufficient equipment/uniforms, a barracks, and commanding officers, but I am assuming this is because of they have not run out of preferrable civillian jobs? Requesting clarification from more savvy analysts.&lt;br /&gt;
:Congrats on trying to get the military working.  I still find it doesn't do what I need it to do.  Here is hoping for an update.  I think the problem with the marksdwarfs training has to do with the inability to assign quivers as part of their equipment.  I've never seen any of them pick up quivers.  Anyone?&lt;br /&gt;
:Do you have the squad assigned to train in the barracks?  If you select the furniture that defines the barracks, you need to select the squad (+/-?) and then hit {{key|t}} to have them train there.  Also, are they assigned to a burrow that is outside of the training area?  Something to check.&lt;br /&gt;
:I've found that dwarfs that don't have any specific equipment assigned will still go to the barracks and hang around.  If you get this, check in the military menu, under the equipment tab.  Under each dwarf it will say what equipment they are supposed to be wearing.  Each piece should have a check mark by it.  I've found it can take a few weeks (game time, probably depends on what your arsenal dwarf is doing) before the equipment is assigned.  That is assuming you have enough dwarfs to warrant a arsenal dwarf. &lt;br /&gt;
:I've found a bug too - just so you be careful. In the military menu, second line from the top under positions with the dwarfs selected will show what rank the dwarf is.  I've had it show &amp;quot;Talented&amp;quot; but if I looked at the dwarf it was at &amp;quot;Expert&amp;quot;.  I don't want any &amp;quot;greats&amp;quot; so I try to micromanage that.&lt;br /&gt;
:Another thing - under the equipment tab you can assign the dwarfs to wear armor over their clothes or not.  It had the opposite effect than I expected, so try toggling it if your dwarfs go naked to get into their armor.&lt;br /&gt;
:One last hint - I've found that having the schedule train for 12 months is fine if you have one less &amp;quot;required&amp;quot; dwarf than their are in the squad.  Otherwise you'll need to toggle the alerts or else you'll starve your dwarfs.&lt;br /&gt;
:My current problem is UN-ASSIGNING the soldiers.  Wether they are assigned ACTIVE/TRAIN or the other alert, they are always training.  If I delete the squad, they go into endless &amp;quot;No Job&amp;quot; even though they don't show up in the Idlers.  If I delete the barracks the same problem exists.  Anyone? --[[User:Kwieland|Kwieland]] 13:39, 6 May 2010 (UTC)&lt;br /&gt;
::That's a known bug, and a pretty devastating one, if the dwarf in question had any important civilian skills.  The only workaround I know of is, ''never'' mix civilian and military roles on the same dwarf.  If you draft a dwarf into the military and start training him or her, it's for life. --[[User:Greycat|Greycat]] 15:30, 6 May 2010 (UTC)&lt;br /&gt;
:::I kinda figured as much.  The other bug I detest is the fact that the dwarfs (to me) have no increases in strength/agility/etc. But I digress.  I did figure out a work around to the &amp;quot;No Job&amp;quot; ex-army dwarfs.  If you have military dwarfs that you accidentally removed from a squad with the &amp;quot;No Job&amp;quot; bug, if you assign them a squad, assign the squad to move to a location. Then, if you cancel that order, they seem to go back to training/etc as per their schedule.  At least you don't have a wasted dwarf in that case. &lt;br /&gt;
:::Any ideas on the Marksdwarfs?  I think I'm going to try assigning them to be hunters, and then recruit from there.  Then they should have a quiver, at least.--[[User:Kwieland|Kwieland]] 16:42, 6 May 2010 (UTC)&lt;br /&gt;
==Food and Water==&lt;br /&gt;
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Either this page or the [[DF2010:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)&lt;br /&gt;
:My understanding/experience is that the setting you are referring to don't do anything now.  They carry whatever they want, and as much food as they want, too. I expect the military to be buggy for a while until after the merge is somewhat complete. --[[User:Kwieland|Kwieland]] 13:43, 13 May 2010 (UTC)&lt;br /&gt;
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==Endless individual training bug?==&lt;br /&gt;
I currently have two wrestlers starving to death and dying of thirst in my barracks after never having come off individual training. I suspect it may have something to do with a couple of rhesus macaques that are running around my fortress and playing havoc with my dwarves jobs. The two dwarves have just stood in one place and not moved. They're not locked in or anything, have checked all the obvious stuff. The job just won't end, it can't be ended on the units menu and can't be ended by removing the dwarves from the military. Whilst I was typing this, one of the starving, dehydrated dwarves just as mysteriously decided to go to bed. Still starving and dehydrated. After standing in place and starving and dying of thirst for ages. :| Baffling. I think this might be a more rare bug but it should be looked into.&lt;br /&gt;
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Edit: Said dwarf woke up, returned to their combat training. Still starving and dehydrated. And still, not technically in the military anymore. This is nuts :s&lt;br /&gt;
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:The only luck I've had is to make sure they are assigned to a squad, that their squad is assigned to an unactive alert, and that they are really part of the squad. Sometimes they get stuck in a weird state.  For those, I issue the squad a move order and that sometimes helps.--[[User:Kwieland|Kwieland]] 16:40, 28 May 2010 (UTC)&lt;br /&gt;
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== Deconstructing barracks ==&lt;br /&gt;
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Does not cause military to stop training ever again at all.  It is in fact the only way to get them to switch barracks it seems, as turning training off makes them still train at the old one [[Special:Contributions/71.134.230.146|71.134.230.146]] 07:37, 29 May 2010 (UTC)&lt;br /&gt;
: Recreate your barracks. Adjust your schedule so that your soldiers stop training. Once they're all on &amp;quot;no job&amp;quot; you should be able to remove the barracks safely. I know this is an awkward workaround, but thanks to the new dwarven work ethic a lot of things are screwed up right now.{{version|0.31.04}} --[[User:Doctorzuber|Doctorzuber]] 09:31, 29 May 2010 (UTC)&lt;br /&gt;
:: No I mean I never run into the no job through barracks deconstruction at all.  I do it all the time [[Special:Contributions/71.134.230.146|71.134.230.146]] 00:27, 30 May 2010 (UTC)&lt;br /&gt;
:I drafted to military four dwarves, gave them weapon and barrack and ordered to train. Oddly, their professions were still civilian - Armorsnith, Bove carver, etc. Then i wanted them to get back to their work, but switching squad to inactive didn't help, they were still practicing. Then i removed room state from armor stand - they became idlers with &amp;quot;No Job&amp;quot; state. Removing armor stand didn't help. Only after complete disbanding squad, removing dwarf from militia capitain noble and recreating squad from scratch they finally became Axedwarf, Macedwarf etc. proceded to their training and succesfully returned to civilian job after deactivating squad. --[[User:Peregarrett|Peregarrett]] 09:15, 1 June 2010 (UTC)&lt;br /&gt;
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== Forgetful Militia ==&lt;br /&gt;
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I just figured out my militia and had my trained dwarves set up to be ready for the regular waves of Macaques, and even put in lots of effort to get them quality weapons (Turns out their weapons are the most valuable things we have).&lt;br /&gt;
So the monkeys attack, and my dwarves are at their stations, holding them off. I order one dwarf to simply chase down and kill them one by one. He gets through two, is chasing the third down, and drops his weapon. Cancels retreive equipment because of a nearby Macaque, and then continues chasing it after stopping for a moment without a weapon, and won't STOP chasing it even when I cancel it's orders, order it to his high quality axe and then just remove him from the military roster.&lt;br /&gt;
As a Macaque bee-lines for his axe, I order all the others to kill that one before it reaches it, and they, of course, drop their weapons and charge, and refuse to stop. Every weapon I owned was stolen because they don't know how to move and hold them, losing everything of value that I owned. &amp;gt;:(&lt;br /&gt;
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Does anybody else run into this infuriating issue?&lt;br /&gt;
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== More of a &amp;quot;getting started&amp;quot; slant? ==&lt;br /&gt;
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Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a &amp;quot;Getting started with a military&amp;quot; perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and learn exactly what he or she needs to do when, say, ambushers show up.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=62982</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=62982"/>
		<updated>2010-02-11T20:37:31Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* waterfall training method */ new section&lt;/p&gt;
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&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jikor|Jikor]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
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Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
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What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
:::Perhaps that's because the goblins are in cages? Maybe an uncaged goblin would be able to swim... on a related note, would it be advisable to place a chain in a swimming pool, to teach prisoners swimming skills? [[User:SwallowedSpear|SwallowedSpear]] 13:53, 27 January 2009 (EST)&lt;br /&gt;
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I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;br /&gt;
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== Learn to swim ==&lt;br /&gt;
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If someone can improve the design, make a clearer image, or write better instructions, please do so. I don't know if what I wrote makes complete sense (it does to me, but then I already *know* what I mean), but it's a start at least. -[[User:Groveller|Groveller]] 14:58, 25 October 2008 (EDT)&lt;br /&gt;
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:How much swimming skill do they tend to gain from the setup?--[[User:Maximus|Maximus]] 17:24, 25 October 2008 (EDT)&lt;br /&gt;
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::I've not had much time to play with it since getting it working, but I think it'll be a fairly slow process. It could be sped up by widening the inlet channel, enlarging the reservoir and having less grates for drainage, but it also increases the risk of drowning. -[[User:Groveller|Groveller]] 06:11, 27 October 2008 (EDT)&lt;br /&gt;
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== Dwarf Washing ==&lt;br /&gt;
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Is there any actual way to wash blood splatters off a dwarf, in either adventure or fortress mode? Or is Grov's system just for fun? --[[User:RomeoFalling|RomeoFalling]] 21:52, 25 October 2008 (EDT)&lt;br /&gt;
:Captain Mayday might know. I remember reading in Nist Akath that that Captain Ironblod attempted to bathe, but the blood and vomit all over him wouldn't come off. I'm pretty sure this means it doesn't work. Might ask him what version he was using. --[[User:Xonara|Xonara]] 23:33, 24 January 2009 (EST)&lt;br /&gt;
::As of version v0.28.181.40d, dwarf washing is not possible, but Toady One has confirmed that the next version will include more hygienic dwarfs and the proper washing thereof. I'll add a note to the article. --[[User:Hlbeta|Hlbeta]] 00:46, 23 September 2009 (UTC)&lt;br /&gt;
:::I'll believe in the next version when I see it. It's been over a year since the last version update. *pout* -- [[User:RomeoFalling|RomeoFalling]] 08:14, 23 September 2009 (UTC)&lt;br /&gt;
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In my understanding rain sometimes washes blood away. ~Naelwyn&lt;br /&gt;
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== Surface definition ==&lt;br /&gt;
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&amp;quot;Note that air-breathers will be unable to breathe two levels beneath the surface.&amp;quot; What exactly is the surface? The empty space above the water or the topmost level of water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I think it actually means that air-breathers can't breathe in water deeper than 5/7, although I'll admit I could be wrong. -[[User:Fuzzy|Fuzzy]] 09:21, 3 November 2008 (EST)&lt;br /&gt;
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::Maybe it means that you can't breathe in the bottom layer of a 2-layer reservoir?  But that's kinda obvious, since it's always 7/7.--[[User:Maximus|Maximus]] 13:16, 3 November 2008 (EST)&lt;br /&gt;
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== The Underwater Nom ==&lt;br /&gt;
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Placing a military dwarf previously ordered to carry two rations and a waterskin in a flooding chamber to teach him to swim, I discovered that dwarves are quite content to eat and drink while swimming, causing the floor of the chamber to be littered with turtle bones and shells from his pack.  Is this the usual behavior, or was my dwarf just confused? --[[User:LucienSadi|LucienSadi]] 20:40, 11 December 2008 (EST)&lt;br /&gt;
:I seriously doubt Toady could have foreseen that kind of situation, and probably ignored it. Besides, as long as he's not drowning, I don't see any reason he shouldn't eat. I certainly wouldn't let myself starve just because I was in chest deep water :P  --[[User:Xonara|Xonara]] 00:47, 25 January 2009 (EST)&lt;br /&gt;
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== A couple observations ==&lt;br /&gt;
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Swimmers won't path through water even if they're a legendary swimmer. Though, perhaps they should, currently water completely restricts work in the area. Also, dwarves can swim between z-levels. Non-novice swimmers, at least. --[[User:Xonara|Xonara]] 00:40, 25 January 2009 (EST)&lt;br /&gt;
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Going to be &amp;quot;hopefully&amp;quot; running a fair number of water tests soon. Results, barring disasterous flooding and extensive casualties, will hopefully be coming soon. ~Naelwyn&lt;br /&gt;
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Also, on an oddly humorous side note; it appears that carp and longnose gar  can drown. I've only seen it in adventure mode, but it can still happen.--[[USER:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
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== Saving drowning dwarves ==&lt;br /&gt;
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how do you do it? what, exactly, do you need to do?&amp;lt;br&amp;gt;i've pretty-much always written 'em off if they've fallen into a river/lake/pond/etc, but i read (in the article) that dwarves would swim to a ramp or such. i've never seen it before, so i didnt think it was possible (hence, the 'swimmer' skill on the embark page always confused me). i've never even seen a dwarf move if they're in water :/   so, what do i need to do to save them? --[[User:DJ Devil|DJ Devil]] 21:17, 12 March 2009 (UTC)&lt;br /&gt;
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:Dwarves do not fall into rivers/lakes/ponds/etc except when they are pushed/are pulled/have the floor drop out from under them. --[[User:Savok|Savok]] 01:25, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::or 'dodge' into them, or run in after a unicorn they were hunting, yes. i seem to always end up on the map with longnose gar, sturgeon, pike and carp, so alot of my dwarves get pulled in (dispite the restricted traffic areas, and such). and in the article it says they'll swim to the side and go up a ramp or something. quote: &amp;quot;If an untrained or dabbling swimmer jumps into water, four things happen; they start drowning, they are stunned from the impact, they are forced into a prone position, and their movement speed is greatly reduced. The only way to get out of water is to use a ramp or stairway, and if neither are accessible, they're done for.&amp;quot;, so.. what do i need to do to give them a chance to get out? where do i put the ramp? on the ground floor, above the water? do i need to dig down into the side of the river, with an ramp? do i need two sets of up/down stairs from the bottom of the river? do i need to construct a wall, door, and a chamber underwater to get them out? what? --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::You build the ramp on the same z-level as the river, i.e. &amp;quot;in&amp;quot; the river.  If you look at the picture on the [[Ramp]] page, if the river was flowing over the grey ramp, then the grey ramp would allow them to escape. You can put them pretty much anywhere that will let your dwarves get out of the river. --[[User:LegacyCWAL|LegacyCWAL]] 15:50, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::yeah, that's what i suspected. i was terribly worried it'd do something strange, though. might be worth adding that to the article, and add that the ramp turns blue when submerged (or, my 'sandy loam downward slope' has)&lt;br /&gt;
&lt;br /&gt;
== Recovering underwater items ==&lt;br /&gt;
Can swimmers recover underwater items?&lt;br /&gt;
&lt;br /&gt;
:Dwarves won't try to recover underwater items no matter how good they are at swimming.  If they try to retrieve something from shallow water, the swimmer skill will keep them from drowning should the water get deeper or they fall into deeper water or something. --[[User:LegacyCWAL|LegacyCWAL]] 15:28, 24 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== waterfall training method ==&lt;br /&gt;
&lt;br /&gt;
The waterfall swimming training method doesn't seem to work that well, but it might be my implementation. I thought it was worth trying and built a test circular staircase/waterfall system in an old fort and let it run for a season or two.&lt;br /&gt;
&lt;br /&gt;
1) All my dwarves did gain swimming skill. Absolutely minimal swimming skill -- no more than a few points into dabbling (i.e., 19 to 20 or so skill points). &lt;br /&gt;
2) they did get happy waterfall thoughts.&lt;br /&gt;
3) babies were separated from parents; the first draft of the stair (before I put gratings at the bottom) killed almost all the puppies and babies in my fort from multi-z-level falls.&lt;br /&gt;
&lt;br /&gt;
Overall, not sure this is really effective at teaching swimming, although it works fine as a complicated waterfall mist generator. I suspect that the problem is that a pressure plate set to open at 7/7 will close again at 6/7 depth, so you're only dumping one-seventh of the chamber's water, and (I further suspect) that swimming training correlates with the depth and force of the water. So it might be possible to get this basic design to work, but you'd have to really streamline it to dump and drain a massive amount of water over your dwarves, quickly.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reservoir&amp;diff=62453</id>
		<title>40d Talk:Reservoir</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reservoir&amp;diff=62453"/>
		<updated>2010-02-04T20:57:45Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* difference between reservoir and cistern? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==(Moved from [[talk:cistern]])==&lt;br /&gt;
A fairly easy way to hollow out a cistern without elaborate designing is simply marking an area of [[ramps]] one level below where you are going to have the top of the cistern. The ground on the current level will be cleared off ( turned into down ramps ) and the same happens to the lower level when you assign a new ramp layer under that. And don't worry; when you assign ramps under ramps, the ramps on top will be cleared out safely.&amp;lt;br /&amp;gt;Easy underground tank hollowing. Although you'll need stairs to climb for the miners sooner or later...&lt;br /&gt;
[[User:Karpatius|Karp]] 08:51, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== difference between reservoir and cistern? ==&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Won't water that's in a constructed, &amp;quot;inside / light / above ground&amp;quot; tile freeze in winter? I thought only water in &amp;quot;dark/subterranean&amp;quot; tiles wouldn't freeze. If so, there's a signficant difference between cisterns and reservoirs -- reservoirs work, cisterns don't! [[User:Calenth|Calenth]] 20:57, 4 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=62433</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=62433"/>
		<updated>2010-02-04T19:08:07Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* will water inside a fortification freeze? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Can water or magma flow through fortifications?==&lt;br /&gt;
Can water or magma flow through fortifications?--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
::I did so, too. But after some time the magma melted the fortification away and the imps could pass through unhindered again.--[[User:Doub|Doub]] 13:42, 12 March 2007 (EST)&lt;br /&gt;
::: Use [[bauxite]]. --[[User:Koltom|Koltom]] 01:20, 14 March 2008 (EDT)&lt;br /&gt;
::::Possible alternative: Will fortifications melt if they are carved instead of constructed? Perhaps instead of mining out the last tile before fleeing, the dwarf could carve a fortification in the obsidian. It's conceivable that that tile, being one of the original tube liners, could be magma-proof by fiat. --[[User:Alfador|Alfador]] 11:27, 20 March 2008 (EDT)&lt;br /&gt;
:::::I tried this when breaching into a magma pipe and yes, the (warm) obsidian fortification is still present many years later. Unfortunately, the same cannot be said for the Dwarf who had the misfortune of being the one assigned the task of carving the fortification. Magma apparently flows faster than a dwarf can run, especially when their feet are on fire. -- [[User:Raumkraut|Raumkraut]] 04:33, 19 April 2008 (EDT)&lt;br /&gt;
:::::Ditto -- carved fortifications don't melt. (I built like this: lava-wall-fortification, then channelled the wall from above) It appears the game tends to treat carved and constructed things very differently. [[User:Anydwarf|Anydwarf]] 12:57, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just build [[vertical bars]] in channels, usually out of iron.  Keeps bad things and good things out, lets water and magma flow through. --[[User:JT|JT]] 16:42, 19 April 2008 (EDT)&lt;br /&gt;
:::::::Yeah, I built bauxite grates at first, but then I had a thought that [[magma men]] (being buildingdestroyer:2) could bust them open. [[User:Anydwarf|Anydwarf]] 17:48, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just embarked without any preparations (random items/skills) on a site with volcano. I created empty pool, and then carved fortifications near it. After that I channeled rock before the fortifications, and now I see just lying obsidian... Looks like carved fortifications melt too, at least in the current version. --[[User:Someone-else|Someone-else]] 10:08, 24 April 2008 (EDT)&lt;br /&gt;
:::::::No, the fortification is still there, it just looks like magma until you loo{{k|k}} at it. While I was checking this I noticed a fire imp on the wrong side of the fortification, so I guess it isn't enough. (or can they spawn anywhere?) [[User:Anydwarf|Anydwarf]] 13:59, 24 April 2008 (EDT)&lt;br /&gt;
::::::::Strong current can currently push creatures through any kind of obstacle that allows liquid flow. I will retry check with the obsidian fortification in my obsidian factory. --[[User:Someone-else|Someone-else]] 19:15, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open questions ==&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
:I've just tried this with constructed fortifications (green glass) and water. The fortification doesn't seem to impede the flow of water at all. -- [[User:Raumkraut|Raumkraut]] 10:15, 19 April 2008 (EDT)&lt;br /&gt;
:I had a section of fortress walled off from my moat with fortifications, and it filled with magma at the same rate as the rest of the moat. I think they are considered clear for the purposes of liquid flow. [[User:Dangerous Beans|Dangerous Beans]] 06:14, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*At what angle can one shoot through fortifications?&lt;br /&gt;
:As far as I'm concerned the angle is pretty sharp - I'd say about 30-25 degree. On close distances the dwarf has to be pretty much in straight line with target. I'm not sure if this applies to fortifications that don't touch walls such as ones in aboveground archery towers or long carved walls. --[[User:Someone-else|Someone-else]] 19:33, 19 April 2008 (EDT)&lt;br /&gt;
::Just think of fortifications as of empty space in that concern. Just with a skill check to shoot through. --[[User:Dorten|Dorten]] 00:20, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*some people claim that you can shoot at attackers from one z level above (thats true for sure), but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;br /&gt;
:Yes, it works great. I think they can shoot down more than 1 z-level but I can't confirm this.[[User:Moonman|Moonman]] 10:47, 11 March 2008 (EDT)&lt;br /&gt;
::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)&lt;br /&gt;
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.--[[User:TimE|TimE]] 05:37, 20 March 2008 (EDT)&lt;br /&gt;
:: '''Elite Goblin Archers still bring the pain''' over 1-2 Z-levels of height difference. Beware! --[[User:Jellyfishgreen|Jellyfishgreen]] 10:10, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
*Do fortifications provide support for constructions above? --[[User:Someone-else|Someone-else]] 19:34, 19 April 2008 (EDT)&lt;br /&gt;
:Built fortifications provide no support/floor above them.  Not sure about carved fortifications. --[[User:Squirrelloid|Squirrelloid]] 11:17, 24 April 2008 (EDT)&lt;br /&gt;
:Fortifications act like a floor with a support on it. They do not provide a floor to the tile above them, but I built a 1x1 tower of fortifications five tall that remained even after deconstructing the scaffold, so they definitely support things above them. A fortification is impassible to creatures (except as pushed by liquid flow). --[[User:Rkyeun|Rkyeun]] 18:11, 2 December 2008 (EST)&lt;br /&gt;
::Except your dwarves can walk through supports, while they can't fortifications. --[[User:GreyMario|GreyMaria]] 15:57, 2 December 2008 (EST)&lt;br /&gt;
:::And supports don't provide marksdwarves with cover... was there a point to that remark? --[[User:N9103|Edward]] 17:41, 2 December 2008 (EST)&lt;br /&gt;
::::Yeah, there was. He specifically said that fortifications act like a floor tile with a support on it. This was partially wrong, so I pointed it out.&amp;lt;br&amp;gt;Ryuken: definitely ''not'' flamewar seeds --[[User:GreyMario|GreyMaria]] 18:21, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Can fortifications be carved from metal walls? --[[User:Sublight|Sublight]] 16:07 28 November 2008 (JST)&lt;br /&gt;
:Yes, they can. Just tried it our this weekend. --[[User:Sublight|Sublight]] 11:19 01 December 2008 (JST)&lt;br /&gt;
&lt;br /&gt;
==Difficulty of firing through fortifications==&lt;br /&gt;
&lt;br /&gt;
It has long been held that there is a penalty to firing through a fortification from a distance, but I haven't observed any such penalty in actual practice.  Can we confirm this through experimentation? --[[User:JT|JT]] 22:12, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seems like you could set up two or three identical archery targets with fortifications at different distances, and look for busted ammunition near the fortifications.  Any bolt that &amp;quot;splashes&amp;quot; on the fortifications should leave evidence of its passage. --[[User:Jurph|Jurph]] 13:08, 1 December 2008 (EST)&lt;br /&gt;
:Doesn't work, they just end up standing in front of the fortifications. [[User:Dangerous Beans|Dangerous Beans]] 20:40, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do constructed fortifications provide any defence from projectiles fired from higher z levels? I'm currently building a killing field, and want some way to protect my dwarfs from goblin arrows, while still allowing my marks dwarfs in the raised tower to fill the goblins full of bolts.[[User:Dangerous Beans|Dangerous Beans]] 20:08, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Z-Levels and Distance ==&lt;br /&gt;
How many x/y tiles away from the enemy should fortification be to easily fire down one Z-level? --[[User:Corona688|Corona688]] 15:51, 12 December 2008 (EST)&lt;br /&gt;
:I think one tile per Z-level is a good rule of thumb. Moats (wet or dry) next to your walls help enforce this. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:11, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Prevention of ambushes==&lt;br /&gt;
I assume from personal experience that the law of range with z-level is that for every z-level you go up, the dwarf will get +1 range but at the same time will get a blind spot of +1 from the dwarf. Now the interesting is that if you have marksdwarfs (I am not sure if normal marksdwarfs will work, but it appears elites and champs work for this) on a z-level such that their range extends over the map screen, then ambushes will not appear in this area. I do not know if this holds true if the dwarfs aren't behind fortifications, but if they are it seems this works through repeats of the same save -  ambushes would only appear on parts of the edges not covered in the range of marksdwarfs. However, at the same time my dwarfs won't shoot any goblins that show up because their shooting range is beyond. Anyone else want to test this or have done this? For reference, my marksdwarfs are 12 z-levels up from ground and are 13 tiles from the edge on a side. --[[User:Breakfight|Breakfight]]&lt;br /&gt;
:Well, that would make sense if the game requires ambush units to appear on the map hidden at start. Anyone care to fill the map edge with chained guard dogs? --[[User:Höhlenschreck|Höhlenschreck]] 12:01, 8 June 2009 (UTC)&lt;br /&gt;
::On the forums veterans have stated that the reverse is true - altitude hurts your range.  Effective range on a crossbow should be about 20 tiles, so 12 up and 13 out might be about right. (A bolt will travel further, but marksdwarves don't tend to open fire until targets are about 20 away.)&lt;br /&gt;
::It might also be closer to &amp;quot;restricted traffic&amp;quot; than a &amp;quot;will not appear&amp;quot; situation - the gobbos might naturally just avoid arriving near any dwarfs (with or without crossbows) if they have other options, but if you ringed your map with them they'd still show up ''somewhere''.  Say it with me - &amp;quot;More research is needed.&amp;quot;--[[User:Albedo|Albedo]] 14:01, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Constructed vs Carved==&lt;br /&gt;
I've got relatively limited experience with the constructed version, having been hit by return fire the times I've used them. I've never had a shooter hit behind carved. Is there a significant difference or just randomness? [[Special:Contributions/70.240.149.70|70.240.149.70]] 05:43, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== will water inside a fortification freeze? ==&lt;br /&gt;
&lt;br /&gt;
Will water inside a fortification tile freeze? Can you pump water out of a fortification square?&lt;br /&gt;
&lt;br /&gt;
Trying to figure out how to build a screw pump tower that won't freeze solid in winter.&lt;br /&gt;
[[User:Calenth|Calenth]] 19:08, 4 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=62432</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=62432"/>
		<updated>2010-02-04T19:07:56Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* will water inside a fortification freeze? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Can water or magma flow through fortifications?==&lt;br /&gt;
Can water or magma flow through fortifications?--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
::I did so, too. But after some time the magma melted the fortification away and the imps could pass through unhindered again.--[[User:Doub|Doub]] 13:42, 12 March 2007 (EST)&lt;br /&gt;
::: Use [[bauxite]]. --[[User:Koltom|Koltom]] 01:20, 14 March 2008 (EDT)&lt;br /&gt;
::::Possible alternative: Will fortifications melt if they are carved instead of constructed? Perhaps instead of mining out the last tile before fleeing, the dwarf could carve a fortification in the obsidian. It's conceivable that that tile, being one of the original tube liners, could be magma-proof by fiat. --[[User:Alfador|Alfador]] 11:27, 20 March 2008 (EDT)&lt;br /&gt;
:::::I tried this when breaching into a magma pipe and yes, the (warm) obsidian fortification is still present many years later. Unfortunately, the same cannot be said for the Dwarf who had the misfortune of being the one assigned the task of carving the fortification. Magma apparently flows faster than a dwarf can run, especially when their feet are on fire. -- [[User:Raumkraut|Raumkraut]] 04:33, 19 April 2008 (EDT)&lt;br /&gt;
:::::Ditto -- carved fortifications don't melt. (I built like this: lava-wall-fortification, then channelled the wall from above) It appears the game tends to treat carved and constructed things very differently. [[User:Anydwarf|Anydwarf]] 12:57, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just build [[vertical bars]] in channels, usually out of iron.  Keeps bad things and good things out, lets water and magma flow through. --[[User:JT|JT]] 16:42, 19 April 2008 (EDT)&lt;br /&gt;
:::::::Yeah, I built bauxite grates at first, but then I had a thought that [[magma men]] (being buildingdestroyer:2) could bust them open. [[User:Anydwarf|Anydwarf]] 17:48, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just embarked without any preparations (random items/skills) on a site with volcano. I created empty pool, and then carved fortifications near it. After that I channeled rock before the fortifications, and now I see just lying obsidian... Looks like carved fortifications melt too, at least in the current version. --[[User:Someone-else|Someone-else]] 10:08, 24 April 2008 (EDT)&lt;br /&gt;
:::::::No, the fortification is still there, it just looks like magma until you loo{{k|k}} at it. While I was checking this I noticed a fire imp on the wrong side of the fortification, so I guess it isn't enough. (or can they spawn anywhere?) [[User:Anydwarf|Anydwarf]] 13:59, 24 April 2008 (EDT)&lt;br /&gt;
::::::::Strong current can currently push creatures through any kind of obstacle that allows liquid flow. I will retry check with the obsidian fortification in my obsidian factory. --[[User:Someone-else|Someone-else]] 19:15, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open questions ==&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
:I've just tried this with constructed fortifications (green glass) and water. The fortification doesn't seem to impede the flow of water at all. -- [[User:Raumkraut|Raumkraut]] 10:15, 19 April 2008 (EDT)&lt;br /&gt;
:I had a section of fortress walled off from my moat with fortifications, and it filled with magma at the same rate as the rest of the moat. I think they are considered clear for the purposes of liquid flow. [[User:Dangerous Beans|Dangerous Beans]] 06:14, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*At what angle can one shoot through fortifications?&lt;br /&gt;
:As far as I'm concerned the angle is pretty sharp - I'd say about 30-25 degree. On close distances the dwarf has to be pretty much in straight line with target. I'm not sure if this applies to fortifications that don't touch walls such as ones in aboveground archery towers or long carved walls. --[[User:Someone-else|Someone-else]] 19:33, 19 April 2008 (EDT)&lt;br /&gt;
::Just think of fortifications as of empty space in that concern. Just with a skill check to shoot through. --[[User:Dorten|Dorten]] 00:20, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*some people claim that you can shoot at attackers from one z level above (thats true for sure), but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;br /&gt;
:Yes, it works great. I think they can shoot down more than 1 z-level but I can't confirm this.[[User:Moonman|Moonman]] 10:47, 11 March 2008 (EDT)&lt;br /&gt;
::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)&lt;br /&gt;
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.--[[User:TimE|TimE]] 05:37, 20 March 2008 (EDT)&lt;br /&gt;
:: '''Elite Goblin Archers still bring the pain''' over 1-2 Z-levels of height difference. Beware! --[[User:Jellyfishgreen|Jellyfishgreen]] 10:10, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
*Do fortifications provide support for constructions above? --[[User:Someone-else|Someone-else]] 19:34, 19 April 2008 (EDT)&lt;br /&gt;
:Built fortifications provide no support/floor above them.  Not sure about carved fortifications. --[[User:Squirrelloid|Squirrelloid]] 11:17, 24 April 2008 (EDT)&lt;br /&gt;
:Fortifications act like a floor with a support on it. They do not provide a floor to the tile above them, but I built a 1x1 tower of fortifications five tall that remained even after deconstructing the scaffold, so they definitely support things above them. A fortification is impassible to creatures (except as pushed by liquid flow). --[[User:Rkyeun|Rkyeun]] 18:11, 2 December 2008 (EST)&lt;br /&gt;
::Except your dwarves can walk through supports, while they can't fortifications. --[[User:GreyMario|GreyMaria]] 15:57, 2 December 2008 (EST)&lt;br /&gt;
:::And supports don't provide marksdwarves with cover... was there a point to that remark? --[[User:N9103|Edward]] 17:41, 2 December 2008 (EST)&lt;br /&gt;
::::Yeah, there was. He specifically said that fortifications act like a floor tile with a support on it. This was partially wrong, so I pointed it out.&amp;lt;br&amp;gt;Ryuken: definitely ''not'' flamewar seeds --[[User:GreyMario|GreyMaria]] 18:21, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Can fortifications be carved from metal walls? --[[User:Sublight|Sublight]] 16:07 28 November 2008 (JST)&lt;br /&gt;
:Yes, they can. Just tried it our this weekend. --[[User:Sublight|Sublight]] 11:19 01 December 2008 (JST)&lt;br /&gt;
&lt;br /&gt;
==Difficulty of firing through fortifications==&lt;br /&gt;
&lt;br /&gt;
It has long been held that there is a penalty to firing through a fortification from a distance, but I haven't observed any such penalty in actual practice.  Can we confirm this through experimentation? --[[User:JT|JT]] 22:12, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seems like you could set up two or three identical archery targets with fortifications at different distances, and look for busted ammunition near the fortifications.  Any bolt that &amp;quot;splashes&amp;quot; on the fortifications should leave evidence of its passage. --[[User:Jurph|Jurph]] 13:08, 1 December 2008 (EST)&lt;br /&gt;
:Doesn't work, they just end up standing in front of the fortifications. [[User:Dangerous Beans|Dangerous Beans]] 20:40, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do constructed fortifications provide any defence from projectiles fired from higher z levels? I'm currently building a killing field, and want some way to protect my dwarfs from goblin arrows, while still allowing my marks dwarfs in the raised tower to fill the goblins full of bolts.[[User:Dangerous Beans|Dangerous Beans]] 20:08, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Z-Levels and Distance ==&lt;br /&gt;
How many x/y tiles away from the enemy should fortification be to easily fire down one Z-level? --[[User:Corona688|Corona688]] 15:51, 12 December 2008 (EST)&lt;br /&gt;
:I think one tile per Z-level is a good rule of thumb. Moats (wet or dry) next to your walls help enforce this. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:11, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Prevention of ambushes==&lt;br /&gt;
I assume from personal experience that the law of range with z-level is that for every z-level you go up, the dwarf will get +1 range but at the same time will get a blind spot of +1 from the dwarf. Now the interesting is that if you have marksdwarfs (I am not sure if normal marksdwarfs will work, but it appears elites and champs work for this) on a z-level such that their range extends over the map screen, then ambushes will not appear in this area. I do not know if this holds true if the dwarfs aren't behind fortifications, but if they are it seems this works through repeats of the same save -  ambushes would only appear on parts of the edges not covered in the range of marksdwarfs. However, at the same time my dwarfs won't shoot any goblins that show up because their shooting range is beyond. Anyone else want to test this or have done this? For reference, my marksdwarfs are 12 z-levels up from ground and are 13 tiles from the edge on a side. --[[User:Breakfight|Breakfight]]&lt;br /&gt;
:Well, that would make sense if the game requires ambush units to appear on the map hidden at start. Anyone care to fill the map edge with chained guard dogs? --[[User:Höhlenschreck|Höhlenschreck]] 12:01, 8 June 2009 (UTC)&lt;br /&gt;
::On the forums veterans have stated that the reverse is true - altitude hurts your range.  Effective range on a crossbow should be about 20 tiles, so 12 up and 13 out might be about right. (A bolt will travel further, but marksdwarves don't tend to open fire until targets are about 20 away.)&lt;br /&gt;
::It might also be closer to &amp;quot;restricted traffic&amp;quot; than a &amp;quot;will not appear&amp;quot; situation - the gobbos might naturally just avoid arriving near any dwarfs (with or without crossbows) if they have other options, but if you ringed your map with them they'd still show up ''somewhere''.  Say it with me - &amp;quot;More research is needed.&amp;quot;--[[User:Albedo|Albedo]] 14:01, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Constructed vs Carved==&lt;br /&gt;
I've got relatively limited experience with the constructed version, having been hit by return fire the times I've used them. I've never had a shooter hit behind carved. Is there a significant difference or just randomness? [[Special:Contributions/70.240.149.70|70.240.149.70]] 05:43, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== will water inside a fortification freeze? ==&lt;br /&gt;
&lt;br /&gt;
Will water inside a fortification tile freeze? Can you pump water out of a fortification square?&lt;br /&gt;
&lt;br /&gt;
Trying to figure out how to build a screw pump tower that won't freeze solid in winter.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=62384</id>
		<title>40d:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=62384"/>
		<updated>2010-02-04T14:43:19Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* Effect of quality on weapon skill {{ver|0.23.130.23a}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Also see [[Item designations]].''&lt;br /&gt;
&lt;br /&gt;
All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].&lt;br /&gt;
&lt;br /&gt;
[[Room]]s also have a &amp;quot;quality grade&amp;quot; which determines their [[Room#Specific_room_quality_grades|value]] in the eyes of those owning/using the room, which is the sum of the objects placed within their designated area plus the [[material]]s that surround it plus improvements (such as [[engraving]]) to those materials.  See [[room]] for a more complete discussion of these values, and [[How do I increase the value of a room]] for a complete list of options.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || Artifact || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0?*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* An analysis of game memory indicates a base multiplier of 2.0, however observational reports (and some other elements of the game code) imply that the multiplier might be (significantly?) higher.  As it stands, it's not perfectly clear - more research is needed.)''&lt;br /&gt;
&lt;br /&gt;
====Masterpiece====&lt;br /&gt;
A '''masterpiece''' is more than the highest normal quality and value - it is an artistic expression that is of great importance to the dwarf who created it.&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot;  The loss, destruction or theft of such a masterpiece will cause the dwarf that created it a ''very'' unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break - however, ''losing'' a bolt, even one left on the battlefield, will. So if a kobold or wild animal steals a used masterpiece bolt which was lying around, or misses its target and falls into the [[chasm]] or is melted by &amp;quot;the impertinent [[magma]]&amp;quot;, this also counts as defacement, and the maker's mood will decrease (but not as much as might be - see below). &lt;br /&gt;
&lt;br /&gt;
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}.  So an engraver with hundreds of masterwork images on the walls of the fortress or a bonecarver with several dozen masterpiece bone bolts will be merely irked by the destruction of one of their many masterworks, while a dwarf who has only made a single masterwork item would be deeply and significantly affected.&lt;br /&gt;
&lt;br /&gt;
Since [[legendary]] dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; [[tantrum]]ing legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.  According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items.  It is unclear if this is true for weapons/armor or not - opinions differ as to whether artifact weapons and armor have a 2.0 multiplier or something higher; nothing has been found in the game code to support such, but observation suggests otherwise.&lt;br /&gt;
&lt;br /&gt;
== Skill and quality levels ==&lt;br /&gt;
&lt;br /&gt;
Tradesdwarves of different [[skill]] levels will produce items of differing quality. &amp;quot;Dabbling&amp;quot; dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chance for  !!No quality!!-Well-crafted-!!+Finely-crafted+!!*Superior quality*!!≡Exceptional≡!!☼Masterful☼!!Average [[Value]] Multiplier!!Jump in Average Value&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling|| 100.0%      || || || || || ||1.000||&lt;br /&gt;
|-&lt;br /&gt;
|Novice|| 63.0% || 31.4%        || 5.2% || 0.38%    || 0.01%    || 0.000089%    ||1.430||0.430&lt;br /&gt;
|-&lt;br /&gt;
|No|| 36.4%     || 44.1%        || 16.7%        || 2.6% || 0.16%    || 0.0028%    ||1.860||0.430&lt;br /&gt;
|-&lt;br /&gt;
|Competent|| 18.3%      || 43.8%        || 29.4%        || 7.7% || 0.79%    || 0.022%    ||2.291||0.431&lt;br /&gt;
|-&lt;br /&gt;
|Skilled|| 6.7% || 35.6%        || 39.4%        || 15.8%        || 2.4% || 0.091%    ||2.725||0.434&lt;br /&gt;
|-&lt;br /&gt;
|Proficient|| || 23.3%  || 44.4%        || 26.4%        || 5.6% || 0.28%    ||3.167||0.441&lt;br /&gt;
|-&lt;br /&gt;
|Talented|| || 15.5%    || 41.5%        || 33.3%        || 9.2% || 0.58%    ||3.415||0.248&lt;br /&gt;
|-&lt;br /&gt;
|Adept|| || 9.4%        || 36.3%        || 39.2%        || 14.0%        || 1.1% ||3.674||0.259&lt;br /&gt;
|-&lt;br /&gt;
|Expert|| || 5.0%       || 29.7%        || 43.5%        || 20.0%        || 1.8% ||3.949||0.275&lt;br /&gt;
|-&lt;br /&gt;
|Professional|| || 1.9% || 22.2%        || 45.8%        || 27.2%        || 2.9% ||4.245||0.296&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished|| || || 14.4%     || 45.6%        || 35.6%        || 4.4% ||4.567||0.322&lt;br /&gt;
|-&lt;br /&gt;
|Great|| || || 10.2%    || 42.4%        || 41.4%        || 5.9% ||4.785||0.218&lt;br /&gt;
|-&lt;br /&gt;
|Master|| || || 6.7%    || 38.2%        || 47.4%        || 7.7% ||5.021||0.236&lt;br /&gt;
|-&lt;br /&gt;
|High Master|| || || 3.9%      || 33.0%        || 53.3%        || 9.8% ||5.276||0.255&lt;br /&gt;
|-&lt;br /&gt;
|Grand Master|| || || 1.6%     || 26.9%        || 59.2%        || 12.2%        ||5.552||0.276&lt;br /&gt;
|-&lt;br /&gt;
|Legendary|| || || || 20.0%     || 65.0%        || 15.0%        ||5.850||0.298&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+1|| || || || 15.7%   || 67.2%        || 17.1%        ||6.037||0.187&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+2|| || || || 11.6%   || 69.1%        || 19.3%        ||6.233||0.195&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+3|| || || || 7.6%    || 70.8%        || 21.6%        ||6.436||0.203&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+4|| || || || 3.7%    || 72.2%        || 24.1%        ||6.647||0.211&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+5|| || || || || 73.3%        || 26.7%        ||6.867||0.219&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]]:&lt;br /&gt;
&lt;br /&gt;
First, a skill level is computed, directly related to the dabbling...legendary indicators and likes of the particular crafter. No skill or dabbling is 0, legendary is 15. It is capped at 20.&lt;br /&gt;
&lt;br /&gt;
Item quality is set to 0.&lt;br /&gt;
&lt;br /&gt;
Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is bumped.&lt;br /&gt;
This gives the 6 quality levels (0 to 5).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Here is 0x517A5D's disassembly and analysis, up-to-date as of version .40d9:&lt;br /&gt;
&lt;br /&gt;
; ---------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
loc_6FCB92:&lt;br /&gt;
                push    eax&lt;br /&gt;
                call    get_dorf_level_in_a_skill&lt;br /&gt;
                mov     ebx, eax&lt;br /&gt;
&lt;br /&gt;
loc_6FCB9A:&lt;br /&gt;
                cmp     ebx, 20&lt;br /&gt;
                mov     [edi+7Ah], bx   ; Save the creator's true skill level.&lt;br /&gt;
                                        ; EDI points to the item being created.&lt;br /&gt;
&lt;br /&gt;
                jle     short loc_6FCBA8&lt;br /&gt;
                mov     ebx, 20         ; EBX is a value in the range of [0..20],&lt;br /&gt;
                                        ; and is the (capped) skill level of the&lt;br /&gt;
                                        ; creator, possibly adjusted for material&lt;br /&gt;
                                        ; preferences, I didn't check.&lt;br /&gt;
&lt;br /&gt;
; We roll a d5 and compare the result with the creator's skill level.&lt;br /&gt;
; (Technically, we compare d5 - 1 against skill_level - 1.)&lt;br /&gt;
&lt;br /&gt;
loc_6FCBA8:                             ; field 78h is quality.&lt;br /&gt;
                xor     eax, eax&lt;br /&gt;
&lt;br /&gt;
                mov     [edi+78h], ax   ; Init item quality to 0&lt;br /&gt;
&lt;br /&gt;
                call    mt_engine       ; Get a random number (returned in EAX).&lt;br /&gt;
&lt;br /&gt;
                mov     ecx, eax        ; This mess is a division by 5,&lt;br /&gt;
                mov     eax, 3          ; retaining the modulus.&lt;br /&gt;
                mul     ecx             ; It's done this way in the hope&lt;br /&gt;
                mov     eax, ecx        ; that three multiplies is less&lt;br /&gt;
                sub     eax, edx        ; expensive than a single divide.&lt;br /&gt;
                shr     eax, 1          ; This technique is called&lt;br /&gt;
                add     eax, edx        ; &amp;quot;multiplying by the reciprocal.&amp;quot;&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 4FFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Bh        ; now EDX is in the range [0..4]&lt;br /&gt;
                                        ; i.e. d5 - 1&lt;br /&gt;
&lt;br /&gt;
                cmp     edx, ebx        ; Compare the &amp;quot;die roll&amp;quot; against the&lt;br /&gt;
                                        ; 0-based skill level (still in EBX).&lt;br /&gt;
                jge     short loc_6FCBE1&lt;br /&gt;
                add     [edi+78h], bp   ; If the random number was less than&lt;br /&gt;
                                        ; the skill level,&lt;br /&gt;
                                        ; add 1 to the quality level.&lt;br /&gt;
                                        ; (BP is known to be 1, and&lt;br /&gt;
                                        ; item quality is known to be 0.)&lt;br /&gt;
&lt;br /&gt;
; Now we roll a d10 and compare.  It's important to note that the roll&lt;br /&gt;
; of the d10 is independent, not conditional, of the roll of the d5.&lt;br /&gt;
&lt;br /&gt;
loc_6FCBE1:                             ; Random number&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax        ; Modulus&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 4FFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Ah        ; now EDX is in the range [0..9]&lt;br /&gt;
                                        ; i.e. d10 - 1&lt;br /&gt;
                cmp     edx, ebx        ; Compare&lt;br /&gt;
                jge     short loc_6FCC14&lt;br /&gt;
                add     [edi+78h], bp   ; If d10 &amp;lt; skill, bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC14:                             ; Same thing for a d15.&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0EFFFFFF3h&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Bh&lt;br /&gt;
                cmp     edx, ebx&lt;br /&gt;
                jge     short loc_6FCC47&lt;br /&gt;
                add     [edi+78h], bp   ; If d15 &amp;lt; skill, bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC47:                             ; Same thing for a d20.&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 3FFFFFE3h&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                sub     ecx, edx&lt;br /&gt;
                shr     ecx, 1&lt;br /&gt;
                add     ecx, edx&lt;br /&gt;
                shr     ecx, 1Ah&lt;br /&gt;
                cmp     ecx, ebx&lt;br /&gt;
                jge     short loc_6FCC80&lt;br /&gt;
                add     [edi+78h], bp   ; If d20 &amp;lt; skill. bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC80:                             ; Now we roll a d25&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0C7FFFFFDh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Ah&lt;br /&gt;
                cmp     edx, ebx        ; Compare against skill,&lt;br /&gt;
                jge     short loc_6FCCE2&lt;br /&gt;
                call    mt_engine       ; AND roll a d3&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0BFFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Dh&lt;br /&gt;
                test    edx, edx        ; The d3 result must be 1.&lt;br /&gt;
                                        ; (Technically, d3-1 is tested against 0.)&lt;br /&gt;
                jnz     short loc_6FCCE2&lt;br /&gt;
                add     [edi+78h], bp   ; If d25 &amp;lt; skill AND d3 = 1, bump&lt;br /&gt;
&lt;br /&gt;
loc_6FCCE2:&lt;br /&gt;
                cmp     word ptr [edi+78h], 5&lt;br /&gt;
                jnz     loc_6FCE28&lt;br /&gt;
                lea     ecx, [esp+40h+var_2C]&lt;br /&gt;
                call    ds:??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ&lt;br /&gt;
                lea     ecx, [esp-14h+arg_24]&lt;br /&gt;
                push    ecx&lt;br /&gt;
                mov     ecx, esi&lt;br /&gt;
                mov     [esp-10h+arg_4C], 0&lt;br /&gt;
                call    get_dorf_name&lt;br /&gt;
                add     esp, 4&lt;br /&gt;
                push    offset aHasCreatedAMasterpiece ; &amp;quot; has created a masterpiece!&amp;quot;&lt;br /&gt;
                lea     ecx, [esp-10h+arg_24]&lt;br /&gt;
                call    ds:??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z&lt;br /&gt;
                cmp     [esp-18h+arg_40], 10h&lt;br /&gt;
                mov     ecx, [esp-18h+arg_2C]&lt;br /&gt;
                jnb     short loc_6FCD2C&lt;br /&gt;
                lea     ecx, [esp-18h+arg_2C]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to inspections of the memory values, it seems that artifacts have a quality of 5.&lt;br /&gt;
&lt;br /&gt;
== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==&lt;br /&gt;
&lt;br /&gt;
To quote Toady:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to&lt;br /&gt;
&lt;br /&gt;
Skill&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = Skill&amp;lt;sub&amp;gt;original&amp;lt;/sub&amp;gt; &amp;amp;times; (1.0 + 0.2 &amp;amp;times; Q) + Q&lt;br /&gt;
&lt;br /&gt;
This is pretty extreme and will probably be reduced for all weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:&lt;br /&gt;
&lt;br /&gt;
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Result for  !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    ||No label    ||Skilled       ||Talented        ||Expert     ||Accomplished&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||Competent   ||Proficient    ||Expert          ||Accomplished||Master&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||Skilled     ||Adept         ||Professional    ||Master     ||Grand Master&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||Talented    ||Expert        ||Great           ||High Master||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||Adept       ||Accomplished  ||Master          ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||Expert      ||Great         ||Grand Master    ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||Professional||Master        ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||Accomplished||Grand Master  ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||Master      ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Professional||High Master ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||Grand Master||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Great and better||Legendary||Legendary    ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is true, then it would be possible to:&lt;br /&gt;
&lt;br /&gt;
# Train a couple dozen skilled miners&lt;br /&gt;
# Give them exceptional picks&lt;br /&gt;
# Draft them and give them decent armor&lt;br /&gt;
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves&lt;br /&gt;
&lt;br /&gt;
===update for next version===&lt;br /&gt;
I'm not sure how to fit this in, but Toady just gave us a further quote on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in the next version:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Value*10.&lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
--[[User:Calenth|Calenth]]&lt;br /&gt;
[[Category:Items|*Quality]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=61684</id>
		<title>40d Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=61684"/>
		<updated>2010-01-26T19:22:04Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Other sources of noise ==&lt;br /&gt;
Any information on whether fighting causes noise? [[User:Zardus|Zardus]] 02:22, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if dwarves just walking about causes noise? [[User:Yvain|Yvain]] 06:31, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can't say for certain now, but I am certain that they did not in the old version. --[[User:Savok|Savok]] 22:50, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do machines make noise? --[[User:Juckto|Juckto]] 07:06, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about things like doors opening and floodgates being activated? Kinda falls under &amp;quot;machines&amp;quot; but eh. --[[User:Kefkakrazy|Kefkakrazy]] 00:01, 23 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does Smoothing Stone or Engraving Stone cause noise? --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
I observed a dwarf being woken up when a square next to him was mined out. corecting entry. --[[User:mrdudeguy|mrdudeguy]]&lt;br /&gt;
&lt;br /&gt;
Pumping and farming? --[[User:Gnarker|Gnarker]] 18:34, 8 July 2009 (CEST)&lt;br /&gt;
:Neither of these cause noise. I usually stick Screw Pumps in the barracks to train my military. In fledging stages, my farms are quite close to beds and never had an issue.--[[User:DracoG|DracoG]] 19:36, 17 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagonal Z-Noise ==&lt;br /&gt;
How does the Z-direction work with noise in terms of diagonals?  If my bedrooms are two layers down, can they be closer than they would be if they were one layer down?  Or is noise effectively a cylinder where the nearby squares aren't feasible even when down 3 layers?&lt;br /&gt;
&lt;br /&gt;
I'm not sure how old this comment is, but this is actually brings up a good question.  Has anyone actually verified that noise still radiates in a diamond pattern?  Rooms used to &amp;quot;radiate&amp;quot; in diamond patterns, but they now expand like a square.  Could noise have been modified similarly?  If noise does move diagonally, a workshop would produce a noise cube with dimensions 9x9x9. --[[User:Marble Dice|Marble Dice]] 23:29, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On second thought it would probably look like a pyramid with square cross-sections and a base that was 9x9, which seems to be what the article suggests.  I'll have to try and find some room to verify this behavior in my current fortress. --[[User:Marble Dice|Marble Dice]] 23:37, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I tested this by stopping all mining, catapults, training, etc, and every workshop except one.  I placed beds in places I wanted to check for noise.  Here's a list of my results in (X, Y, Z) co-ordinate pairs.  Assume the workshop's center tile is the origin (0, 0, 0).  Positive X is east, negative Y is south, and negative Z is down.&lt;br /&gt;
&lt;br /&gt;
:* (+5,  0, 0) = No&lt;br /&gt;
:* (+4, -4, 0) = Yes&lt;br /&gt;
:* (+5, -4, 0) = No&lt;br /&gt;
:* (0, 0, -4) = Yes&lt;br /&gt;
:* (+1, 0, -4) = Yes&lt;br /&gt;
:* (+4, -4, -4) = Yes&lt;br /&gt;
:* (+5, -4, -4) = No&lt;br /&gt;
&lt;br /&gt;
:Dwarves get a thought about where they're sleeping when they crash (slept without a proper room, in a good bedroom, etc), but they don't get a thought for noise until they wake up.  I assume this is because there are three tiers to the noise thought: uneasily, very uneasily, and was woken up by.  I'd hazard a guess as jobs happen, applicable nearby sleeping dwarves will &amp;quot;accumulate&amp;quot; noise until they wake up.  If they pass a certain threshold, they wake up prematurely and get the most severe negative thought.  Otherwise, they get &amp;quot;uneasily&amp;quot; or &amp;quot;very uneasily&amp;quot; when the wake normally, based on how much noise they accumulated.  Perhaps noise has both a loudness (how much it increases the dwarf's counter) and a range, or maybe longer range noises increase the counter more, or maybe all noise is the same loudness and it's just a matter of the number of noise events a dwarf hears while sleeping.  It seems reasonable to me, but I've no way to test it.  Not sure if any of this additional information belongs in the main article or not. --[[User:Marble Dice|Marble Dice]] 22:26, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::My guess is that noise doesn't accumulate.  I suspect that the reason the thought appears when they wake up is in case they hear a noise that's louder than the one they already heard.  Otherwise you could insulate your dwarves from loud noises by making small noises.  (not that this would be practical)  [[User:Gairabad|Gairabad]] 23:38, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== distances ==&lt;br /&gt;
&lt;br /&gt;
gee, no wonder my dwarves are all upset by noise - 16 squares from anywhere a chair is being moved in is a long way! Here I was being worried about how close the masons' workshop is, when my problem all along was I keep building doors, beds and things just next door.&lt;br /&gt;
&lt;br /&gt;
I think that is broken personally - building furniture should be treated way differently to building a workshop! Building a workshop I can understand being heard easily for 16 squares, but destroying/building a chair, table or bed should be pretty much cut out at 4 squares.[[User:GarrieIrons|GarrieIrons]] 05:55, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Accurate for the latest version? ==&lt;br /&gt;
&lt;br /&gt;
I built a hatch cover right next to a sleeping dwarf and he wasn't woken up.  D'ya think some of this might have been changed?  [[User:Gairabad|Gairabad]] 23:36, 19 December 2008 (EST)&lt;br /&gt;
:Dwarves being outright awoken due to noise is a pretty severe case - just building a hatch cover wouldn't do it.  Check the dwarf when he wakes up and see if he got the sleeping uneasily thought. --[[User:ThunderClaw|ThunderClaw]] 02:13, 20 December 2008 (EST)&lt;br /&gt;
::No, I don't think he did.  [[User:Gairabad|Gairabad]] 21:23, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==tower cap farms noiseless?==&lt;br /&gt;
&lt;br /&gt;
Tower cap farms probably shouldn't be listed as noiseless if cutting wood creates noise within 8 tiles, unless I'm missing something. [[User:Calenth|Calenth]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Urist&amp;diff=42773</id>
		<title>40d Talk:Urist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Urist&amp;diff=42773"/>
		<updated>2008-09-07T15:45:25Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know, I don't think I've ever had a dwarf named Urist actually --[[User:Sartain|Sartain]] 10:45, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've never had any notable Urist, but many Kadols. Kadol the legendary stonecrafter, Kadol the mayor etc., but no Urists.&lt;br /&gt;
Also, all my notable female dorfs are named Tirist... --[[User:Someone-else|Someone-else]] 19:29, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
In my current fort (Pop of 158) I don't have any Urists, but do have lots of Kadols. But! Urist IS the name many players would use to name any generic dwarf they are talking about. It's nominal name already. I'm for this article--[[User:Dorten|Dorten]] 23:17, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've only ever had the one that I can remember... and I've never used the name for a generic dwarf... but I too, as a completely impartial observer, am entirely for this article. --[[User:Eiba|Eiba]] 01:11, 20 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think &amp;quot;urist&amp;quot; actually means &amp;quot;dagger&amp;quot; in the game's language system. [[User:Calenth|Calenth]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11979</id>
		<title>40d Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11979"/>
		<updated>2008-09-03T03:55:30Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* Forest Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.&lt;br /&gt;
&lt;br /&gt;
Maybe someone with experience could write up on the risks, ie how it spreads, how long it burns, how dwarfs react and what can be done to fight/prevent it. --[[User:Lucid|Lucid]] 21:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could someone test to see what levels of water will extinguish fire somehow?  Perhaps a fortress at high risk for fire could have emergency floodgates set up to dump precise reservoirs of water at important areas like the living quarters or food/booze stockpiles.&lt;br /&gt;
&lt;br /&gt;
god save us if it is affected by the mud/blood bug too [[User:Thatguyyaknow|Thatguyyaknow]] 13:07, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
no it ain't the blood bug, it's the fire bug.  Someone copy and paste it from the old wiki. --[[User:Frostedfire|Frostedfire]] 22:14, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can confirm that fire spreads to adjucent squares. My fortress catched fire (long story) and wooden barrels and bins on stockpiles burned. When they completety burned out their contents catched fire and many piles of 20 !!leather!!, 20 !!cloth!! and 20 or more !!seeds!! generated '''very''' heavy lags. I didn't pay attention if it spreads diagonally but a burning item on the floor makes all 8 squares around it &amp;quot;warm stone wall&amp;quot; just as magma do to it's 4 directly adjacent squares.--[[User:Another|Another]] 14:26, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a way to intentionally start a fire? [[User:Diabl0658|Diabl0658]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Dig into the side of a pool of lava. Remove a construction holding back lava. Open a wooden door holding back lava. Open a floodgate to lava. Some combination of pumps, stairs, ramps, walls, and stockpiles will allow you to choose what gets set on fire and where. [[User:Rkyeun|Rkyeun]] 00:59, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Fire doesn't seem to spread by walking near it though...  I forbade a few burning corpses and the dwarves had no problem stepping over it without catching fire.&lt;br /&gt;
&lt;br /&gt;
Possibly fire on items like clothing or corpses will only spread to dwarves touching it.&lt;br /&gt;
&lt;br /&gt;
A more informative page than &amp;quot;fire sucks&amp;quot; might be useful.  Maybe a list of fire sources, what objects will and won't burn, how fire spreads and measures you can take to limit the damage or stop it.  Maybe telling your dwarves to dump water in your hallways to keep a nice [1/7] coating?&lt;br /&gt;
&lt;br /&gt;
== Fireproof silk? ==&lt;br /&gt;
&lt;br /&gt;
i noticed that cave spider silk clothes dont catch fire. i had a guy incinerated by magma touching him - he managed to move away and his silk clothing was all that was left [[User:Twiggie|Twiggie]] 14:06, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forest Fire ==&lt;br /&gt;
&lt;br /&gt;
I just started a new game near a volcano, in a forest. In the first winter, a fire imp left the caldera, and the forest burst into flame. Anyone see this before? The entire map went up in smoke... I lost 5 dwarves to it.&lt;br /&gt;
--[[User:Mabmoro|mabmoro]] 22:01, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen this multiple times on my current map, haven't lost dwarves, but did have a dwarf caravan run straight into one... As when I tried to pin down what started it and why, all the fire imps were back in the volcano (if they ever left to begin with), but at the exact center of the ring of fire was a pile of groundhog bones - so I think a fire imp wandered out, saw a groundhog, and fried it, causing a massive fire... that or groundhogs spontaneously combust now.  Could probably use channels or walls as firebreaks to keep the whole map from burning when it happens, embark with a magma vent that (hopefully) doesn't reach the surface rather than a volcano, or try to close off the top of the volcano.  Probably simpler to wall in any surface areas you're using and just tell your dwarves to stay inside when you see a fire though. --[[User:Nethras|Nethras]] 15:02, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had a forest fire the other day - the burn pattern indicated it started in two places approximately simultaneously, in the vicinity of a [[Fire Man]] and a Cougar (though I never saw any bones). The Fire Man had been busy elsewhere with no such effect though, despite killing numerous groundhogs, a couple of Mules, a pet cat, and one of my dwarves.&lt;br /&gt;
:The fire didn't manage to enter my encampment, probably due to the foot traffic killing off the vegetation around the entrance, but it did spread across the rest of that z-level. No harm was done to any living creature which encountered it though, as far as I could tell. --[[User:Raumkraut|Raumkraut]] 16:50, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Similar situation, I used a forest fire to kill a bunch of satyrs by trapping single satyrs in cage traps. I couldn't kill them otherwise because they aren't hostile and aren't animals, so military and hunters wouldn't touch them, but they do set off cage traps and once one is trapped, the other satyrs stayed close. So I scattered some traps near the caldera and waited; eventually a fire imp popped out, started a fire, and about fifteen satyrs all got roasted by the fire. [[User:Calenth|Calenth]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11978</id>
		<title>40d Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11978"/>
		<updated>2008-09-03T03:55:16Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* Forest Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.&lt;br /&gt;
&lt;br /&gt;
Maybe someone with experience could write up on the risks, ie how it spreads, how long it burns, how dwarfs react and what can be done to fight/prevent it. --[[User:Lucid|Lucid]] 21:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could someone test to see what levels of water will extinguish fire somehow?  Perhaps a fortress at high risk for fire could have emergency floodgates set up to dump precise reservoirs of water at important areas like the living quarters or food/booze stockpiles.&lt;br /&gt;
&lt;br /&gt;
god save us if it is affected by the mud/blood bug too [[User:Thatguyyaknow|Thatguyyaknow]] 13:07, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
no it ain't the blood bug, it's the fire bug.  Someone copy and paste it from the old wiki. --[[User:Frostedfire|Frostedfire]] 22:14, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can confirm that fire spreads to adjucent squares. My fortress catched fire (long story) and wooden barrels and bins on stockpiles burned. When they completety burned out their contents catched fire and many piles of 20 !!leather!!, 20 !!cloth!! and 20 or more !!seeds!! generated '''very''' heavy lags. I didn't pay attention if it spreads diagonally but a burning item on the floor makes all 8 squares around it &amp;quot;warm stone wall&amp;quot; just as magma do to it's 4 directly adjacent squares.--[[User:Another|Another]] 14:26, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a way to intentionally start a fire? [[User:Diabl0658|Diabl0658]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Dig into the side of a pool of lava. Remove a construction holding back lava. Open a wooden door holding back lava. Open a floodgate to lava. Some combination of pumps, stairs, ramps, walls, and stockpiles will allow you to choose what gets set on fire and where. [[User:Rkyeun|Rkyeun]] 00:59, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Fire doesn't seem to spread by walking near it though...  I forbade a few burning corpses and the dwarves had no problem stepping over it without catching fire.&lt;br /&gt;
&lt;br /&gt;
Possibly fire on items like clothing or corpses will only spread to dwarves touching it.&lt;br /&gt;
&lt;br /&gt;
A more informative page than &amp;quot;fire sucks&amp;quot; might be useful.  Maybe a list of fire sources, what objects will and won't burn, how fire spreads and measures you can take to limit the damage or stop it.  Maybe telling your dwarves to dump water in your hallways to keep a nice [1/7] coating?&lt;br /&gt;
&lt;br /&gt;
== Fireproof silk? ==&lt;br /&gt;
&lt;br /&gt;
i noticed that cave spider silk clothes dont catch fire. i had a guy incinerated by magma touching him - he managed to move away and his silk clothing was all that was left [[User:Twiggie|Twiggie]] 14:06, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forest Fire ==&lt;br /&gt;
&lt;br /&gt;
I just started a new game near a volcano, in a forest. In the first winter, a fire imp left the caldera, and the forest burst into flame. Anyone see this before? The entire map went up in smoke... I lost 5 dwarves to it.&lt;br /&gt;
--[[User:Mabmoro|mabmoro]] 22:01, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen this multiple times on my current map, haven't lost dwarves, but did have a dwarf caravan run straight into one... As when I tried to pin down what started it and why, all the fire imps were back in the volcano (if they ever left to begin with), but at the exact center of the ring of fire was a pile of groundhog bones - so I think a fire imp wandered out, saw a groundhog, and fried it, causing a massive fire... that or groundhogs spontaneously combust now.  Could probably use channels or walls as firebreaks to keep the whole map from burning when it happens, embark with a magma vent that (hopefully) doesn't reach the surface rather than a volcano, or try to close off the top of the volcano.  Probably simpler to wall in any surface areas you're using and just tell your dwarves to stay inside when you see a fire though. --[[User:Nethras|Nethras]] 15:02, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had a forest fire the other day - the burn pattern indicated it started in two places approximately simultaneously, in the vicinity of a [[Fire Man]] and a Cougar (though I never saw any bones). The Fire Man had been busy elsewhere with no such effect though, despite killing numerous groundhogs, a couple of Mules, a pet cat, and one of my dwarves.&lt;br /&gt;
:The fire didn't manage to enter my encampment, probably due to the foot traffic killing off the vegetation around the entrance, but it did spread across the rest of that z-level. No harm was done to any living creature which encountered it though, as far as I could tell. --[[User:Raumkraut|Raumkraut]] 16:50, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Similar situation, I used a forest fire to kill a bunch of satyrs by trapping single satyrs in cage traps. I couldn't kill them otherwise because they aren't hostile and aren't animals, so military and hunters wouldn't touch them, but they do set off cage traps and once one is trapped, the other satyrs stayed close. So I scattered some traps near the caldera and waited; eventually a fire imp popped out, started a fire, and about fifteen satyrs all got roasted by the fire.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9794</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9794"/>
		<updated>2008-09-03T03:39:38Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* Artifacts created */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, there are at least 20 dwarves alive {{verify}} and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood burner]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Skills which do not produce artifacts:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]{{Verify}}&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has a personality preference for a specific material, such as Bismuth or Steel, then that specific sub type of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock{{verify}}&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9793</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9793"/>
		<updated>2008-09-03T03:34:54Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* Demands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, there are at least 20 dwarves alive {{verify}} and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood burner]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Skills which do not produce artifacts:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]{{Verify}}&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has a personality preference for a specific material, such as Bismuth or Steel, then that specific sub type of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock{{verify}}&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9365</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9365"/>
		<updated>2008-09-01T15:38:36Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* How can I curb immigration? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any [[season]]. A '''migrant''' is a member of a wave of immigration.&lt;br /&gt;
&lt;br /&gt;
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your fortress, they will sit and wait until one is opened up or until they go crazy and die. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one.&lt;br /&gt;
&lt;br /&gt;
The total number of [[dwarves]] in your fort is limited to 200, but you can change this in the init file. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== When does Immigration usually occur? ==&lt;br /&gt;
If your dwarves are very industrious &amp;lt;small&amp;gt;numbers would be helpful here&amp;lt;/small&amp;gt;, you can expect to receive ten or more migrants in the first immigration wave, which can occur in [[autumn]] or even in summer of your first year. Immigration does usually occur from mid-spring of the second year on.&lt;br /&gt;
&lt;br /&gt;
Migrants seem to have a tendency to arrive in spring but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created [[Wealth]]&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]] with the [[appraiser]] skill). All objects with any [[value]] (including mined-out areas, [[bridge]]s, and just about every kind of created [[crafts|good]]) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game. Forbidden items however are not added to your wealth; it is unclear if they still influence immigration.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]].{{verify}} If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures.{{verify}}. This is not the only factor that influences immigration though. &lt;br /&gt;
&lt;br /&gt;
Immigration is rarely greater than 24 dwarves per wave, not including [[pet]]s, [[children|kids]] and spouses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
Note that the greater the number of dwarven [[civilization]]s, the greater your ability to influence immigration.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The immigrants' [[skills]]/[[jobs|careers]] might be influenced by the type and number of [[workshops]] available, but also might be influenced by the population of the surviving dwarven civilizations. (Similar to that [[goblin]]s sometimes have [[human]]s in their armies, that were previously snatched from you!)&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of [[weapon]]; if you make one [[battle axe]], you will only get [[axedwarf|axedwarves]]. If you make a [[crossbow]] and a [[war hammer]], you will get [[marksdwarf|marksdwarves]] and [[hammerdwarf|hammerdwarves]]. This is not affected by weapons brought to your fort; getting immigrant [[carpenter]]s won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
&lt;br /&gt;
When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed [[cloth]], and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional [[bedroom]]s, workshops, and [[alcohol|booze]] before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed rooms, then locking the [[door]] on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]]. Lock the door at your own discretion.&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
Killing nobles seems to have a magnified effect here, and killing even a single noble can cause no immigrants to arrive in the next season.&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Fortress Mode]] ==&lt;br /&gt;
Migrants will enter at the edge of the map, in waves, heralded by an announcement. They will travel single file from this one location until the last one of this wave has arrived. The number in a wave has not been known to exceed 24. Migrants can arrive as early as summer of your first year. They seem to have a tendency to arrive in spring but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
Migrants come with no skills at all (peasants), novice level of two or three skills from a single profession,or a (no adjective) level of a single [[skill]]. Migrants will sometimes bring their spouses, [[child]]ren, and even their [[pet]] [[animal]]s. Spouses may come as unskilled peasants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Adventure Mode]] ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes [[goblin]]s and [[kobold]]s. Such bands will consist of non-specialized adults and children.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migration Effects on the World ==&lt;br /&gt;
It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15129</id>
		<title>40d Talk:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15129"/>
		<updated>2008-08-27T18:57:47Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* Choosing a location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Other=&lt;br /&gt;
===== Content from [[Getting started]] =====&lt;br /&gt;
The goal of this page is to explain in detail, and for newbies, how to:&lt;br /&gt;
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)&lt;br /&gt;
#Pick a fortress location&lt;br /&gt;
#Name your fortress and starting group&lt;br /&gt;
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)&lt;br /&gt;
#Play the first month or two of the game, for the biome type picked in #2&lt;br /&gt;
I don't know how to write an article that does this, but I do know that this is what this article should be.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd like to avoid having an overabundance of tutorial articles again.  It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
===== Recording a Movie =====&lt;br /&gt;
I was thinking that someone could record a movie following the steps given here, as a visual aid. As DF is very structure-based it would help to visualize how the fortress is supposed to look. [[User:Memo|Memo]] 15:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=Choosing a location=&lt;br /&gt;
==Your surrondings==&lt;br /&gt;
&lt;br /&gt;
===== flux, iron, etc. =====&lt;br /&gt;
&lt;br /&gt;
Is it really necessary to recommend a sedimentary layer? You don't really need to start with iron at all, you can just let the goblins import it for you and melt their armor for an essentially infinite supply. Unless this changes at the end of Army Arc I'm not sure starting iron is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Have to be in contact with dwarves? =====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will want to be in contact with dwarves to get immigrants and a dwarven trading caravan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Is it even possible to settle somewhere &amp;lt;i&amp;gt;without&amp;lt;/i&amp;gt; dwarves? --[[User:Juckto|Juckto]] 18:18, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nope.  Even on a volcanic island on the opposite side of the map from any dwarven mountainhome, caravans visited.  It's worth noting that the local map was all land, but still they took ships over to get to the island itself, I suppose.--[[User:Dadamh|Dadamh]] 14:49, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ships don't exist. &amp;lt;tt&amp;gt;&amp;quot;Boats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot; --Toady One&amp;lt;/tt&amp;gt;&lt;br /&gt;
::They don't need to, either - the caravans just bring along seven units of lava, one block of green glass, and a legendary glassmaker. Once they get to the beach, they turn a tiny patch of sand into an ocean-spanning bridge.&lt;br /&gt;
::That, or they tunnel under the ocean with an unskilled miner - he'll become legendary soon enough. --[[User:Savok|Savok]] 23:01, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Well, I sort of meant it as a joke.  Off-screen boats.  My entire tile was flat land, but they still got there somehow, so I was supposing boats over the water.--[[User:Dadamh|Dadamh]] 07:32, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Buying Skills and Items=&lt;br /&gt;
==Skills==&lt;br /&gt;
===== Skill choices =====&lt;br /&gt;
I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)&lt;br /&gt;
:I agree with this. When I make a new Caravan, I often make a Leader-type with ONLY leader/trade related skills. Even just having the ability to SEE the values of the items (even if you have them memorized) helps aid in making a good first-year trade session. And the first-year Dwarven caravan doesn't expect a large profit. I've done large deals with them that only netted them a 10-coin profit. --[[User:Nekojin|Nekojin]] 12:45, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think good bridging points are the seasons and end of the years; To aid readability and to separate into chunks, I think a listing of 'things to accomplish by winter', 'things to accomplish by spring (your first immingants!)', that sort of thing -- To avoid having a gigantic page, it might be better to split them off into &amp;quot;your first year&amp;quot;, &amp;quot;your second year&amp;quot;, especially because the gameplay changes signifiantly when you start getting nobles and your construction focus starts to shift from mere survival into making your dwarves happy, trading, and onward to economy and such. If people are interested in taking this approach, I'd certainly help with the writing. [[User:Bhodi|Bhodi]] 13:10, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Current skill list could be improved. Gem setter? Just wait for immigrant... Starting points can be spent in better ways. Mechanic/architect won't have time for architecture if he has well-planned day. Woodcutting goes up really quick. 4 points in axedwarf will give you enough active defense for everything that isn't strong enough to force you to lock all dwarves underground. Weaponsmith isn't really needed at start. Your unskilled dwarves aren't good fighters, and this 20-40% damage won't change much. Proficient in herbalism is too much. It's either only to bootstrap aboveground farming or to replace it entirely (for starting fortresses) in which case you don't need grower skill. --[[User:Someone-else|Someone-else]] 16:35, 24 April 2008 (EDT)&lt;br /&gt;
:Speaking of gem setters, they're completely worthless because it takes more time to stud 300 exceptional mugs with gems than it takes to make 300 masterwork mugs. --[[User:GreyMario|GreyMario]] 16:50, 24 April 2008 (EDT)&lt;br /&gt;
::Hey now, the point of gem setting (after you've gotten a legendary one of course) isn't to stud your mugs, its to decorate those statues/thrones/tables/doors for the king or just general enjoyment of the fortress.  Its not like you need gems or gem-studded objects for trade, buying out caravans is so trivially easy without that.  And if you're going to stud a tradegood with gems, stud something with more intrinsic value than a mug - even a masterwork one isn't worth all that much. &lt;br /&gt;
::More generally on skills, i've been finding that once you get comfortable with the game you want to load up on skills that are harder to level up.  I haven't even been starting with miners my last couple games, leveling miners is pretty easy.  I often grab dwarves who can do one to two of the following: Carpentry, Building Design, Masonry, Mechanics, Weaponsmith, Armorsmith, Metalsmith.  After that, choose one of Clothier or Glassworker (and possibly grab some related profession skills).  Make sure one dwarf has leader skills (I prefer 1 in each of Negotiator/Appraiser/Judge Intent/Persuader/Consoler).  Combine these as you see fit (though I generally combo Architect/Mason and make my Mechanic my broker/trader/bookkeeper/hopefully leader).  And make sure to get a Brewer/Grower to handle your food needs (starting with a trained cook I find to be less important than a trained brewer).  Anything left I put into other possibly useful and hard to train skills - gem cutter or setter being most typical.  The real trick is suitably micromanaging the 'easy-train' necessary jobs to avoid polluting your desired mood skill before the first wave of immigrants arrive.  I've also been starting with an anvil most of the time too, and crafting my axe (and sometimes my picks, although you don't save much doing that).&lt;br /&gt;
::Which isn't to say beginners shouldn't start with some experienced miners and so forth.  But the herbalist is wholely unnecessary (I've only above ground farmed once, and that was for dye plants and 4 years in).  It would be more worthwhile to recommend they start in an area with a soil layer to make underground farming easier (and soil layers seem to be pretty common).  But the starting advice recommends so much food that the only difficulty is figuring out how to irrigate, not having the time to do so before they run out of food.  Finally, defensive skills are overrated.  You want defense?  That's what the mechanic is for.  Stonefall traps are far more reliable than a military dwarf, and won't take ages getting into position, be sleeping/eating/drinking when you need them, or take an unlucky hit and die instead of finishing the critter.  Far too much of a gamble, especially for a new player.  (Kobold thieves are easily dealt with by drafting everyone within a small radius, or just letting it run away if only one dwarf is nearby - they won't try to engage your dwarves once spotted - or by dogs for that matter).&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 01:31, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a concern that fisherdwarf is a suggested skill. If you are along a river or ocean, chances are any fisherdwarves will be horribly mauled by deadly carp and longnose gar. Fish are deadly enough to any dwarves getting a drink from a river without tempting fate by actually fishing. One dwarf dying along a river creates a deadly cycle of dwarves attempting to loot the body and then being killed by fish.--[[User:Quartic|quartic]] 14:19, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===== Dwarf with appropriate skills not necessarily the leader =====&lt;br /&gt;
I used a skill assignment similar to those recommended here and my presumptive leader with mining/judge of intent/consoler/appraiser/record-keeper/organizer was passed over for the weaponsmith/armorsmith.  He was assigned outpost leader, manager, trader, and bookkeeper despite not having a single appropriate skill.  And to really rub it it in, one of his traits is &amp;quot;never speaks out or attempts to direct activities.&amp;quot;  At least I was able to switch the jobs other than leader back to the right dwarf for the job (and I'm forcing the smith to smooth stone all day for his presumption.)  One other factor that may have been involved is that the smith is friends with 5 others and the intended boss-dwarf has but one friend and one grudge. --[[User:Danny Rathjens|Danny Rathjens]] 02:12, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
=====Huh?=====&lt;br /&gt;
Is this still up to date? In the newest version of DF, you don't seem to spend money on skills, but rather use points from a collective pool. There doesn't seem to be enough points to even come close to creating the suggested group. I've never actually played a game (hence my consultation of the &amp;quot;first fortress&amp;quot; page), so I'm not sure if I'm just missing something, though. Any advice? --[[User:DuckAndCower|DuckAndCower]] 23:47, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nevermind... I just realized I needed to remove items from the pool first. Maybe a note that you have to hit Tab to get to the items page would help? --[[User:DuckAndCower|DuckAndCower]] 23:52, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Beginning the Fortress=&lt;br /&gt;
==Intro==&lt;br /&gt;
===== Wall of text =====&lt;br /&gt;
I think the &amp;quot;Beginning the Fortress&amp;quot; section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the &amp;quot;TOC&amp;quot; above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)&lt;br /&gt;
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
=====Anvil=====&lt;br /&gt;
The caravan is by no means guaranteed to bring an anvil the first year. (Out of ten games started and played through first year, I think I've gotten an anvil twice.) You can request one from the liason, though. I'd edit the entry myself, but I'm not certain how to word it without totally changing that whole paragraph.--[[User:Xazak|Xazak]] 15:41, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that Humans always bring an anvil or two, but I may be wrong. [[User:Memo|Memo]] 17:02, 11 November 2007 (EST)&lt;br /&gt;
:: You are not correct, Memo. I've had fortresses that have gone anvil-less for 2 years before a Dwarven Caravan finally brought one (brought three, actually). Edit: The first year's caravans (Fall Dwarven, Spring Elven, and Summer Human) are largely randomized. I've seen vastly different products being brought in on all three of those, with roughly similar settlements and trade requests. --[[User:Nekojin|Nekojin]] 12:18, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===== Trading vs Growing=====&lt;br /&gt;
Is it just me, or is it much easier to teach people how to trade for food than it is to farm/grow/brew? I find one dedicated stonecrafter is more than enough to purchase all the food that can be possibly thrown at you, and will likely even be legendary by the time the second trade caravan comes along. For a &amp;quot;newb strategy&amp;quot; this might be the way to go instead of trying to explain floodgates and channels right off the bat. [[User:Weasello|Weasello]] 10:50, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, but you're forgetting something. If a trade caravan gets ambushed or if they don't sell anything to you, then you're in trouble. And of course, trading with an Elf is like trying to get blood out of a stone.&lt;br /&gt;
My recommendation is to get food three ways; &lt;br /&gt;
1) Grow Plump Helmet&lt;br /&gt;
2) Fish&lt;br /&gt;
3) Kill animals for meat.[[User:AlexFili|AlexFili]] 07:43, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Eeeeeexcept you don't know how to properly trade with the elves. As a general rule of thumb, if it once lived, don't sell it to them. Silk is fine, buy shit from the elves using the *cave spider silk sock*s you made from the dwarves' cave spider silk cloth that you bought with your *cat meat roast [40]*. --[[User:GreyMario|GreyMario]] 15:16, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Alternately, trade them craploads of stonecrafts.  I mean, there are two ways to clear a fortress of excess stone (stone blocks and stonecrafts), and one of them provides tradegoods, so stonecraft like mad.  You'll get nice clean hallways too.  Mechanisms would almost work, except they can't be binned.  They're also a great early trade good, but elves will complain about the weight - you can unload a couple on the elves generally though if you clear them out (supplemented by lighter things, like... stonecrafts).  Mechanisms are far better for doing things like buying metal bars and an anvil off the dwarf caravan, because they're more value/mass than those are.  &lt;br /&gt;
:::You can also unload all those Narrow Giant Spider Silk loincloths you'll start collecting on elves, just make sure to check for blood spatters - elves don't like those too much.  &lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 17:20, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===== Office not required to meet with liaison =====&lt;br /&gt;
I met him in my barracks with no office built. :) --[[User:Danny Rathjens|Danny Rathjens]] 02:00, 7 April 2008 (EDT)&lt;br /&gt;
:I confirm. When I forgot to assign office to my Exp leader, he conducted meeting with liaison at meeting hall (designated from well)--[[User:Dorten|Dorten]] 03:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I also confirm, my leader's thoughts included 'was embarassed to hold a meeting in a dining room'.--[[User:Dwarven Gemologist|Gemmy]] 13:35, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Despite having built an office for him, he refused to use it while he was still an expedition leader - and received no bad thought because of it.  From a different game, after becoming mayor he does receive an embarassed thought if no office is assigned. --[[User:Squirrelloid|Squirrelloid]] 13:48, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I fixed this in the article a week ago. [[User:Anydwarf|Anydwarf]] 15:24, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Stockpiles==&lt;br /&gt;
===== Moving refuse stockpile inside =====&lt;br /&gt;
Section about stockpiles recommends moving all stockpiles inside as soon as possible. It's wrong thing as it creates miasma if not handled properly. Best thing that can be done is either making custom stockpiles - one for bones/shells/skulls (inside, near craftdwarf shop) and one for rest (outside, near tanner), designing special anti-miasma room for refuse or order dwarves to dump rotting things into water/magma/chasm etc.&lt;br /&gt;
&lt;br /&gt;
You dont understand the point - if your miasma creating stuff is usually put outside, the shit hits the fan one or another way when u have the first siege or even only ambush. Made this clearer in the article.--[[User:Koltom|Koltom]] 21:36, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just for an example, I store my refuge and graveyard in a nearby cave/mountain/basement. I usually make the corridors a bit more winding then usual, and I put a few doors in for an air-lock effect. a 5x5 refuge pit should be enough for the first year, and 1-3 coffins in the graveyard just in case. [[User:AlexFili|AlexFili]] 07:41, 30 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Purring_maggot&amp;diff=32156</id>
		<title>40d:Purring maggot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Purring_maggot&amp;diff=32156"/>
		<updated>2008-08-26T15:38:00Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The purring maggot''' is currently the only creature that can be [[milk]]ed. You cannot embark with purring maggots, because they are classified as [[vermin]]. [[Dwarven cheese]] (made from [[dwarven milk]], which is milked from purring maggots) is currently most valuable food (100 per cheese) barring butchered [[megabeasts]]. &lt;br /&gt;
&lt;br /&gt;
Purring maggots have been caught in [[animal trap|animal traps]] with [[meat]] or [[fish]] for bait. They aren't visible before they are caught. Only way to make sure whether [[chasm]] contains them or not is setting traps baited with meat.&lt;br /&gt;
&lt;br /&gt;
If you find a map with purring maggots and domesticate them ([[dungeon master]] is needed to tame them), be sure to keep them in an area away from most of your [[dwarves]], because like all vermin, some dwarves find them disgusting. And on the flipside, some find them delicious.&lt;br /&gt;
&lt;br /&gt;
Tamed maggots cannot be milked, and each maggot can only be milked once per season. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MAGGOT_PURRING]&lt;br /&gt;
	[NAME:purring maggot:purring maggots:purring maggot]&lt;br /&gt;
	[TILE:'{'][COLOR:7:0:1][ALTTILE:'}']&lt;br /&gt;
	[MODVALUE:5][NOSKIN][NOBONES][NOSKULL]&lt;br /&gt;
	[VERMIN_GROUNDER][VERMIN_NOROAM][VERMIN_HATEABLE]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][PET_EXOTIC]&lt;br /&gt;
	[EXTRACT:dwarven milk:7:0:1][MILKABLE:33333]&lt;br /&gt;
	[EXTRACT_VALUE:50][EXTRACT_COOKABLE]&lt;br /&gt;
	[EXTRACT_SIZE:10]&lt;br /&gt;
	[EXTRACT_CHEESE:dwarven cheese:7:0:0]&lt;br /&gt;
	[CHEESE_VALUE:100]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[PREFSTRING:comforting whirs]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Purring_maggot&amp;diff=32155</id>
		<title>40d:Purring maggot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Purring_maggot&amp;diff=32155"/>
		<updated>2008-08-23T21:46:00Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The purring maggot''' is currently the only creature that can be [[milk]]ed. You cannot embark with purring maggots, because they are classified as [[vermin]]. [[Dwarven cheese]] (made from [[dwarven milk]], which is milked from purring maggots) is currently most valuable food (100 per cheese) barring butchered [[megabeasts]]. &lt;br /&gt;
&lt;br /&gt;
Purring maggots have been caught in [[animal trap|animal traps]] with [[meat]] or [[fish]] for bait. They aren't visible before they are caught. Only way to make sure whether [[chasm]] contains them or not is setting traps baited with meat.&lt;br /&gt;
&lt;br /&gt;
If you find a map with purring maggots and domesticate them ([[dungeon master]] is needed to tame them), be sure to keep them in an area away from most of your [[dwarves]], because like all vermin, some dwarves find them disgusting. And on the flipside, some find them delicious.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MAGGOT_PURRING]&lt;br /&gt;
	[NAME:purring maggot:purring maggots:purring maggot]&lt;br /&gt;
	[TILE:'{'][COLOR:7:0:1][ALTTILE:'}']&lt;br /&gt;
	[MODVALUE:5][NOSKIN][NOBONES][NOSKULL]&lt;br /&gt;
	[VERMIN_GROUNDER][VERMIN_NOROAM][VERMIN_HATEABLE]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][PET_EXOTIC]&lt;br /&gt;
	[EXTRACT:dwarven milk:7:0:1][MILKABLE:33333]&lt;br /&gt;
	[EXTRACT_VALUE:50][EXTRACT_COOKABLE]&lt;br /&gt;
	[EXTRACT_SIZE:10]&lt;br /&gt;
	[EXTRACT_CHEESE:dwarven cheese:7:0:0]&lt;br /&gt;
	[CHEESE_VALUE:100]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[PREFSTRING:comforting whirs]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43417</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43417"/>
		<updated>2008-08-17T04:23:57Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Minimum Volcanism/Maximum Volcanism&lt;br /&gt;
 From what I have found out so far I can say Igneous extrusive layer are only found in areas with a volcanism higher than 90. Volcanoes  are only placed on tiles with a volcanism of 100.&lt;br /&gt;
 &lt;br /&gt;
 Minimum Volcano Number&lt;br /&gt;
 Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected. &lt;br /&gt;
&lt;br /&gt;
Does that imply, that if I set max volcanism to 99 and min volcano number to 50 it'll never accept the world?--[[User:Dorten|Dorten]] 00:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volcanism seems to impact stone types. High minimum volcanism and you won't get sedimentary or metamorphic layers, just lots of igneous rock.&lt;br /&gt;
&lt;br /&gt;
I don't think magma pipes are exclusive to volcanism-100 tiles; i've had pipes come up through flux, albiet rarely.&lt;br /&gt;
[[User:Calenth|Calenth]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_finder&amp;diff=43880</id>
		<title>40d:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_finder&amp;diff=43880"/>
		<updated>2008-08-16T21:05:51Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* Evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''site finder''' is a feature introduced in Dwarf Fortress 0.28.181.39d. It is a menu added to the embark screen that helps you searching for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sitefinder.PNG||800px]]&lt;br /&gt;
&lt;br /&gt;
The highlighted feature can be switched by using {{k|&amp;amp;uarr;}} and {{k|&amp;amp;darr;}}, the setting can be selected using {{k|&amp;amp;larr;}} and {{k|&amp;amp;rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).&lt;br /&gt;
&lt;br /&gt;
A selection set to N/A will not influence the search, while a setting other than that does not guarantee a hit - it is quite possible that there is no 2x2 location with cave river, magma pool and chasm on your world map. The finder will then display a '''candidate''' that fits as many as possible of the selected settings in the desired size.&lt;br /&gt;
&lt;br /&gt;
The search will take into account the whole world map.&lt;br /&gt;
&lt;br /&gt;
More information on some of the settings can be found on the [[World Generation]] page.&lt;br /&gt;
&lt;br /&gt;
== X Dimension / Y Dimension ==&lt;br /&gt;
Range for either: 2 to 16&lt;br /&gt;
&lt;br /&gt;
This setting controls the initial size of the embark rectangle. The finder searches the world map for the selected features using a rectangle of the selected size. A larger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger the rectangle, the lower the FPS).&lt;br /&gt;
&lt;br /&gt;
== Savagery ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same{{verify}} as the '''Benign, Neutral, Savage''' settings on the [[Regions]] page.&lt;br /&gt;
&lt;br /&gt;
== Evil ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same{{verify}} as the '''Good, Neutral, Evil''' settings on the [[Regions]] page.&lt;br /&gt;
&lt;br /&gt;
It also seems to be an average for the selected area: an area evenly divided between Good and Evil will show up on a search for &amp;quot;Medium&amp;quot;, while &amp;quot;Good&amp;quot; will usually turn up a predominantly good area.&lt;br /&gt;
&lt;br /&gt;
== Elevation ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
If this is set to low, the result will be mostly flat land. Medium and high search for mountains/cliffs respectively.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This corresponds{{verify}} approximately to Freezing/Cold, Temperate/Warm, Hot/Scorching (see [[Climate]]).&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
Selects the amount of rain/snow{{verify}} to expect (see [[Weather]]).&lt;br /&gt;
&lt;br /&gt;
== Drainage ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This, along with other factors, determines the terrain type to look for. High drainage areas include glaciers and deserts.&lt;br /&gt;
&lt;br /&gt;
== Flux Stone ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Flux]] stone.&lt;br /&gt;
&lt;br /&gt;
== Aquifer ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have an [[Aquifer]].&lt;br /&gt;
&lt;br /&gt;
== River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River]].&lt;br /&gt;
&lt;br /&gt;
== Underground River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River]] beneath the surface. With this, tower-caps can grow on the map.&lt;br /&gt;
&lt;br /&gt;
== Underground Pool ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have an underground lake (similar to an underground river, but without water entering and exiting the map). With this, tower-caps can grow on the map.&lt;br /&gt;
&lt;br /&gt;
== Magma Pool ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Magma]] in a non-replenishing pool.&lt;br /&gt;
&lt;br /&gt;
== Magma Pipe ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Magma]] with a replenishing source, ie. a Magma pipe / [[Volcano]].&lt;br /&gt;
&lt;br /&gt;
== Chasm ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[Chasm]].&lt;br /&gt;
&lt;br /&gt;
== Bottomless Pit ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a round bottomless pit (referred to as a &amp;quot;vent chasm&amp;quot; on this wiki's article about [[chasm]]s). (This is '''not''' hidden fun stuff)&lt;br /&gt;
&lt;br /&gt;
== Other Features ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have '''*SPOILER WARNING*''' [[Pits|Hidden Fun Stuff]] (or possibly other features in the future?).&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site_finder&amp;diff=44226</id>
		<title>40d Talk:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site_finder&amp;diff=44226"/>
		<updated>2008-08-15T21:37:39Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multiple Results? ==&lt;br /&gt;
Given that the search covers the entire map, is there a way to see all of the results instead of only one?  Also, is the result the first one found, the &amp;quot;best&amp;quot; one, or the closest one to the cursor's location at search time?  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:40, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's probably the first one found. I haven't seen a difference based on cursor location - a search with all features n/a from the top left and from bottom right gave same result. There isn't a way to see all results. [[User:VengefulDonut|VengefulDonut]] 00:30, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Area searched ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The statement in the main article that the site finder will only take into account current latitude/longitude is incorrect. The bug isn't that crisp. Generally, it'll prefer sites from the quadrant or so nearest your cursor, rather than sites on the far side of the map. I generally find that four searches, one in each quadrant, will find whatever sites on the map best correspond with the criteria I'm seeking.&lt;br /&gt;
&lt;br /&gt;
The best way to find different locations is to move the cursor AND change an arbitrary setting you don't care much about, like swapping &amp;quot;bottomless pit&amp;quot; for &amp;quot;chasm.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site_finder&amp;diff=44225</id>
		<title>40d Talk:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site_finder&amp;diff=44225"/>
		<updated>2008-08-15T21:32:43Z</updated>

		<summary type="html">&lt;p&gt;Calenth: Area searched&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multiple Results? ==&lt;br /&gt;
Given that the search covers the entire map, is there a way to see all of the results instead of only one?  Also, is the result the first one found, the &amp;quot;best&amp;quot; one, or the closest one to the cursor's location at search time?  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:40, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's probably the first one found. I haven't seen a difference based on cursor location - a search with all features n/a from the top left and from bottom right gave same result. There isn't a way to see all results. [[User:VengefulDonut|VengefulDonut]] 00:30, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Area searched ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The statement in the main article that the site finder will only take into account current latitude/longitude is incorrect. The bug isn't that crisp. Generally, it'll prefer sites from the quadrant or so nearest your cursor, rather than sites on the far side of the map. I generally find that four searches, one in each quadrant, will find whatever sites on the map best correspond with the criteria I'm seeking.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=43081</id>
		<title>40d Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=43081"/>
		<updated>2008-07-26T20:55:29Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
#[[Talk:Screw pump|Current discussion]]&lt;br /&gt;
#[[Talk:Screw pump/archive1|Archive1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Archiving ==&lt;br /&gt;
&lt;br /&gt;
See [[/archive1]] for discussions before July '08.&lt;br /&gt;
Most discussion was regarding page development which has been implemented. There are a few comments which might help people trying to work things out but most of it is in the article.[[User:GarrieIrons|GarrieIrons]] 00:56, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two versions of the L-shaped tunnels design==&lt;br /&gt;
As I said when I removed it, there is no point having two. Do not add mine back in again. --[[User:Juckto|Juckto]] 21:57, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'd also cut how to set up water wheels &amp;amp; connect them to the pump tower. I wasn't 100% certain how to diagram connecting the wheels to the smaller tower design so I thought it best to restore the whole section until someone added that into the L-shape design. [[User:Calenth|Calenth]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=43080</id>
		<title>40d Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=43080"/>
		<updated>2008-07-26T20:55:15Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
#[[Talk:Screw pump|Current discussion]]&lt;br /&gt;
#[[Talk:Screw pump/archive1|Archive1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Archiving ==&lt;br /&gt;
&lt;br /&gt;
See [[/archive1]] for discussions before July '08.&lt;br /&gt;
Most discussion was regarding page development which has been implemented. There are a few comments which might help people trying to work things out but most of it is in the article.[[User:GarrieIrons|GarrieIrons]] 00:56, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two versions of the L-shaped tunnels design==&lt;br /&gt;
As I said when I removed it, there is no point having two. Do not add mine back in again. --[[User:Juckto|Juckto]] 21:57, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  You'd also cut how to set up water wheels &amp;amp; connect them to the pump tower. I wasn't 100% certain how to diagram connecting the wheels to the smaller tower design so I thought it best to restore the whole section until someone added that into the L-shape design.&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4350</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4350"/>
		<updated>2008-07-24T03:52:50Z</updated>

		<summary type="html">&lt;p&gt;Calenth: /* L-shaped Tunnels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
A '''screw pump''' can lift [[water]] from below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a stone, wood, or glass block, and a [[pipe]] section. The light green X must be next to the water source and the dark green X is where the water exits the  pump. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[building]]s that can be removed to recover the materials.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid. The adjacent space cannot be a floor, hatch, or wall suspended over water. Screw pumps can pump water through a grate or floor bars.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example, the dark tile of the screw pump must be able to connect to a nearby machine; either already existing or designated to be built.&lt;br /&gt;
* The rear pump tile does not block creature movement.  The front of the pump does block creature movement.&lt;br /&gt;
* The front pump tile blocks water flow.  The rear of the pump does not block water flow.&lt;br /&gt;
* Dwarves must be able to access and stand on the rear tile of the pump in order to be able to operate the pump manually.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict water flow using floodgates, or put in a [[gear assembly]] linked to a [[lever]] to disconnect [[power|motion]].&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Pumps can not push water up additional Z-levels.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls.&lt;br /&gt;
* Consequently, a pump will refuse to move water if the level it is pumping to is completely filled.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiple Levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|Diagram 2. Another example of a pump]]&lt;br /&gt;
==== Stacked pumps ====&lt;br /&gt;
''See Diagram 2.'' This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
#Side view of stacked screw pumps. Power is transmitted vertically through the missing floor tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
#Top view of the basic pump unit.&lt;br /&gt;
#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
#Solution for a freestanding tower - fire escape! Sure, you could consolidate the up and downstairs into a single up/down stair tile, but I like the zigzag and symmetrical arrangement this one presents. Just build these on top of each other, flipping horizontally each time, and bam. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
====Water Tower====&lt;br /&gt;
I use this system in conjunction with a river to power the water wheels.&lt;br /&gt;
&lt;br /&gt;
I wanted to be able to pump water up several levels without wasting dwarves on &amp;quot;Pumping&amp;quot;. So by using a system of water wheels and gears, and a bit of trial and error until I fixed my leaking problems, I came up with the following solution, where the &amp;quot;1st&amp;quot; and &amp;quot;2nd&amp;quot; levels simply alternate until I reach the desired height.&lt;br /&gt;
&lt;br /&gt;
 Digging Plan:&lt;br /&gt;
 &lt;br /&gt;
 Level 1      Level 2         Key&lt;br /&gt;
 ########     ########      # Undug wall&lt;br /&gt;
 ########     #     ##      &amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt; Up/down staircase&lt;br /&gt;
 ########     # ### ##      _ Channel&lt;br /&gt;
 #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#    #     #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#   _#      &lt;br /&gt;
 # # ####     ### # ##&lt;br /&gt;
 #    _##     ### #_##&lt;br /&gt;
 ###_####     ### ####&lt;br /&gt;
 ########     ########&lt;br /&gt;
&lt;br /&gt;
 Building Plan&lt;br /&gt;
  &lt;br /&gt;
 Level 1       Level 2        Key&lt;br /&gt;
 ########     ########      &amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt; Screw pump&lt;br /&gt;
 ########     #     ##      &amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Gear&lt;br /&gt;
 ########     # ### ##      &lt;br /&gt;
 #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#    #     #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;# &amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;_#      &lt;br /&gt;
 # #&amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt;####     ### #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##&lt;br /&gt;
 #  &amp;lt;b&amp;gt;%*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;##     ### #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;##&lt;br /&gt;
 ###_####     ### ####&lt;br /&gt;
 ########     ########&lt;br /&gt;
&lt;br /&gt;
The red gear transmits power vertically, while the other ones give power to the pumps. Switching from up to left (or down to right, the orientation of the &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt; doesn't matter) stops water leaking back down the vertical shaft. A single water wheel provides enough power for about 4 storeys. You will, of course, want to insert floodgates with levers at various locations. Attaching the gears that power the pumps to levers will allow you to turn the system off safely if needed.&lt;br /&gt;
&lt;br /&gt;
 Hooking up to 2 water wheels    Key&lt;br /&gt;
 &lt;br /&gt;
 ############                    &amp;lt;b&amp;gt;=&amp;lt;/b&amp;gt; Wooden axle (E/W)&lt;br /&gt;
 #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#     ####                    &amp;lt;b&amp;gt;|&amp;lt;/b&amp;gt; Wooden axle (N/S)&lt;br /&gt;
 # # ########                    &amp;lt;b&amp;gt;H&amp;lt;/b&amp;gt; Water wheel&lt;br /&gt;
 #  &amp;lt;b&amp;gt;%*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;*==*&amp;lt;/b&amp;gt;##                    &amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;.&amp;lt;/font&amp;gt; Channel where water is flowing    &lt;br /&gt;
 ###&amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt;##&amp;lt;b&amp;gt;|&amp;lt;/b&amp;gt;##&amp;lt;b&amp;gt;|&amp;lt;/b&amp;gt;##    &lt;br /&gt;
 ###&amp;lt;font color=#0000ff&amp;gt;..&amp;lt;/font&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=#ff8040&amp;gt;HHH&amp;lt;font color=#c06020&amp;gt;HHH&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;font color=#0000ff&amp;gt;.&amp;lt;/font&amp;gt;&lt;br /&gt;
 ############&lt;br /&gt;
&lt;br /&gt;
A problem occurs when as the channel fills - as soon as it's deep enough for the wheels to spin the machine activates, sucking water out of the channel and making it too shallow for the wheels to spin, leading to a distinct 'stop-start' behaviour. It just takes time to even out - I suggest filling the channel before starting on the rest of the tower.&lt;br /&gt;
&amp;lt;div float=&amp;quot;right&amp;quot;&amp;gt;''Example courtesy of [[User:Juckto|juckto]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Space-saving L-shaped Tunnels====&lt;br /&gt;
This design is more compact than the water tower design above, but the absence of the extra gears means that you can't connect the pumps to an &amp;quot;off&amp;quot; lever without having the whole structure collapse when the lever is pulled and the gears are disengaged.&lt;br /&gt;
&lt;br /&gt;
The L-shape's purpose is to stop water leaking back down the system. Note that either level may be used as the base and tessellated appropriately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase I&amp;lt;/b&amp;gt; - Dig out the basic shape of the structure&lt;br /&gt;
 Digging&lt;br /&gt;
 &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      # Undug wall&lt;br /&gt;
 #    #     #   _#      . May be wall, cleared, or stairs.&lt;br /&gt;
 # ####     # # ##      _ Channel&lt;br /&gt;
 #   ..     # # ..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase II&amp;lt;/b&amp;gt; - Construct the screw pumps and driver gears.&lt;br /&gt;
 Construction&lt;br /&gt;
 &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Output side of pump&lt;br /&gt;
 #    #     # &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;_#      &amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt; Input side of pump&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     # #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##      &amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Direct drive gears&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; ..     # # ..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase III&amp;lt;/b&amp;gt; - Dig out the vertical channel for the power transfer column.&lt;br /&gt;
 Digging&lt;br /&gt;
  &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Channel for transfer gear.&lt;br /&gt;
 #    #     # &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;_#&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     # #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..     # #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase IV&amp;lt;/b&amp;gt; - Finally place the power transfer gear:&lt;br /&gt;
&lt;br /&gt;
 Construction&lt;br /&gt;
  &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Water on z-1&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Water on current z&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Power Transfer Gear&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#...     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# You're probably going to want to bring your power up to the surface. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternate Uses ==&lt;br /&gt;
&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers.&lt;br /&gt;
&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24035</id>
		<title>40d:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24035"/>
		<updated>2008-07-24T03:51:35Z</updated>

		<summary type="html">&lt;p&gt;Calenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''window''' is an item of [[furniture]] that can be constructed to form solid [[wall]]s surrounding a [[room]]. A window is not considered [[support]] for the purposes of preventing [[cave-ins]], but it will block the flow of [[water]]. As of version 27.176.38c, [[magma]] does not melt constructed windows, no matter what they are made of, although windows made at a [[glass furnace]] that haven't been constructed yet will still melt if they are put in magma. Windows can be made from [[glass]] at a [[glass furnace]] or from cut [[gem]]s produced at a [[jeweler's workshop]]. A glass window can be made from green, clear, or crystal glass. Alternatively, a [[gem]] window can be directly constructed from three cut gems of any type (including cut glass). If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.&lt;br /&gt;
&lt;br /&gt;
It is not known how [[dwarves]] use windows{{verify}}, but you can also construct walls and [[floor]]s out of glass [[block]]s which you might assume has a similar pleasing effect for the occupant. Dwarves who have a liking for specific materials, such as glass, can be kept [[thought|happy]] by building windows and walls out of glass.&lt;br /&gt;
&lt;br /&gt;
Light from a window built into a cliff face will not illuminate a room and will not prevent cave adaptation.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:buildings]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4349</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4349"/>
		<updated>2008-07-24T03:50:15Z</updated>

		<summary type="html">&lt;p&gt;Calenth: restored alternate water tower plan. This design has two major advantages: 1) extra gears allow for lever controls and 2) it includes directions on attaching water wheels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
A '''screw pump''' can lift [[water]] from below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a stone, wood, or glass block, and a [[pipe]] section. The light green X must be next to the water source and the dark green X is where the water exits the  pump. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[building]]s that can be removed to recover the materials.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid. The adjacent space cannot be a floor, hatch, or wall suspended over water. Screw pumps can pump water through a grate or floor bars.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example, the dark tile of the screw pump must be able to connect to a nearby machine; either already existing or designated to be built.&lt;br /&gt;
* The rear pump tile does not block creature movement.  The front of the pump does block creature movement.&lt;br /&gt;
* The front pump tile blocks water flow.  The rear of the pump does not block water flow.&lt;br /&gt;
* Dwarves must be able to access and stand on the rear tile of the pump in order to be able to operate the pump manually.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict water flow using floodgates, or put in a [[gear assembly]] linked to a [[lever]] to disconnect [[power|motion]].&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Pumps can not push water up additional Z-levels.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls.&lt;br /&gt;
* Consequently, a pump will refuse to move water if the level it is pumping to is completely filled.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiple Levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|Diagram 2. Another example of a pump]]&lt;br /&gt;
==== Stacked pumps ====&lt;br /&gt;
''See Diagram 2.'' This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
#Side view of stacked screw pumps. Power is transmitted vertically through the missing floor tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
#Top view of the basic pump unit.&lt;br /&gt;
#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
#Solution for a freestanding tower - fire escape! Sure, you could consolidate the up and downstairs into a single up/down stair tile, but I like the zigzag and symmetrical arrangement this one presents. Just build these on top of each other, flipping horizontally each time, and bam. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
====L-shaped Tunnels====&lt;br /&gt;
I use this system in conjunction with a river to power the water wheels.&lt;br /&gt;
&lt;br /&gt;
I wanted to be able to pump water up several levels without wasting dwarves on &amp;quot;Pumping&amp;quot;. So by using a system of water wheels and gears, and a bit of trial and error until I fixed my leaking problems, I came up with the following solution, where the &amp;quot;1st&amp;quot; and &amp;quot;2nd&amp;quot; levels simply alternate until I reach the desired height.&lt;br /&gt;
&lt;br /&gt;
 Digging Plan:&lt;br /&gt;
 &lt;br /&gt;
 Level 1      Level 2         Key&lt;br /&gt;
 ########     ########      # Undug wall&lt;br /&gt;
 ########     #     ##      &amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt; Up/down staircase&lt;br /&gt;
 ########     # ### ##      _ Channel&lt;br /&gt;
 #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#    #     #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#   _#      &lt;br /&gt;
 # # ####     ### # ##&lt;br /&gt;
 #    _##     ### #_##&lt;br /&gt;
 ###_####     ### ####&lt;br /&gt;
 ########     ########&lt;br /&gt;
&lt;br /&gt;
 Building Plan&lt;br /&gt;
  &lt;br /&gt;
 Level 1       Level 2        Key&lt;br /&gt;
 ########     ########      &amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt; Screw pump&lt;br /&gt;
 ########     #     ##      &amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Gear&lt;br /&gt;
 ########     # ### ##      &lt;br /&gt;
 #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#    #     #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;# &amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;_#      &lt;br /&gt;
 # #&amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt;####     ### #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##&lt;br /&gt;
 #  &amp;lt;b&amp;gt;%*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;##     ### #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;##&lt;br /&gt;
 ###_####     ### ####&lt;br /&gt;
 ########     ########&lt;br /&gt;
&lt;br /&gt;
The red gear transmits power vertically, while the other ones give power to the pumps. Switching from up to left (or down to right, the orientation of the &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt; doesn't matter) stops water leaking back down the vertical shaft. A single water wheel provides enough power for about 4 storeys. You will, of course, want to insert floodgates with levers at various locations. Attaching the gears that power the pumps to levers will allow you to turn the system off safely if needed.&lt;br /&gt;
&lt;br /&gt;
 Hooking up to 2 water wheels    Key&lt;br /&gt;
 &lt;br /&gt;
 ############                    &amp;lt;b&amp;gt;=&amp;lt;/b&amp;gt; Wooden axle (E/W)&lt;br /&gt;
 #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#     ####                    &amp;lt;b&amp;gt;|&amp;lt;/b&amp;gt; Wooden axle (N/S)&lt;br /&gt;
 # # ########                    &amp;lt;b&amp;gt;H&amp;lt;/b&amp;gt; Water wheel&lt;br /&gt;
 #  &amp;lt;b&amp;gt;%*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;*==*&amp;lt;/b&amp;gt;##                    &amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;.&amp;lt;/font&amp;gt; Channel where water is flowing    &lt;br /&gt;
 ###&amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt;##&amp;lt;b&amp;gt;|&amp;lt;/b&amp;gt;##&amp;lt;b&amp;gt;|&amp;lt;/b&amp;gt;##    &lt;br /&gt;
 ###&amp;lt;font color=#0000ff&amp;gt;..&amp;lt;/font&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=#ff8040&amp;gt;HHH&amp;lt;font color=#c06020&amp;gt;HHH&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;font color=#0000ff&amp;gt;.&amp;lt;/font&amp;gt;&lt;br /&gt;
 ############&lt;br /&gt;
&lt;br /&gt;
A problem occurs when as the channel fills - as soon as it's deep enough for the wheels to spin the machine activates, sucking water out of the channel and making it too shallow for the wheels to spin, leading to a distinct 'stop-start' behaviour. It just takes time to even out - I suggest filling the channel before starting on the rest of the tower.&lt;br /&gt;
&amp;lt;div float=&amp;quot;right&amp;quot;&amp;gt;''Example courtesy of [[User:Juckto|juckto]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Space-saving L-shaped Tunnels====&lt;br /&gt;
This design is more compact than the water tower design above, but the absence of the extra gears means that you can't connect the pumps to an &amp;quot;off&amp;quot; lever without having the whole structure collapse when the lever is pulled and the gears are disengaged.&lt;br /&gt;
&lt;br /&gt;
The L-shape's purpose is to stop water leaking back down the system. Note that either level may be used as the base and tessellated appropriately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase I&amp;lt;/b&amp;gt; - Dig out the basic shape of the structure&lt;br /&gt;
 Digging&lt;br /&gt;
 &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      # Undug wall&lt;br /&gt;
 #    #     #   _#      . May be wall, cleared, or stairs.&lt;br /&gt;
 # ####     # # ##      _ Channel&lt;br /&gt;
 #   ..     # # ..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase II&amp;lt;/b&amp;gt; - Construct the screw pumps and driver gears.&lt;br /&gt;
 Construction&lt;br /&gt;
 &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Output side of pump&lt;br /&gt;
 #    #     # &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;_#      &amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt; Input side of pump&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     # #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##      &amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Direct drive gears&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; ..     # # ..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase III&amp;lt;/b&amp;gt; - Dig out the vertical channel for the power transfer column.&lt;br /&gt;
 Digging&lt;br /&gt;
  &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Channel for transfer gear.&lt;br /&gt;
 #    #     # &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;_#&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     # #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..     # #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase IV&amp;lt;/b&amp;gt; - Finally place the power transfer gear:&lt;br /&gt;
&lt;br /&gt;
 Construction&lt;br /&gt;
  &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Water on z-1&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Water on current z&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Power Transfer Gear&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#...     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# You're probably going to want to bring your power up to the surface. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternate Uses ==&lt;br /&gt;
&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers.&lt;br /&gt;
&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Calenth</name></author>
	</entry>
</feed>