<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Capt.pantsless</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Capt.pantsless"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Capt.pantsless"/>
	<updated>2026-05-26T12:08:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Floodgate&amp;diff=233529</id>
		<title>Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Floodgate&amp;diff=233529"/>
		<updated>2017-11-13T03:38:54Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Activation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|03:06, 25 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as [[water]] or [[magma]]. They are operated by [[mechanism]]s such as [[lever]]s or [[pressure plate]]s which open and close them. When closed they behave like walls, but when opened, allow liquids, objects, and [[creatures]] to pass over them.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from [[stone]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[metal]] (at a [[metalsmith's forge]]), or [[glass]] (at a [[glass furnace]]). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
In most situations, simply using a [[door]] or raising [[bridge]] can be used in place of a floodgate, and provides a number of [[bridge#Floodgates|significant advantages]].&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and [[jail]] doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the [[water|usefulness]] of certain liquids and the [[magma|danger]] posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled [[irrigation]] for [[farm]]ing, or controlled [[flood]]ing for [[Trap_design#Water_traps|drowning]] [[elf|annoying]] [[goblin|visitors]].&lt;br /&gt;
&lt;br /&gt;
Floodgates also block the flow of liquid on the Z-axis as it is considered a wall when closed. This can be quite useful when built directly below a [[floor_grate| floor grate]] as this will allow you to quickly empty the liquid from the floor above without the danger of its [[goblin|precious content]] rummaging through your sewer system.&lt;br /&gt;
&lt;br /&gt;
A [[pressure plate]] on a lower level connected to a floodgate between your main water supply and your other water controls can act as an automated safety valve to help prevent [[Pressure|massive flooding]] of your lower fort. Set the pressure plate to activate (open the floodgate) when 0-1 water, which allows using the water supply.  When flooding starts, the pressure plate deactivates, attempting to close the floodgate. Beware of linking multiple controllers to this floodgate, as another controller may activate opening the floodgate before this pressure resets.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed [[orthogonal]]ly on a solid, '''''[[water depth|unflooded]]''''' floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary. A [[mechanic]] must then link up a [[lever]] or other triggering mechanism to the floodgate. This requires two [[mechanism]]s; the mechanic will haul one mechanism to the floodgate, work for a while, and then haul the other mechanism to the trigger to complete the task.&lt;br /&gt;
&lt;br /&gt;
You can build a floodgate over empty space, e.g. controlling water in a vertical path. First build a floor ({{k|b}}, {{k|C}}, {{k|f}}), after it is complete mark it for removal ({{k|d}}, {{k|n}}) and immediately designate your floodgate ({{k|b}}, {{k|x}}).  You don't have to suspend either of these tasks to get both to complete.  You may want to remove the stone or block left by removing the floor or it may be washed down to lower levels, possibly clogging another floodgate that is built on a floor or [[door]].&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
Once the lever is pulled, with a [[Trigger#On.2FOff_states|delay]], the floodgate will open. When the lever is pulled again, the floodgate will close, after same delay. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from [[sword]]s to [[sock]]s to [[stone]]s to scorpion [[corpse]]s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself. Note that the flow of liquids will often move objects downstream, and potentially jam your gate. It is advisable to clear-out any remnant stones before releasing liquids towards your gates.&lt;br /&gt;
&lt;br /&gt;
==Magma control==&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed [[wall]] would, but when opened will be destroyed if they are not made from [[magma-safe|magma-safe materials]]. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Floodgates built on a constructed wall remain standing (and functional) even after that wall is removed, leading to an exploitable, free-floating building. {{Bug|0377}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = låluth-inod | elvish = wikira-iÿema | goblin = oda-dûnguk | human = nonu-kir}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=212680</id>
		<title>Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=212680"/>
		<updated>2014-12-05T22:08:21Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Goblets */ Removed misleading statement about where Mugs can be found - they are in the 'Crafts' menu like everything else.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for [[trading]].  They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
There is no way to issue a job order for a specific subtype of a good with multiple subtypes.  If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods (Crafts and Goblets) can be produced in multiples.  It is possible to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include [[figurine|'''figurines''']], [[jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns''']], and '''scepters'''.  They are the only type of trade good that appears on its own page in the Trade Depot menu. Some subtypes of crafts can reference historical figures and events (figurines, for example); this does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
One order to &amp;quot;make crafts&amp;quot; consumes one resource and produces one to three items, two on average. All subtypes, if they can be produced, have an identical chance to be produced.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
{{Tile|¶|7:1}} &lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] and [[glass]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''.&lt;br /&gt;
&lt;br /&gt;
Goblets are always produced at a 3:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves never drink [[alcohol|booze]] out of mugs, preferring instead to drink straight from the [[barrel]].  However, they can be used to transport liquids in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{Tile|¿|7:1}} Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
{{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[Image:Skull totem.jpg|right|thumb|200px|An example of a skull totem.]]&lt;br /&gt;
&lt;br /&gt;
{{Tile|ç|7:1}} Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]]. Totems cannot be built as permanent structures, but careful management of custom [[stockpile]]s will allow the player to place totems at artistically pleasing locations around the fortress.&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
{{Tile|♦|7:1}} Large gems have no subtypes.  It is not possible to issue a job order for large gems; instead, cutting any [[gem]] or raw [[glass]] has a chance to produce a large gem instead of ordinary cut gems.  Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a [[glass furnace]], and must be acquired through the processing of raw glass by a gem cutter.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods.  On occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stone crafter|Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Wood crafter|Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworker|Leatherworking]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||[[Clothier|Clothesmaking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Potter|Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax worker|Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaker|Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;3 4&amp;lt;/sup&amp;gt;||Y||Y||Y||Y&amp;lt;sup&amp;gt;3 4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem|Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note that wooden cups, instruments, or toys can only be made using the job [[manager]], as the craftsdwarf's workshop interface does not permit selecting them. {{bug|3119}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Glass Crafts and Large Gems are obtained by cutting Raw Glass at a [[Jeweler's workshop]], with the [[Gem cutting]] labor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Raw Glass has a 33% chance to be cut into a Large Gem or a Craft (with 11 crafts for every 16 large gems). Raw Gems have a 5% chance to be cut into a Large Gem or a Craft (with 1 craft for every 8 large gems). See [[DF2012_Talk:Finished_goods|the talk page]] for more info.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Although you can make [[Adamantine]] cloth, you can not use it to make crafts. Instead, you can use Adamantine wafers at a [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Amulets, Earrings and Bracelets are the only crafts that can be produced from [[Thread]] or [[Silk]] cloth. All crafts can be produced from [[Yarn]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Building_designer&amp;diff=212653</id>
		<title>Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Building_designer&amp;diff=212653"/>
		<updated>2014-12-04T16:29:01Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Updated quality rating timestamp (&amp;quot;Exceptional&amp;quot;) using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:29, 4 December 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = [[Architecture]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Building&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''building designer''' [[skill]] is used in the construction of certain [[building]]s;  the corresponding [[labor]] is '''architecture'''.  Building designer has no influence on the speed with which such buildings are constructed; its only effect is to influence the [[quality]] of designed buildings.&lt;br /&gt;
&lt;br /&gt;
== Using architecture ==&lt;br /&gt;
&lt;br /&gt;
When building structures that require architecture, it is the architect who carries the building materials to the site and clears it of debris.  The architect's time spent on each building can be minimized by placing appropriate [[stockpiles]] near the selected location and by designating debris for [[dump]]ing in advance. The building is then built in two stages: the first performed by the architect, and the second by a [[mason]] (if the building built from [[stone]], stone [[block]]s, or [[glass]] blocks), a [[carpenter]] (if it is built from [[log]]s or wood blocks), or a [[metalsmith]] (if it is built from metal [[bar]]s or [[block]]s).&lt;br /&gt;
&lt;br /&gt;
== Building quality ==&lt;br /&gt;
&lt;br /&gt;
Building designer skill influences the [[quality]] of &amp;quot;designed&amp;quot; buildings (those listed below).  The total quality of the building is determined by the skill of the architect ''and'' the skill of the builder (mason/etc.). The game assigns two values that can be viewed with the [[building list]]. When determining the overall value of the building, these two values are simply added together to form an overall value multiplier ranging from 2 to 24.&lt;br /&gt;
&lt;br /&gt;
Buildings that do not involve an architect do not have any quality (aside from &amp;quot;built&amp;quot; [[furniture]] -- tables, statues, doors, etc.).&lt;br /&gt;
&lt;br /&gt;
Building quality has only two effects in-game: high-quality buildings can occasionally trigger a happy [[thought]] in dwarves who notice them, and higher-quality buildings will boost your fort's overall architectural wealth (as displayed in the &amp;quot;created wealth&amp;quot; section of the [[status]] screen).  The first effect can also be achieved by liberally installing high-quality furniture, however, and the second effect is minimal unless you make your buildings out of high-value materials (such as [[platinum]] or [[artifact]] components).&lt;br /&gt;
&lt;br /&gt;
Destroying a masterwork structure (whether via [[cave-in]] or [[building destroyer]]) will give an unhappy [[thought]] to its designer and/or builder (depending on whether the design or construction are masterful), though dismantling it will not.&lt;br /&gt;
&lt;br /&gt;
== Buildings requiring architecture ==&lt;br /&gt;
&lt;br /&gt;
* [[Archery target]]s&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* [[Furnace]]s&lt;br /&gt;
* Paved [[road]]s&lt;br /&gt;
* [[Screw pump]]s&lt;br /&gt;
* [[Support]]s&lt;br /&gt;
* [[Trade depot]]s&lt;br /&gt;
* [[Water wheel]]s&lt;br /&gt;
* [[Well]]s&lt;br /&gt;
* [[Windmill]]s&lt;br /&gt;
&lt;br /&gt;
== Training the building designer skill ==&lt;br /&gt;
The fastest way to train this skill is to designate a large quantity of [[support]]s or [[archery target]]s for construction in a freshly mined room (that is, still filled with stones) and use [[burrow]] restrictions to prevent any Masons from entering the room - the architect will pick up each stone, design the building, and then move on to the next one. Since the buildings never actually get constructed, removing them takes no time, allowing downtime to be minimized.  Be certain to enable each trainee's Architecture labor using View (v) &amp;gt; Preferences (p) &amp;gt; Labor (l) &amp;gt; Other Jobs.  &lt;br /&gt;
&lt;br /&gt;
Alternatively, build supports out of metal bars and blocks.  This will train a dwarf in Metalsmithing too.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Brimstone&amp;diff=212584</id>
		<title>Brimstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Brimstone&amp;diff=212584"/>
		<updated>2014-12-01T19:51:36Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:51, 1 December 2014 (UTC)}}&lt;br /&gt;
{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Brimstone''' is a name for a native crystalline form of the element sulfur.  This stone will evaporate in magma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Soufre.jpg|Brimstone is really just elemental sulfur, but it sounds cooler&lt;br /&gt;
File:Min sulfur.jpg|Sulfur crystals&lt;br /&gt;
File:Soufresicile2.jpg|Annotated image, click for details&lt;br /&gt;
File:Sulfur on vulcano.jpg|Sulfur on a volcano&lt;br /&gt;
File:SulfurReagent.jpg|Sulfur powder&lt;br /&gt;
File:Burning-sulfur.png|Sulfur burns with a blue flame, and this creates a blood-red liquid&lt;br /&gt;
File:Kawah Ijen -East Java -Indonesia -sulphur-31July2009.jpg|A [[human]] carrying slabs of sulfur&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=158684</id>
		<title>v0.31:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=158684"/>
		<updated>2011-12-15T16:27:33Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Clarified the bricks-are-blocks bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:59, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For area blocks of 48x48 tiles on a game map, see [[Region]].''&lt;br /&gt;
:''For &amp;quot;blocking&amp;quot; in combat, see [[Armor]].''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''block''' is a type of building material. [[Stone]] and [[wood]] can be shaped into blocks at a [[mason's workshop]] or [[carpenter's workshop]].  [[Glass]] can be formed as blocks at a [[glass furnace]], [[ceramic]] blocks (labeled as &amp;quot;bricks&amp;quot;) can be made at a [[kiln]], and [[metal]] blocks can be made at a [[forge]] from a single metal [[bar]] (or, in the case of [[adamantine]], from '''four''' wafers).  Blocks do not have [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
A single block is required in order to build a [[well]], [[screw pump]], or [[ashery]]. Blocks can also be used in place of raw stone or wood in [[road]]s, [[bridge]]s, [[workshop]]s and [[construction]]s (but not in items like [[craft]]s or [[furniture]]).  Stone blocks are sometimes used as materials during [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
==Blocks vs Rocks==&lt;br /&gt;
&lt;br /&gt;
Building a bridge out of blocks instead of rocks cuts the building time by two thirds, independent of clearing and hauling time.  This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks.&lt;br /&gt;
&lt;br /&gt;
Blocks, unlike raw stone or wood, can stack in [[bin]]s in bar/block [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Blocks [[weight|weigh]] less than the material  they're made from, being anywhere from 1/28 to 1/31 of the original weight.&lt;br /&gt;
&lt;br /&gt;
Blocks are more valuable than rocks.  Blocks have a [[Value#Items with material but without quality|base value]] of 5, compared to the raw material value of 3 for stone, wood or glass.  Metal bars already have a base value of 5.&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s, [[pillar]]s, [[road]]s, and [[construction]]s built from rocks are called &amp;quot;rough&amp;quot; while the same built from blocks are not given that adjective.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to build workshops from blocks instead of rocks to avoid a surprising feature of forbidding.  Players often want to control which types of stones their workers use, especially at [[mason's workshop]]s and [[mechanic's workshop]]s, to control the color of the resulting furniture.  One way to achieve that control is by mass forbidding whole types of rocks from the [[stocks]] menu.  But if you forbid the stone (or block) that a workshop is made of, then that workshop will no longer function.  So a player forbidding stones to produce a particular color of chair or lever is often surprised when other workshops suddenly stop working.  Building workshops exclusively from blocks allows the player to mass forbid rocks from the stocks screen without encountering this problem. Building out of blocks also increases the value of the workshop, which increases the [[wealth]] of your fortress.&lt;br /&gt;
&lt;br /&gt;
Blocks of [[flux]] '''cannot''' be used for making [[pig iron]] or [[steel]], nor can blocks of [[ore]] be [[smelter|smelted]] into metal.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bismuth_bronze&amp;diff=158379</id>
		<title>v0.31:Bismuth bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bismuth_bronze&amp;diff=158379"/>
		<updated>2011-12-13T19:28:04Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Making bismuth bronze takes a good deal more labor than regular bronze&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Bismuth bronze|color=6:6:1|color1=7:3:0|color2=6:4:0|color3=5:5:1&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Tin]]&lt;br /&gt;
* 2 [[Copper]]&lt;br /&gt;
* 1 [[Bismuth]]&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 6&lt;br /&gt;
}}{{av}}{{Quality|Exceptional|05:42, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bismuth bronze''' has the exact same weapon and armor properties as regular [[bronze]].  It can be used to make all [[furniture]] and other objects.  Bismuth bronze is 20% more [[value|valuable]] than [[bronze]],  three times more [[value|valuable]] than its component parts, and has a unique color.&lt;br /&gt;
&lt;br /&gt;
Bismuth bronze is made with the following recipe:&lt;br /&gt;
&lt;br /&gt;
* 1 [[tin]] [[bar]] + 2 [[copper]] bars + 1 [[bismuth]] bar (not [[ore]]s)&lt;br /&gt;
&lt;br /&gt;
Because of these proportions, bismuth bronze is produced in lots of four bars at a time.  While the ores must be smelted normally, only one additional [[fuel]] is needed to produce those four bars of bismuth bronze from the four bars noted above at a regular [[smelter]]. At a [[magma smelter]], fuel isn't an issue, although the additional time and labor of smelting each ore into bars should still be considered.&lt;br /&gt;
&lt;br /&gt;
Bismuth bronze also provides more weapons-grade metal per tin bar than regular bronze, which may be a consideration if [[cassiterite]] is rare on your map.&lt;br /&gt;
&lt;br /&gt;
It is also the best material for making crossbows. While crossbow firing damage does not depend on the material (only on quality), they are used as hammers in close combat and bismuth bronze is the densest of the materials you can make crossbows of.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=158345</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=158345"/>
		<updated>2011-12-12T17:46:14Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Happy Thoughts */ Changed self-explaining to Self-explanatory.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thoughts''' are the reported observations and sentiments of the [[Dwarves]] in [[Dwarf fortress mode|Fortress Mode]].  Over the course of play, a dwarf will experience things that make them more or less happy, with each experience recorded and displayed as a Thought.  The rate at which a dwarf gains certain thoughts is controlled by [[personality]].&lt;br /&gt;
&lt;br /&gt;
Dwarven psychology is relatively simple.  There are Good Thoughts and Bad Thoughts.  Lots of Good Thoughts will make your dwarves ecstatic [[party|party animals]] who have lots of [[children]].  Too many Bad Thoughts and your dwarves will throw [[tantrum|tantrums]].  Too many tantrums and the Bad Thoughts will [[Fun|spread]].  If you wish to avoid Bad Thoughts, please consult ways of [[keeping your dwarves happy]].&lt;br /&gt;
&lt;br /&gt;
The change in [[Status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.  To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.  A dwarf's level of happiness will affect the type of [[strange mood]] they fall into should they be chosen for one.&lt;br /&gt;
&lt;br /&gt;
Below are thoughts your dwarves may experience over the course of a game.  For a full list of the game's programmed thoughts (whether or not they appear in gameplay), please see the [[List of Dwarven Thoughts]].&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) [[bedroom]] recently&lt;br /&gt;
|Self-explanatory - note that it does not need to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) [[dining room]] lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of [[furniture]] and noticed it. Influenced by value, not quality as implied by the thought &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a [[soap|nice bath]] recently&lt;br /&gt;
|Usually from [[healthcare|Clean Patient]]&lt;br /&gt;
|-&lt;br /&gt;
|Had a wonderful soapy [[soap|bath]] recently&lt;br /&gt;
|Dwarf cleaned contaminants from self using soap&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely [[waterfall]] lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a wonderful [[creature]] in a [[cage]] recently&lt;br /&gt;
|Passed near a caged favorite creature.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have [[justice|punishment]] (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to [[hospital|bed]] recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an [[artifact]]&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/truly decadent/legendary) [[booze|drink]] lately&lt;br /&gt;
|Dwarf drank alcohol they have a [[preference]] for.  The thought is happier if the booze is home-brewed.&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/truly decadent/legendary) [[food|meal]] lately&lt;br /&gt;
|Dwarf ate food they have a [[preference]] for.  The thought is happier if the meal is homemade.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering [[Justice]]&lt;br /&gt;
|-&lt;br /&gt;
|Is happy to be free&lt;br /&gt;
|Was [[Justice|jailed]], and was released recently&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't eat or drink soon enough (actual time unmeasured).&lt;br /&gt;
|-&lt;br /&gt;
|Has been (starving/dehydrated) recently&lt;br /&gt;
|Has not had food or drink for a long time and will soon [[death|die]].&lt;br /&gt;
|-&lt;br /&gt;
|Forced to eat vermin to survive lately&lt;br /&gt;
|Dwarf hunted vermin for food due to starvation.  Will still die soon without real food.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a [[well]] was available&lt;br /&gt;
|-&lt;br /&gt;
|Was forced to drink vomit lately&lt;br /&gt;
|A tainted water source causes this little gem.&lt;br /&gt;
|-&lt;br /&gt;
|Disgusted by a miasma recently&lt;br /&gt;
|Dwarf was exposed to [[miasma]]&lt;br /&gt;
|-&lt;br /&gt;
|Accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Has been (tired/exhausted) lately&lt;br /&gt;
|Became sleepy but wasn't able to [[sleep]] because a task had to be completed.  Exhaustion is extreme tiredness and may come from over-exertion.&lt;br /&gt;
|-&lt;br /&gt;
|Was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements recently&lt;br /&gt;
|[[Noble]] dwarf is jealous of a lower-ranked dwarf's room and will soon go [[insanity|insane]].&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (poor/very poor/awful/horrible/horribly substandard) bedroom recently &lt;br /&gt;
|Noble dwarf has slept in an unsatisfactory [[bedroom]].  Increasing levels of badness.&lt;br /&gt;
|-&lt;br /&gt;
|Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently&lt;br /&gt;
|Noble dwarf hates the [[office]] provided them for meetings.&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (poor/very poor/awful/horrible/horribly substandard) dining room recently&lt;br /&gt;
|Stupid noble wants a better [[dining room]].&lt;br /&gt;
|-&lt;br /&gt;
|Worried greatly about not having a tomb after gaining another year &lt;br /&gt;
|Noble dwarf is upset about lacking a [[tomb]] on their birthday.&lt;br /&gt;
|-&lt;br /&gt;
|Worried about having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year &lt;br /&gt;
|As above, but the dwarf has a tomb, just one that isn't good enough&lt;br /&gt;
|-&lt;br /&gt;
|Was (very/greatly) angered at the state of demands recently &lt;br /&gt;
|Noble dwarf [[demand|demanded]] something that wasn't provided.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by having a mandate ignored lately&lt;br /&gt;
|Noble issued a [[mandate]] that went unfulfilled.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|A dwarf became a criminal without an established [[Justice]] system present.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by not having enough (chests/cabinets/weapon racks/armor stands) lately&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by the dead lately&lt;br /&gt;
|Dwarf was frightened or injured by an unacquainted ghost.  Hauntings aren't as bad as attacks for the dwarven psyche.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by a dead (spouse/lover/sibling/and still annoying acquaintance) lately&lt;br /&gt;
|Dwarf was frightened or injured by an acquainted ghost, somewhat worse than the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by own dead (mother/father/child) lately&lt;br /&gt;
|Dwarf was frightened or injured by a closely-related ghost.  This is a very bad thought.&lt;br /&gt;
|-&lt;br /&gt;
|Yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|Dwarf yelled at a Leader/Mayor and felt worse afterward.&lt;br /&gt;
|-&lt;br /&gt;
|Cried on somebody in charge lately (but only felt more depressed) &lt;br /&gt;
|Like above, but for dwarves less prone to anger/more prone to depression.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]].&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the crowded tables lately&lt;br /&gt;
|Tried to eat at a table someone else was already eating at.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused [[table]] next to the chair it sat on while eating.&lt;br /&gt;
|-&lt;br /&gt;
|Depressed about being confined&lt;br /&gt;
|Dwarf is in [[jail|prison]].&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a [[noise]] source.&lt;br /&gt;
|-&lt;br /&gt;
|Woken by noise while sleeping recently&lt;br /&gt;
|As above, but a worse thought from being closer to noise.&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/dirt/grass/rocks/ice/a ('rough stone') floor) recently&lt;br /&gt;
|Could not find any [[bed]] for sleeping, or Dwarf is a [[ambusher|Hunter]].  The thought may be worse with certain terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Slept on rocks/pebbles/ice/a floor/a pile of driftwood) recently&lt;br /&gt;
|Like above.  May or may not be a slightly better thought.&lt;br /&gt;
|-&lt;br /&gt;
|Caught in the rain recently&lt;br /&gt;
|Went outside while it was [[weather|raining]]&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated/Nauseated) by the sun lately&lt;br /&gt;
|Is suffering from [[cave adaptation]] and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|-&lt;br /&gt;
|Annoyed by flies&lt;br /&gt;
|Shared a tile with [[fly|flies]].&lt;br /&gt;
|-&lt;br /&gt;
|Accosted by terrible vermin&lt;br /&gt;
|Exposed to [[vermin]] that the dwarf particularly hates.&lt;br /&gt;
|-&lt;br /&gt;
|Saw something unpleasant in a cage recently&lt;br /&gt;
|Dwarf examined a cage containing hated vermin&lt;br /&gt;
|-&lt;br /&gt;
|Killed somebody by accident while sparring recently&lt;br /&gt;
|Sparring dwarf accidentally(?) kills another.  Defunct now that sparring is now totally safe, whatever weapons are used.&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Attacked recently&lt;br /&gt;
|Dwarf was assaulted by a hostile creature.&lt;br /&gt;
|-&lt;br /&gt;
|Witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died.&lt;br /&gt;
|-&lt;br /&gt;
|Lost a (family member) to tragedy recently&lt;br /&gt;
|Someone related to the dwarf has died.  Worse thought than above. &lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet/family member/annoying acquaintance)&lt;br /&gt;
|Dwarf was exposed to the [[miasma|rotten]] corpse of a companion, loved one or rival.&lt;br /&gt;
|-&lt;br /&gt;
|Unable to find somebody in charge to cry on lately&lt;br /&gt;
|Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dwarf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Was (very) embarrassed to have to conduct an official meeting in a (dining room/bedroom)&lt;br /&gt;
|Noble dwarf had to meet a diplomat without an office (or any dining room, if the bedroom was used).&lt;br /&gt;
|-&lt;br /&gt;
|Incredibly embarrassed not to have any rooms lately &lt;br /&gt;
|Noble dwarf went without any kind of room to conduct a meeting in.&lt;br /&gt;
|-&lt;br /&gt;
|Beaten recently&lt;br /&gt;
|[[Justice]] served.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to give somebody (food/water) lately&lt;br /&gt;
|As above, with bringing food or drink to others.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Dwarf recently suffered torn arteries and/or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|Knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a [[cave-in]].  May or may not be coupled with the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Choked on smoke/dust underground lately &lt;br /&gt;
|Dwarf was exposed to either smoke from a [[fire]] or [[dust]] from a cave-in.&lt;br /&gt;
|-&lt;br /&gt;
|Suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall or allowing a masterful meal to rot away.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the draft lately&lt;br /&gt;
|Civilian dwarf enters [[military]] duty and becomes a Recruit.&lt;br /&gt;
|-&lt;br /&gt;
|Upset about being relieved from duty&lt;br /&gt;
|Military dwarf is removed from active duty and becomes a Peasant.&lt;br /&gt;
|-&lt;br /&gt;
|(Complained about/Enraged by/Depressed by) long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training) for more than one month (one for complaining, two for growing enraged/depressed if the dwarf is slow to anger). Soldiers stop getting this thought upon becoming [[Hero]]es.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
A positive thought improves a dwarfs mood. A negative thought lowers a dwarfs mood.&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=155147</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=155147"/>
		<updated>2011-12-07T19:24:06Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Training Mining */  Added a link to Burrows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|07:07, 19 January 2011 (UTC)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Mining&lt;br /&gt;
| skill      = * {{L|Miner}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Dig&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|room}}s in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''Channeling''' removes the section of the wall, the floor and if possible places a ramp one level below.&lt;br /&gt;
* '''Ramps''' replaces the section with a upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''Stairs''' builds upward (or downward) stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|d}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility and mining skill affect how quickly they mine.&lt;br /&gt;
&lt;br /&gt;
Selecting the mining labor will disable the {{L|wood cutting}} and {{L|hunting}} labors, as they all involve the usage of different tools.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined. Tiles can also be designated by using the mouse and left-clicking. This is particularly handy when you want to designate the same tile on several z-levels, typically to create up/down stairs. Leftclick and hold while moving through the z-levels. &lt;br /&gt;
&lt;br /&gt;
==Mining Warm/Damp Stone==&lt;br /&gt;
When designating any digging operation, warm and damp tiles will flash, indicating magma or water in adjacent tiles. Miners can dig these safely, provided there is an escape route. Channeling and ramping designations involve two operations, and your dwarf will be submerged in the fluid when done. Unskilled swimmers can reach an exit ramp out of water if near enough, but magma will certainly cost your miner's life (the flow from either can knock dwarves off ledges, or naturally {{L|flood}} the fortress.)&lt;br /&gt;
&lt;br /&gt;
==Training Mining==&lt;br /&gt;
Mining skill is important for two reasons: First, it allows miners to dig faster. Second, a higher skill increases the chance that mining will produce a stone, lump of ore, or gem. A legendary miner will always produce a resource unless they are drowsy, hungry, or thirsty. &lt;br /&gt;
&lt;br /&gt;
Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is one of the fastest ways to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
The fastest way to train mining is to first dig out upstairs, then remove the upstairs. Removing upstairs (even rock ones) is extremely quick and still provides mining experience.&lt;br /&gt;
&lt;br /&gt;
Careful use of {{L|burrow}}s when training up new miners can help to make sure your novices keep mining the dirt and sand areas, and keep your legendary miners working away at valuable ore veins.&lt;br /&gt;
&lt;br /&gt;
==How to cancel a mining operation==&lt;br /&gt;
If you placed a designated area for mining but want to cancel the mining (for example if you approached [[damp stone]]) simply go to Designations {{K|d}} and select Remove Designation {{K|x}}. Then select the starting point of the area you want to cancel with {{K|enter}}, move to the ending point and confirm again with {{K|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards {{K|d}} -&amp;gt; {{K|z}}. If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Another (more complicated) way of removing any access to the moat is to replace the dug out ramps with constructed ones and creating a cave-in with constructed floors. Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&lt;br /&gt;
* {{L|Smoothing}} &amp;amp;ndash; Increase fortress value and dwarf happiness by improving the quality of your rough-stone mineshafts.&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=155146</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=155146"/>
		<updated>2011-12-07T19:06:57Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Making a dwarf a miner */  Pulled-out the duplicated bit about digging in dirt for training purposes. That's already listed under the training section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|07:07, 19 January 2011 (UTC)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Mining&lt;br /&gt;
| skill      = * {{L|Miner}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Dig&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|room}}s in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''Channeling''' removes the section of the wall, the floor and if possible places a ramp one level below.&lt;br /&gt;
* '''Ramps''' replaces the section with a upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''Stairs''' builds upward (or downward) stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|d}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility and mining skill affect how quickly they mine.&lt;br /&gt;
&lt;br /&gt;
Selecting the mining labor will disable the {{L|wood cutting}} and {{L|hunting}} labors, as they all involve the usage of different tools.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined. Tiles can also be designated by using the mouse and left-clicking. This is particularly handy when you want to designate the same tile on several z-levels, typically to create up/down stairs. Leftclick and hold while moving through the z-levels. &lt;br /&gt;
&lt;br /&gt;
==Mining Warm/Damp Stone==&lt;br /&gt;
When designating any digging operation, warm and damp tiles will flash, indicating magma or water in adjacent tiles. Miners can dig these safely, provided there is an escape route. Channeling and ramping designations involve two operations, and your dwarf will be submerged in the fluid when done. Unskilled swimmers can reach an exit ramp out of water if near enough, but magma will certainly cost your miner's life (the flow from either can knock dwarves off ledges, or naturally {{L|flood}} the fortress.)&lt;br /&gt;
&lt;br /&gt;
==Training Mining==&lt;br /&gt;
Mining skill is important for two reasons: First, it allows miners to dig faster. Second, a higher skill increases the chance that mining will produce a stone, lump of ore, or gem. A legendary miner will always produce a resource unless they are drowsy, hungry, or thirsty. &lt;br /&gt;
&lt;br /&gt;
Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is the fastest way to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
The fastest way to train mining is to first dig out upstairs, then remove the upstairs. Removing upstairs (even rock ones) is extremely quick and still provides mining experience.&lt;br /&gt;
&lt;br /&gt;
==How to cancel a mining operation==&lt;br /&gt;
If you placed a designated area for mining but want to cancel the mining (for example if you approached [[damp stone]]) simply go to Designations {{K|d}} and select Remove Designation {{K|x}}. Then select the starting point of the area you want to cancel with {{K|enter}}, move to the ending point and confirm again with {{K|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards {{K|d}} -&amp;gt; {{K|z}}. If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Another (more complicated) way of removing any access to the moat is to replace the dug out ramps with constructed ones and creating a cave-in with constructed floors. Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&lt;br /&gt;
* {{L|Smoothing}} &amp;amp;ndash; Increase fortress value and dwarf happiness by improving the quality of your rough-stone mineshafts.&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goblin&amp;diff=155063</id>
		<title>v0.31:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goblin&amp;diff=155063"/>
		<updated>2011-12-02T20:45:31Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Added a link to Goblinite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:54, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Goblins are intelligent, mean-spirited humanoid creatures that live in mountains.  They often establish settlements in Dark Fortresses within regions touched by evil, though it may be hard for some to imagine that goblins are capable of building those obsidian monoliths.  They are also playable as adventurers.  They are a constant threat to any fortress.&lt;br /&gt;
&lt;br /&gt;
Goblins will start harassing a fortress early in its life, first with babysnatchers and ambushes, and later with {{L|siege}}s.  Goblin babysnatchers carry a bag for their purpose.  Their soldiers are commonly armed with {{L|copper}} and {{L|iron}} {{L|armor}} and {{L|weapon}}s. These items can be a valuable source of metals for fortresses that embarked on metal-scarce areas (leading some players to refer to the plunders of a defeated goblin attack as [[Goblinite]].)   Defeating a majority of an attacking force usually sends the rest of them running.&lt;br /&gt;
&lt;br /&gt;
Goblins show the least concern of {{L|ethics}} out of any race in game, with the sole exception being that treason is punishable by death. It appears that goblins do not enforce punishment, and instead simply ignore crimes and leave any punishment to be determined by the parties involved. It is because of their acceptance of controversial acts that goblins become enemies with nearly every other race. For example, goblins find the torture of animals, the butchering and consuming of sapient beings, oath breaking and torturing for fun acceptable or consider it a personal matter. Invading goblins are always willing to attack other goblins lounging around at your fortress.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventurer mode}}, &amp;quot;goblin&amp;quot; settlements will sometimes be completely goblin free, having been displaced by the descendants of children that were captured in ages past. In this respect, whilst they're a goblin ''faction'', they're populated purely by prisoners and mindwashed humanoids.&lt;br /&gt;
&lt;br /&gt;
Goblins are notably cowardly. Whilst they're brutal and sadistic, they will not hold the line against a superior force and are more than willing to sacrifice their wounded comrades in a badly organised retreat. Their strength generally comes in pure numbers, as they're usually weaker than a dwarf one on one (A notable exception is their weapon lords and masters, who can be VERY talented in warfare.)&lt;br /&gt;
&lt;br /&gt;
If a Goblin siege attacks you with mounts and with a flashing Goblin &amp;quot;General&amp;quot;, it will be the last time they come on mounts. Since the general is the one who trains all the mounts, as soon as he dies in your fort (or disappears off the map{{bug|2892}}) there will be no more mounts.{{bug|3442}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Despite their bloodthirsty and cruel nature, goblins are also recognized as a benevolent and merciful race in some aspects. Goblin Baby-Snatchers claim moral superiority by &amp;quot;supposedly&amp;quot; rescuing innocent lives from the slavery of making {{L|useless crap|rock trumpets}} until they are eaten by a {{L|giant cave spider}}. Goblin {{L|Siege}}s are considered to be a form of mass mercy killings, as a fort can die in the most horrific of ways, such as {{L|tantrum spiral|social disagreement}}s, an infestation of {{L|Noble|parasitic organisms masquerading as dwarve}}s, or worst of all: a visit from the {{L|Demon|circus}}.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Capt.pantsless&amp;diff=155053</id>
		<title>User:Capt.pantsless</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Capt.pantsless&amp;diff=155053"/>
		<updated>2011-12-02T16:12:40Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Fuel Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adequate dwarf-fortress player, but I'm a big fan of helping others. &lt;br /&gt;
&lt;br /&gt;
I'm kinda boring.&lt;br /&gt;
&lt;br /&gt;
==Fuel Management==&lt;br /&gt;
It is import note that you need {{L|fuel}} to turn mined coal into more fuel, and that your dwarves will happily use the last unit of fuel to smelt some ore, effectively shutting down metal production until you can kick-start it again by making charcoal. It's highly advisable to carefully plan-out coke-making at your smelters by estimating both the need for coke both at your smelters and at your metal forges or other fuel-using workshops.&lt;br /&gt;
&lt;br /&gt;
For example, if you are making {{L|steel}} at a regular (AKA non-magma) smelter and you have lignite available, order the production queue as follows:&lt;br /&gt;
&lt;br /&gt;
Make coke from Lignite&amp;lt;br /&amp;gt;&lt;br /&gt;
Make coke from Lignite&amp;lt;br /&amp;gt;&lt;br /&gt;
Smelt Magnitite (or whatever iron ore you have handy)&amp;lt;br /&amp;gt;&lt;br /&gt;
Smelt Pig Iron&amp;lt;br /&amp;gt;&lt;br /&gt;
Make coke from Lignite&amp;lt;br /&amp;gt;&lt;br /&gt;
Make coke from Lignite&amp;lt;br /&amp;gt;&lt;br /&gt;
Smelt Magnitite &amp;lt;br /&amp;gt;&lt;br /&gt;
Smelt Steel&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping in mind that they might work at different rates, given the skill-levels of the operators, thus it is usually advisable for each smelter to provide coke for &lt;br /&gt;
&lt;br /&gt;
It is also advisable to stockpile a large amount of coke during the early phases so you don't run dry if there are any production interruptions, since coke can be placed in bins, you'll save stockpile space as well.&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Capt.pantsless&amp;diff=155052</id>
		<title>User:Capt.pantsless</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Capt.pantsless&amp;diff=155052"/>
		<updated>2011-12-02T15:51:20Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Fuel Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adequate dwarf-fortress player, but I'm a big fan of helping others. &lt;br /&gt;
&lt;br /&gt;
I'm kinda boring.&lt;br /&gt;
&lt;br /&gt;
==Fuel Management==&lt;br /&gt;
It is import note that you need {{L|fuel}} to turn mined coal into more fuel, and that your dwarves will happily use the last unit of fuel to smelt some ore, effectively shutting down metal production until you can kick-start it again by making charcoal. It's highly advisable to carefully plan-out coke-making at your smelters by estimating both the need for coke both at your smelters and at your metal forges or other fuel-using workshops.&lt;br /&gt;
&lt;br /&gt;
For example, if you are making {{L|steel}} at a regular (AKA non-magma) smelter and you have lignite available, order the production queue as follows:&lt;br /&gt;
&lt;br /&gt;
Make coke from Lignite&lt;br /&gt;
Make coke from Lignite&lt;br /&gt;
Smelt Magnitite (or whatever iron ore you have handy)&lt;br /&gt;
Smelt Pig Iron&lt;br /&gt;
Make coke from Lignite&lt;br /&gt;
Make coke from Lignite&lt;br /&gt;
Smelt Magnitite (or whatever iron ore you have handy)&lt;br /&gt;
Smelt Steel&lt;br /&gt;
&lt;br /&gt;
Keeping in mind that they might work at different rates, given the skill-levels of the operators, thus it is usually advisable for each smelter to provide coke for &lt;br /&gt;
&lt;br /&gt;
It is also advisable to stockpile a large amount of coke during the early phases so you don't run dry if there are any production interruptions, since coke can be placed in bins, you'll save stockpile space as well.&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone_detailing&amp;diff=155013</id>
		<title>v0.31:Stone detailing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone_detailing&amp;diff=155013"/>
		<updated>2011-12-01T21:11:24Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Added a link to Fortification designations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Stone Detailing&lt;br /&gt;
| skill      = * {{L|Engraver}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Smooth floor/wall&lt;br /&gt;
* Engrave floor/wall&lt;br /&gt;
* Carve {{L|fortification}}s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Stone Detailing''' {{L|labor}} is used with the {{L|smoothing|smooth}}, {{L|engraving|engrave}} and {{L|fortification}} designations.  For Smooth designations, the dwarf's skill level simply lowers the amount of time it takes to smooth each tile.  Skill level is slightly more important for Engrave jobs, as engravings have {{L|quality}} modifiers that affect both their architectural value and their affect on room value.  Since you need to smooth stone before engraving it anyway, it is a good strategy to smooth large areas to skill-up before engraving the rooms you need engraved. &lt;br /&gt;
&lt;br /&gt;
As with any crafting job, higher-skilled dwarves both complete engravings faster and produce higher-quality engravings.&lt;br /&gt;
&lt;br /&gt;
{{Labors}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone_detailing&amp;diff=155012</id>
		<title>v0.31:Stone detailing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone_detailing&amp;diff=155012"/>
		<updated>2011-12-01T19:24:40Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Added a bit about strategery.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Stone Detailing&lt;br /&gt;
| skill      = * {{L|Engraver}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Smooth floor/wall&lt;br /&gt;
* Engrave floor/wall&lt;br /&gt;
* Carve {{L|fortification}}s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Stone Detailing''' {{L|labor}} is used with the {{L|smoothing|smooth}} and {{L|engraving|engrave}} designations.  For Smooth designations, the dwarf's skill level simply lowers the amount of time it takes to smooth each tile.  Skill level is slightly more important for Engrave jobs, as engravings have {{L|quality}} modifiers that affect both their architectural value and their affect on room value.  Since you need to smooth stone before engraving it anyway, it is a good strategy to smooth large areas to skill-up before engraving the rooms you need engraved. &lt;br /&gt;
&lt;br /&gt;
As with any crafting job, higher-skilled dwarves both complete engravings faster and produce higher-quality engravings.&lt;br /&gt;
&lt;br /&gt;
{{Labors}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Capt.pantsless&amp;diff=153960</id>
		<title>User:Capt.pantsless</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Capt.pantsless&amp;diff=153960"/>
		<updated>2011-10-30T16:42:48Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adequate dwarf-fortress player, but I'm a big fan of helping others. &lt;br /&gt;
&lt;br /&gt;
I'm kinda boring.&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
It is import note that you need {{L|fuel}} to turn mined coal into more fuel, and that your dwarves will happily use the last unit of fuel to smelt some ore, effectively shutting down metal production until you can kick-start it again by making charcoal. It's highly advisable to carefully plan-out coke-making at your smelters by estimating both the need for coke both at your smelters and at your metal forges - keeping in mind that they might work at different rates, given the skill-levels of the operators. &lt;br /&gt;
&lt;br /&gt;
It is also advisable to stockpile a large amount of coke during the early phases so you don't run dry if there are any production interruptions.&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smelter&amp;diff=153944</id>
		<title>v0.31:Smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smelter&amp;diff=153944"/>
		<updated>2011-10-29T23:00:14Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Typo on a link. Guess I should have previewed that huh?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:32, 7 September 2010 (UTC)}}&lt;br /&gt;
{{Furnace|name=Smelter|key=s|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} building material&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Masonry}} or {{L|Metalsmithing}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Coke}} or {{L|Charcoal}} ({{L|Fuel}})&lt;br /&gt;
* {{L|Ore}}&lt;br /&gt;
* Meltable {{L|metal}} item&lt;br /&gt;
* {{L|Bituminous coal}}&lt;br /&gt;
* {{L|Lignite}}&lt;br /&gt;
* {{L|Flux}}&lt;br /&gt;
|production=&lt;br /&gt;
* Metal {{L|Bar}}s&lt;br /&gt;
* {{L|Coke}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The lifeblood of a fortress, a '''Smelter''' uses {{L|fuel}} to smelt {{L|ore}}s or {{l|melting}} existing metal objects into metal {{L|bar}}s. It's also where {{L|coal}} is coked into {{L|coke}}. It's recommended that you have a lot of these to make sure the production of metal stays constant.&lt;br /&gt;
&lt;br /&gt;
If all options in your smelter are red, you need {{L|fuel}} - you either need to find/buy some {{L|coke}} or turn some wood into {{L|charcoal}} in a {{L|wood furnace}}.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smelter&amp;diff=153943</id>
		<title>v0.31:Smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smelter&amp;diff=153943"/>
		<updated>2011-10-29T22:35:32Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Clarifed the 'ran out of fuel' sentance.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:32, 7 September 2010 (UTC)}}&lt;br /&gt;
{{Furnace|name=Smelter|key=s|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} building material&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Masonry}} or {{L|Metalsmithing}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Coke}} or {{L|Charcoal}} ({{L|Fuel}})&lt;br /&gt;
* {{L|Ore}}&lt;br /&gt;
* Meltable {{L|metal}} item&lt;br /&gt;
* {{L|Bituminous coal}}&lt;br /&gt;
* {{L|Lignite}}&lt;br /&gt;
* {{L|Flux}}&lt;br /&gt;
|production=&lt;br /&gt;
* Metal {{L|Bar}}s&lt;br /&gt;
* {{L|Coke}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The lifeblood of a fortress, a '''Smelter''' uses {{L|fuel}} to smelt {{L|ore}}s or {{l|melting}} existing metal objects into metal {{L|bar}}s. It's also where {{coal}} is coked into {{L|Coke}}. It's recommended that you have a lot of these to make sure the production of metal stays constant.&lt;br /&gt;
&lt;br /&gt;
If all options in your smelter are red, you need {{L|fuel}} - you either need to find/buy some {{L|coke}} or turn some wood into {{L|charcoal}} in a {{L|wood furnace}}.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nickel_silver&amp;diff=153905</id>
		<title>v0.31:Nickel silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nickel_silver&amp;diff=153905"/>
		<updated>2011-10-27T19:45:57Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Minor tweak to the grammar and capitalization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3&lt;br /&gt;
|name=Nickel silver&lt;br /&gt;
|color=7:7:1&lt;br /&gt;
|color1=7:3:0&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|color3=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 {{L|nickel}} {{L|bar}}&lt;br /&gt;
* 1 {{L|copper}} {{L|bar}}&lt;br /&gt;
* 1 {{L|zinc}} {{L|bar}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 3&lt;br /&gt;
}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Nickel silver''' is a {{l|metal}} produced from a mixture of {{l|nickel}}, {{l|zinc}} and {{l|copper}}. Because the components of nickel silver can be forged into (much more valuable) {{l|brass}} instead, there is no real reason to create nickel silver except for dealing with {{L|mandate}}s.&lt;br /&gt;
&lt;br /&gt;
Produces 4 bars meaning there is a net gain in value from 8 to 12.&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, nickel silver is '''not''' magma-safe.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_furnace&amp;diff=153638</id>
		<title>v0.31:Wood furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_furnace&amp;diff=153638"/>
		<updated>2011-10-13T21:14:47Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Added a link around thought.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Wood furnace|key=w|job={{L|Wood burner}}&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} material&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Masonry}} or {{L|Metalsmithing}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Ash}}&lt;br /&gt;
* {{L|Charcoal}}}}&lt;br /&gt;
{{av}}{{Quality|Fine|05:48, 14 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''wood furnace''' is used to convert {{L|wood}} into {{L|ash}} or {{L|charcoal}}. It must be built out of {{L|fire-safe}} materials.&lt;br /&gt;
&lt;br /&gt;
Operating a wood furnace requires the {{L|Wood burner|wood burning}} {{L|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
Building a wood furnace requires the {{L|architecture}} skill and a skill relevant to the material used to make the furnace ({{L|masonry}} for {{L|stone}} or stone, {{L|glass}} or {{L|soap}} {{L|block}}s, or any of the {{L|Metalsmith#Metalsmith_profession|metalworking}} skills for metal bars or metal blocks).&lt;br /&gt;
&lt;br /&gt;
{{L|Wood}}, {{L|charcoal}}, and {{L|coke}} are not an option as building materials for this workshop, as these are not {{L|fire-safe}} materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wood furnace is the closest thing to a fire place. If you build one in a meeting hall, Dwarves will admire it and recieve a good [[thought]], unlike any other workshop or furnace.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dryland&amp;diff=135608</id>
		<title>v0.34:Dryland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dryland&amp;diff=135608"/>
		<updated>2011-02-01T20:35:27Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* True drylands */ Fixed spelling of alcohol. Hey, don't sweat it man, blame it on the sunshine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''dryland''' is a catch-all term for a [[biome]] with no real source of [[water]]. This article deals with keeping your [[dwarves]] alive in such an environment.&lt;br /&gt;
&lt;br /&gt;
==Will your dwarves die of thirst?==&lt;br /&gt;
No, not normally. All dwarves prefer to drink [[alcohol]] over [[water]] thus as long as you have a steady supply of booze your dwarves will continue happily.&lt;br /&gt;
&lt;br /&gt;
However [[injury|injured]] dwarves will drink water, and water only. In such a case the dwarf will eventually die.&lt;br /&gt;
&lt;br /&gt;
==Hidden water==&lt;br /&gt;
Are you sure your biome has no water? Just because none is on the surface doesn't mean there isn't any to be had. You may have:&lt;br /&gt;
&lt;br /&gt;
*[[Aquifer]]s. Simply digging down may yield an infinte water source.&lt;br /&gt;
*An [[Ocean]]. You will have to desalinate the water by running it through a [[screw pump]], but it'll do.&lt;br /&gt;
*[[Ice]]. You will need a source of [[magma]] to melt it, but it can be done.&lt;br /&gt;
*[[Murky pool]]s. Murky pools are surface ponds that will refill when it rains, and often dry out over summer. &lt;br /&gt;
*[[Underground river]]. Just like a normal [[river]], except you have no idea where it is or if you even have one!&lt;br /&gt;
&lt;br /&gt;
==True drylands==&lt;br /&gt;
If your settlement doesn't have any of the above, you're kind of screwed. As long as you can keep your alcohol production up your dwarves won't die, but you may have to say goodbye to any and every dwarf that gets injured.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=135576</id>
		<title>v0.31:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=135576"/>
		<updated>2011-01-31T12:45:19Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Added value-muliplier of 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine|07:57, 23 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Hydra&lt;br /&gt;
|symbol=H |color=4:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
|algin=&lt;br /&gt;
Neutral (Megabeast)&lt;br /&gt;
|valm=10&lt;br /&gt;
|bone=61-67&lt;br /&gt;
|tooth=21&lt;br /&gt;
|meat=130-459&lt;br /&gt;
|fat=49-71&lt;br /&gt;
|eye=14&lt;br /&gt;
|lung=8-10&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=15-16&lt;br /&gt;
|liver=5&lt;br /&gt;
|tripe=5&lt;br /&gt;
|sweetbread=1-2&lt;br /&gt;
|spleen=2&lt;br /&gt;
|kidney=4&lt;br /&gt;
|brain=28-35&lt;br /&gt;
|skull=7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Heads.png|thumb|left|Decapitation: a Hydra's greatest weakness.]]&lt;br /&gt;
:''A giant dragon-like monster with seven biting heads.''&lt;br /&gt;
A hydra has the ability to {{L|Building destroyer|destroy buildings}}. It seems that it neither destroys nor avoids {{L|trap}}s, and can be eliminated just by having about 50 stone-fall traps in its way, or one simple cage trap. When a hydra appears, the game pauses just as it does when a {{L|forgotten beast}} appears.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Hydras are dangerous for several reasons including their massive size, inhuman strength and propensity for biting people in half. The main difficulty in killing a hydra lies in its many heads; like the {{L|Giant cave spider}}, Hydras have the annoying habit of protecting their vital bits using walls of redundant flesh, their 6 superfluous necks in this case. This means that there is a very good chance that you'll be impotently hacking away at one head while another shakes you around by the bloody sieve that used to be your torso. &lt;br /&gt;
&lt;br /&gt;
In [[DF2010:Adventurer mode|adventure mode]], the best thing to do is to set your {{L|combat}} preferences to &amp;quot;dodge&amp;quot; and attempt to break any bite the Hydra manages to get into you. Step forward, slice/bash and step back, attempting to sever heads or otherwise cause massive bleeding; after that it's a simple waiting game.  &lt;br /&gt;
&lt;br /&gt;
In [[DF2010:Dwarf fortress mode|fortress mode]], a hydra is usually more than a match for any dwarf, however it seems they are only capable of focusing their defenses on a single target, so ''two'' unskilled dwarves with copper swords is usually enough to best a hydra, so long as they both attack at roughly the same time (and nobody is especially [[fun|lucky]]).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Finished_goods&amp;diff=135544</id>
		<title>v0.31:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Finished_goods&amp;diff=135544"/>
		<updated>2011-01-30T04:35:19Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Goblets */  Added a bit on where to find them on the trade screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods {{L|stockpile}} when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for {{L|trading}}.  They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
There is no way to issue a job order for a specific subtype of a good with multiple subtypes.  If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods can be produced in multiples.  It is possible to get up to three crafts from a single resource.  The chance of multiples is increased with more {{L|experience}} in the craftsdwarf skill.  Mugs will ''always'' be made in threes, so they are more productive in terms of value than other trade goods (unless an import agreement offers a high price for another type of trade good).&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include '''figurines''', {{L|jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns'''}}, and '''scepters'''.  They are the only type of trade good that appears on its own page in the Trade Depot menu.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: rock goblets are called '''mugs''', and wooden goblets are called '''cups'''. Dwarfs would rather die than be forced to use a mug. Stone mugs can be found under the 'Flasks/Waterskins' section of the Move Trade Goods interface.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
Totems are made from skulls by a {{L|bone carver}} at a {{L|craftsdwarf's workshop}}. Totems cannot be built as permanent structures, but careful management of custom {{L|stockpile}}s will allow the player to place totems at artistically pleasing locations around the fortress.&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base {{L|value}} as all other crafts, totems made from the skulls of more valuable animals like {{L|unicorn}}s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
Large gems have no subtypes.  It is not possible to issue a job order for large gems; instead, cutting any {{L|gem}} or raw {{L|glass}} has a chance to produce a large gem instead of ordinary cut gems.  Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a {{L|glass furnace}}, and must be acquired through the processing of raw glass by a gem cutter.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods.  On occasion, a {{L|dwarf}} in a {{L|strange mood}} will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone}}||{{L|Stone_crafter|Stonecrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}||{{L|Woodcrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}||{{L|Leatherworking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}}||{{L|Clothier|Clothesmaking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metal}}||{{L|Metalcrafting}}||{{L|Metalsmith's forge}} or {{L|Magma forge}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Glass}}||{{L|Glassmaking}}||{{L|Glass furnace}} or {{L|Magma glass furnace}}||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gems}}||{{L|Gem cutting}}||{{L|Jeweler's workshop}}||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; See {{L|Trade good#Large gems|Large gems}} above.  Large glass gems are cut at a jeweler's workshop, not a glass furnace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category:Items}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=135513</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=135513"/>
		<updated>2011-01-29T12:33:40Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Unhappy Thoughts */  Mining through masterwork engraved walls causes unhappy thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will experience things that makes them more or less happy, with each experience being recorded as a thought (in the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers).  If a dwarf becomes unhappy enough, s/he might {{L|tantrum}}.  If the overall happiness level of your fortress is low enough then a single tantruming dwarf can trigger a dreaded &amp;quot;tantrum spiral&amp;quot;.  A separate article has advice on {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|doesn't have to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of {{L|furniture}} and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|&amp;lt;sub&amp;gt;(when do dwarfs talk with each other?) (Both need to be idle and in the same room. Applies to the one below too.)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|&amp;lt;sub&amp;gt;(when do dwarfs talk with each other?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|&amp;lt;sub&amp;gt;(how do dwarfs make friends?) (Idle, same room, dorf that likes socializing)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|usually from {{L|healthcare|Clean Patient}}&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} (delayed/reduced) recently&lt;br /&gt;
|&amp;lt;sub&amp;gt;What causes a punishment to be reduced? (No one to execute punishment)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Had a fight with an enemy&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Ate a legendary meal lately&lt;br /&gt;
|Dwarf ate a prepared meal of Legendary quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/wonderful/truly decadent) drink lately&lt;br /&gt;
|Dwarf drank alcohol of the relevant quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|{{L|Justice}} administered &amp;lt;sub&amp;gt;but is this a happy or unhappy thought?&amp;lt;/sub&amp;gt; &amp;lt;sub&amp;gt;(Happy, if a Hammerer got it.)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Has complained of (hunger|thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't reach food immediately &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Has been starved recently&lt;br /&gt;
|Got hungry and didn't reach food for a long &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt; time&lt;br /&gt;
|-&lt;br /&gt;
|Has complained of the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a well was available&lt;br /&gt;
|-&lt;br /&gt;
|Has accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a tantrum&lt;br /&gt;
|-&lt;br /&gt;
|Has been tired lately&lt;br /&gt;
|Became sleepy but wasn't able to sleep because a task had to be completed&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the mud recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping&lt;br /&gt;
|-&lt;br /&gt;
|Was caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was annoyed by flies/Has been accosted by terrible vermin&lt;br /&gt;
|Exposed to {{L|vermin}}&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|pregnant dwarfs that lose their baby before birth (like female military getting to much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Has witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a friend/pet to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died&lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a friend/pet&lt;br /&gt;
|The body of a dead friend/pet wasn't buried in a {{L|coffin}} before generating miasma&lt;br /&gt;
|-&lt;br /&gt;
|Was unable to find somebody in charge to cry on lately&lt;br /&gt;
|(Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|Was upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dorf who breaks the mandate).  The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|&amp;lt;sub&amp;gt;What counts as minor or major?&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Was beaten recently&lt;br /&gt;
|{{L|Justice}} served&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to give somebody (food/water) lately&lt;br /&gt;
|As above&lt;br /&gt;
|-&lt;br /&gt;
|Was knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a cave-in&lt;br /&gt;
|-&lt;br /&gt;
|Has suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen.  this is a pretty major hit.) Can include mining through an engraved wall as well.&lt;br /&gt;
|-&lt;br /&gt;
|Has complained about the draft lately&lt;br /&gt;
|Newly drafted into a military squad as a recruit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thoughts Experienced ==&lt;br /&gt;
&lt;br /&gt;
There are 221 thoughts that a dwarf can experience in this version of Dwarf Fortress. Many of these thoughts never actually occur, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed):&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -? || had a miscarriage recently&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -? || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -? || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -? || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -? || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -? || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -? || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -? || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -? || was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -? || was worried by the scarcity of guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -? || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -? || has been attacked lately&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -? || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -? || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -? || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -? || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -? || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -? || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -? || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -? || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -? || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -? || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -? || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -? || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -? || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -? || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -? || has lost property to the tax collector's escorts recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -? || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || -? || has complained of the lack of chairs lately&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -? || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || -? || has complained of the lack of dining tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -? || was forced to eat vermin to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -? || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -? || was forced to eat a treasured pet to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -? || has complained of the lack of a well lately&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -? || has complained of the nasty water lately&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -? || was forced to drink slime lately&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -? || was forced to drink vomit lately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -? || was forced to drink bloody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -? || was forced to drink gooey water lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -? || was forced to drink ichorous water lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -? || was forced to drink purulent water lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -? || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -? || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -? || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -? || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -? || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -? || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -? || has suffered the travesty of art defacement&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -? || has been annoyed by flies&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -? || has been accosted by terrible vermin&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -? || saw something unpleasant in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -? || saw something unpleasant in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -? || has witnessed death&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -? || accidentally killed somebody in a fit of rage recently&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -? || killed somebody by accident while sparring recently&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -? || has lost a spouse to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -? || has lost a friend to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -? || has lost a sibling to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -? || has lost a child to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -? || has lost a mother to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 54 || -? || has lost a father to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 55a || -? || was forced to endure the decay of a pet&lt;br /&gt;
|-&lt;br /&gt;
| 55b || -? || was forced to endure the decay of a spouse&lt;br /&gt;
|-&lt;br /&gt;
| 55c || -? || was forced to endure the decay of a mother&lt;br /&gt;
|-&lt;br /&gt;
| 55d || -? || was forced to endure the decay of a father&lt;br /&gt;
|-&lt;br /&gt;
| 55j || -? || was forced to endure the decay of a lover&lt;br /&gt;
|-&lt;br /&gt;
| 55l || -? || was forced to endure the decay of a sibling&lt;br /&gt;
|-&lt;br /&gt;
| 55m || -? || was forced to endure the decay of a child&lt;br /&gt;
|-&lt;br /&gt;
| 55n || -? || was forced to endure the decay of a friend&lt;br /&gt;
|-&lt;br /&gt;
| 55o || -? || was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -? || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 57 || -? || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 58a || -? || was grumbling about long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58b || -? || was depressed by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58c || -? || was angered by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58d || -? || was enraged by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -? || was disgusted by a miasma lately&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -? || choked on smoke underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -? || choked on dust underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -? || was knocked out during a cave-in lately&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -? || was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -? || was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -? || was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -? || sustained major injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -? || sustained minor injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 68 || -? || slept in the mud recently&lt;br /&gt;
|-&lt;br /&gt;
| 69 || -? || slept in the grass recently&lt;br /&gt;
|-&lt;br /&gt;
| 70 || -? || slept in the dirt recently&lt;br /&gt;
|-&lt;br /&gt;
| 71 || -? || slept on rocks recently&lt;br /&gt;
|-&lt;br /&gt;
| 72 || -? || slept on a rough cave floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 73 || -? || slept on the floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 74 || -? || slept on ice recently&lt;br /&gt;
|-&lt;br /&gt;
| 75 || -? || slept on a pile of driftwood recently&lt;br /&gt;
|-&lt;br /&gt;
| 76 || -? || slept without a proper room recently&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -? || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -? || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -? || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -? || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -? || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -? || conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -? || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -? || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -? || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -? || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -? || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -? || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -? || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -? || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -? || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || -? || dined without a proper dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -? || worried greatly about not having a tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -? || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -? || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -? || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -? || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -? || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -? || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -? || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -? || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -? || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -? || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -? || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -? || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -? || was upset to be wearing old clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -? || was upset to be wearing tattered clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -? || was very upset to have worn clothes rot away lately&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -? || was very embarrassed to be uncovered lately&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -? || was embarrassed to have no shirt lately&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -? || was embarrassed to have no shoes lately&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -? || was very embarrassed to be uncloaked lately&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -? || was caught in the rain recently&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -? || was caught in a snow storm recently&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -? || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -? || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -? || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -? || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -? || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -? || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -? || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -? || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -? || was beaten recently&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -? || was beaten with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -? || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -? || was unhappy with the lack of work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -? || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 129 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 130 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 131 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 132 || +? || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +? || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +? || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +? || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +? || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +? || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +? || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +? || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +? || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +? || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +? || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +? || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +? || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +? || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +? || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +? || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +? || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +? || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +? || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +? || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +? || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +? || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +? || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +? || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +? || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +? || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +? || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 158a || +? || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158b || +? || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 158c || +? || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 158d || +? || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 158j || +? || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 158l || +? || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 158m || +? || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 158n || +? || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 158o || -? || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +? || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +? || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +? || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +? || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +? || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +? || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +? || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +? || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +? || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +? || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +? || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +? || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +? || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +? || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +? || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +? || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +? || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +? || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +? || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +? || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +? || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +? || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +? || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +? || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +? || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +? || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +? || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +? || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +? || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +? || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +? || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +? || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 191 || -? || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 192 || -? || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 193 || +? || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || +? || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +? || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +? || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 197a || -? || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 197b || -? || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 197c || -? || wwas unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 197d || -? || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 197e || -? || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 198d || -? || was yelled at by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 198e || -? || was cried on by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 199a || +? || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || +? || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || +? || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || +? || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|-&lt;br /&gt;
| 199e || +? || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed)&lt;br /&gt;
|-&lt;br /&gt;
| 200 || +? || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 201 || +? || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +? || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +? || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +? || was greatly pleased to enter the nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +? || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +? || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210a || +? || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 210i || +? || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 210k || +? || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210l || +? || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211 || -? || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -? || has lost a lover to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || +? || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -? || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -? || has been tired of drinking the same old booze lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || +/-? || was (disgusted/upset/irritated) to be forced to talk to a pillar of society recently&amp;lt;br /&amp;gt;was (pleased/ecstatic) to be able to talk to a pillar of society recently&amp;lt;br /&amp;gt;was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
|-&lt;br /&gt;
| 217 || -? || had a wonderful soapy bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 218 || -? || had a nice bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 219 || -? || has been (haunted/tormented/possessed/tortured) by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 219a || -? || has been (haunted/tormented/possessed/tortured) by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 219b || -? || has been (haunted/tormented/possessed/tortured) by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 219c || -? || has been (haunted/tormented/possessed/tortured) by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 219d || -? || has been (haunted/tormented/possessed/tortured) by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 219j || -? || has been (haunted/tormented/possessed/tortured) by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 219l || -? || has been (haunted/tormented/possessed/tortured) by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 219m || -? || has been (haunted/tormented/possessed/tortured) by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 219n || -? || has been (haunted/tormented/possessed/tortured) by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 219o || -? || has been (haunted/tormented/possessed/tortured) by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 220 || -? || has been tormented in nightmares by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 220a || -? || has been tormented in nightmares by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 220b || -? || has been tormented in nightmares by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 220c || -? || has been tormented in nightmares by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 220d || -? || has been tormented in nightmares by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 220j || -? || has been tormented in nightmares by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 220l || -? || has been tormented in nightmares by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 220m || -? || has been tormented in nightmares by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 220n || -? || has been tormented in nightmares by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 220o || -? || has been tormented in nightmares by a dead and still annoying acquaintance lately&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dolomite&amp;diff=135310</id>
		<title>v0.31 Talk:Dolomite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dolomite&amp;diff=135310"/>
		<updated>2011-01-24T22:00:35Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Adding a timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DOLOMITE! Is awesome cuz it's a flux stone and contains iron elements. It's the instant steel stone! :D +-[[USER:Nadal|Nadal]]&lt;br /&gt;
:Chalk is better - no useless {{L|talc}} to displace all of the magnetite (and its native platinum) and bauxite (and its rubies and sapphires). --[[User:Quietust|Quietust]] 05:04, 13 September 2010 (UTC)&lt;br /&gt;
::I balk at chalk - it isn't magma-safe like Dolomite. Mmmmm, dolomite, if only I could make beds out of you. +-[[USER:Capt.Pantsless|Capt.Pantsless]] 21:35, 24 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dolomite&amp;diff=135309</id>
		<title>v0.31 Talk:Dolomite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dolomite&amp;diff=135309"/>
		<updated>2011-01-24T21:48:57Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Preaching the wonders of dolomite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DOLOMITE! Is awesome cuz it's a flux stone and contains iron elements. It's the instant steel stone! :D +-[[USER:Nadal|Nadal]]&lt;br /&gt;
:Chalk is better - no useless {{L|talc}} to displace all of the magnetite (and its native platinum) and bauxite (and its rubies and sapphires). --[[User:Quietust|Quietust]] 05:04, 13 September 2010 (UTC)&lt;br /&gt;
::I balk at chalk - it isn't magma-safe like Dolomite. Mmmmm, dolomite, if only I could make beds out of you. +-[[USER:Capt.Pantsless|Capt.Pantsless]]&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=135306</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=135306"/>
		<updated>2011-01-24T21:03:16Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Layers */  Corrected a bit saying that metamorphic layers were good for coal and steel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after {{L|World generation|generating a world}}), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
= Choosing a Site =&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civ is too small, you will first recognize after the 2nd winter that you won't get more immigrants, which can be [[Fun|extremely fun]]. Your home civilization will need more than one dwarven place on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being three views of the land at three different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory, the size of your save files, and correspondingly, will dramatically affect the save and load times for your map, potentially make pathfinding more resource-intensive, and may generally slow your game down.  As such, smaller maps are recommended, especially for less powerful computers.  Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Broadleaf Forest&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Oily Forest&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}.&lt;br /&gt;
&lt;br /&gt;
=== Climate ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Hot&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.  Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
=== Plant Life ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Tree|trees}} and {{L|Shrub|shrubs}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Heavily Forested&amp;quot; and &amp;quot;Other Vegetation: Thick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the {{L|wood}} they provide, and wood is a basic building material, important for being the only material that beds can be made of, and, as metal bins and barrels require three times as much of less common metal resources as wood bins and barrels do, they are preferred materials for that, as well.  Wood is also a renewable source for {{L|charcoal}}, the {{L|fuel}} used in forges to make metal products in smelters or forges that are not magma-powered, and is needed to make steel even when you have magma forges.  Wood is finally also useful in making {{L|potash}} for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
In spite of wood's many uses, it is entirely possible to play in this version without any trees in your biomes, as trees can be farmed in muddied underground areas regardless of how barren the surface is.  Due to the inexpensive nature of wood, it is possible to simply embark with enough wood to last until you are ready to set up tree farming operations underground.  Wood is also a common good that elves, humans, and dwarves alike will sell to you.  &lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the {{L|herbalism}} skill, {{L|still|brewable materials}}, and {{L|seeds}} for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|surroundings}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as, &amp;quot;Surroundings: Calm&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. &lt;br /&gt;
&lt;br /&gt;
There are two axis for surroundings: Savagery and alignment.  Calm and neutral savagery are functionally identical.  Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals, for example you might have a {{L|Tigerman}} instead of &amp;quot;merely&amp;quot; a {{L|tiger}} in a savage jungle. &lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like {{L|pixie}}s, {{L|fluffy wambler}}s, or {{L|unicorn}}s, and are generally no more dangerous than neutral biomes.  Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
=== Layers ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Layer}}, {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view is the data on stone layers, displaying the top eight layers of stone or soil.  &lt;br /&gt;
&lt;br /&gt;
Each type of layer stone has certain kinds of ores, gems, and other minerals that will appear within that form of layer.  Layers are color-coded by the type of rock they are, with brown indicating {{L|soil}} (useless for raw materials, but easy to dig through), white indicating a {{L|metamorphic layer}} (good for gems, and may contain marble to use as {{L|flux}}), light grey indicating a {{L|sedimentary layer}} (indispensable for producing {{L|steel}}), and dark grey indicating either an {{L|igneous extrusive layer}} or an {{L|igneous intrusive layer}} (which may indicate magma pools in the caverns, as well as being good for various metal ores).  Igneous layers will never be found in the same biome as sedimentary layers, but it is possible to have both in the same map by embarking over two or more different biomes.&lt;br /&gt;
&lt;br /&gt;
It is very difficult to produce {{L|steel}} without a [[sedimentary layer]].  ([[Steel]] makes nearly the [[Metal#Weapon_.26_Armor_Quality|best weapons and armor]], and the materials are fairly easy to acquire if you have sedimentary layers.)  For steel, ideally, look for a site with [[chalk]], [[limestone]], or [[dolomite]], which are not only sedimentary stones, but [[flux]] stones as well.  Any site showing some sedimentary stone should contain all of the necessary ingredients, however.&lt;br /&gt;
&lt;br /&gt;
To forge [[steel]], you will need [[iron]] ore, [[flux]] stone, and [[fuel]].  The three ores of [[iron]] (hematite, magnetite, and limonite) can only be found in sedimentary layers, with the exception of hematite, which can occasionally be found in [[igneous extrusive]] layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are also only found in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite) for making [[coke]] fuel.&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers, your only hope to make steel is with:&lt;br /&gt;
* hematite in [[igneous extrusive]] layers&lt;br /&gt;
* marble in [[metamorphic]] layers&lt;br /&gt;
* wood for making [[charcoal]] fuel&lt;br /&gt;
Even if you find and exploit magma for your furnaces, you'll still need the fuel in the smelting process, so you'll be cutting down two trees and burning them to make charcoal for every unit of hematite you are lucky enough to find.&lt;br /&gt;
&lt;br /&gt;
=== Aquifer ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). These are represented with ≈≈≈≈≈ symbols in the soil layers. Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
== Changing Views ==&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;  If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location.  Embarking on an {{l|island}}, or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no {{l|migrants}} or {{l|trade}} with your home civilization.  (If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes.)  Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks.  In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations (and if you choose your starting civilization in the &amp;quot;Your Civilization&amp;quot; screen, they may not be at war with you).&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. It may be worth looking at your choice of starting civilizations in {{l|Legends}} Mode before embarking, as there is much information about your civilization that is not shown directly at embark, and there is no way short of abandoning a fort to change your civilization once you have embarked.  Civilization choice will affect who is at war with you, what goods are available for trade (Dwarven caravans will only have the goods in the region of the city that is trading with your fort.  These will be the same goods that are available for you to purchase at embark.  Metals or stones, for example, that are not available for you to purchase in the &amp;quot;Prepare Carefully&amp;quot; screen will never be available for trade with the dwarven caravan.), who your regent will be (considering [[Cacame_Awemedinade|one might be surprised by who turns out to be one's regent]], this might be of note, but is only viewable in Legends Mode), and if there are any surviving members of your civilization left to migrate to or trade with your fort.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.  Unless you have turned erosion off, then, with the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming a fortress ==&lt;br /&gt;
&lt;br /&gt;
If you reclaim the site of an abandoned fortress you may see goods, materials, and corpses left from the previous effort.  These items will initially be [[forbid|forbidden]] and you will have to [[reclaim]] them before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
= Creating Your Settlers =&lt;br /&gt;
&lt;br /&gt;
== Play Now! ==&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
Updated for 0.31.13:&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter, Bowyer&lt;br /&gt;
* Woodcutter: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, Potash Maker&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&lt;br /&gt;
From 0.31.12: The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
&lt;br /&gt;
Note:  In 0.31.13, you no longer embark with any medical skills.&lt;br /&gt;
&lt;br /&gt;
== Prepare Carefully ==&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
=== Supplies ===&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
:* 2 Copper {{l|pick}}s&lt;br /&gt;
:* 2 Copper battle {{l|axe}}s&lt;br /&gt;
:* 1 Iron {{l|anvil}} &lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 6 bags containing 5x dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush {{l|seed}}s&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber thread&lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bags&lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden buckets &lt;br /&gt;
:* 3 wooden splints &lt;br /&gt;
:* 3 wooden crutches&lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 1 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
== Embark Strategies ==&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
=== Picking the Right Location ===&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt (and Its Inverse)''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.  Remember, the embark screen only lists the first eight layers, and the total number of layers is highly random. More dirt does not necessarily mean less stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which with careful management can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine. Although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
=== Preparation Strategies ===&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of {{L|sand}} costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be problematic if you are unlucky and the caravan does not bring an anvil.  &lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone, some bars of copper, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the {{L|miner}}s and an axe for {{L|wood cutter}}s. Medical supplies should be unnecessary to start with, because if you need them you're screwed. You may want to bring some rope along though.&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - never leave without alcohol unless you bring a dedicated {{L|herbalist|plant gatherer}}/{{L|brewer}}.&lt;br /&gt;
&lt;br /&gt;
=== Skill Sets ===&lt;br /&gt;
Here are some sample skill distribution sets. And remember, ''The value of a rank is subject to further scrutiny given the early-game value, or lack thereof''. A proficient miner is always welcomed as a valuable addition to a fortress, but just how valuable is a proficient carpenter, compared to a dabbling one? Slightly higher quality level, produced slightly faster. It may be wise to spend those points elsewhere, perhaps on a diagnostician, or noble's skill. Something not so easily trained.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activities. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stonecrafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and wood burner (remove wood burner if you have magma)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookkeeper/appraiser/etc.&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, plant processing and brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that might change, as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weaving and tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
'''Cronus'''&lt;br /&gt;
*Miners/Mechanics: 2 dwarfs with max points in mining and mechanics; get the fort, then those traps, up quickly. &lt;br /&gt;
*Woodcutter/Carpenter: points in woodcutting and carpentry; chop during initial dig then start pumping out beds and barrels&lt;br /&gt;
*Farmer/Brewer: points in farming and brewing; get the wheat and helmets in and brew during the off-season. Can also serve as butcher in a pinch.&lt;br /&gt;
*Crafter: points dispersed into stonecrafting, bonecarving, weaving, and leatherworking. &lt;br /&gt;
*Mason/Architect: points into masonry and building design. Allows a focus on walls, doors, and bridges.&lt;br /&gt;
*Leader/Trader: spread points among appraisal, negotiator, conversationalist, consoler, and comedian.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build|Starting Build]] article has more detailed embark strategies.&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adamantine&amp;diff=135097</id>
		<title>v0.31:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adamantine&amp;diff=135097"/>
		<updated>2011-01-18T20:59:35Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Added a couple sentances for managing adamantite strands.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:44, 30 September 2010 (UTC)}}{{Minorspoiler}}&lt;br /&gt;
{{Metal|name=Adamantine|color=3:3:1&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Raw adamantine}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 300&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Anvil}}s&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
* {{L|Clothing}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is processed from raw adamantine into strands which can then be made into various items; these items are impossibly lightweight, strong, and valuable.  Armor made from Adamantine is absurdly valuable and wonderfully effective.&lt;br /&gt;
&lt;br /&gt;
For more information on its whereabouts and other {{L|Fun}} information see '''{{l|raw adamantine}}'''.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&lt;br /&gt;
{{l|Adamantine strands}} are extracted from {{l|raw adamantine}} at a {{l|craftsdwarf's workshop}}. The {{l|strand extraction}} labor must be enabled for a dwarf to perform the extraction. The process is extremely slow for an unskilled laborer.&lt;br /&gt;
&lt;br /&gt;
The strands must then be either woven into cloth at a {{L|loom}} (for metal clothing and other related objects) or smelted into {{L|bar|wafer}}s at a {{L|smelter}} (for adamantine armor, crafts, weapons and so on). Fortunately, these tasks are performed just as quickly as any other weaving or smelting jobs. Once smelted into wafers, it is used much like any other bar of metal. &lt;br /&gt;
Given this extra step of extraction before the smelting phase, most players will want to build additional craftsdwarf's workshops and stockpiles near the smelters and forges. Note that the stands of adamantite are stored in cloth/thread stockpiles. &lt;br /&gt;
&lt;br /&gt;
Take care to note that clothing made from adamantine will suffer wear, just as normal clothing does. &lt;br /&gt;
&lt;br /&gt;
== Use in Weaponry == &lt;br /&gt;
&lt;br /&gt;
One of the many beneficial qualities of adamantine is that it is both nigh weightless and extremely sharp. This makes it an excellent choice for edge {{L|Weapon|weapons}}, but does not benefit, and in fact hinders, the effectiveness of blunt weapons. Therefore, adamantine is a terrible choice for blunt weapons, faring worse than all other metals, though it makes a great tool for your hammerer as a hammering will not kill your dwarves (although you may wish to consider if using adamantine to acheive this is a good investment).&lt;br /&gt;
&lt;br /&gt;
== Use in Armor ==&lt;br /&gt;
&lt;br /&gt;
In addition to its low weight, adamantine has the highest strength values of any material. {{l|Armor}} made of adamantine provides unmatched protection against slashing and piercing attacks. Blunt attacks and ranged attacks partially bypass armor, so a full kit of adamantine armor is not a recipe for combat invulnerability.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
Unfortunately, breaching any of the tubular veins leads to the {{l|Hidden Fun Stuff|HFS}}, for lots of {{l|Fun}}. Reports have been made of there being ''surface'' deposits, but this is incredibly rare and should not be trusted as anything other than a bug for the moment.&lt;br /&gt;
&lt;br /&gt;
==Origins of Adamantine and Slade==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Back in the mists of time, the Gods decided to create the World. To do so they had to find a way to heat it in the cold voids of space. Demonkind had already forged their own world out of the vile substance {{l|Slade}}, a stone anathema to all creation and only able to be worked through the vile rituals they had created, for slade was truly &amp;quot;dead&amp;quot; stone, with no life in it at all.&lt;br /&gt;
&lt;br /&gt;
Deciding both to imprison their greatest enemies and to create a home for their creations, the Gods poured into the skies of the Demons' world &amp;quot;living&amp;quot; stone (known to mortals as {{l|semi-molten rock}} - rock burning hot with the fresh life of Creation). The Gods knew that if it were not constantly heated, this living rock would cool, and yet the Demons, fools that they were, constantly attacked the living rock, not realizing that their attacks simply heated the rock again and again, keeping it alive. Unfortunately, as the Gods began to pour more and more of the rock onto their creation, they found it quickly lost its life when removed too far from the Demons. It would only remelt once it touched the living rock, creating vast seas of magma that heated the tunnels above. Worse, the living rock itself had been disturbed by this process, creating gaping holes through which the Demons escaped, killing and maiming the first creations of the Gods, warping those they could find into the terrible Forgotten Beasts, leaving the {{l|Titans}} safe on the surface.&lt;br /&gt;
&lt;br /&gt;
Knowing this state of affairs could not last if their weaker creations, the first mortals, were to survive, the Gods created a new substance, imbued with their power: Adamantine. The beautiful aqua-colored ore was poured into the holes, sealing the entrances that the living rock could no longer seal, preventing the Demons from escaping, for its power totally repelled Demonkind.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as time passed and the first mortals began to carve their civilization from both the surface and the underworld, they discovered the vast shafts of this amazing substance and began to mine it, instantly realizing its divine potency. In doing so, they removed the great barriers the gods had placed in order to keep the Demons sealed. The Demons rose up, slaughtering thousands and escaping into the World, often rising to lead mortal civilizations, such as that of the Goblins. Upon these sites they raised towers carved from the vile Slade that only they could work. Brave adventurers and champions of the Gods forged special swords made from the divine Adamantine and ventured into these dark places to seal the Demons within hell once more. Leaving their swords buried in these places, those who survived swore to defend them for all eternity, binding themselves with oaths of such might that they surpassed death itself. They remain, even today, as zombies and skeletons, driven by their undying thought &amp;quot;none must take the sword!&amp;quot; and nothing more. These undead are totally obsessed with their duty to defend the ancient demonic structures from all interlopers and have been the death of many an unwary explorer.&lt;br /&gt;
&lt;br /&gt;
All this could probably have been avoided if the Gods had bothered to make their all-powerful metal capable of withstanding the swing of a copper pick.&lt;br /&gt;
&lt;br /&gt;
==The Great Adamantine Space Elevator==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=61507.0]&lt;br /&gt;
In a great fluke, a new world was created in the midst of Armok shaving. No one quite understands why this happened, but the whisker of the holy one landed vertically. The material can only be described as a super adamantine. It is over 2000 z-levels high. And the map continues on. &lt;br /&gt;
&lt;br /&gt;
Year after year, the dwarves of [CIVILIZATION] send an expedition out into the world in order to ascertain the fate of last year's expedition.  It has long-since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demand an answer.&lt;br /&gt;
&lt;br /&gt;
It happens year after year, when they head northeast to the ominous shrubland that has been known only in name: &amp;quot;The Hill of Spit.&amp;quot;  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as &amp;quot;Troublemysteries.&amp;quot;  By the time they arrive, it is already too late.&lt;br /&gt;
&lt;br /&gt;
They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, beast or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.&lt;br /&gt;
&lt;br /&gt;
They stand there, motionless and breathless, and wait only for time to wear them down into the dust of the earth from whence they came, leaving that siren spire standing amidst a graveyard of wagons and barrels to call more of their bearded kind to an emaciated doom.&lt;br /&gt;
&lt;br /&gt;
Another year, another expedition unheard of, another question unanswered, another expedition prepared.&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=134946</id>
		<title>v0.31:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=134946"/>
		<updated>2011-01-15T03:05:59Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: /* Uses */  Added a bit on where glass is stored&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:19, 8 September 2010 (UTC)}}{{buggy}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Glass is produced at the {{l|glass furnace}} using {{l|fuel}} with either {{l|sand}} (green glass), {{l|sand}} and {{l|pearlash}} (clear glass), or {{l|rock crystal}} and pearlash (crystal glass). A {{l|magma glass furnace}} can also be used, in which case no fuel is required.  Raw glass (of all three types) can now be acquired from some {{l|trading|trade}} caravans and be purchased in the {{L|embark}} screen.  Note that raw glass can '''''not''''' be made into glass items, but can only be {{L|gem cutting|cut}} into {{L|gem}}-like items which can be used for {{L|decoration|decorating}} items.  You have to buy or collect {{L|sand}} to get the raw materials to make glass.&lt;br /&gt;
&lt;br /&gt;
Glass is valued based on the difficulty in making it, with green glass being the lowest value and crystal glass being the highest.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass may be used to produce most things that can be produced at a {{l|carpenter's workshop}}, with the exception of beds, medical supplies, training weapons, and possibly other things. In addition, it may be used to produce {{l|gems#Glass|glass gems}}. These, especially ones made of green glass, are excellent practice for aspiring jewelers (and their production provides experience for {{l|glassmaker|glassmakers}}). Glass can also be shaped into {{L|block}}s which can be used to build {{L|workshop}}s and {{L|construction}}s. Glass trap components can be made, though they are woefully ineffective (see below).&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the {{l|Glass industry}} page.&lt;br /&gt;
&lt;br /&gt;
Raw and cut glass storage options can be found under the Gem {{l|stockpile}} sub-menu. Glass blocks are stored in Bar/Block stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Making raw crystal glass or crystal glass items is currently not functional. Despite rough rock crystals being available, the game will announce 'Needs glass-making rough gems'. {{bug|1498}}&lt;br /&gt;
&lt;br /&gt;
While glass can be used to make trap components, they seem to not be able to penetrate even base quality clothing, though they will still cause tired status. This may be due to the glass materials failing to initialize [MAX_EDGE], resulting in it often being equal to zero.&lt;br /&gt;
&lt;br /&gt;
Basically, each time you load up the game, all 3 glass types' MAX_EDGE and similar are set to whatever happened to be in an uncertain spot in memory at the time. As a result, glass's sharpness can range from as dull as cheese to as sharp as adamantine (and maybe sharper!). Due to that, it seems that glass trap components will usually be completely useless, but other times be the best weapons in the game.&lt;br /&gt;
&lt;br /&gt;
==Glass and Magma==&lt;br /&gt;
It is currently unknown if glass still behaves oddly with {{l|magma}}, and this needs to be confirmed. In the previous version, certain glass items would melt and others would not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through memory hacking, the material properties of each type of glass have been determined; for convenience, they are provided below as inorganic material definitions:&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[INORGANIC:GLASS_GREEN]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID:green glass]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID_POWDER:ground green glass]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten green glass]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling green glass]&lt;br /&gt;
	[DISPLAY_COLOR:2:2:0]&lt;br /&gt;
	[MATERIAL_VALUE:2]&lt;br /&gt;
	[SPEC_HEAT:700]&lt;br /&gt;
	[MELTING_POINT:13600]&lt;br /&gt;
	[BOILING_POINT:16000]&lt;br /&gt;
	[SOLID_DENSITY:2600]&lt;br /&gt;
	[LIQUID_DENSITY:2240]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:10000]&lt;br /&gt;
	[SHEAR_FRACTURE:10000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[INORGANIC:GLASS_CLEAR]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID:clear glass]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID_POWDER:ground clear glass]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten clear glass]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling clear glass]&lt;br /&gt;
	[DISPLAY_COLOR:3:3:0]&lt;br /&gt;
	[MATERIAL_VALUE:5]&lt;br /&gt;
	[SPEC_HEAT:700]&lt;br /&gt;
	[MELTING_POINT:13600]&lt;br /&gt;
	[BOILING_POINT:16000]&lt;br /&gt;
	[SOLID_DENSITY:2600]&lt;br /&gt;
	[LIQUID_DENSITY:2240]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:10000]&lt;br /&gt;
	[SHEAR_FRACTURE:10000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[INORGANIC:GLASS_CRYSTAL]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID:crystal glass]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID_POWDER:ground crystal glass]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten crystal glass]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling crystal glass]&lt;br /&gt;
	[DISPLAY_COLOR:7:7:1]&lt;br /&gt;
	[MATERIAL_VALUE:10]&lt;br /&gt;
	[SPEC_HEAT:700]&lt;br /&gt;
	[MELTING_POINT:13600]&lt;br /&gt;
	[BOILING_POINT:16000]&lt;br /&gt;
	[SOLID_DENSITY:2600]&lt;br /&gt;
	[LIQUID_DENSITY:2240]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:10000]&lt;br /&gt;
	[SHEAR_FRACTURE:10000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Aluminum&amp;diff=134936</id>
		<title>v0.31:Aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Aluminum&amp;diff=134936"/>
		<updated>2011-01-14T20:52:10Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Added a sentence for native aluminum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:12, 8 June 2010 (UTC)}}{{Metal&lt;br /&gt;
|name=Aluminum&lt;br /&gt;
|color=7:7:1 &lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Native aluminum}} &lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 40&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Aluminum''' ties for the second-highest-valued metal in the game with {{l|platinum}}, after {{L|adamantite}}. It also is the second lightest metal, after {{L|adamantine}}. The only in-game source of aluminum is {{l|native aluminum}}, which is just as valuable as the refined metal.&lt;br /&gt;
&lt;br /&gt;
Aluminum can be used as decoration, or to create {{l|furniture}} and other objects. Aluminum cannot be forged into {{l|weapons}} or {{l|armor}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Keeping_your_dwarves_happy&amp;diff=134923</id>
		<title>v0.31:Keeping your dwarves happy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Keeping_your_dwarves_happy&amp;diff=134923"/>
		<updated>2011-01-14T17:00:03Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Added a line for waterfalls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:43, 3 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Some tips on how to keep your dwarves {{L|thoughts|happy}}, thus reducing the chances of {{L|tantrum}}ing and tantrum spirals:&lt;br /&gt;
&lt;br /&gt;
* Make the community {{L|dining room}} your non-{{L|noble}} dwarves dine in high {{L|room#quality|quality}}.  You can increase its quality by making the room bigger, putting in more {{L|chair}}s and {{L|throne}}s, {{L|smoothing}} and {{L|engraving}} it, and putting in valuable {{L|furniture}} like {{L|gold}} {{L|statue}}s.&lt;br /&gt;
* {{L|Embark}} with or train up a {{L|cook}}, so your dwarves can enjoy high {{L|quality}} {{L|food|meals}}.&lt;br /&gt;
* Embark with or train up {{L|brewer}}, so your dwarves can enjoy high quality {{L|booze}}.&lt;br /&gt;
** Make sure you never run out of booze, since a sober dwarf is an unhappy dwarf.&lt;br /&gt;
** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
** Try to have all different varieties of booze on hand, since dwarves get a happier thought out of drinking the kind of booze they prefer.&lt;br /&gt;
* Give your dwarves individual {{L|bedroom}}s rather than making them live in a communal {{L|dormitory}}.  Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own.&lt;br /&gt;
** If the {{L|economy}} is inactive (currently always the case in 0.31), make their bedrooms high quality.&lt;br /&gt;
* Place highly valuable {{L|furniture}} in a high traffic area of your fort, since dwarves get a happy thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who {{L|cave adaptation|spend most of their time underground}} will get an unhappy thought when exposed to sunlight.  To avoid this, put a combination {{L|activity zone#Meeting Area|meeting area}}/{{L|sculpture garden|statue garden}} on the surface.&lt;br /&gt;
* Keep at least a few {{L|cat}}s around to hunt down irritating {{L|vermin}}.&lt;br /&gt;
* Put a {{L|cage}} in a high traffic area (like the meeting area) and stuff it full of tame animals so your dwarves can enjoy seeing their {{L|preferences|favorite}} type of animal.&lt;br /&gt;
** The {{L|elven}} {{L|caravan}}s bring random animals, and you can request specific domestic animals from the {{L|dwarven}} caravan.&lt;br /&gt;
** You can use cage {{L|traps}} to capture wild animals, train them at a {{L|kennel}}, and then stick them in your zoo.&lt;br /&gt;
* Add a {{L|waterfall }} to your fortress.&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Capt.pantsless&amp;diff=134521</id>
		<title>User:Capt.pantsless</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Capt.pantsless&amp;diff=134521"/>
		<updated>2011-01-04T20:16:22Z</updated>

		<summary type="html">&lt;p&gt;Capt.pantsless: Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adequate dwarf-fortress player, but I'm a big fan of helping others. &lt;br /&gt;
&lt;br /&gt;
I'm kinda boring.&lt;/div&gt;</summary>
		<author><name>Capt.pantsless</name></author>
	</entry>
</feed>