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	<updated>2026-04-11T04:45:34Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Brewer&amp;diff=60825</id>
		<title>40d Talk:Brewer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Brewer&amp;diff=60825"/>
		<updated>2010-01-12T01:35:31Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: /* Add information about brewing producing seeds? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Double page: Brewing==&lt;br /&gt;
I found a Brewing page, which doesn't have any info that isn't covered here. I'm going to turn it into a redirect here and copying its talk page over --[[User:Juckto|Juckto]] 06:49, 5 May 2008 (EDT)&lt;br /&gt;
=====Brewing Talk=====&lt;br /&gt;
i have like 80 barrles, but my farms use them all, how can i set the barrles to brewing only? [[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
: You can reserve a number of barrels to prevent them from being used by stockpiles, see [[Using bins and barrels]] for more information. But if your farm output is using all of your barrels you're probably either doing too much farming or not making enough barrels.  --[[User:Marble Dice|Marble Dice]] 14:51, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Alternately, custom Stockpile like a bandit.&lt;br /&gt;
::Ok, that's probably too terse to be comprehensible.  Make a food stockpile that only accepts drinks.  For all your other food stockpiles, set the maximum number of barrels to '0' (hit &amp;quot;C&amp;quot; while q-ing over the stockpile, iirc, but it should tell you what keys to hit in the sidebar).  Dwarves grab barrels to put food in when they notice something about the stockpile with the food; if its not allowed to have barrels, they won't try to put things in it into barrels.  (Now, they won't necessarily empty barrels immediately when you make this change, they'll just stop using new ones, and as the old ones free up they'll be available for brewing). --[[User:Squirrelloid|Squirrelloid]] 14:53, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Drink quality? ==&lt;br /&gt;
&lt;br /&gt;
I am fairly sure that the drink quality thoughts actually just refer to value.  There's no real reason, after all, why quality would be hidden; and drinks don't vary in value, showing that there's probably no quality influence.  --[[User:Aquillion|Aquillion]] 20:39, 26 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quality thoughts could also relate to individual preferences.  A dwarf that prefers plump helmet wine will probably get a better thought about wine than about other drinks with the same value/quality.  [[User:Angela Christine|Angela Christine]] 15:06, 25 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Add information about brewing producing seeds? ==&lt;br /&gt;
&lt;br /&gt;
Seeking the information about whether brewing produces seeds or not, a person might seek it here (I did, for some reason I thought brewing did not produce seeds). I suggest that this information be added to this page (although it is on the cooking page and on the Plump Helmet page). [[User:Chess123mate|Chess123mate]] 01:35, 12 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=60816</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=60816"/>
		<updated>2010-01-11T21:52:24Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: /* Wounded dwarves */ For nervous-system wounds, it said &amp;quot;will be bedridden for life&amp;quot;, which I deleted (it's not true, see Wounds page, nervous section).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when it is available. When dwarves are forced to drink [[water]], they begin to work slowly as a result of their alcohol dependency. Note that in Dwarf Fortress, [[milk]] is not actually drinkable - it is only used to make [[cheese]] or be cooked into prepared meals directly. Dwarves drink ''only'' alcohol and water.&lt;br /&gt;
&lt;br /&gt;
Alcohol can be brewed at a [[still]], brought with you from the [[embark]] screen, or [[trade]]d with visiting caravans.&lt;br /&gt;
&lt;br /&gt;
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
To brew alcohol at a [[still]] requires a [[#Brewable_plants|brewable plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near hand.&lt;br /&gt;
&lt;br /&gt;
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
===Consumption===&lt;br /&gt;
A healthy adult [[dwarf]] consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a booze barrel (one not currently being drunk from), upending it over his alcohol-intake orifice ([[mug]]s are for simpering [[human]]s), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and [[dwarves]] spend much time walking to and from it.  So:  The booze should be both secure and accessible. An easy way to achieve this is to designate a booze-exclusive [[stockpile]] in the dining hall or statue garden. Fresh booze will be delivered directly to the party, and then a barrel-exclusive furniture stockpile by the still will return your 'empties' straightaway.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into [[food]], it is profitable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking.  Note that some consider this an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
===Variety===&lt;br /&gt;
Dwarves will eventually stop drinking a type of alcohol if all they ever drink is that one type.  For example, if a fort has only [[dwarven wine]], dwarves will become tired of drinking only that and will stop drinking until they have some of a different alcohol.&lt;br /&gt;
&lt;br /&gt;
:Urist McSwiller: ''Why is there only ale?''&lt;br /&gt;
&lt;br /&gt;
:Urist McManager: ''Because we only grow pig tails here!''&lt;br /&gt;
&lt;br /&gt;
:Urist McSwiller: ''By [[Armok]] and all that's dwarvenly, I now take this pledge... Unless I taste some other alcohol, I will never drink ale again, even if it means slowing this fortress to a grinding halt and the death of everyone inside it!''&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[#Grown_Outside|sunshine]]) boost feelings more than low-value ones (like [[#Grown_Outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.&lt;br /&gt;
&lt;br /&gt;
===Wounded dwarves===&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given [[water]] by a caretaker with a [[bucket]]. Therefore, a [[fortress]] cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.&lt;br /&gt;
&lt;br /&gt;
A dwarf with a permanent injury to his or her nervous system will never drink alcohol again, and upon inspection will have the thought &amp;quot;He needs alcohol to get through the working day, and he can't remember the last time he had some!&amp;quot; You may wish to put these poor dwarves out of their misery.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
Players are advised to keep their alcohol stocks away from [[fire]], as booze will very quickly boil away in red clouds. In previous versions, this was observed to inflict significant damage to dwarves, though currently{{version|0.28.181.40d}} the only damage comes from the fire itself.&lt;br /&gt;
&lt;br /&gt;
=== Brewable plants ===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| Dwarven Ale&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]]&lt;br /&gt;
| Dwarven Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]]&lt;br /&gt;
| Dwarven Rum&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]]&lt;br /&gt;
| Dwarven Wine&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grown Outside====&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]]&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]]&lt;br /&gt;
| Whip Wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| River Spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]]&lt;br /&gt;
| Fisher Berry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]]&lt;br /&gt;
| Longland Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild strawberry]]&lt;br /&gt;
| Strawberry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]]&lt;br /&gt;
| Tuber Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]]&lt;br /&gt;
| Prickle Berry Wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]]&lt;br /&gt;
| Sewer Brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| Gutter Cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]]&lt;br /&gt;
| Swamp Whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Not Brewable===&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* [[Quarry bush]] &lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Kobold bulb]]&lt;br /&gt;
* [[Valley herb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Civilization&amp;diff=58267</id>
		<title>40d Talk:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Civilization&amp;diff=58267"/>
		<updated>2009-11-13T22:54:31Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: it seems as if removing any one of these completely (just deleting their entry from the entity_ raw) will cause infinite map rejects; the world generation seems to require (at least?) one of each category. --[[User:Nunix|Nunix]] 17:50, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am using small worlds (33x33) for experimenting and the dwarven civ often doesn't have any &amp;quot;leaders&amp;quot; thus no kings - how would a game play out on such a world? Obviously you dont get a liaison, but what about nobles/king? Is there a way to determine if a king is present from the world map alone? Or how &amp;quot;big&amp;quot; a dwarven civ is or smth like that? Could the world even evolve while you play and &amp;quot;produce&amp;quot; a king? --[[User:Koltom|Koltom]] 23:05, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, yes (or, at least, how many settlements, those of the selected civ show up in blue), no. [[User:Random832|Random832]] 11:25, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So, I've noticed several instances of Evil Dwarf Kingdoms, has anyone else?--[[User:Loganis|Loganis]] 02:24, 12 November 2008 (EST)&lt;br /&gt;
:When a settlement of another race is captured, it doesn't change the settlement type on the map even though it does note the race change. This can produce 'Dark Dwarven Fortresses' or even 'Forest Retreats'. The conquering civilization must be able to survive in the terrain type being captured, so you won't see elves leaving the forests or humans heading into mountain ranges. However, since forests can be converted into grasslands, humans seem to enjoy conquering elves and getting them to become pikemasters, wear chainmail, and assume leadership of their towns.--[[User:Navian|Navian]] 02:36, 12 November 2008 (EST)&lt;br /&gt;
::Humans actually do have [TOLERATES_SITE:CAVE_DETAILED], so arguably it's intended to be possible for them to have mountain halls. I have not seen this, though (note that any world where dwarves tend to get conquered in worldgen will tend to get rejected, so we'll generally only be seeing worlds where it doesn't happen for whatever reason)&lt;br /&gt;
:::Humans could only move into mountain halls that aren't in the mountains. I've never seen this happen, and I'm not sure it's possible - it seems to be that entities can only found sites at their most preferred location, otherwise we'd have at least some towns in forests. Humans can likely settle any forest retreat they conquer though, and elves can likely conquer and settle any town in a region tile with a river or lake. Dwarves can conquer both sites, except for towns in ocean, lake, wetland or desert biomes - the last two seem hypothetical. [[User:Ryalseth|Ryalseth]] 04:57, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got contact with two different human civilizations.  I've also noticed two goblin ambush parties that were led by a human (with lots of bone accessories like rings and bracelets).  Has Toady made it so more civilizations can raid you?  What this game really needs as part of the war arc is a decent diplomacy interface so you can make peace with various civs and get them to send trade caravans (or add a trade arc where you can send your own!). --[[User:Squirrelloid|Squirrelloid]] 09:27, 24 November 2008 (EST)&lt;br /&gt;
:Children goblins kidnap will join goblin forces for ambushes and sieges when they grow up. Since they are bigger and tougher then goblins, they will likely end-up being squad leaders. [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 24 November 2008 (EST)&lt;br /&gt;
::That doesn't explain why I have contact with a second human civilization - unless said humans still retain their civilization membership and thus I count as having contacted it?  Weird... --[[User:Squirrelloid|Squirrelloid]] 12:42, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==unknown civilizations==&lt;br /&gt;
I just looked at the entry for one of my hammerdwarf champions. She's apparently the enemy of three civilizations, one of which is the local goblin civ. and the other two, the &amp;quot;Nightmares of Crystal&amp;quot; and the &amp;quot;Doctrines of Guarding&amp;quot;, I've never heard of before. Any idea who these guys are and why they don't show up on my civilizations menu?--[[User:Pyrite|Pyrite]] 03:20, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It seems likely that you only get civs in your menu that that have actually made an appearance in your local area. So they exist somewhere in the world (legends mode might tell you, depending on how you've set it) but they've not attacked you or otherwise arrived in your fortress.--[[User:Quil|Quil]] 06:30, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::So my hammerdwarf, having heard of these civilizations, just decided on her own &amp;quot;I hate those guys.&amp;quot;?--[[User:Pyrite|Pyrite]] 17:10, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Not per se. It seems that civs communicate who they like and dislike to other civs somehow, and becoming an enemy of one can provoke its friends to become your enemy. For example, I attacked a goblin civ in adventurer mode, and a study of my post-mortem chronicles in legends mode showed that virtually every goblin civ in the world became my enemy at that same time. Not sure about the precise mechanics, though.--[[User:Quil|Quil]] 17:59, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The Fortress is at war with Eurasia. The Fortress has always been at war with Eurasia. Anyone saying otherwise is DoublePlusUnGood -[[User:Fuzzy|Fuzzy]] 18:03, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Looking at my whole military, and comparing their kill records, it seems only the ones with long lists of goblin kills are enemies of any of them, but about half of those are enemies of all three. does this have any game effect? If I were to somehow make peace with one of these civs, would these dwarfs get bad thoughts on seeing them in my fort?--[[User:Pyrite|Pyrite]] 18:43, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::From my experiences in adventurer mode, they would psychotically chase after them and murder them all, assuming they remained hostile. It seems, however, that if it says X is an enemy of Y, it's less X hating Y and more Y hating X. So if you made peace with them, your soldiers would lose their &amp;quot;enemy of X&amp;quot; entries. This is all conjecture on my part from observation though, so it's really a question that wants posing to Toady.--[[User:Quil|Quil]] 18:51, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:To add my own Adventure experience to the list: I would say that one of the three is the actual Civilization, while all other concurrent enemy declarations is actually a site. It seemed to me that if you attack a goblin in a site, you'll become the enemy of the site. If you kill a goblin, and/or attack a leader, you'll be the enemy of that entire civilization. Note that this was based on one uber-Adventurer, so I probably got something wrong there. In particular support of this is that you've only got one Civ on your {{k|c}}iv screen, but have those extra entries, because they're actually sites. Against it, is that that particular dwarf could have independently run across those two other Civs prior to migrating. But that seems more unlikely to me. --[[User:N9103|Edward]] 22:09, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, I have seemed to find a few civ symbols not listed on this article, unless the region symbols are the only ones listed. With my not being a master at decoding hyroglyphs, I will have to use vague terms. The first I noticed was a fancy yellow lowercased u (elven?), and the second is gray circles. On a different note, reporting bb dayorder doubleplusungood refs war rewrite Eastasia. rewrite fullwise unperson fuzzy.&lt;br /&gt;
&lt;br /&gt;
== Offerings to and exports from hostile nations ==&lt;br /&gt;
&lt;br /&gt;
On a whim I checked what I'd imported from the local goblins and kobolds, and found these amusing tidbits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Chrinkis, &amp;quot;Chrinkis&amp;quot;, Kobold&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Exports to Fomireola [my fortress]: Petty Annoyance&lt;br /&gt;
&amp;lt;br /&amp;gt;Offerings from Fomireola: Death&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;Ustöspsong, &amp;quot;The Incidental Scourge&amp;quot;, Goblin&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Exports to Fomireola: Terror&lt;br /&gt;
&amp;lt;br /&amp;gt;Offerings from Fomireola: Vengeance&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm curious... are the exports and offerings the same from all kobold and goblin civs, or does it vary somehow? You can check these stats by going to the View Civilizations menu, selecting a civ, and pressing tab.--[[User:Quil|Quil]] 06:41, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've never seen anything other than those relations for goblins and kobolds in my fortresses, so I think it's probably semi-hardcoded. --[[User:N9103|Edward]] 22:10, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've seen the same remarks from Goblin and Kobold civs on multiple occasion. Does anything special show up for hostile elves or humans? --[[User:Bilkinson|Bilkinson]] 09:47, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Good question. Time to annoy some &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; Elves.--[[User:Quil|Quil]] 11:24, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::My current fortress started as enemies with the Elves, for some reason - they ambushed me in my second spring. Currently they export Terror to me and receive Vengeance. For completeness, the local kobolds export petty annoyance to me and receive death. [[User:MooUK|MooUK]] 06:51, 22 February 2009 (EST)&lt;br /&gt;
:Same. --[[User:Zchris13|Zchris13]] 20:53, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Civ screen ==&lt;br /&gt;
&lt;br /&gt;
In my latest fort, I noticed that when I view the Civ screen and hover over the Humans, the blue/green &amp;quot;P&amp;quot; next to the Elves changes to a red/yellow &amp;quot;W&amp;quot;, and when I hover over the Elves the same thing happens to the Humans. Presumably, this means they are at war with each other, though they are both at peace with my civilization. --[[User:Quietust|Quietust]] 00:28, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shouldn't the civilization screen be written into the article, including this information Quietust has pointed out (I've seen the same thing)? &lt;br /&gt;
Also, I am apparently &amp;quot;at peace&amp;quot; with the goblins in a new fortress I started recently, but the exports/imports are still as described in the section above. Any ideas as to what this means? [[User:Chess123mate|Chess123mate]] 22:54, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=58266</id>
		<title>40d Talk:Dual wielding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=58266"/>
		<updated>2009-11-13T22:46:34Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;all combination dont matter, they only use one weapon to fight anyway, the second weapon is just for the case they lose the first one --[[User:Rhenaya|Rhenaya]] 17:06, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:then.. why won't a dwarf assigned two axes A) sling one over his back, and B) pick up a shield? infact, why would he pick up an axe in each hand? sword users pick up two swords and a shield when assigned two weapons, usually putting both swords in one hand, and the shield in the other. also, crossbows; why, when the marksdwarves are assigned two bows and have a quiver of arrows on them, wouldnt they put one crossbow away, and fire with the other? why do they (seem to) use both with the 'hammerdwarf' skill? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
::because its an '''alpha''' state game and not everything is working as intended. and dual wielding is stated as not ingame from the developer, also if you can read the comabt logs (with some tools) you will see they never use a second weapon... also you can wield two weapons in adventure mode but always attack with just one --[[User:Rhenaya|Rhenaya]] 05:18, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::i am fully aware that the game is still in alpha testing, thank you. :]  i am also lead to believe that dual wielding is to become part of the game. when? who knows. going from my (limited) experience in DF, axedwarves pick up two weapons (one in each hand), sacreficing their shield. if it wasnt at all possible to fight with an axe in either hand, why wouldnt they pick up an assigned shield instead? indeed, why would there be script to allow a dwarf to pick up an axe in each hand, if it then becomes useless? surely the script would read like &amp;quot;any axe-user holds the axe in his/her right hand&amp;quot;, and not &amp;quot;an axedwarf is allowed to hold an axe in either hand&amp;quot; perhaps the battle logs (no idea what they are; never used them) are only told that the dwarf is attacking with one weapon, but that doesnt imply that either A) the logs arent picking up the use of the second weapon, perhaps choosing to say it's the same weapon, or B) the damage done isnt a combined total of both weapons, as if they were one. i know the answer is probably going to be 'it's buggy', but that could also be true of the battle system in-game, allowing dwarves to dual-wield, in a sense, and the battle logs. who says they're the completed product? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
:::my legendary speardwarf was carrying two spears (both in the same hand, btw; his right one), even though he was assigned a shield. he was in battle not-so-long ago, and BOTH his weapons were covered in goblin blood (quote: &amp;quot;iron spear - contents: goblin blood covering&amp;quot;, not 'spatter' or whatever x]). it was a siege, so it could be that during the melee, blood was thrown all over the place, including the 'one on his back', but i'm starting to think that dual wielding is more and more possible.&amp;lt;br&amp;gt;of course, i followed him when i deselected 'number of weapons - 2', changed it back to '1', and he went to pick up a shield. he has no skill in shield user(not even 'dabbling'!), even though he's been sparring for years, and has been assigned a shield throughout.&amp;lt;br&amp;gt;on that note - he's also been assigned armour, and is only at 'talented armo(u)r user'. does armour/shield/weapon skill level up at the same time? 'cause, to me, 'talented' is about a quarter of the way to 'legendary', suggesting that he was levelling up double-quick on his weapon. (presuming, of course, that he'd hit some n00b axedwarf twice for every one he takes). i might need to add that he's up to '(no tag) wrestler', so he'll be dodging a few, but even so.. smells like someone's dual wielding to me! :D   -[[User:DJ Devil|DJ Devil]] 09:10, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'm fairly sure its mentioned somewhere in the combat mechanics or something that they will not fight with two weapons at the same time. If carrying a second weapon has other effects I dont recall; but I'm pretty sure that this is just excess. &lt;br /&gt;
&lt;br /&gt;
::::Ah here's the bit I was referencing; http://dwarf.lendemaindeveille.com/index.php/Talk:Military#Carrying_two_weapons. I doubt that it is going to change until more is done with the army arc and combat. May be as soon as next release but it doesn't work yet. --[[User:Silver|Silver]] 20:05, 17 March 2009 (UTC)&lt;br /&gt;
::::Upon having a bunch of free time and stumbling through edits I'm back to this. Armor user gets exp for getting hit. Wrestler gets exp for dodging or doing wrestling moves. Weapon user gets exp for every time you hit someone else. Shield user for every time you block a  hit. So on average the your probably looking at weapon exp if you only use one type being about the same as wrestler, armor user, and shield user added together.--[[User:Silver|Silver]] 03:44, 15 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: DJ - You state ''&amp;quot;i am also lead to believe that dual wielding is to become part of the game. who knows...&amp;quot;'' This is exactly why this page should be dumped.  You are &amp;quot;led&amp;quot; to believe - how? Says who? From what hard information?  With what accuracy?  Two weapons covered in blood? So can be any part of a dwarf after a serious combat.  Dogs have all paws covered in blood - are they attacking with all 4 feet?  Who's to say they don't alternate weapons? These assumptions are being presented as fact - that's bad.  Even &amp;quot;implying&amp;quot; it is not a good thing.&lt;br /&gt;
&lt;br /&gt;
:This is the worst aspect of a wiki - generating and perpetuating urban myth and personal assumption. A wiki is supposed to be about &amp;quot;what is&amp;quot;, not &amp;quot;what might possibly be I think and certainly hope but really have no idea&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Further, threetoe (toady's co-moderator) states flat out that &amp;quot;The two handed code is broken right now...&amp;quot; ''(&amp;amp; now added to top of page)''.  Broken... how?  We don't know, but I'll believe that it simply is.  So, for the game this wiki &amp;quot;supports&amp;quot; - imo - we can dump this page without loss. --[[User:Albedo|Albedo]] 20:31, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I believe, Albedo, that you present some valid points; however, this page is important to have, in the sense that some players may be curious about dual wielding and wish to know about it. Although not much is confirmed when it comes to dual wielding, it is important to tell those wondering that we -don't- know much about it. I know, for myself, I would not assume that nothing is known about a topic if a page about it doesn't exist; I would believe that no one got around to making a page about it, but the knowledge exists. Simply stating within the article that which is known juxtaposed that which is not known about dual wielding would suffice for many players wondering about the topic. [[User:Pariah|Pariah]] 07:26, 3 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just added the &amp;quot;Bottom line...&amp;quot; paragraph to specify that it is not known about dual wielding. I've already given my opinion on this article, so I'm going to leave this alone for now. Going to see if I can do any more testing myself in Fortress mode. [[User:Pariah|Pariah]] 07:38, 3 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I agree with Pariah. I do not believe this page should be deleted, although it could be cleaned up. [[User:Chess123mate|Chess123mate]] 22:46, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Labor&amp;diff=46321</id>
		<title>40d Talk:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Labor&amp;diff=46321"/>
		<updated>2009-03-19T22:59:40Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This looks like as good a page as any for this question - what the hell do I have to do to get my dwarves to actually recover a wounded dwarf?  I had one dwarf take that job after like a week of the poor guy laying there, but canceled it to sleep when he was 3/4 of the way there.  Another week has gone by and still no one has gone out to get him.  I've got dwarves sitting around doing nothing with no job but health care active.  I even drafted a dwarf, stationed him out there, then undrafted him while right next to the wounded dwarf - he just wandered away with *no job* all the way back to the meeting hall.  ARRRG! --[[User:Squirrelloid|Squirrelloid]] 23:56, 7 December 2008 (EST)&lt;br /&gt;
:This may be a foolish question (especially since you've mentioned someone tried and then headed off to sleep), but do they have somewhere to take him? (As in, is there a free bed somewhere?)&lt;br /&gt;
:If there is, there may be a problem if the bed is within a room's zone. According to [[Injury#Wounds_in_Fortress_Mode|this page]], beds not in any defined room are &amp;quot;hospital beds&amp;quot;... You could try building a couple of beds and not designating a room, or maybe designating a bedroom for the poor unfortunate? [[User:Emmanovi|Emmanovi]] 18:48, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had real problems getting &amp;quot;recover wounded&amp;quot; jobs taken in a timely manner too.  The only thing I can think of is that maybe another dwarf has already taken the job... but I think sometimes they just flat out don't do the deed for reasons I can't fathom.--[[User:Maximus|Maximus]] 23:17, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Part of the problem seems to be that its not added to the job queue list unless someone is actively doing it.  Ie, if you hit (j) it should show all currently queued jobs, active and not.  When the one dwarf took the job, it added 'Recover Wounded' to the job list, but when he canceled to sleep it was *removed from the job list* instead of listed as inactive.  Since there is a profound difference between being on that list and being ordered by you (ie, marking an item to be dumped doesn't mean anything until its actually put on that queue - similarly, dwarves won't recognize an item's existence outside a stockpile while its currently 'tsk'ed for a stockpile, which means in the job list, but will acknowledge and target it if it isn't on the job list to be moved to a stockpile or dumped), this may be part of the issue - dwarves actually don't know someone needs recovering because there's no job on the list waiting to be done.  Anyway, I spend a lot of time checking the (j)ob listing to see where there are delays when my queue gets backlogged, so I know no one else was doing it, because it wasn't even showing up there.&lt;br /&gt;
&lt;br /&gt;
::He certainly had a bed available - his own.  So that wasn't the problem.  And dwarves in the current version refuse to use beds not in an available room unless no such bed is available.  Ie, they prefer their own bed (and will be recovered to it).  If they don't own one, they'll prefer and be recovered to a barracks bed.  I have never seen an unzoned bed used after having sufficient other beds in zoned areas, despite having 7 unzoned beds in my fortress.  When he was finally recovered, he was returned to his own room.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 00:33, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Child Labour ==&lt;br /&gt;
&lt;br /&gt;
I added &amp;lt;s&amp;gt;the fact&amp;lt;/s&amp;gt; that children can do work in masonry. I have tested it two times now; if I set a mason's workshop to &amp;quot;children only&amp;quot; (through assigning it to specific dwarves), I can get a child to work on a door, throne, etc. I cannot get them to do it in a carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
This might be influenced by the fact that I had all my dwarves detailing floors, possibly resulting in a liking for working with stone; ie. could be related to the fact that they aren't &amp;quot;dabbling&amp;quot; in the areas of carpentry, etc. [[User:Chess123mate|Chess123mate]] 18:59, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to make sure, you aren't using something like Dwarf Companion, are you? --[[User:LegacyCWAL|LegacyCWAL]] 20:02, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oops... didn't realize that possibility; thanks for telling me about it. I used Dwarf Manager v0.3 to quickly set all dwarves to masonry and stone detailing, and that included children + babies. Sure enough, de-activating their labours in Dwarf Manager made them stop working right after they finished their current tasks. Didn't know Dwarf Manager could be used to cheat. Oh well... (I reverted my edit)[[User:Chess123mate|Chess123mate]] 22:59, 19 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Labor&amp;diff=46320</id>
		<title>40d Talk:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Labor&amp;diff=46320"/>
		<updated>2009-03-19T22:59:03Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This looks like as good a page as any for this question - what the hell do I have to do to get my dwarves to actually recover a wounded dwarf?  I had one dwarf take that job after like a week of the poor guy laying there, but canceled it to sleep when he was 3/4 of the way there.  Another week has gone by and still no one has gone out to get him.  I've got dwarves sitting around doing nothing with no job but health care active.  I even drafted a dwarf, stationed him out there, then undrafted him while right next to the wounded dwarf - he just wandered away with *no job* all the way back to the meeting hall.  ARRRG! --[[User:Squirrelloid|Squirrelloid]] 23:56, 7 December 2008 (EST)&lt;br /&gt;
:This may be a foolish question (especially since you've mentioned someone tried and then headed off to sleep), but do they have somewhere to take him? (As in, is there a free bed somewhere?)&lt;br /&gt;
:If there is, there may be a problem if the bed is within a room's zone. According to [[Injury#Wounds_in_Fortress_Mode|this page]], beds not in any defined room are &amp;quot;hospital beds&amp;quot;... You could try building a couple of beds and not designating a room, or maybe designating a bedroom for the poor unfortunate? [[User:Emmanovi|Emmanovi]] 18:48, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had real problems getting &amp;quot;recover wounded&amp;quot; jobs taken in a timely manner too.  The only thing I can think of is that maybe another dwarf has already taken the job... but I think sometimes they just flat out don't do the deed for reasons I can't fathom.--[[User:Maximus|Maximus]] 23:17, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Part of the problem seems to be that its not added to the job queue list unless someone is actively doing it.  Ie, if you hit (j) it should show all currently queued jobs, active and not.  When the one dwarf took the job, it added 'Recover Wounded' to the job list, but when he canceled to sleep it was *removed from the job list* instead of listed as inactive.  Since there is a profound difference between being on that list and being ordered by you (ie, marking an item to be dumped doesn't mean anything until its actually put on that queue - similarly, dwarves won't recognize an item's existence outside a stockpile while its currently 'tsk'ed for a stockpile, which means in the job list, but will acknowledge and target it if it isn't on the job list to be moved to a stockpile or dumped), this may be part of the issue - dwarves actually don't know someone needs recovering because there's no job on the list waiting to be done.  Anyway, I spend a lot of time checking the (j)ob listing to see where there are delays when my queue gets backlogged, so I know no one else was doing it, because it wasn't even showing up there.&lt;br /&gt;
&lt;br /&gt;
::He certainly had a bed available - his own.  So that wasn't the problem.  And dwarves in the current version refuse to use beds not in an available room unless no such bed is available.  Ie, they prefer their own bed (and will be recovered to it).  If they don't own one, they'll prefer and be recovered to a barracks bed.  I have never seen an unzoned bed used after having sufficient other beds in zoned areas, despite having 7 unzoned beds in my fortress.  When he was finally recovered, he was returned to his own room.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 00:33, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Child Labour ==&lt;br /&gt;
&lt;br /&gt;
I added &amp;lt;s&amp;gt;the fact&amp;lt;/s&amp;gt; that children can do work in masonry. I have tested it two times now; if I set a mason's workshop to &amp;quot;children only&amp;quot; (through assigning it to specific dwarves), I can get a child to work on a door, throne, etc. I cannot get them to do it in a carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
This might be influenced by the fact that I had all my dwarves detailing floors, possibly resulting in a liking for working with stone; ie. could be related to the fact that they aren't &amp;quot;dabbling&amp;quot; in the areas of carpentry, etc. [[User:Chess123mate|Chess123mate]] 18:59, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to make sure, you aren't using something like Dwarf Companion, are you? --[[User:LegacyCWAL|LegacyCWAL]] 20:02, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oops... didn't realize that possibility; thanks for telling me about it. I used Dwarf Manager v0.3 to quickly set all dwarves to masonry and stone detailing, and that included children + babies. Sure enough, de-activating their labours in Dwarf Manager made them stop working right after they finished their current tasks. Didn't know Dwarf Manager could be used to cheat. Oh well... [[User:Chess123mate|Chess123mate]] 22:59, 19 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Labor&amp;diff=19171</id>
		<title>40d:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Labor&amp;diff=19171"/>
		<updated>2009-03-19T22:48:32Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: Undo revision 41274264 by Chess123mate (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[dwarf]]'s '''labor''' preferences define the tasks that he or she will do, whether it is [[hauling]], [[mining]], [[farming]], [[hunting]], [[crafts|craftsworking]], erecting [[buildings]], or any of dozens of other tasks. For instance, a dwarf with the [[wood cutting]] labor enabled will cut down [[trees]] whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, {{k|v}}iew the dwarf, then select {{k|p}}references and {{k|l}}abor.&lt;br /&gt;
&lt;br /&gt;
The [[mining]] and [[wood cutting]] labors require the dwarf to pick up and wield a [[pick]] or [[battleaxe]], respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.&lt;br /&gt;
&lt;br /&gt;
Note that a labor is '''not''' a [[job]]. A job is the actual task of doing something, while a labor preference is simply whether a dwarf is allowed do the job or not. You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
== Default labors ==&lt;br /&gt;
&lt;br /&gt;
All new arrivals at the fortress (including your initial seven dwarves) will have all the [[hauling]] jobs turned on by default, as well as several other labors if they have a specific profession.  The additional default labors for each profession are:&lt;br /&gt;
&lt;br /&gt;
(''Note: this is slightly incomplete/out of date'')&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Profession''' || '''Labors'''&lt;br /&gt;
|-&lt;br /&gt;
| All professions (including Peasant) ||&lt;br /&gt;
* [[Health Care]]&lt;br /&gt;
* Stone [[Hauling]]&lt;br /&gt;
* Wood Hauling&lt;br /&gt;
* Item Hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food Hauling&lt;br /&gt;
* Refuse Hauling&lt;br /&gt;
* Furniture Hauling&lt;br /&gt;
* Animal Hauling&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
|-&lt;br /&gt;
| Miner ||&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* [[Wood Cutting]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworker ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Stone Detailing]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranger ||&lt;br /&gt;
* [[Animal Training]]&lt;br /&gt;
* [[Animal Care]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith ||&lt;br /&gt;
* [[Furnace Operating]]&lt;br /&gt;
* [[Metalsmithing]]&lt;br /&gt;
* [[Armorer|Armoring]]&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Jeweler ||&lt;br /&gt;
* [[Jeweler|Jeweling]]&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf ||&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
* [[Clothesmaking]]&lt;br /&gt;
|-&lt;br /&gt;
| Fisherdwarf ||&lt;br /&gt;
* [[Fish cleaner|Fish Cleaning]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
|-&lt;br /&gt;
| Farmer ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
* [[Tanner|Tanning]]&lt;br /&gt;
* [[Farming]] (Fields)&lt;br /&gt;
* [[Dyer|Dyeing]]&lt;br /&gt;
* [[Alchemist's laboratory|Soap Maker]]&lt;br /&gt;
* [[Ashery|Ashery Operating]]&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
* [[Farmer's Workshop|Farming (Workshop)]]&lt;br /&gt;
* [[Plant Gathering]]&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
|-&lt;br /&gt;
| Engineer ||&lt;br /&gt;
* [[Siege Engineering]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege Operating]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Labors and skills ==&lt;br /&gt;
&lt;br /&gt;
Each labor may have several sub-[[skills]] associated with it, and may be needed to perform a variety of different tasks.  The following is a list of labors, their associated skills, and where those tasks will be performed:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Labor''' || '''Associated skills''' || '''Associated buildings'''&lt;br /&gt;
|-&lt;br /&gt;
| Mining || &lt;br /&gt;
*Miner &lt;br /&gt;
|| &lt;br /&gt;
*''designated walls, [[ore]] veins, or [[gem]] clusters''&lt;br /&gt;
* build [[channel]]s&lt;br /&gt;
|-&lt;br /&gt;
| Wood Cutting || &lt;br /&gt;
*Wood Cutter&lt;br /&gt;
|| &lt;br /&gt;
*''designated [[trees]]''&lt;br /&gt;
|-&lt;br /&gt;
| Carpentry || &lt;br /&gt;
*Carpenter &lt;br /&gt;
|| &lt;br /&gt;
*[[Carpenter's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Masonry ||&lt;br /&gt;
*Mason&lt;br /&gt;
||&lt;br /&gt;
*[[Mason's Workshop]]&lt;br /&gt;
*''[[stone]] and [[glass]] structure construction ([[bridges]], etc.)''&lt;br /&gt;
|-&lt;br /&gt;
| Stone Detailing ||&lt;br /&gt;
*Engraver&lt;br /&gt;
||&lt;br /&gt;
*''designated walls or floors''&lt;br /&gt;
|-&lt;br /&gt;
| Animal Training ||&lt;br /&gt;
*Animal Trainer&lt;br /&gt;
||&lt;br /&gt;
*[[Kennels]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal Care ||&lt;br /&gt;
*Animal Caretaker&lt;br /&gt;
||&lt;br /&gt;
*''any wounded tame animal''&lt;br /&gt;
|-&lt;br /&gt;
| Health Care ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
*''any wounded dwarf''&lt;br /&gt;
|-&lt;br /&gt;
| Fish Cleaning ||&lt;br /&gt;
*Fish Cleaner&lt;br /&gt;
*Fish Dissector&lt;br /&gt;
||&lt;br /&gt;
*[[Fishery]]&lt;br /&gt;
|-&lt;br /&gt;
| Butchery ||&lt;br /&gt;
*Butcher&lt;br /&gt;
*Animal Dissector&lt;br /&gt;
||&lt;br /&gt;
*[[Butcher's Shop]]&lt;br /&gt;
|-&lt;br /&gt;
| Leatherworking ||&lt;br /&gt;
*Leatherworker&lt;br /&gt;
||&lt;br /&gt;
*[[Leather Works]]&lt;br /&gt;
|-&lt;br /&gt;
| Tanning ||&lt;br /&gt;
*Tanner&lt;br /&gt;
||&lt;br /&gt;
*[[Tannery]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming (Fields) ||&lt;br /&gt;
*Grower&lt;br /&gt;
||&lt;br /&gt;
*[[Farm Plot]]&lt;br /&gt;
|-&lt;br /&gt;
| Fishing ||&lt;br /&gt;
*Fisherdwarf&lt;br /&gt;
||&lt;br /&gt;
*''any river/pond''&lt;br /&gt;
|-&lt;br /&gt;
| Alchemy ||&lt;br /&gt;
*Alchemist&lt;br /&gt;
*Soaper&lt;br /&gt;
||&lt;br /&gt;
*[[Alchemist's Laboratory]]&lt;br /&gt;
|-&lt;br /&gt;
| Furnace Operating ||&lt;br /&gt;
* Wood Burner&lt;br /&gt;
* Furnace Operator&lt;br /&gt;
||&lt;br /&gt;
*[[Wood Furnace]]&lt;br /&gt;
*[[Smelter]]&lt;br /&gt;
*[[Magma Smelter]]&lt;br /&gt;
*[[Kiln]]&lt;br /&gt;
*[[Magma Kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| Wood Burning ||&lt;br /&gt;
* Wood Burner&lt;br /&gt;
* Furnace Operator&lt;br /&gt;
||&lt;br /&gt;
*[[Wood Furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| Ashery Operating ||&lt;br /&gt;
* Lye Maker&lt;br /&gt;
* Potash Maker&lt;br /&gt;
||&lt;br /&gt;
*[[Ashery]]&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
*Metal Crafter&lt;br /&gt;
*Metalsmith&lt;br /&gt;
*Armorsmith&lt;br /&gt;
*Weaponsmith&lt;br /&gt;
||&lt;br /&gt;
*[[Metalsmith's Forge]]&lt;br /&gt;
*[[Magma Forge]]&lt;br /&gt;
*''[[metal]] structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| Jeweling ||&lt;br /&gt;
*Jeweler&lt;br /&gt;
*Gem Cutter&lt;br /&gt;
||&lt;br /&gt;
*[[Jeweler's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Craftsworking ||&lt;br /&gt;
*Bone Carver&lt;br /&gt;
*Stone Crafter&lt;br /&gt;
*Wood Crafter&lt;br /&gt;
||&lt;br /&gt;
*[[Craftsdwarf's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Glassmaking ||&lt;br /&gt;
*Glassmaker&lt;br /&gt;
||&lt;br /&gt;
*[[Glass Furnace]]&lt;br /&gt;
*[[Magma Glass Furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| Siege Engineering ||&lt;br /&gt;
*Engineer&lt;br /&gt;
||&lt;br /&gt;
*[[Siege Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Siege Operating ||&lt;br /&gt;
*Operator&lt;br /&gt;
||&lt;br /&gt;
*[[Ballista]] or [[Catapult]]&lt;br /&gt;
|-&lt;br /&gt;
| Mechanics ||&lt;br /&gt;
*Mechanic&lt;br /&gt;
||&lt;br /&gt;
*[[Mechanic's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow-making ||&lt;br /&gt;
*Bowyer&lt;br /&gt;
||&lt;br /&gt;
*[[Bowyer's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Weaving ||&lt;br /&gt;
*Weaver&lt;br /&gt;
||&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| Clothesmaking ||&lt;br /&gt;
*Clothes Maker&lt;br /&gt;
||&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
|-&lt;br /&gt;
| Milling ||&lt;br /&gt;
*Miller&lt;br /&gt;
||&lt;br /&gt;
*[[Mill]]&lt;br /&gt;
|-&lt;br /&gt;
| Hunting ||&lt;br /&gt;
*''selected weapon skill&amp;lt;br&amp;gt;(usually Marksdwarf or Wrestler)''&lt;br /&gt;
*Ambusher&lt;br /&gt;
||&lt;br /&gt;
*''outdoors''&lt;br /&gt;
|-&lt;br /&gt;
| Brewing ||&lt;br /&gt;
*Brewer&lt;br /&gt;
||&lt;br /&gt;
*[[Still]]&lt;br /&gt;
|-&lt;br /&gt;
| Plant Gathering ||&lt;br /&gt;
*Herbalist&lt;br /&gt;
||&lt;br /&gt;
*''designated [[shrubs]]''&lt;br /&gt;
|-&lt;br /&gt;
| Farming (Workshop) || &lt;br /&gt;
*Milker&lt;br /&gt;
*Cheese Maker&lt;br /&gt;
*Thresher&lt;br /&gt;
||&lt;br /&gt;
*[[Farmer's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Cooking ||&lt;br /&gt;
*Cook&lt;br /&gt;
||&lt;br /&gt;
*[[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| Trapping ||&lt;br /&gt;
*Trapper&lt;br /&gt;
||&lt;br /&gt;
*''outdoors or indoors''&lt;br /&gt;
|-&lt;br /&gt;
| Stone Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Wood Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Item Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Burial ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Food Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Refuse Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Furniture Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Animal Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Cleaning ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
*''blood/ichor/vomit''&lt;br /&gt;
|-&lt;br /&gt;
| Architecture ||&lt;br /&gt;
*Building Designer&lt;br /&gt;
||&lt;br /&gt;
*''[[road]] construction''&lt;br /&gt;
*''[[bridge]] construction''&lt;br /&gt;
*''[[furnace]] construction''&lt;br /&gt;
*''[[well]] construction''&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine Extraction ||&lt;br /&gt;
*Strand Extractor&lt;br /&gt;
||&lt;br /&gt;
*[[Craftsdwarf's Workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other professions ==&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
[[Soldiers]] (including those in the [[Royal Guard]] and [[Fortress Guard]]) will not work at all: they will either stand at their station (if on duty) or, if standing down, wander around a lot, usually spending a lot of time [[sparring]] in the [[barracks]] (if you have built any) or shooting at [[archery target]]s (if they are armed with a [[crossbow]]). Some soldiers will grow progressively unhappier if they remain on duty for too long.&lt;br /&gt;
&lt;br /&gt;
On rare occasion, you may spot a soldier doing a &amp;quot;Store item in stockpile&amp;quot; task.  This can occur after the soldier has taken a drink; if the barrel they drank from wasn't on the correct stockpile (or perhaps any stockpile), they will haul it to the appropriate stockpile before setting it down.  Nobles and children will also haul barrels in this manner.&lt;br /&gt;
&lt;br /&gt;
=== Noble endeavors and child labor ===&lt;br /&gt;
[[Nobles]] and [[children]] cannot be assigned any labors, although there are a small number of jobs they will do.  These jobs may be performed by any available dwarf (except soldiers), although nobles and children are usually idle, so they often do take them before other dwarves do:&lt;br /&gt;
&lt;br /&gt;
* [[Harvest]] Plants (if you have &amp;quot;All Dwarves Harvest&amp;quot; set on the {{k|o}}rders menu)&lt;br /&gt;
* Pull a [[Lever]]&lt;br /&gt;
* Move Item to [[Trade Depot]]&lt;br /&gt;
* Move Item to [[Shop]]&lt;br /&gt;
* Confine animals to (or release them from) [[cage]]s/[[restraint]]s&lt;br /&gt;
* Clean Trap (when a [[Trap#Weapon traps|weapon trap]] has a creature stuck in it)&lt;br /&gt;
* Fill a [[Pond]]&lt;br /&gt;
* Remove [[Construction]] (walls, floors, stairs, etc.)&lt;br /&gt;
*  Trade at Depot (if set to &amp;quot;all dwarves can trade&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Periodically enabling &amp;quot;All Dwarves Harvest&amp;quot; for a few seconds (if you normally keep it disabled) is a good way to put nobles to work, especially when you have a backlog of unharvested [[crops]] which are threatening to wither.&lt;br /&gt;
&lt;br /&gt;
== Get back to work ==&lt;br /&gt;
===On Break===&lt;br /&gt;
Often dwarves will not work at all.  They must periodically sleep, eat, and drink, and will sometimes go &amp;quot;On Break&amp;quot;.  If you do not supply them with [[alcohol]], they will go on break far more often.  &lt;br /&gt;
===Attend Party===&lt;br /&gt;
If you have built any [[statue garden]]s, [[meeting hall]]s, or [[zoo]]s, dwarves may occasionally &amp;quot;Attend Party&amp;quot; and meet with other partygoing dwarves in these rooms.  Whether this is done in place of being &amp;quot;On Break&amp;quot; is not known. Regardless, a party can be ended by &amp;quot;free&amp;quot;-ing the room at the Set Building Tasks screen ({{k|q}}); The dwarves are reset to &amp;quot;No Job&amp;quot; and resume work.&lt;br /&gt;
&lt;br /&gt;
===No Job===&lt;br /&gt;
If dwarves are listed as having &amp;quot;No Job&amp;quot;, they may be &amp;quot;between jobs&amp;quot;, and will start a new task within a few seconds, or they may be lacking the right labor preferences to perform any available task.  Tasks themselves may be held up by various things, including:&lt;br /&gt;
&lt;br /&gt;
*Job-related materials are unavailable or unreachable (this is usually [[announcements|announced]])&lt;br /&gt;
*One or another material is set to be &amp;quot;ignored&amp;quot; on the {{k|o}}[[orders|rders]] screen&lt;br /&gt;
*A backlog of unperformed [[hauling]] tasks, causing all items to be inaccessible&lt;br /&gt;
*All relevant jobs being in [[suspend]]ed status; suspended jobs must always be restarted manually&lt;br /&gt;
&lt;br /&gt;
If a dwarf is reported as having no job in an otherwise busy fortress, it may be stuck somewhere (for example, behind a floodgate or washed down the river).&lt;br /&gt;
&lt;br /&gt;
===Other non-productive tasks===&lt;br /&gt;
Dwarves will also periodically do a variety of other less than productive tasks.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Check Chest&amp;quot; jobs are generated when there is a [[container]] or [[cabinet]] installed in an unassigned room.&lt;br /&gt;
*&amp;quot;Pickup Equipment&amp;quot; is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new [[weapons]] or [[armor]] (or weapons they previously were assigned finally become available) or need a [[pick]] or [[battle axe]] for mining and wood cutting jobs.&lt;br /&gt;
*&amp;quot;Store Owned Item&amp;quot; occurs when dwarves have both an object they [[shop|own]] (such as [[coins]] or discarded shoes) and a room to store it in.&lt;br /&gt;
*&amp;quot;Go Shopping&amp;quot; occurs when a dwarf needs a new piece of clothing post [[economy]].  Sometimes they will also just feel like buying a new trinket.  Requires a [[shop]].&lt;br /&gt;
&lt;br /&gt;
=== Strange mood ===&lt;br /&gt;
Dwarves may spontaneously go into [[strange mood]]s.&lt;br /&gt;
Dwarves may become [[Melancholy]], [[Berserk]], or [[Insane]].  This is usually the outcome of a &amp;quot;failed&amp;quot; strange mood, and is never curable.&lt;br /&gt;
&lt;br /&gt;
===Tantrum===&lt;br /&gt;
Very Unhappy or Miserable dwarves will often [[tantrum]].  This can be caused by the destruction of one of a dwarf's [[masterpiece]]s or [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
===Rest (from injury)===&lt;br /&gt;
Severely [[wounds|injured]] dwarves (with 'red' or 'yellow' injuries) will usually go to their beds to &amp;quot;Rest&amp;quot;, where they will stay until their wounds recover.  However, if their wounds are causing them pain or otherwise preventing them from sleeping, they may show &amp;quot;No Job&amp;quot;, or sometimes they will get out of bed and tantrum instead.  Dwarves with the [[Health Care]] labor turned on will bring them water in a [[bucket]] to keep them from dehydrating and food to keep them from starvation.&lt;br /&gt;
&lt;br /&gt;
== Other oddities ==&lt;br /&gt;
&lt;br /&gt;
* Pickup Equipment -- applies to soldiers or hunters changing weapons, or into a different armor level, or to pick up waterskins, backpacks, or quivers; also applies to miners and woodcutters picking up picks/axes.&lt;br /&gt;
* Constructing roads (once [[architecture|designed]]) -- I had an idle dwarf with &amp;quot;Farming (Fields)&amp;quot;  and no other labors.  When I added &amp;quot;Cleaning&amp;quot;, he walked off to build a road.  It's not clear which dwarves will build roads and which won't.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Labor&amp;diff=46318</id>
		<title>40d Talk:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Labor&amp;diff=46318"/>
		<updated>2009-03-19T19:00:08Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This looks like as good a page as any for this question - what the hell do I have to do to get my dwarves to actually recover a wounded dwarf?  I had one dwarf take that job after like a week of the poor guy laying there, but canceled it to sleep when he was 3/4 of the way there.  Another week has gone by and still no one has gone out to get him.  I've got dwarves sitting around doing nothing with no job but health care active.  I even drafted a dwarf, stationed him out there, then undrafted him while right next to the wounded dwarf - he just wandered away with *no job* all the way back to the meeting hall.  ARRRG! --[[User:Squirrelloid|Squirrelloid]] 23:56, 7 December 2008 (EST)&lt;br /&gt;
:This may be a foolish question (especially since you've mentioned someone tried and then headed off to sleep), but do they have somewhere to take him? (As in, is there a free bed somewhere?)&lt;br /&gt;
:If there is, there may be a problem if the bed is within a room's zone. According to [[Injury#Wounds_in_Fortress_Mode|this page]], beds not in any defined room are &amp;quot;hospital beds&amp;quot;... You could try building a couple of beds and not designating a room, or maybe designating a bedroom for the poor unfortunate? [[User:Emmanovi|Emmanovi]] 18:48, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had real problems getting &amp;quot;recover wounded&amp;quot; jobs taken in a timely manner too.  The only thing I can think of is that maybe another dwarf has already taken the job... but I think sometimes they just flat out don't do the deed for reasons I can't fathom.--[[User:Maximus|Maximus]] 23:17, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Part of the problem seems to be that its not added to the job queue list unless someone is actively doing it.  Ie, if you hit (j) it should show all currently queued jobs, active and not.  When the one dwarf took the job, it added 'Recover Wounded' to the job list, but when he canceled to sleep it was *removed from the job list* instead of listed as inactive.  Since there is a profound difference between being on that list and being ordered by you (ie, marking an item to be dumped doesn't mean anything until its actually put on that queue - similarly, dwarves won't recognize an item's existence outside a stockpile while its currently 'tsk'ed for a stockpile, which means in the job list, but will acknowledge and target it if it isn't on the job list to be moved to a stockpile or dumped), this may be part of the issue - dwarves actually don't know someone needs recovering because there's no job on the list waiting to be done.  Anyway, I spend a lot of time checking the (j)ob listing to see where there are delays when my queue gets backlogged, so I know no one else was doing it, because it wasn't even showing up there.&lt;br /&gt;
&lt;br /&gt;
::He certainly had a bed available - his own.  So that wasn't the problem.  And dwarves in the current version refuse to use beds not in an available room unless no such bed is available.  Ie, they prefer their own bed (and will be recovered to it).  If they don't own one, they'll prefer and be recovered to a barracks bed.  I have never seen an unzoned bed used after having sufficient other beds in zoned areas, despite having 7 unzoned beds in my fortress.  When he was finally recovered, he was returned to his own room.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 00:33, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Child Labour ==&lt;br /&gt;
&lt;br /&gt;
I added the fact that children can do work in masonry. I have tested it two times now; if I set a mason's workshop to &amp;quot;children only&amp;quot; (through assigning it to specific dwarves), I can get a child to work on a door, throne, etc. I cannot get them to do it in a carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
This might be influenced by the fact that I had all my dwarves detailing floors, possibly resulting in a liking for working with stone; ie. could be related to the fact that they aren't &amp;quot;dabbling&amp;quot; in the areas of carpentry, etc. [[User:Chess123mate|Chess123mate]] 18:59, 19 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Labor&amp;diff=46317</id>
		<title>40d Talk:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Labor&amp;diff=46317"/>
		<updated>2009-03-19T18:59:21Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This looks like as good a page as any for this question - what the hell do I have to do to get my dwarves to actually recover a wounded dwarf?  I had one dwarf take that job after like a week of the poor guy laying there, but canceled it to sleep when he was 3/4 of the way there.  Another week has gone by and still no one has gone out to get him.  I've got dwarves sitting around doing nothing with no job but health care active.  I even drafted a dwarf, stationed him out there, then undrafted him while right next to the wounded dwarf - he just wandered away with *no job* all the way back to the meeting hall.  ARRRG! --[[User:Squirrelloid|Squirrelloid]] 23:56, 7 December 2008 (EST)&lt;br /&gt;
:This may be a foolish question (especially since you've mentioned someone tried and then headed off to sleep), but do they have somewhere to take him? (As in, is there a free bed somewhere?)&lt;br /&gt;
:If there is, there may be a problem if the bed is within a room's zone. According to [[Injury#Wounds_in_Fortress_Mode|this page]], beds not in any defined room are &amp;quot;hospital beds&amp;quot;... You could try building a couple of beds and not designating a room, or maybe designating a bedroom for the poor unfortunate? [[User:Emmanovi|Emmanovi]] 18:48, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had real problems getting &amp;quot;recover wounded&amp;quot; jobs taken in a timely manner too.  The only thing I can think of is that maybe another dwarf has already taken the job... but I think sometimes they just flat out don't do the deed for reasons I can't fathom.--[[User:Maximus|Maximus]] 23:17, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Part of the problem seems to be that its not added to the job queue list unless someone is actively doing it.  Ie, if you hit (j) it should show all currently queued jobs, active and not.  When the one dwarf took the job, it added 'Recover Wounded' to the job list, but when he canceled to sleep it was *removed from the job list* instead of listed as inactive.  Since there is a profound difference between being on that list and being ordered by you (ie, marking an item to be dumped doesn't mean anything until its actually put on that queue - similarly, dwarves won't recognize an item's existence outside a stockpile while its currently 'tsk'ed for a stockpile, which means in the job list, but will acknowledge and target it if it isn't on the job list to be moved to a stockpile or dumped), this may be part of the issue - dwarves actually don't know someone needs recovering because there's no job on the list waiting to be done.  Anyway, I spend a lot of time checking the (j)ob listing to see where there are delays when my queue gets backlogged, so I know no one else was doing it, because it wasn't even showing up there.&lt;br /&gt;
&lt;br /&gt;
::He certainly had a bed available - his own.  So that wasn't the problem.  And dwarves in the current version refuse to use beds not in an available room unless no such bed is available.  Ie, they prefer their own bed (and will be recovered to it).  If they don't own one, they'll prefer and be recovered to a barracks bed.  I have never seen an unzoned bed used after having sufficient other beds in zoned areas, despite having 7 unzoned beds in my fortress.  When he was finally recovered, he was returned to his own room.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 00:33, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I added the fact that children can do work in masonry. I have tested it two times now; if I set a mason's workshop to &amp;quot;children only&amp;quot; (through assigning it to specific dwarves), I can get a child to work on a door, throne, etc. I cannot get them to do it in a carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
This might be influenced by the fact that I had all my dwarves detailing floors, possibly resulting in a liking for working with stone; ie. could be related to the fact that they aren't &amp;quot;dabbling&amp;quot; in the areas of carpentry, etc. [[User:Chess123mate|Chess123mate]] 18:59, 19 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Labor&amp;diff=19170</id>
		<title>40d:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Labor&amp;diff=19170"/>
		<updated>2009-03-19T18:42:56Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: /* Noble endeavors and child labor */  I just double checked; children will work with masonry; I have a child who is willing to construct rock doors, for example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[dwarf]]'s '''labor''' preferences define the tasks that he or she will do, whether it is [[hauling]], [[mining]], [[farming]], [[hunting]], [[crafts|craftsworking]], erecting [[buildings]], or any of dozens of other tasks. For instance, a dwarf with the [[wood cutting]] labor enabled will cut down [[trees]] whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, {{k|v}}iew the dwarf, then select {{k|p}}references and {{k|l}}abor.&lt;br /&gt;
&lt;br /&gt;
The [[mining]] and [[wood cutting]] labors require the dwarf to pick up and wield a [[pick]] or [[battleaxe]], respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.&lt;br /&gt;
&lt;br /&gt;
Note that a labor is '''not''' a [[job]]. A job is the actual task of doing something, while a labor preference is simply whether a dwarf is allowed do the job or not. You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
== Default labors ==&lt;br /&gt;
&lt;br /&gt;
All new arrivals at the fortress (including your initial seven dwarves) will have all the [[hauling]] jobs turned on by default, as well as several other labors if they have a specific profession.  The additional default labors for each profession are:&lt;br /&gt;
&lt;br /&gt;
(''Note: this is slightly incomplete/out of date'')&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Profession''' || '''Labors'''&lt;br /&gt;
|-&lt;br /&gt;
| All professions (including Peasant) ||&lt;br /&gt;
* [[Health Care]]&lt;br /&gt;
* Stone [[Hauling]]&lt;br /&gt;
* Wood Hauling&lt;br /&gt;
* Item Hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food Hauling&lt;br /&gt;
* Refuse Hauling&lt;br /&gt;
* Furniture Hauling&lt;br /&gt;
* Animal Hauling&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
|-&lt;br /&gt;
| Miner ||&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* [[Wood Cutting]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworker ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Stone Detailing]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranger ||&lt;br /&gt;
* [[Animal Training]]&lt;br /&gt;
* [[Animal Care]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith ||&lt;br /&gt;
* [[Furnace Operating]]&lt;br /&gt;
* [[Metalsmithing]]&lt;br /&gt;
* [[Armorer|Armoring]]&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Jeweler ||&lt;br /&gt;
* [[Jeweler|Jeweling]]&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf ||&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
* [[Clothesmaking]]&lt;br /&gt;
|-&lt;br /&gt;
| Fisherdwarf ||&lt;br /&gt;
* [[Fish cleaner|Fish Cleaning]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
|-&lt;br /&gt;
| Farmer ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
* [[Tanner|Tanning]]&lt;br /&gt;
* [[Farming]] (Fields)&lt;br /&gt;
* [[Dyer|Dyeing]]&lt;br /&gt;
* [[Alchemist's laboratory|Soap Maker]]&lt;br /&gt;
* [[Ashery|Ashery Operating]]&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
* [[Farmer's Workshop|Farming (Workshop)]]&lt;br /&gt;
* [[Plant Gathering]]&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
|-&lt;br /&gt;
| Engineer ||&lt;br /&gt;
* [[Siege Engineering]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege Operating]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Labors and skills ==&lt;br /&gt;
&lt;br /&gt;
Each labor may have several sub-[[skills]] associated with it, and may be needed to perform a variety of different tasks.  The following is a list of labors, their associated skills, and where those tasks will be performed:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Labor''' || '''Associated skills''' || '''Associated buildings'''&lt;br /&gt;
|-&lt;br /&gt;
| Mining || &lt;br /&gt;
*Miner &lt;br /&gt;
|| &lt;br /&gt;
*''designated walls, [[ore]] veins, or [[gem]] clusters''&lt;br /&gt;
* build [[channel]]s&lt;br /&gt;
|-&lt;br /&gt;
| Wood Cutting || &lt;br /&gt;
*Wood Cutter&lt;br /&gt;
|| &lt;br /&gt;
*''designated [[trees]]''&lt;br /&gt;
|-&lt;br /&gt;
| Carpentry || &lt;br /&gt;
*Carpenter &lt;br /&gt;
|| &lt;br /&gt;
*[[Carpenter's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Masonry ||&lt;br /&gt;
*Mason&lt;br /&gt;
||&lt;br /&gt;
*[[Mason's Workshop]]&lt;br /&gt;
*''[[stone]] and [[glass]] structure construction ([[bridges]], etc.)''&lt;br /&gt;
|-&lt;br /&gt;
| Stone Detailing ||&lt;br /&gt;
*Engraver&lt;br /&gt;
||&lt;br /&gt;
*''designated walls or floors''&lt;br /&gt;
|-&lt;br /&gt;
| Animal Training ||&lt;br /&gt;
*Animal Trainer&lt;br /&gt;
||&lt;br /&gt;
*[[Kennels]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal Care ||&lt;br /&gt;
*Animal Caretaker&lt;br /&gt;
||&lt;br /&gt;
*''any wounded tame animal''&lt;br /&gt;
|-&lt;br /&gt;
| Health Care ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
*''any wounded dwarf''&lt;br /&gt;
|-&lt;br /&gt;
| Fish Cleaning ||&lt;br /&gt;
*Fish Cleaner&lt;br /&gt;
*Fish Dissector&lt;br /&gt;
||&lt;br /&gt;
*[[Fishery]]&lt;br /&gt;
|-&lt;br /&gt;
| Butchery ||&lt;br /&gt;
*Butcher&lt;br /&gt;
*Animal Dissector&lt;br /&gt;
||&lt;br /&gt;
*[[Butcher's Shop]]&lt;br /&gt;
|-&lt;br /&gt;
| Leatherworking ||&lt;br /&gt;
*Leatherworker&lt;br /&gt;
||&lt;br /&gt;
*[[Leather Works]]&lt;br /&gt;
|-&lt;br /&gt;
| Tanning ||&lt;br /&gt;
*Tanner&lt;br /&gt;
||&lt;br /&gt;
*[[Tannery]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming (Fields) ||&lt;br /&gt;
*Grower&lt;br /&gt;
||&lt;br /&gt;
*[[Farm Plot]]&lt;br /&gt;
|-&lt;br /&gt;
| Fishing ||&lt;br /&gt;
*Fisherdwarf&lt;br /&gt;
||&lt;br /&gt;
*''any river/pond''&lt;br /&gt;
|-&lt;br /&gt;
| Alchemy ||&lt;br /&gt;
*Alchemist&lt;br /&gt;
*Soaper&lt;br /&gt;
||&lt;br /&gt;
*[[Alchemist's Laboratory]]&lt;br /&gt;
|-&lt;br /&gt;
| Furnace Operating ||&lt;br /&gt;
* Wood Burner&lt;br /&gt;
* Furnace Operator&lt;br /&gt;
||&lt;br /&gt;
*[[Wood Furnace]]&lt;br /&gt;
*[[Smelter]]&lt;br /&gt;
*[[Magma Smelter]]&lt;br /&gt;
*[[Kiln]]&lt;br /&gt;
*[[Magma Kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| Wood Burning ||&lt;br /&gt;
* Wood Burner&lt;br /&gt;
* Furnace Operator&lt;br /&gt;
||&lt;br /&gt;
*[[Wood Furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| Ashery Operating ||&lt;br /&gt;
* Lye Maker&lt;br /&gt;
* Potash Maker&lt;br /&gt;
||&lt;br /&gt;
*[[Ashery]]&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
*Metal Crafter&lt;br /&gt;
*Metalsmith&lt;br /&gt;
*Armorsmith&lt;br /&gt;
*Weaponsmith&lt;br /&gt;
||&lt;br /&gt;
*[[Metalsmith's Forge]]&lt;br /&gt;
*[[Magma Forge]]&lt;br /&gt;
*''[[metal]] structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| Jeweling ||&lt;br /&gt;
*Jeweler&lt;br /&gt;
*Gem Cutter&lt;br /&gt;
||&lt;br /&gt;
*[[Jeweler's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Craftsworking ||&lt;br /&gt;
*Bone Carver&lt;br /&gt;
*Stone Crafter&lt;br /&gt;
*Wood Crafter&lt;br /&gt;
||&lt;br /&gt;
*[[Craftsdwarf's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Glassmaking ||&lt;br /&gt;
*Glassmaker&lt;br /&gt;
||&lt;br /&gt;
*[[Glass Furnace]]&lt;br /&gt;
*[[Magma Glass Furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| Siege Engineering ||&lt;br /&gt;
*Engineer&lt;br /&gt;
||&lt;br /&gt;
*[[Siege Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Siege Operating ||&lt;br /&gt;
*Operator&lt;br /&gt;
||&lt;br /&gt;
*[[Ballista]] or [[Catapult]]&lt;br /&gt;
|-&lt;br /&gt;
| Mechanics ||&lt;br /&gt;
*Mechanic&lt;br /&gt;
||&lt;br /&gt;
*[[Mechanic's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow-making ||&lt;br /&gt;
*Bowyer&lt;br /&gt;
||&lt;br /&gt;
*[[Bowyer's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Weaving ||&lt;br /&gt;
*Weaver&lt;br /&gt;
||&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| Clothesmaking ||&lt;br /&gt;
*Clothes Maker&lt;br /&gt;
||&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
|-&lt;br /&gt;
| Milling ||&lt;br /&gt;
*Miller&lt;br /&gt;
||&lt;br /&gt;
*[[Mill]]&lt;br /&gt;
|-&lt;br /&gt;
| Hunting ||&lt;br /&gt;
*''selected weapon skill&amp;lt;br&amp;gt;(usually Marksdwarf or Wrestler)''&lt;br /&gt;
*Ambusher&lt;br /&gt;
||&lt;br /&gt;
*''outdoors''&lt;br /&gt;
|-&lt;br /&gt;
| Brewing ||&lt;br /&gt;
*Brewer&lt;br /&gt;
||&lt;br /&gt;
*[[Still]]&lt;br /&gt;
|-&lt;br /&gt;
| Plant Gathering ||&lt;br /&gt;
*Herbalist&lt;br /&gt;
||&lt;br /&gt;
*''designated [[shrubs]]''&lt;br /&gt;
|-&lt;br /&gt;
| Farming (Workshop) || &lt;br /&gt;
*Milker&lt;br /&gt;
*Cheese Maker&lt;br /&gt;
*Thresher&lt;br /&gt;
||&lt;br /&gt;
*[[Farmer's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| Cooking ||&lt;br /&gt;
*Cook&lt;br /&gt;
||&lt;br /&gt;
*[[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| Trapping ||&lt;br /&gt;
*Trapper&lt;br /&gt;
||&lt;br /&gt;
*''outdoors or indoors''&lt;br /&gt;
|-&lt;br /&gt;
| Stone Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Wood Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Item Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Burial ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Food Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Refuse Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Furniture Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Animal Hauling ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Cleaning ||&lt;br /&gt;
*''no skill''&lt;br /&gt;
||&lt;br /&gt;
*''blood/ichor/vomit''&lt;br /&gt;
|-&lt;br /&gt;
| Architecture ||&lt;br /&gt;
*Building Designer&lt;br /&gt;
||&lt;br /&gt;
*''[[road]] construction''&lt;br /&gt;
*''[[bridge]] construction''&lt;br /&gt;
*''[[furnace]] construction''&lt;br /&gt;
*''[[well]] construction''&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine Extraction ||&lt;br /&gt;
*Strand Extractor&lt;br /&gt;
||&lt;br /&gt;
*[[Craftsdwarf's Workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other professions ==&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
[[Soldiers]] (including those in the [[Royal Guard]] and [[Fortress Guard]]) will not work at all: they will either stand at their station (if on duty) or, if standing down, wander around a lot, usually spending a lot of time [[sparring]] in the [[barracks]] (if you have built any) or shooting at [[archery target]]s (if they are armed with a [[crossbow]]). Some soldiers will grow progressively unhappier if they remain on duty for too long.&lt;br /&gt;
&lt;br /&gt;
On rare occasion, you may spot a soldier doing a &amp;quot;Store item in stockpile&amp;quot; task.  This can occur after the soldier has taken a drink; if the barrel they drank from wasn't on the correct stockpile (or perhaps any stockpile), they will haul it to the appropriate stockpile before setting it down.  Nobles and children will also haul barrels in this manner.&lt;br /&gt;
&lt;br /&gt;
=== Noble endeavors and child labor ===&lt;br /&gt;
[[Nobles]] and [[children]] cannot be assigned any labors, although there are a small number of jobs they will do.  These jobs may be performed by any available dwarf (except soldiers), although nobles and children are usually idle, so they often do take them before other dwarves do:&lt;br /&gt;
&lt;br /&gt;
* [[Harvest]] Plants (if you have &amp;quot;All Dwarves Harvest&amp;quot; set on the {{k|o}}rders menu)&lt;br /&gt;
* Pull a [[Lever]]&lt;br /&gt;
* Move Item to [[Trade Depot]]&lt;br /&gt;
* Move Item to [[Shop]]&lt;br /&gt;
* Confine animals to (or release them from) [[cage]]s/[[restraint]]s&lt;br /&gt;
* Clean Trap (when a [[Trap#Weapon traps|weapon trap]] has a creature stuck in it)&lt;br /&gt;
* Fill a [[Pond]]&lt;br /&gt;
* Remove [[Construction]] (walls, floors, stairs, etc.)&lt;br /&gt;
*  Trade at Depot (if set to &amp;quot;all dwarves can trade&amp;quot;)&lt;br /&gt;
* Masonry&lt;br /&gt;
&lt;br /&gt;
Periodically enabling &amp;quot;All Dwarves Harvest&amp;quot; for a few seconds (if you normally keep it disabled) is a good way to put nobles to work, especially when you have a backlog of unharvested [[crops]] which are threatening to wither.&lt;br /&gt;
&lt;br /&gt;
== Get back to work ==&lt;br /&gt;
===On Break===&lt;br /&gt;
Often dwarves will not work at all.  They must periodically sleep, eat, and drink, and will sometimes go &amp;quot;On Break&amp;quot;.  If you do not supply them with [[alcohol]], they will go on break far more often.  &lt;br /&gt;
===Attend Party===&lt;br /&gt;
If you have built any [[statue garden]]s, [[meeting hall]]s, or [[zoo]]s, dwarves may occasionally &amp;quot;Attend Party&amp;quot; and meet with other partygoing dwarves in these rooms.  Whether this is done in place of being &amp;quot;On Break&amp;quot; is not known. Regardless, a party can be ended by &amp;quot;free&amp;quot;-ing the room at the Set Building Tasks screen ({{k|q}}); The dwarves are reset to &amp;quot;No Job&amp;quot; and resume work.&lt;br /&gt;
&lt;br /&gt;
===No Job===&lt;br /&gt;
If dwarves are listed as having &amp;quot;No Job&amp;quot;, they may be &amp;quot;between jobs&amp;quot;, and will start a new task within a few seconds, or they may be lacking the right labor preferences to perform any available task.  Tasks themselves may be held up by various things, including:&lt;br /&gt;
&lt;br /&gt;
*Job-related materials are unavailable or unreachable (this is usually [[announcements|announced]])&lt;br /&gt;
*One or another material is set to be &amp;quot;ignored&amp;quot; on the {{k|o}}[[orders|rders]] screen&lt;br /&gt;
*A backlog of unperformed [[hauling]] tasks, causing all items to be inaccessible&lt;br /&gt;
*All relevant jobs being in [[suspend]]ed status; suspended jobs must always be restarted manually&lt;br /&gt;
&lt;br /&gt;
If a dwarf is reported as having no job in an otherwise busy fortress, it may be stuck somewhere (for example, behind a floodgate or washed down the river).&lt;br /&gt;
&lt;br /&gt;
===Other non-productive tasks===&lt;br /&gt;
Dwarves will also periodically do a variety of other less than productive tasks.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Check Chest&amp;quot; jobs are generated when there is a [[container]] or [[cabinet]] installed in an unassigned room.&lt;br /&gt;
*&amp;quot;Pickup Equipment&amp;quot; is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new [[weapons]] or [[armor]] (or weapons they previously were assigned finally become available) or need a [[pick]] or [[battle axe]] for mining and wood cutting jobs.&lt;br /&gt;
*&amp;quot;Store Owned Item&amp;quot; occurs when dwarves have both an object they [[shop|own]] (such as [[coins]] or discarded shoes) and a room to store it in.&lt;br /&gt;
*&amp;quot;Go Shopping&amp;quot; occurs when a dwarf needs a new piece of clothing post [[economy]].  Sometimes they will also just feel like buying a new trinket.  Requires a [[shop]].&lt;br /&gt;
&lt;br /&gt;
=== Strange mood ===&lt;br /&gt;
Dwarves may spontaneously go into [[strange mood]]s.&lt;br /&gt;
Dwarves may become [[Melancholy]], [[Berserk]], or [[Insane]].  This is usually the outcome of a &amp;quot;failed&amp;quot; strange mood, and is never curable.&lt;br /&gt;
&lt;br /&gt;
===Tantrum===&lt;br /&gt;
Very Unhappy or Miserable dwarves will often [[tantrum]].  This can be caused by the destruction of one of a dwarf's [[masterpiece]]s or [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
===Rest (from injury)===&lt;br /&gt;
Severely [[wounds|injured]] dwarves (with 'red' or 'yellow' injuries) will usually go to their beds to &amp;quot;Rest&amp;quot;, where they will stay until their wounds recover.  However, if their wounds are causing them pain or otherwise preventing them from sleeping, they may show &amp;quot;No Job&amp;quot;, or sometimes they will get out of bed and tantrum instead.  Dwarves with the [[Health Care]] labor turned on will bring them water in a [[bucket]] to keep them from dehydrating and food to keep them from starvation.&lt;br /&gt;
&lt;br /&gt;
== Other oddities ==&lt;br /&gt;
&lt;br /&gt;
* Pickup Equipment -- applies to soldiers or hunters changing weapons, or into a different armor level, or to pick up waterskins, backpacks, or quivers; also applies to miners and woodcutters picking up picks/axes.&lt;br /&gt;
* Constructing roads (once [[architecture|designed]]) -- I had an idle dwarf with &amp;quot;Farming (Fields)&amp;quot;  and no other labors.  When I added &amp;quot;Cleaning&amp;quot;, he walked off to build a road.  It's not clear which dwarves will build roads and which won't.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41389</id>
		<title>40d Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41389"/>
		<updated>2009-02-27T00:27:47Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==War dog==&lt;br /&gt;
is it  me or can only male dogs become war dogs? i got a bitch that isnt recognized as trainable to war dog status... [[User:Twiggie|Twiggie]] 14:25, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not at all.  She's probably someone's pet already.  Pet's can't be trained. [[User:Mzbundifund|Mzbundifund]] 13:42 27 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Is it just for me, or are war dogs completely useless other than cannon fodder when restrained? When I assign them to dwarves they seem somewhat useful as they swarm the enemy. However, when I chain a line of 4-6 dogs at a choke point, 3+ goblins just plow through them unscathed and it seems like the dogs are trying to run from them rather than attack. [[User:Sphexx|Sphexx]]&lt;br /&gt;
:Chained war dogs are very useful to deter theify kobolds and snatchy goblins.  These units ignore traps and stealth everywhere, but dogs chained near the fort entrance will eat them immediately.--[[User:Dadamh|Dadamh]] 16:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what are the advantages of hunting dogs as opposed to war dogs. As far as i can tell the only one is that theyre weaker. --[[User:Makuus|Makuus]] 17:53, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It sounds like Hunting dogs behave as if 'harass animals' was set to 'yes.'&amp;quot; --[[User:Kefkakrazy|Kefkakrazy]], from the old wiki. Also, see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000334 this thread], in which Toady says what exactly hunting and war dogs do in the 2D version.&lt;br /&gt;
:In short, war dogs do double damage and hunting dogs are useless. --[[User:Savok|Savok]] 18:31, 30 May 2008 (EDT)&lt;br /&gt;
::Useless? Doesn't the increased detection range count for anything, like guard duty? ( Ironic that war dogs spot enemies slower... )--[[User:Karpatius|Karp]] 17:45, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Annoying problem with training dogs ==&lt;br /&gt;
&lt;br /&gt;
I have tons of puppies, set to &amp;quot;Unavaliable&amp;quot;, yet I never get any non-pet dogs to train. Is there any way to disable pets? This is getting ridiculous now. --[[User:AlexFili|AlexFili]] 05:46, 4 June 2008 (EDT)&lt;br /&gt;
:unavailable means you can change it to available or ready for slaughter using b for butcher&lt;br /&gt;
: only mature dogs can be trained&lt;br /&gt;
&lt;br /&gt;
::Only mature dogs, that are not in a setup cage(it can be in a stockpile though), can be trained. --[[User:PencilinHand|PencilinHand]] 19:02, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Life of a dog ==&lt;br /&gt;
&lt;br /&gt;
A dog amazingly took down a troll by itself and now is dying from injuries. They don't heal right? Oh yeah it was a war dog.--[[User:Seaneat|Seaneat]] 06:14, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
(note, I have deleted two unsigned and very unhelpful comments here)&lt;br /&gt;
Dogs with a caretaker will heal.  Assign the dog to a dwarf (any dwarf will do), and turn on the Animal Care labor on that dwarf.  After that, dogs will heal any wound that dwarves can.&lt;br /&gt;
&lt;br /&gt;
I had a puppy that was wounded in a cave-in once: 2 mangled legs, 1 broken paw, moderate (brown) lower spinal chord injury.  When it grew to a dog, I trained it as a War Dog and assigned it to my Captain of the Guard.  2 seasons later, the dog was fully healed except for the lower spinal chord injury, which didn't seem to slow it down at all.  It went on to kill 4 goblins before I got bored of the game and abandoned the fort. --[[User:ThunderClaw|ThunderClaw]] 17:21, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Do puppies provide the same items if slaughtered as full grown dogs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MrMustard|MrMustard]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As of currently, yes. They will provide bones, meat, fat, skin, and chunks just like dogs. (I know you meant quantity. People are speculating that the numbers are 2/3 the full-grown animal except for fat.) --[[User:GreyMario|GreyMaria]] 17:11, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I dunno about dogs, but kittens provide 2 meat and 2 bone, instead of 3 each for cats. --[[User:RomeoFalling|RomeoFalling]] 09:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs flow==&lt;br /&gt;
&lt;br /&gt;
I can verify that unassigned hunting dogs follow the trainer just like war dogs. --[[User:PencilinHand|PencilinHand]] 19:09, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Impotent war dogs==&lt;br /&gt;
It seems to me that trained war dogs do not make puppies, regardless if they are assigned or not. Can anyone confirm/deny? --[[User:Liqum|Liqum]] 08:30, 8 February 2009 (EST)&lt;br /&gt;
: I can deny that. [[image:WarDogPuppies.JPG]] [[User:Zchris13|Zchris13]] 16:52, 8 February 2009 (EST)&lt;br /&gt;
::What if all of your dogs are war dogs? Do male wardogs &amp;quot;mate&amp;quot; at all?&lt;br /&gt;
:::I'm fairly certain they can, I train all of my dogs to wardog status as soon as the mature. [[User:HeWhoIsPale|HeWhoIsPale]] 13:25, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Animal Limit?==&lt;br /&gt;
Can anyone confirm/deny about a dog or animal limit? It seems I'm not getting any more puppies.... I have about 56 dogs and a total of 101 animals. At first I thought it was because I'd split up my war dogs among warriors, but putting stray war dogs in a single cage did not change the situation. Any info on this? [[User:Chess123mate|Chess123mate]] 19:27, 26 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41388</id>
		<title>40d Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41388"/>
		<updated>2009-02-27T00:27:27Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==War dog==&lt;br /&gt;
is it  me or can only male dogs become war dogs? i got a bitch that isnt recognized as trainable to war dog status... [[User:Twiggie|Twiggie]] 14:25, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not at all.  She's probably someone's pet already.  Pet's can't be trained. [[User:Mzbundifund|Mzbundifund]] 13:42 27 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Is it just for me, or are war dogs completely useless other than cannon fodder when restrained? When I assign them to dwarves they seem somewhat useful as they swarm the enemy. However, when I chain a line of 4-6 dogs at a choke point, 3+ goblins just plow through them unscathed and it seems like the dogs are trying to run from them rather than attack. [[User:Sphexx|Sphexx]]&lt;br /&gt;
:Chained war dogs are very useful to deter theify kobolds and snatchy goblins.  These units ignore traps and stealth everywhere, but dogs chained near the fort entrance will eat them immediately.--[[User:Dadamh|Dadamh]] 16:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what are the advantages of hunting dogs as opposed to war dogs. As far as i can tell the only one is that theyre weaker. --[[User:Makuus|Makuus]] 17:53, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It sounds like Hunting dogs behave as if 'harass animals' was set to 'yes.'&amp;quot; --[[User:Kefkakrazy|Kefkakrazy]], from the old wiki. Also, see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000334 this thread], in which Toady says what exactly hunting and war dogs do in the 2D version.&lt;br /&gt;
:In short, war dogs do double damage and hunting dogs are useless. --[[User:Savok|Savok]] 18:31, 30 May 2008 (EDT)&lt;br /&gt;
::Useless? Doesn't the increased detection range count for anything, like guard duty? ( Ironic that war dogs spot enemies slower... )--[[User:Karpatius|Karp]] 17:45, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Annoying problem with training dogs ==&lt;br /&gt;
&lt;br /&gt;
I have tons of puppies, set to &amp;quot;Unavaliable&amp;quot;, yet I never get any non-pet dogs to train. Is there any way to disable pets? This is getting ridiculous now. --[[User:AlexFili|AlexFili]] 05:46, 4 June 2008 (EDT)&lt;br /&gt;
:unavailable means you can change it to available or ready for slaughter using b for butcher&lt;br /&gt;
: only mature dogs can be trained&lt;br /&gt;
&lt;br /&gt;
::Only mature dogs, that are not in a setup cage(it can be in a stockpile though), can be trained. --[[User:PencilinHand|PencilinHand]] 19:02, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Life of a dog ==&lt;br /&gt;
&lt;br /&gt;
A dog amazingly took down a troll by itself and now is dying from injuries. They don't heal right? Oh yeah it was a war dog.--[[User:Seaneat|Seaneat]] 06:14, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
(note, I have deleted two unsigned and very unhelpful comments here)&lt;br /&gt;
Dogs with a caretaker will heal.  Assign the dog to a dwarf (any dwarf will do), and turn on the Animal Care labor on that dwarf.  After that, dogs will heal any wound that dwarves can.&lt;br /&gt;
&lt;br /&gt;
I had a puppy that was wounded in a cave-in once: 2 mangled legs, 1 broken paw, moderate (brown) lower spinal chord injury.  When it grew to a dog, I trained it as a War Dog and assigned it to my Captain of the Guard.  2 seasons later, the dog was fully healed except for the lower spinal chord injury, which didn't seem to slow it down at all.  It went on to kill 4 goblins before I got bored of the game and abandoned the fort. --[[User:ThunderClaw|ThunderClaw]] 17:21, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Do puppies provide the same items if slaughtered as full grown dogs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MrMustard|MrMustard]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As of currently, yes. They will provide bones, meat, fat, skin, and chunks just like dogs. (I know you meant quantity. People are speculating that the numbers are 2/3 the full-grown animal except for fat.) --[[User:GreyMario|GreyMaria]] 17:11, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I dunno about dogs, but kittens provide 2 meat and 2 bone, instead of 3 each for cats. --[[User:RomeoFalling|RomeoFalling]] 09:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs flow==&lt;br /&gt;
&lt;br /&gt;
I can verify that unassigned hunting dogs follow the trainer just like war dogs. --[[User:PencilinHand|PencilinHand]] 19:09, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Impotent war dogs==&lt;br /&gt;
It seems to me that trained war dogs do not make puppies, regardless if they are assigned or not. Can anyone confirm/deny? --[[User:Liqum|Liqum]] 08:30, 8 February 2009 (EST)&lt;br /&gt;
: I can deny that. [[image:WarDogPuppies.JPG]] [[User:Zchris13|Zchris13]] 16:52, 8 February 2009 (EST)&lt;br /&gt;
::What if all of your dogs are war dogs? Do male wardogs &amp;quot;mate&amp;quot; at all?&lt;br /&gt;
:::I'm fairly certain they can, I train all of my dogs to wardog status as soon as the mature. [[User:HeWhoIsPale|HeWhoIsPale]] 13:25, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm/deny about a dog or animal limit? It seems I'm not getting any more puppies.... I have about 56 dogs and a total of 101 animals. At first I thought it was because I'd split up my war dogs among warriors, but putting stray war dogs in a single cage did not change the situation. Any info on this? [[User:Chess123mate|Chess123mate]] 19:27, 26 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4006</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4006"/>
		<updated>2009-02-13T22:09:34Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
&lt;br /&gt;
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Farming aboveground issue ==&lt;br /&gt;
&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
&lt;br /&gt;
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mixed Plots ==&lt;br /&gt;
&lt;br /&gt;
The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Food Hauling caveat ==&lt;br /&gt;
&lt;br /&gt;
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&lt;br /&gt;
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. &lt;br /&gt;
&lt;br /&gt;
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. &lt;br /&gt;
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships &amp;amp; alternatives, like &amp;quot;What are all the crops that I can use to make fabric?&amp;quot;. [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Re-Irrigation ==&lt;br /&gt;
&lt;br /&gt;
I noticed that my unused farms, after a time, will show &amp;quot;No seeds available for this location&amp;quot;. There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ooh, that happens? That's really important. Off the top of my head, I can think of at least two important things that need revision.&lt;br /&gt;
:However, I use soil for farming (so far), so I shouldn't be the one to fix them. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red crops ==&lt;br /&gt;
&lt;br /&gt;
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it. Sounds implausible, but I wouldn't put it past Toady to implement it that way. Had your farmers ever planted quarry bushes &amp;quot;too late&amp;quot; before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This is strange. It reddened out after I selected it and let it run for a game day (there were 39 days left in the season). Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Plants will red out if there is not enough time for them to grow in this season ''and'' they can't be grown in the next season (Otherwise they are just transferred to the next season). ''Dark'' red means there are still seeds on the plot of that plant. --[[User:Koltom|Koltom]] 22:38, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've experienced something completely wierd. My pump helmets have red out. I am in a Scorching environment and the field had just been made. It always happens towards the end of Winter as well. Currently in-game it's the 17th obsidian. It turned back to normal the first day of spring.[[User:Mission0|Mission0]] 03:29, 4 August 2008 (EDT)&lt;br /&gt;
:::::My environment isn't scorching, but I also have red plump helmets; it's the 15th obsidian, so perhaps it's a calender bug (no wrap-around check)? [[User:Chess123mate|Chess123mate]] 17:09, 13 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I've a farm plot where Plump Helmets are red - and you can grow them all year round! --[[User:Theory|Theory]] 13:50, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fertilization ==&lt;br /&gt;
&lt;br /&gt;
So you can choose to fertilise your plots with potash. How long does this last? How much more crop does a fertilised plot produce and if I fertilise more than once in short succesion, does it produce even more? [[User:Robje|Robje]] 17:33, 21 January 2008 (EST)&lt;br /&gt;
And what does ''seas fert'' option mean?--[[User:Dorten|Dorten]] 07:48, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:seas fert - seasonal fertilization? - auto fertilize every season?&lt;br /&gt;
:: It seems so. The first time I saw it, I thought it meant fertilize with seaweeds (LOL).--[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I cant fertilize my indoor clay loam plot (probably not needed) - will now check silt. Muddy rock seems to work? --[[User:Koltom|Koltom]] 23:03, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:IIRC, adds +3 to crop yield. I may be wrong. [[User:VengefulDonut|VengefulDonut]] 00:06, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Ow. The Ghost of the English Language has been offended once more. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Double-check ===&lt;br /&gt;
&lt;br /&gt;
I've made 20 units of potash since starting my fortress (two 10-unit orders from the job manager) and have bought at least one unit from a dwarf caravan. Each indoor plot says Ft: 0/1, and the outdoor plots say Ft: 0/8. I have double-checked that all my plots say &amp;quot;Seas Fert (Y).&amp;quot; So why is it that I still have 21 units of potash on my inventory screen? Have they not been fertilizing? Why not? --[[User:RomeoFalling|RomeoFalling]] 09:11, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Fertilization is indoors-only on muddy plots, afaik. --[[User:GreyMario|GreyMaria]] 16:22, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: So you can't fertilize indoor soil plots? All my farms are on Silty Clay Loam. *boogle* Now I'll have to figure out how to set up an irrigation system. Or, I suppose, just convert the potash to pearlash....--[[User:RomeoFalling|RomeoFalling]] 19:07, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Okay, now I'm even more confused. Today I loaded up the game, and within an hour, they fertilized my outdoor farms. The only difference is that I started filling the moat, which borders the outdoor farms on two sides each (one tile barrier). One of my indoor farms borders the moat on one side, but that wasn't fertilized. o.O --[[User:RomeoFalling|RomeoFalling]] 23:26, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Greenhouse ==&lt;br /&gt;
&lt;br /&gt;
To my experience, the ceiling on a &amp;quot;greenhouse&amp;quot; can be made out of anything, my rock salt greenhouses work just fine. [[User:Eurytus|Eurytus]] 20:03, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is accurate. Floors of any variety let in light, even though dozens of levels of flooring. You can have an 'above ground' farm hundreds of feet underground.--[[User:Dadamh|Dadamh]] 13:36, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::IIRC, most (all?) floors do not let in light, but they do let in abovegroundness. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cancel that. It's ''outsideness'' that they don't let it.&lt;br /&gt;
&lt;br /&gt;
The paragraph on chanelling+roof to build a greenhouse seems off base. If you're going to build a roof, you may as well build walls around your field on high ground. --[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not really, no.  Using floors is just as good for farming as being aboveground, and just as secure as staying underground.  Plus, just walling in an area has problems on top of that, such as triggering cave adaptation. [[User:LegacyCWAL|LegacyCWAL]] 16:29, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Personally, I dislike the section Greenhouse, since it boils down to &amp;quot;constructions don't block light, so you can build an aboveground farm plot deep in the earth,&amp;quot; which is one of those telling-people-how-to-play-the-game-not-just-how-the-game-works things that I find detract. Opinions? --[[User:Savok|Savok]] 11:28, 13 February 2009 (EST)&lt;br /&gt;
: Rip out that guide and give it to 'em bluntly, like you say. But do note it's an exploit, we just consider it less of an exploit to use glass or grates. Isn't it really a &amp;quot;once lit by the sun, always lit by the sun&amp;quot; bug? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:46, 13 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36832</id>
		<title>40d Talk:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36832"/>
		<updated>2009-02-13T16:01:08Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What about the growing epidemic of Roof Wolves?&lt;br /&gt;
--[[User:Metal chao|Metal chao]] 17:06, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Ack! I just lost a dwarf to a wolf that healed from its injuries in seconds... how does that work? Its injuries included its body parts being &amp;quot;lopped off&amp;quot;, but it regained consciousness in seconds, then healed itself, then killed my dwarf. It has the name &amp;quot;Zamothrikker, Wolf&amp;quot;, with a detail below that &amp;quot;Venomwhiskered&amp;quot;. Any information on this? [[User:Chess123mate|Chess123mate]] 10:10, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: This sounds familar. I had a beloved hunter being killed by a named Wolf. I think this is a feature... --[[User:Kami|Kami]] 10:37, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Named creatures are usually unusually tough/powerful, due to the level of experience they have. Limbs being lopped off are permanent injuries, however, and the &amp;quot;lightly wounded&amp;quot; and &amp;quot;lopped off&amp;quot; colours are quite similar, so at a guess I'd say it was merely lightly wounded, which can be healed in real-time seconds. &amp;quot;Venomwhiskered&amp;quot; is a mere translation of the wolf's name from whatever language it's named in.--[[User:Quil|Quil]] 12:19, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I suppose it's possible I misread the colour, although I distinctly remember dark gray vs light gray colour... oh well, I'll assume it was just &amp;quot;lightly wounded&amp;quot;. More details include that when I did kill that wolf (with an axedwarf), it got an interesting light-blue background (I'm using some added graphics, so that's meaningless), then walked about 5-6 squares where it died. What I find kind of weird is that the wolf would continually become unconcious, then wake up a few seconds later and feel 'pain', where it would continue killing that one poor dwarf until it was knocked unconcious again. Was this just because of the pain, perhaps? Originally I had thought that the dwarf, despite being unconcious, was fighting back.&amp;lt;br /&amp;gt;&lt;br /&gt;
:::Also, the wolf did have a yellow injury in the lower body that never healed, supporting the idea that his limbs were never lopped off in the first place.&amp;lt;br /&amp;gt;&lt;br /&gt;
:::Thanks,&amp;lt;br /&amp;gt;&lt;br /&gt;
:::[[User:Chess123mate|Chess123mate]] 16:20, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Light-blue background indicates a creature is flying through the air; your axedwarf hit it so hard that it flew backwards from the impact. Heavily-wounded creatures will, indeed, &amp;quot;give into pain&amp;quot; as it's called in adventure mode, and lose consciousness. You often see injured animals walking a few steps, losing consciousness, waking up, walking a few steps, et cetera.--[[User:Quil|Quil]] 17:23, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Thanks! It all makes sense now. It's funny that the axedwarf could fling a wolf that many squares, but I just saw it happen again in a different fortress I just started :) [[User:Chess123mate|Chess123mate]] 11:00, 13 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36831</id>
		<title>40d Talk:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36831"/>
		<updated>2009-02-13T16:00:50Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What about the growing epidemic of Roof Wolves?&lt;br /&gt;
--[[User:Metal chao|Metal chao]] 17:06, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Ack! I just lost a dwarf to a wolf that healed from its injuries in seconds... how does that work? Its injuries included its body parts being &amp;quot;lopped off&amp;quot;, but it regained consciousness in seconds, then healed itself, then killed my dwarf. It has the name &amp;quot;Zamothrikker, Wolf&amp;quot;, with a detail below that &amp;quot;Venomwhiskered&amp;quot;. Any information on this? [[User:Chess123mate|Chess123mate]] 10:10, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: This sounds familar. I had a beloved hunter being killed by a named Wolf. I think this is a feature... --[[User:Kami|Kami]] 10:37, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Named creatures are usually unusually tough/powerful, due to the level of experience they have. Limbs being lopped off are permanent injuries, however, and the &amp;quot;lightly wounded&amp;quot; and &amp;quot;lopped off&amp;quot; colours are quite similar, so at a guess I'd say it was merely lightly wounded, which can be healed in real-time seconds. &amp;quot;Venomwhiskered&amp;quot; is a mere translation of the wolf's name from whatever language it's named in.--[[User:Quil|Quil]] 12:19, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I suppose it's possible I misread the colour, although I distinctly remember dark gray vs light gray colour... oh well, I'll assume it was just &amp;quot;lightly wounded&amp;quot;. More details include that when I did kill that wolf (with an axedwarf), it got an interesting light-blue background (I'm using some added graphics, so that's meaningless), then walked about 5-6 squares where it died. What I find kind of weird is that the wolf would continually become unconcious, then wake up a few seconds later and feel 'pain', where it would continue killing that one poor dwarf until it was knocked unconcious again. Was this just because of the pain, perhaps? Originally I had thought that the dwarf, despite being unconcious, was fighting back.&amp;lt;br /&amp;gt;&lt;br /&gt;
:::Also, the wolf did have a yellow injury in the lower body that never healed, supporting the idea that his limbs were never lopped off in the first place.&amp;lt;br /&amp;gt;&lt;br /&gt;
:::Thanks,&amp;lt;br /&amp;gt;&lt;br /&gt;
:::chess123mate [[User:Chess123mate|Chess123mate]] 16:20, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Light-blue background indicates a creature is flying through the air; your axedwarf hit it so hard that it flew backwards from the impact. Heavily-wounded creatures will, indeed, &amp;quot;give into pain&amp;quot; as it's called in adventure mode, and lose consciousness. You often see injured animals walking a few steps, losing consciousness, waking up, walking a few steps, et cetera.--[[User:Quil|Quil]] 17:23, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Thanks! It all makes sense now. It's funny that the axedwarf could fling a wolf that many squares, but I just saw it happen again in a different fortress I just started :) [[User:Chess123mate|Chess123mate]] 11:00, 13 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36828</id>
		<title>40d Talk:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36828"/>
		<updated>2009-02-12T21:26:55Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: Formatted my most recent addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What about the growing epidemic of Roof Wolves?&lt;br /&gt;
--[[User:Metal chao|Metal chao]] 17:06, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Ack! I just lost a dwarf to a wolf that healed from its injuries in seconds... how does that work? Its injuries included its body parts being &amp;quot;lopped off&amp;quot;, but it regained consciousness in seconds, then healed itself, then killed my dwarf. It has the name &amp;quot;Zamothrikker, Wolf&amp;quot;, with a detail below that &amp;quot;Venomwhiskered&amp;quot;. Any information on this? [[User:Chess123mate|Chess123mate]] 10:10, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: This sounds familar. I had a beloved hunter being killed by a named Wolf. I think this is a feature... --[[User:Kami|Kami]] 10:37, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Named creatures are usually unusually tough/powerful, due to the level of experience they have. Limbs being lopped off are permanent injuries, however, and the &amp;quot;lightly wounded&amp;quot; and &amp;quot;lopped off&amp;quot; colours are quite similar, so at a guess I'd say it was merely lightly wounded, which can be healed in real-time seconds. &amp;quot;Venomwhiskered&amp;quot; is a mere translation of the wolf's name from whatever language it's named in.--[[User:Quil|Quil]] 12:19, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I suppose it's possible I misread the colour, although I distinctly remember dark gray vs light gray colour... oh well, I'll assume it was just &amp;quot;lightly wounded&amp;quot;. More details include that when I did kill that wolf (with an axedwarf), it got an interesting light-blue background (I'm using some added graphics, so that's meaningless), then walked about 5-6 squares where it died. What I find kind of weird is that the wolf would continually become unconcious, then wake up a few seconds later and feel 'pain', where it would continue killing that one poor dwarf until it was knocked unconcious again. Was this just because of the pain, perhaps? Originally I had thought that the dwarf, despite being unconcious, was fighting back.&amp;lt;br /&amp;gt;&lt;br /&gt;
:::Also, the wolf did have a yellow injury in the lower body that never healed, supporting the idea that his limbs were never lopped off in the first place.&amp;lt;br /&amp;gt;&lt;br /&gt;
:::Thanks,&amp;lt;br /&amp;gt;&lt;br /&gt;
:::chess123mate [[User:Chess123mate|Chess123mate]] 16:20, 12 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36827</id>
		<title>40d Talk:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36827"/>
		<updated>2009-02-12T21:20:07Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What about the growing epidemic of Roof Wolves?&lt;br /&gt;
--[[User:Metal chao|Metal chao]] 17:06, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Ack! I just lost a dwarf to a wolf that healed from its injuries in seconds... how does that work? Its injuries included its body parts being &amp;quot;lopped off&amp;quot;, but it regained consciousness in seconds, then healed itself, then killed my dwarf. It has the name &amp;quot;Zamothrikker, Wolf&amp;quot;, with a detail below that &amp;quot;Venomwhiskered&amp;quot;. Any information on this? [[User:Chess123mate|Chess123mate]] 10:10, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: This sounds familar. I had a beloved hunter being killed by a named Wolf. I think this is a feature... --[[User:Kami|Kami]] 10:37, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Named creatures are usually unusually tough/powerful, due to the level of experience they have. Limbs being lopped off are permanent injuries, however, and the &amp;quot;lightly wounded&amp;quot; and &amp;quot;lopped off&amp;quot; colours are quite similar, so at a guess I'd say it was merely lightly wounded, which can be healed in real-time seconds. &amp;quot;Venomwhiskered&amp;quot; is a mere translation of the wolf's name from whatever language it's named in.--[[User:Quil|Quil]] 12:19, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I suppose it's possible I misread the colour, although I distinctly remember dark gray vs light gray colour... oh well, I'll assume it was just &amp;quot;lightly wounded&amp;quot;. More details include that when I did kill that wolf (with an axedwarf), it got an interesting light-blue background (I'm using some added graphics, so that's meaningless), then walked about 5-6 squares where it died. What I find kind of weird is that the wolf would continually become unconcious, then wake up a few seconds later and feel 'pain', where it would continue killing that one poor dwarf until it was knocked unconcious again. Was this just because of the pain, perhaps? Originally I had thought that the dwarf, despite being unconcious, was fighting back.&lt;br /&gt;
Also, the wolf did have a yellow injury in the lower body that never healed, supporting the idea that his limbs were never lopped off in the first place.&lt;br /&gt;
Thanks,&lt;br /&gt;
chess123mate [[User:Chess123mate|Chess123mate]] 16:20, 12 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36824</id>
		<title>40d Talk:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wolf&amp;diff=36824"/>
		<updated>2009-02-11T15:10:36Z</updated>

		<summary type="html">&lt;p&gt;Chess123mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What about the growing epidemic of Roof Wolves?&lt;br /&gt;
--[[User:Metal chao|Metal chao]] 17:06, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Ack! I just lost a dwarf to a wolf that healed from its injuries in seconds... how does that work? Its injuries included its body parts being &amp;quot;lopped off&amp;quot;, but it regained consciousness in seconds, then healed itself, then killed my dwarf. It has the name &amp;quot;Zamothrikker, Wolf&amp;quot;, with a detail below that &amp;quot;Venomwhiskered&amp;quot;. Any information on this? [[User:Chess123mate|Chess123mate]] 10:10, 11 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Chess123mate</name></author>
	</entry>
</feed>