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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Choriamb</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Choriamb"/>
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	<updated>2026-08-05T08:57:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Memory_hacking/v0.27.169.33f&amp;diff=32135</id>
		<title>40d Talk:Memory hacking/v0.27.169.33f</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Memory_hacking/v0.27.169.33f&amp;diff=32135"/>
		<updated>2007-12-21T17:28:38Z</updated>

		<summary type="html">&lt;p&gt;Choriamb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== current task ==&lt;br /&gt;
&lt;br /&gt;
that would be useful to reverse : list of jobs, what is each dwarf currently doing&lt;br /&gt;
&lt;br /&gt;
I suspect that the two byte integer starting at offset 0xb2 and the pointer starting at 0x2b8 in the creature struct are related to the current task, but I have not done any serious testing of that.&lt;br /&gt;
[[User:Choriamb|Choriamb]] 12:28, 21 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Choriamb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27627</id>
		<title>40d Talk:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27627"/>
		<updated>2007-11-29T21:00:11Z</updated>

		<summary type="html">&lt;p&gt;Choriamb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've noticed that actual trades do not affect the Apprasial Skill. Instead, When the Broker actually goes to the depot when the Merchants are there, the skill increases. It seems like when I start a new fortress, if I use a dwarf without appraisal skill, he'll already have Dabbling Appraiser before I actually trade goods. Anyone else notice this? --[[User:Wahnsinniger|Wahnsinniger]] 12:58, 19 November 2007 (EST)&lt;br /&gt;
:I thought the appraiser skill was only really used to be able to see the price of the goods when you trade? Thus, it doesn't have much use in itself, it's simply pretty neat to actualy know accuratly what you're trading for and against in term of price. --[[User:Eagle of Fire|Eagle of Fire]] 13:50, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed this as well. Further, it appears that only the first dwarf to examine a given set of trade goods will gain skill. --&lt;/div&gt;</summary>
		<author><name>Choriamb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bucket&amp;diff=15448</id>
		<title>40d:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bucket&amp;diff=15448"/>
		<updated>2007-11-11T17:49:16Z</updated>

		<summary type="html">&lt;p&gt;Choriamb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buckets can be made out of [[metal]] at a [[Metalsmith's Forge]], or [[wood]] at a [[carpenter's workshop]], and are used in [[well]]s, dyer's shops, asheries and for dwarves to take water to wounded or jailed dwarves.&lt;/div&gt;</summary>
		<author><name>Choriamb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13943</id>
		<title>40d:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13943"/>
		<updated>2007-11-04T12:36:49Z</updated>

		<summary type="html">&lt;p&gt;Choriamb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When the population of a fortress reaches 50, the [[Expedition leader]] becomes the Mayor.&lt;br /&gt;
&lt;br /&gt;
Requires: &lt;br /&gt;
&lt;br /&gt;
*Decent Office&lt;br /&gt;
*Decent Quarters&lt;br /&gt;
*Decent Dining Room&lt;br /&gt;
*2 Chests&lt;br /&gt;
*1 Cabinet&lt;br /&gt;
*1 Weapon Rack&lt;br /&gt;
*1 Armor Stand&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Choriamb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Migrant&amp;diff=9621</id>
		<title>40d:Migrant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Migrant&amp;diff=9621"/>
		<updated>2007-11-03T15:38:07Z</updated>

		<summary type="html">&lt;p&gt;Choriamb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For immigration basics, see [[Immigration]].&lt;br /&gt;
&lt;br /&gt;
== Migrants in Fortress Mode ==&lt;br /&gt;
Migrants will spawn at the edge of the map, heralded by an announcement. They will spawn single file from this single location until the last one has come. Migrants will often bring their spouses, children, and even their pet animals.&lt;br /&gt;
&lt;br /&gt;
Migrants come with (no adjective) level of a single profession, or novice level of three skills from a single guild, with the exception of spouses, which may come as unskilled peasants.&lt;br /&gt;
&lt;br /&gt;
== Migrants in Adventure Mode ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations foun d on the world. Kobolds may be included as well, but this needs further research.&lt;/div&gt;</summary>
		<author><name>Choriamb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9337</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9337"/>
		<updated>2007-11-03T13:53:24Z</updated>

		<summary type="html">&lt;p&gt;Choriamb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any season.&lt;br /&gt;
&lt;br /&gt;
[[Migrant]]s will spawn at the edge of your local zone and move towards any meeting area that you have designated. If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job.&lt;br /&gt;
&lt;br /&gt;
The total number of dwarves in your fort is limited to approximately 200. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created Wealth&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]] with the [[appraiser]] skill). All objects with any value (including mined-out areas, bridges, and just about every kind of created good) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]]. If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures. &lt;br /&gt;
&lt;br /&gt;
Immigration is usually limited to about 20 dwarves per wave, plus pets.&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
&lt;br /&gt;
You can't, really, although it is believed that the immigrants' skills/careers might be influenced by the type and number of workshops available.&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of weapon; if you make one battle axe, you will only get axedwarves. If you make a crossbow and a war hammer, you will get crossbowdwarves and hammerdwarves. This is not affected by weapons brought to your fort; getting immigrant carpenters won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
&lt;br /&gt;
When do you meet certain requeriments in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon Master]].&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed cloth, and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional bedrooms, workshops, and booze before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
&lt;br /&gt;
If your dwarves are very industrious, you can expect to receive ten or more migrants in the first immigration wave, which often occurs in the autumn, or even in the summer, of your first year. The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed rooms, then locking the door on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Choriamb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Windmill&amp;diff=2454</id>
		<title>40d:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Windmill&amp;diff=2454"/>
		<updated>2007-10-31T19:53:14Z</updated>

		<summary type="html">&lt;p&gt;Choriamb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Windmill is a machine that provides power via wind on the surface of a fortress map.&lt;br /&gt;
&lt;br /&gt;
Currently, the Windmill provides 40 units of power and requires 4 pieces of wood.&lt;br /&gt;
Multiple windmills increase the power.&lt;br /&gt;
&lt;br /&gt;
== Getting Power Out Of A Windmill ==&lt;br /&gt;
&lt;br /&gt;
To get some useful power out of a windmill:&lt;br /&gt;
# Place the mill&lt;br /&gt;
# Excavate a path under it to the center of its base. (1 z-level down)&lt;br /&gt;
# Add either a vertical [[axle]], [[gear assembly]] or machine there, which will have power.&lt;br /&gt;
&lt;br /&gt;
It is not presently possible to build the gear assembly or axle ''before'' building the windmill&amp;amp;mdash;doing so will prevent the windmill from connecting to the assembly or axle.  Build the windmill first, and then build the axle or gear assembly beneath it.  You can of course still have the remainder of your machine built.&lt;br /&gt;
&lt;br /&gt;
== Getting Power Back To The Surface ==&lt;br /&gt;
&lt;br /&gt;
# Build a windmill at level 0 (L-0). &lt;br /&gt;
# On the level beneath it, (L-1), place a [[gear assembly]] (GA1) below the center point, use {{K|q}} to verify that it has power. &lt;br /&gt;
# Place a horizontal [[axle]] (HA1) next to GA1. &lt;br /&gt;
# then build GA2 next to HA1. It should look like *=*. (GA1-HA1-GA2), All of these should have power. &lt;br /&gt;
# Back on the ground level, build a 1x1 channel above GA2. &lt;br /&gt;
# Place GA3 on the channel, so that it sits directly on top of GA2. &lt;br /&gt;
# GA3 is now on the surface level, and you can use horizontal axles to transmit power in the regular directions across the surface.&lt;br /&gt;
&lt;br /&gt;
== Windmill Tower ==&lt;br /&gt;
&lt;br /&gt;
If you can't dig below your windmill (if, for example, there is a room or river underground there), you can try this method&lt;br /&gt;
&lt;br /&gt;
# Build a 3x3 plaform out of floors one level above the ground floor.  &lt;br /&gt;
# Then build your windmill on that.  &lt;br /&gt;
# Directly beneath the windmill, on the ground floor, build a gear assembly.  &lt;br /&gt;
# Connect this assembly to horizontal axles, and power your machines.  No digging required!&lt;/div&gt;</summary>
		<author><name>Choriamb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alunite&amp;diff=6064</id>
		<title>40d Talk:Alunite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alunite&amp;diff=6064"/>
		<updated>2007-10-30T19:30:36Z</updated>

		<summary type="html">&lt;p&gt;Choriamb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It was everywhere on my volcano map and didn't trigger an alert.  Maybe you don't get an alert for minerals that are already visible when you arrive? --[[User:Peristarkawan|Peristarkawan]] 12:59, 30 October 2007 (EDT)&lt;br /&gt;
:I didn't have any visible where I arrived, and I didn't get this alert.  It did tell me I've struck alunite, but nothing about Potassium Aluminum Sulfate Hydroxide.  That's gotta be related to something else. [[User:Fieari|Fieari]] 14:23, 30 October 2007 (EDT)&lt;br /&gt;
::I'm thinking that's just a note on the real-life chemical name of the mineral and didn't actually appear in the game. --[[User:Peristarkawan|Peristarkawan]] 14:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have received four alerts in a single game by the fourth of Slate.&lt;/div&gt;</summary>
		<author><name>Choriamb</name></author>
	</entry>
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