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	<updated>2026-05-09T18:27:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24309</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24309"/>
		<updated>2007-12-13T11:48:58Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Meat group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as rats, bats, and lizards which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost dwarves, whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any food in stockpiles they can manage to get a hold on. Food that has been protected in barrels will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin animal inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be tamed by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with cats, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the fire snake, can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.169.33c}}&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.27.169.33b}}  This reduces or eliminates the possibility of dwarves receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud. Vermin caught and killed in closing doors commonly leave [[blood]] and [[ichor]] behind which, if unchecked, can be tracked all over your fortress by your dwarves and other pets.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a cage so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable fish are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.169.33c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Toad||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|Turtle||10||Spawns in pools, amphibious, [[fish]]able, has shell&lt;br /&gt;
|-&lt;br /&gt;
|Fly||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Large roach||5||Eats food, sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|Beetle||n/a&lt;br /&gt;
|-&lt;br /&gt;
|Ant||n/a||Forms colonies on soil&lt;br /&gt;
|-&lt;br /&gt;
|Monarch butterfly||n/a||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Firefly||n/a||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||n/a||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Lizard||10||Eats food, (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|Rat||10||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Biomes&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Worm||Taiga forest, Temperate, Tropical||n/a||Found on soil (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Blue jay||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Cardinal||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Grackle||Temperate grassland and savanna||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Oriole||Temperate broadleaf forest||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Red-winged blackbird||Temperate marsh||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Hedgehog||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Chipmunk||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Gray squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Red squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Fox squirrel||Savage temperate forest||100&lt;br /&gt;
|-&lt;br /&gt;
|Demon rat||Any evil||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy wambler||Any good||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Two-legged rhino lizard||Any savage||20||Eats food (&amp;quot;gnawed&amp;quot;), exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Knuckle worm||Any evil||100||Rots food, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Phantom spider||Any evil forest||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Acorn fly||Any savage||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Blood gnat||Any evil||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Moghopper||Any savage||20||Spawns in pools, amphibious, [[fish]]able, summer only, [[extracts|extract]] is mog juice&lt;br /&gt;
|-&lt;br /&gt;
|Fairy||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Pixie||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Cave spider||Subterranean water and chasm||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Fire snake||Subterranean lava||*||Exotic pet, [[extracts|extract]] is liquid fire&lt;br /&gt;
|-&lt;br /&gt;
|Olm||Subterranean water||*||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Bat||Subterranean chasm||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
|Purring maggot||Subterranean chasm||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Cave swallow||Temperate broadleaf forest, subterranean||30||Exotic pet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.'' {{verify}}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Undead&amp;diff=31995</id>
		<title>40d:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Undead&amp;diff=31995"/>
		<updated>2007-12-13T04:07:27Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: New page: All animals can be encountered in skeletal or zombie varieties when visiting a haunted, sinister or terrifying biome.  The type of undead animal is the same as ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All [[animal]]s can be encountered in [[skeletal]] or [[zombie]] varieties when visiting a [[haunted]], [[sinister]] or [[terrifying]] [[biome]].  The type of undead animal is the same as the animals which would be found in a normal biome of the same type, and they are encountered in the same size groups.&lt;br /&gt;
&lt;br /&gt;
Undead are highly aggressive and will attack and chase any living creature that approaches them.  Zombie animals move slowly, so dwarves can usually escape them.  Skeletal animals are fast and strong, making them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Zombies start with a brown [[wound]] to all of their organs, skeletons start with grey (missing) wound status on all their organs.  Both types appear to be immune to critical hits against organs, although they can still be dismembered.&lt;br /&gt;
&lt;br /&gt;
When defeated, a zombie leaves a rotten corpse which should be disposed of to avoid [[miasma]].  It will eventually rot completely to leave a pile of [[bone]]s.  Skeletal creatures leave a [[skull]] and [[bone]]s, which can be used immediately by a [[bone carver]].&lt;br /&gt;
&lt;br /&gt;
Undead trees show on the map as {{gametext|Dead Highwood}}, but an undead {{gametext|Dead Highwood Sapling}} will still mature into a full grown tree.  After cutting down, the logs are indistinguishable from those cut from a living tree.&lt;br /&gt;
&lt;br /&gt;
Undead shrubs and grass are useless, though these tainted lands contain a mix of living and dead plants.&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Preference&amp;diff=31992</id>
		<title>Preference</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Preference&amp;diff=31992"/>
		<updated>2007-12-13T03:41:36Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: New page: Every dwarf is born with a unique personality that includes likes and dislikes.  {{gametext|Ducim Fikodusan likes Sandy clay loam, Trifle pewter, Bloodstone, [[buckler...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every dwarf is born with a unique [[personality]] that includes likes and dislikes.&lt;br /&gt;
&lt;br /&gt;
{{gametext|Ducim Fikodusan likes [[soil|Sandy clay loam]], [[Trifle pewter]], [[Bloodstone]], [[buckler]]s, [[statue]]s and [[groundhog]]s for their ability to burrow. When possible, she prefers to consume [[Fisher berry wine]].}}&lt;br /&gt;
&lt;br /&gt;
Typical preferences include:&lt;br /&gt;
* a type of [[soil]] or [[stone]]&lt;br /&gt;
* a type of [[metal]]&lt;br /&gt;
* a type of [[gem]]&lt;br /&gt;
* a type of [[armor]] or [[clothing]]&lt;br /&gt;
* a type of [[furniture]]&lt;br /&gt;
* a type of [[craft]]&lt;br /&gt;
* an [[animal]]&lt;br /&gt;
* a favourite [[food]]&lt;br /&gt;
* a favourite [[alcohol|drink]]&lt;br /&gt;
* detesting a type of [[vermin]]&lt;br /&gt;
&lt;br /&gt;
Preferences affect a dwarf's [[thought]]s, for example eating a favourite food will make the dwarf happy.&lt;br /&gt;
Dwarves will try to acquire items they like (adopting [[pet]]s, purchasing items from a [[shop]], consuming their favourite food and drink when available; and in the case of [[noble]]s, [[demand|demanding]] furniture in their rooms or [[mandate|mandating]] construction of items in their favourite metal/stone.&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7890</id>
		<title>40d:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7890"/>
		<updated>2007-12-13T03:23:21Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Food''' is anything dwarves eat to ward off starvation, but if they are not able to attain sustenance then they will eventually die.  The most common foods are [[butcher|meat]], [[fishing|fish]], [[farming|crops]], and [[plant gathering|gathered shrubs]].  Each dwarf has a [[preference]] for certain foods.&lt;br /&gt;
&lt;br /&gt;
==Eating==&lt;br /&gt;
&lt;br /&gt;
A dwarf with the &amp;quot;Eat&amp;quot; task will pick up a unit of food, often according to his or her dietary preferences, then bring it to an available [[table]] or [[chair]] for consumption.  A private room will normally be chosen over a public room; for this reason, note that a dwarf who owns a table-less [[office]] but no [[dining room]] will [[thought|complain]] about the lack of tables, even if a high-quality public dining room is available. This problem is easily solved by adding a table next to such an office-chair (like you would in a dining room). Also note that eating in a high-quality dining room does wonders for a dwarf's mood.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
&lt;br /&gt;
Food is stored in food [[stockpile]]s and can be placed in barrels and, in the case of [[seed]]s, bags.  Food should be stored indoors, as it will rot if left outside for too long, rendering it inedible and your dwarves hungry.&lt;br /&gt;
&lt;br /&gt;
==Cooked food==&lt;br /&gt;
&lt;br /&gt;
Raw food can be [[cook]]ed into meals at a [[kitchen]]. The wider the variety of ingredients that a meal contains, the greater the number of dwarves who will have a preference for that meal.  Additionally, some foods must be cooked before they can be eaten.&lt;br /&gt;
&lt;br /&gt;
==Obtaining food==&lt;br /&gt;
&lt;br /&gt;
The possible sources of food are [[farming]], [[plant gathering|foraging]], [[fishing]], [[caravan|trading]], [[butcher's shop|butchering animals]], [[hunting]], and a few exotic [[cheese|processes]].  Farming is by far the most reliable, foraging is perhaps the easiest to manage, and fishing is good early in a fortresses' life.  If you are constantly experiencing problems with starvation, you are well advised to look into alternate means of procuring food.&lt;br /&gt;
&lt;br /&gt;
==Processing food==&lt;br /&gt;
&lt;br /&gt;
Some food is inedible raw, and needs processing first.  For example:&lt;br /&gt;
* [[Fat]] must be rendered ([[kitchen]]) into [[tallow]] and then cooked ([[kitchen]])&lt;br /&gt;
* Raw [[fish]] must be [[fish cleaner|cleaned]] ([[fishery]])&lt;br /&gt;
* [[Sweet pod]]s must be either milled into [[dwarven sugar]] ([[mill]]/[[quern]]), processed to barrels of [[dwarven syrup]] ([[farmer's workshop]]), or brewed into barrels of [[dwarven rum]] ([[brewery]]) before they can finally be cooked ([[kitchen]])&lt;br /&gt;
&lt;br /&gt;
Unprocessed food and non-food [[crop]]s will be stored in a food stockpile and take up barrel space, the [[bookkeeper]] can tell you how much of each type of &amp;quot;food&amp;quot; you have in the [[stocks]] screen.&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Backpack&amp;diff=31990</id>
		<title>40d:Backpack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Backpack&amp;diff=31990"/>
		<updated>2007-12-13T03:04:04Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: New page: In fortress mode, soldiers who are equipped with a backpack can be ordered to carry rations with them, which saves them from going to a food stockpile whenever they are hun...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[fortress mode]], [[soldier]]s who are equipped with a backpack can be ordered to carry rations with them, which saves them from going to a [[food]] [[stockpile]] whenever they are hungry.&lt;br /&gt;
&lt;br /&gt;
Backpacks can be sewn from leather at the [[leatherworks]].&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], a backpack is required if you want to carry more than you can hold in your hands.&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Forbid&amp;diff=31836</id>
		<title>40d Talk:Forbid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Forbid&amp;diff=31836"/>
		<updated>2007-12-11T18:33:54Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: resolved the comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Forbid&amp;diff=12525</id>
		<title>40d:Forbid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Forbid&amp;diff=12525"/>
		<updated>2007-12-11T18:33:07Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: rewrite in cleaner language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marks every [[item]] and [[building]] in the selected area as [[forbidden]].  Forbidden objects are completely ignored by dwarves and do not contribute to fortress value.&lt;br /&gt;
&lt;br /&gt;
Uses for forbid include:&lt;br /&gt;
* Preventing dwarves from trying to retrieve items from an area controlled by hostile monsters&lt;br /&gt;
* Forcing dwarves to use specific materials, for example when satisfying a [[mandate]] or [[demand]].&lt;br /&gt;
* Preventing dwarves from moving items that are on [[fire]].&lt;br /&gt;
&lt;br /&gt;
The opposite of forbid is [[reclaim items/buildings|reclaim]]&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1590</id>
		<title>40d:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1590"/>
		<updated>2007-12-11T18:13:52Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Removing Natural Ramps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''ramp''' is a map feature that allows dwarves and caravans to move between levels. Unlike a [[stair]] ramps have no 'top', they only have a bottom. The tile above a ramp must be clear for it to operate. Ramps are less useful in construction then stairs because they do not provide access to adjacent tiles on the floor above them. Ramps are the only way that [[wagon]]s can move between levels in order to access your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
== Construction and Materials - ==&lt;br /&gt;
&lt;br /&gt;
There are two ways for your dwarves to construct ramps. The first is to carve them into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, and ice as a building material. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.&lt;br /&gt;
* Digging ramps upwards is not much use unless the tile directly above is empty and there access to the side. You may want to use a [[stair]] instead.&lt;br /&gt;
* Digging a ramp uses the material in the tile you created, and the colour.&lt;br /&gt;
* Constructing a ramp uses the colour of the material used.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removing Natural Ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural ramps can be removed via the designation menu using the Remove Up Stairs/Ramps selection (d -&amp;gt; z, using the ingame interface).  Like the selection says, only upwards ramps can be removed in such a manner.  Selecting a downwards ramp in such a manner has no effect.&lt;br /&gt;
Removing an upward ramp will automatically remove the downward ramp on the level above, leaving a cliff.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_do_I_arm_my_dwarves&amp;diff=31217</id>
		<title>40d:How do I arm my dwarves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_do_I_arm_my_dwarves&amp;diff=31217"/>
		<updated>2007-12-06T18:48:31Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: New page: In the military screen ({{K|m}}), you can set the preferred weapon, armor and shield for each dwarf.  Alternatively, you can {{K|v}}iew a dwarf and use the {{K|p}}reference...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[military]] screen ({{K|m}}), you can set the preferred [[weapon]], [[armor]] and [[shield]] for each dwarf.  Alternatively, you can {{K|v}}iew a dwarf and use the {{K|p}}references - {{K|s}}oldiering and hunting.&lt;br /&gt;
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon.&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29580</id>
		<title>Template:Military FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29580"/>
		<updated>2007-12-06T18:39:16Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question you need to scroll down to the bottom of this page and edit in TWO lines of code in the indicated spot. The 2 lines should be:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
Go ahead and scroll down now.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center style=&amp;quot;width: 80%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Miltary FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to fight]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I arm my dwarves]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I train my dwarves martial skills]]?&lt;br /&gt;
|-&lt;br /&gt;
|[[known bugs and issues#A Time To Wait|Why won’t the enemy attack during a siege]]?&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Military_FAQ|Add a question to the Military FAQ}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Military]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12776</id>
		<title>40d:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12776"/>
		<updated>2007-12-06T18:30:32Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''wall''' is a either a [[map tile]] or a [[construction]] that blocks access to creatures. The appearence of a constructed wall is similar to that of a [[smooth]]ed wall but it works the same as any filled tile composed of mountain rock, clay or soil. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level [[building]]s such as [[tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the [[digging]] page, naturally occuring walls can be dug out using the {{Key|d}}esginations {{Key|d}}ig command, or {{Key|h}} channel command.  These tasks are carried out by dwarves with the [[mining]] labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall.  These tasks are carried out by dwarves with the [[stone detailing]] labor activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls must be built up tile by tile. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command.  There is no way to build more than one at a time. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach that square (this does not allow for your dwarves to build it diagonally) however any structure which cannot draw support from an adjacent construction (including walls 1 z-level lower) or any unchanneled adjacent floors will collapse. This means it is important to be careful when building around bridges since a bridge will not support a structure and any mason/carpenter who builds a structure off a bridge is likely to sustain [[wounds]] often requiring a few months bed rest. Walls made of wood must be built by a carpenter, and stonewalls by a mason. &lt;br /&gt;
Building a wall will create a floor of the same type as the wall on the layer above it, provided there is no floor there.&lt;br /&gt;
&lt;br /&gt;
Walls can be constructed using [[blocks]] instead of raw stone or logs, which changes the description from &amp;quot;rough felsite block wall&amp;quot; to &amp;quot;felsite block wall&amp;quot;, and increases the value of the construction.  This can be important when trying to maximize the value of a [[noble]]'s bedroom, also carving blocks is a good way to train the [[masonry]] skill before switching the mason to building high quality [[furniture]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12775</id>
		<title>40d:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12775"/>
		<updated>2007-12-06T18:24:55Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Digging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''wall''' is a either a [[map tile]] or a [[construction]] that blocks access to creatures. The appearence of a constructed wall is similar to that of a [[smooth]]ed wall but it works the same as any filled tile composed of mountain rock, clay or soil. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level [[building]]s such as [[tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the [[digging]] page, naturally occuring walls can be dug out using the {{Key|d}}esginations {{Key|d}}ig command, or {{Key|h}} channel command.  These tasks are carried out by dwarves with the [[mining]] labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall.  These tasks are carried out by dwarves with the [[stone detailing]] labor activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls must be built up tile by tile. To do this, ues the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command.  There is no way to build more than one at a time. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach that square (this does not allow for your dwarves to build it diagonally) however any structure which cannot draw support from an adjacent construction (including walls 1 z-level lower) or any unchanneled adjacent floors will collapse. This means it is important to be careful when building around bridges since a bridge will not support a structure and any mason/carpenter who builds a structre off a bridge is likely to sustain [[wounds]] often requiring a few months bed rest. Walls made of wood must be built by a carpenter, and stonewalls by a mason. &lt;br /&gt;
Building a wall will create a floor of the same type as the wall on the layer above it, provided there is no floor there.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31196</id>
		<title>40d Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31196"/>
		<updated>2007-12-06T18:13:50Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it just me, or can this dwarf not be assigned a room once the economy starts (and thus cannot satisfy his &amp;quot;Quarters&amp;quot; requirement)? --[[User:Bobson|Bobson]] 09:11, 6 December 2007 (EST)&lt;br /&gt;
:This same thing seems to apply to the mayor. Assigning bedrooms can only be done for migrated nobles and legendary dwarves during the economy for some reason. --[[User:Pigbuster|Pigbuster]] 12:35, 6 December 2007 (EST)&lt;br /&gt;
---I'm pretty sure the mayor and captain could be assigned quarters under the economy in .33c, but I don't have that fort anymore to check it.  Administrators (broker, trader..) needed to rent though. [[User:Coelocanth|Coelocanth]] 13:13, 6 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farmer%27s_workshop&amp;diff=23054</id>
		<title>40d:Farmer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farmer%27s_workshop&amp;diff=23054"/>
		<updated>2007-12-05T23:28:24Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: link fixing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Farmer's workshop|key=w|job=[[Thresher|Plant processing]], [[Milker|Milking]], [[Cheese maker|Cheesemaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Metal]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* Plant processing, or Milking, or Cheesemaking&lt;br /&gt;
|use=&lt;br /&gt;
* Various [[crop]]s&lt;br /&gt;
* [[Container|Bags and barrels]] for their respective tasks&lt;br /&gt;
* [[Purring maggots]] and [[milk]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Pig tail]] [[thread]]s (process plants)&lt;br /&gt;
* [[Rope reed]] [[thread]]s (process plants)&lt;br /&gt;
* [[Quarry bush]] leaves (&amp;quot; &amp;quot; to bag)&lt;br /&gt;
* [[Dwarven syrup]] (&amp;quot; &amp;quot; to barrel)&lt;br /&gt;
* Plant [[extracts]] (&amp;quot; &amp;quot; to vial)&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* Dwarven [[cheese]]&lt;br /&gt;
}}&lt;br /&gt;
A '''farmer's workshop''' is used to process various plants and make cheese.  [[Pig tail]]s and [[Rope reed]]s are processed into [[thread]], [[quarry bush]]es into leaves, and [[sweet pod]]s into [[dwarven syrup]]. It is also used to milk [[purring maggots]] and process the [[milk]] into dwarven [[cheese]].&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Count&amp;diff=27206</id>
		<title>40d:Count</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Count&amp;diff=27206"/>
		<updated>2007-12-05T23:18:05Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Count&lt;br /&gt;
| quarters=Great Bedroom&lt;br /&gt;
| dining=Great Dining Room&lt;br /&gt;
| office=Throne Room&lt;br /&gt;
| tomb=Mausoleum&lt;br /&gt;
| stands=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* Wealth{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to County capital&lt;br /&gt;
}}&lt;br /&gt;
Your [[count]] (or Countess) arrives with her/his [[Count_Consort|consort]].&lt;br /&gt;
A [[baron]] who is resident in the fortress may be promoted to count instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30511</id>
		<title>40d:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30511"/>
		<updated>2007-12-05T23:16:56Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Baron&lt;br /&gt;
| quarters=Decent Bedroom&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| tomb=Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 100 Population&lt;br /&gt;
* Wealth{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Promotes the [[fortress]] to Barony Capital&lt;br /&gt;
* Activates [[Dwarven Economy]]&lt;br /&gt;
* Meet [[diplomat]]s&lt;br /&gt;
* Activates [[Royal guard|Royal Guard]]&lt;br /&gt;
}}&lt;br /&gt;
Your [[baron]] (or Baroness) arrives with her/his [[Baron_Consort|consort]], the [[Hammerer]] and [[Tax Collector]].&lt;br /&gt;
Human [[diplomat]]s will meet with the baron, rather than the [[mayor]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Baron_consort&amp;diff=31032</id>
		<title>40d:Baron consort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Baron_consort&amp;diff=31032"/>
		<updated>2007-12-05T23:14:42Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: New page: {{Noble | noble=Baron | quarters=Decent Bedroom | dining=Decent Dining Room | tomb=Tomb | stands=1 | racks=1 | chests=2 | cabinets=1 | arrival= * Arrives with Baron | function= * None ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Baron&lt;br /&gt;
| quarters=Decent Bedroom&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| tomb=Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with [[Baron]]&lt;br /&gt;
| function=&lt;br /&gt;
* None&lt;br /&gt;
}}&lt;br /&gt;
The consort is the [[baron]]'s spouse.  They have the same requirements, but do not require an [[office]] or throne room.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=27192</id>
		<title>40d:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=27192"/>
		<updated>2007-12-05T22:58:44Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: put most likely arrival condition instead of unknown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with Baron{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tax_collector&amp;diff=27379</id>
		<title>40d Talk:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tax_collector&amp;diff=27379"/>
		<updated>2007-12-05T22:57:13Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never minted a single coin and still got a Tax Collector in about my 5th year - perhaps the trigger is wealth created or exported? --GameHat&lt;br /&gt;
&lt;br /&gt;
:Moved that from the article, Mr Hat. Anyway, I agree. I never minted a coin, and still got the Tax Collector. [[User:Runspotrun|Runspotrun]] 23:34, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My Tax Collector has a [happy] thought &amp;quot;Was happy to have pleased a noble&amp;quot;. The Count has a [happy] thought &amp;quot;Was pleased that the tax collection went smoothly&amp;quot;. --[[User:Another|Another]] 13:01, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mayday on the official forums got a tax collector during his Nist Akath story, as far as i know he doesn't have metal for minting coins his created wealth etc was this: &lt;br /&gt;
Imported Wealth: 330339&lt;br /&gt;
Exported Wealth: 42119&lt;br /&gt;
Actual fortress wealth is at 859403&lt;br /&gt;
&lt;br /&gt;
hope this helps in some way --Bullion&lt;br /&gt;
&lt;br /&gt;
I had a tax collector arrive together with the baron, baroness and hammerer, population of 13 due to bronze colossus encounter.  Fortress type is city (it doesn't decrease with population loss) [[User:Coelocanth|Coelocanth]] 22:38, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I recently got a fort far enough along to get this noble. I certainly had not minted any coins. What seemed to do it was my population passing 100. He arrived, along with the Baron, Consort and Hammerer in a wave that brought my population from the low 90s up to 115.&lt;br /&gt;
&lt;br /&gt;
I think wealth is also required, passing 100 population brought me only the philosopher in said fort.  Has anyone got the tax collector without a baron or vice versa? [[User:Coelocanth|Coelocanth]] 17:57, 5 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31011</id>
		<title>40d Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31011"/>
		<updated>2007-12-05T22:54:59Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How many bars does it take to make a bin? Does it depend on what kind of metal? I've gotten canceled messages for &amp;quot;Can't find 2 iron bars&amp;quot; or &amp;quot;can't find 3 platinum bars&amp;quot;...&lt;br /&gt;
* 3 bars or 1 log, see the [[metalsmith]] page [[User:Coelocanth|Coelocanth]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19950</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19950"/>
		<updated>2007-12-04T14:28:59Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To reclaim a fortress you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or abandoned fortress. &lt;br /&gt;
&lt;br /&gt;
If you prepare for the journey the Skills screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]], showing your list of dwarves on the left and the list of skills on the right. The Skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one military skill and one domestic profession, and if you do not like the randomly generated one (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode.&lt;br /&gt;
&lt;br /&gt;
General professions (Woodworker, Stoneworker, Ranger, Metalsmith, Jeweler, Craftsdwarf, Farmer, Engineer, Administrator) give a lower skill level in each of the specialist skills; in the same way as incoming migrants in dwarf fortress mode.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind have been randomly flung about, buildings will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so food will be rotten or gone and dead bodies will be  rotting or bones. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your dwarves from rushing off on hauling jobs to the middle of enemy infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out the any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of coffins, depending upon how far along the fortress was when it failed.&lt;br /&gt;
&lt;br /&gt;
== Remaining living dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot.{{verify}} Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but fisherdwarves will fish, endlessly flinging their catch onto the ground for others to pick up.&lt;br /&gt;
&lt;br /&gt;
== Remaining monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[megabeast]] or a goblin [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
A reclaim party is unlikely to need an anvil, so trading it for an army of [[dog]]s will help to keep numbers in your favour.&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29043</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29043"/>
		<updated>2007-12-04T00:15:17Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Tameable? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tameable? =&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze collosus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
&lt;br /&gt;
=Disapointment=&lt;br /&gt;
I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30510</id>
		<title>40d:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30510"/>
		<updated>2007-12-03T23:20:52Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Baron&lt;br /&gt;
| quarters=Decent Bedroom&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| tomb=Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Wealth{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Activates [[Dwarven Economy]]&lt;br /&gt;
* Meet [[diplomat]]s&lt;br /&gt;
* Activates [[Royal guard|Royal Guard]]&lt;br /&gt;
}}&lt;br /&gt;
Your [[baron]] (or Baroness) arrives with her/his [[Baron_Consort|consort]].&lt;br /&gt;
Human [[diplomat]]s will meet with the baron, rather than the [[mayor]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30509</id>
		<title>40d:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30509"/>
		<updated>2007-12-03T22:21:07Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: verified requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Baron&lt;br /&gt;
| quarters=Decent Bedroom&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| tomb=Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Wealth{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Activates [[Dwarven Economy]]&lt;br /&gt;
* Meet [[diplomat]]s&lt;br /&gt;
}}&lt;br /&gt;
Your [[baron]] (or Baroness) arrives with her/his [[Baron_Consort|consort]].&lt;br /&gt;
Human [[diplomat]]s will meet with the baron, rather than the [[mayor]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30508</id>
		<title>40d:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30508"/>
		<updated>2007-12-03T22:12:39Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Baron&lt;br /&gt;
| quarters=Decent Bedroom {{verify}}&lt;br /&gt;
| dining=Decent Dining Room {{verify}}&lt;br /&gt;
| office=Decent Office {{verify}}&lt;br /&gt;
| tomb=Tomb {{verify}}&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Wealth{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Activates [[Dwarven Economy]]&lt;br /&gt;
}}&lt;br /&gt;
Your [[baron]] (or Baroness) arrives with her/his [[Baron_Consort|consort]].&lt;br /&gt;
Human [[diplomat]]s will meet with the baron, rather than the [[mayor]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26781</id>
		<title>40d:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26781"/>
		<updated>2007-12-03T21:59:40Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mandate is a [[noble]]'s request that your dwarves produce a certain item or type of item.  Starting nobles such as the [[expedition leader]] will not make mandates, upgraded nobles like the [[mayor]] will.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a mandate, you will have about a year to fulfill it.  Mandates are always for the production of goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.  Purchasing the required items at a trade [[caravan]] will not fulfill a mandate.&lt;br /&gt;
&lt;br /&gt;
Making metal items includes smelting ore to create metal bars of that type.&lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then the mandate has been fulfilled, or it is an export ban.&lt;br /&gt;
&lt;br /&gt;
If a mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced with the 'violation of production order' [[Justice|crime]].  The dwarves sentenced will always have the skills appropriate to the mandate.  A failed mandate for the production of [[quiver]]s will sentence [[leatherworker]]s.&lt;br /&gt;
&lt;br /&gt;
Fulfilling the mandate gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Happy [[noble]]s make less mandates and [[demand]]s than unhappy ones.&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27234</id>
		<title>40d:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27234"/>
		<updated>2007-12-03T21:54:02Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice Box|In Progress|This page needs to be written. What are the requirements of the economy? What ramifications does the economy have on your fortress?}}&lt;br /&gt;
&lt;br /&gt;
The dwarven economy is unlocked when a [[baron]] arrives. (either that, or when a [[tax collector]] arrives]]).&lt;br /&gt;
&lt;br /&gt;
When the dwarven economy starts, 2 new items appear on the status display: prices and currency.&lt;br /&gt;
&lt;br /&gt;
* '''[[Prices]]''' has modifiers for how much each item now costs.&lt;br /&gt;
* '''[[Currency]]''' how much of each coin type you have (and recommendations from your broker on how many you ''should'' have).&lt;br /&gt;
&lt;br /&gt;
It also becomes possible to build [[shop]]s.&lt;br /&gt;
&lt;br /&gt;
One of the first things you are likely to notice when the dwarven economy sets in is that dwarves get evicted from their rooms, if they cannot afford the rent. Make sure you have some low-price rooms available.&lt;br /&gt;
&lt;br /&gt;
Rooms can only be assigned to [[noble]] and [[legendary]] dwarves, all other dwarves will rent their own rooms according to their income.  The rental price can be seen when selecting the room with {{K|q}}, and depends on the value of the [[room]], including furniture.&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21904</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21904"/>
		<updated>2007-12-03T21:37:41Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a dwarf or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
 Note: an article is desperately needed to cover the concept of happy thoughts.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
: The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
:(also animal training only works for Dogs right now)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
: ({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
: U-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
: The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
: What are totems for? Can't find any info on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
: note - the various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
: The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
: Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
: Does this take extra units of fuel? It looks to me like it doesn't.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
: it's generally a better idea to make the alloy directly from ore, I believe.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -&amp;gt; [[Metal Item]]&lt;br /&gt;
: This obviously needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
: You need to assign the collect sand job to a glass furance, AND&lt;br /&gt;
: use Zones -&amp;gt; Collect Sand&lt;br /&gt;
: FWIW I can&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassworking]] -&amp;gt; [[Furniture]] ...?&lt;br /&gt;
: It is presently impossible to make glass weapons because those require glass bars, which you cannot make.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z-&amp;gt;Kitchen to disable cooking of crops).  Instead, brew or otherwise process your crops and cook the product.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothesmaking]] -&amp;gt; [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flowthrough in your workshops is to have properly positioned and well-maintained stockpiles.&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a *huge* impact on your productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that your legendary dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: The best way to achieve this is to locate small stockpiles (about 3x3 works best) near the workshop to hold the raw materials needed. By keeping the stockpiles small, you don't have to worry about every hauler in the fortress dropping what they're doing and spending an entire month filling a large stockpile with marble; but if you make them too small, you risk not having enough when the legendary furnace operator gets to work!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: Stone is so abundant that you almost never need large stone stockpiles. If you want your stonecrafters or masons to use a choice variety of stone (such as obsidian), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time wood burner will produce more Charcoal and more ash than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by an Peasant, while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without bins is unlivable. If you have to make them out of metal, I suggest copper or lead. But few start locations are so wood deprived that one log is harder to come by than 3 metal bars.&lt;br /&gt;
: You'll want to make more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them.&lt;br /&gt;
: However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are.&lt;br /&gt;
: So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28161</id>
		<title>40d Talk:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28161"/>
		<updated>2007-12-03T21:37:01Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Economy? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture on your mason. But the text is not crucial so I'll just leave it out.&lt;br /&gt;
:--DrPraetorious&lt;br /&gt;
::This is false. For the most part, workshops do not req architecture. A few of them do, but it's only the ones that deal with fire, iirc. Things that do need architecture for sure are screw pumps, bridges, and supports. Maybe you've been building a lot of those. (i know i tend to make a lot of screw pumps) [[User:VengefulDonut|VengefulDonut]] 18:24, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Is there an entry that covers how much food, liquor, etc. each dwarf actually consumes per season, so that I can include a section on how much labor it will take to meet demand?&lt;br /&gt;
: It seems to be about 2 units/season/dwarf, but I've never kept careful track.&lt;br /&gt;
--DrPraetorious&lt;br /&gt;
&lt;br /&gt;
== Economy? ==&lt;br /&gt;
Should [[Economy]] really redirect here?  I'd think it should redirect to [[Dwarven economy]]. --[[User:Karlito|Karlito]] 19:49, 2 December 2007 (EST)&lt;br /&gt;
* Every link to [[Economy]] is referring to the dwarven economy, so I'll change that [[User:Coelocanth|Coelocanth]] 16:37, 3 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tax_collector&amp;diff=27377</id>
		<title>40d Talk:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tax_collector&amp;diff=27377"/>
		<updated>2007-12-03T03:38:00Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never minted a single coin and still got a Tax Collector in about my 5th year - perhaps the trigger is wealth created or exported? --GameHat&lt;br /&gt;
&lt;br /&gt;
:Moved that from the article, Mr Hat. Anyway, I agree. I never minted a coin, and still got the Tax Collector. [[User:Runspotrun|Runspotrun]] 23:34, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My Tax Collector has a [happy] thought &amp;quot;Was happy to have pleased a noble&amp;quot;. The Count has a [happy] thought &amp;quot;Was pleased that the tax collection went smoothly&amp;quot;. --[[User:Another|Another]] 13:01, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mayday on the official forums got a tax collector during his Nist Akath story, as far as i know he doesn't have metal for minting coins his created wealth etc was this: &lt;br /&gt;
Imported Wealth: 330339&lt;br /&gt;
Exported Wealth: 42119&lt;br /&gt;
Actual fortress wealth is at 859403&lt;br /&gt;
&lt;br /&gt;
hope this helps in some way --Bullion&lt;br /&gt;
&lt;br /&gt;
I had a tax collector arrive together with the baron, baroness and hammerer, population of 13 due to bronze colossus encounter.  Fortress type is city (it doesn't decrease with population loss) [[User:Coelocanth|Coelocanth]] 22:38, 2 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Appraiser&amp;diff=3507</id>
		<title>40d:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Appraiser&amp;diff=3507"/>
		<updated>2007-12-03T00:47:43Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: dwarf with highest skill as appraiser is referred to as &amp;quot;Trader&amp;quot; profession in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #f0f&lt;br /&gt;
| skill      = Appraiser&lt;br /&gt;
| speciality = Trader&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = Admin/Noble&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Trade at Depot&lt;br /&gt;
}}&lt;br /&gt;
The appraise skill is required for the [[Outpost Broker]] [[noble]].  If the broker doesn't have this skill, then it is not possible to see the values of goods being traded, only their weight.&lt;br /&gt;
&lt;br /&gt;
When the [[dwarven economy]] is activated, shopkeepers also use the appraisal skill when selling goods.&lt;br /&gt;
&lt;br /&gt;
Although the 'z' window says &amp;quot;You need a broker with the appraisal skill&amp;quot; to show Created Wealth and Trade Information, having dabbling skill in this is not sufficient.&lt;br /&gt;
&lt;br /&gt;
It is gained by:&lt;br /&gt;
* Successful trades at the trade depot.&lt;br /&gt;
* Trading in a [[shop]]&lt;br /&gt;
&lt;br /&gt;
Notable ways that it is not gained include:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot.&lt;br /&gt;
* Offering goods to foreign traders.&lt;br /&gt;
* Simply being assigned as the broker noble.&lt;br /&gt;
* Sitting around at the depot, whether there are traders there or not.&lt;br /&gt;
* Meeting with the outpost liaison.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Mining_FAQ&amp;diff=29620</id>
		<title>Template:Mining FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Mining_FAQ&amp;diff=29620"/>
		<updated>2007-12-02T21:26:18Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question you need to scroll down to the bottom of this page and edit in TWO lines of code in the indicated spot. The 2 lines should be:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
The first line of code starts a new line of writing within the table, the second puts your question in and the [[ ]] make the question have it's own page for answering. Go ahead and scroll down now.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center style=&amp;quot;width: 80%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Mining FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I find ores to mine?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to haul ores and ignore useless stones?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone management|How do I get rid of all this stone?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I stop my retarded miners falling in channels as they dig them?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[cave-in|What causes a cave-in?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Mining_FAQ|Add a question to the Mining FAQ}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Mining]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2914</id>
		<title>40d:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2914"/>
		<updated>2007-12-02T18:52:07Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Well_illustration.png|right|thumb|154px|Wells must be built over the water. Though they can be many levels higher than the water.]]&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are structures that serve as [[water]] sources for your dwarves. Dwarves will drink from wells if there is no [[alcohol]] to be found in your fortress, and your dwarves would rather drink from a well than from a [[river]] or pond. Wells may be constructed as long as the well has a clear vertical pathway to a water source, i.e. an aquifer, an underground reservoir, an aboveground water source (if you built the well inside a house that's above water), or an underground river, brook, stream, or lake.&lt;br /&gt;
&lt;br /&gt;
Using the well will take a small amount of water from the channel below, so it will eventually dry up if not replenished. Wells generate a happy [[thought]] from dwarves who use them, a deep well shaft contributes to the building quality, as well as the materials used in the construction.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a well, press the {{k|b}} key, followed by the {{k|l}} key.&lt;br /&gt;
&lt;br /&gt;
The required materials for building a well are:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Bucket]]&lt;br /&gt;
*Any [[Block|block]]&lt;br /&gt;
*[[Mechanism]]&lt;br /&gt;
*[[Chain]] or [[Rope]]&lt;br /&gt;
*Open Space (A channel, filled with water, dug under the well.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=9099</id>
		<title>40d:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=9099"/>
		<updated>2007-12-02T18:40:16Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Channel''' is a method of digging mostly to aid the moving of liquids, such as [[water]] and [[magma]], from one point to another. While it is a convenient way to move liquids, it can be used for other creative purposes.&lt;br /&gt;
&lt;br /&gt;
Building Channels will remove the [[floor]] of the current [[z-axis|Z-level]] AND mine the walls in the Z-level below.  See the [[digging]] article for a more detailed explanation.&lt;br /&gt;
&lt;br /&gt;
Dwarves can not walk across a channel (as there is nothing to support them).  However, you can re[[floor]] over a dug channel using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|f}} to allow dwarves to walk over it, while still maintaining the tunnel beneath. If you want to allow fluids to flow into a channel from above and dwarves to walk over it, you can put a [[grate]] on top of a channel, which only fluids will pass through.  &lt;br /&gt;
&lt;br /&gt;
In layman's terms:  {{k|d}}igging an area will carve out a tunnel in the rock to crawl through, whereas c{{k|h}}annelling an area will remove the bottom of the tunnel as well, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.&lt;br /&gt;
&lt;br /&gt;
Designating channels over existing downward [[stairs]] will make the dwarves remove the staircase, working from the level below.&lt;br /&gt;
&lt;br /&gt;
Designating a channel on the level underneath an existing channel is the way to dig deep pits or [[well]] shafts.  Designating an adjacent up/down staircase is the easiest way to give access to the [[miner]] who will dig the shaft.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Guard&amp;diff=30588</id>
		<title>40d:Guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Guard&amp;diff=30588"/>
		<updated>2007-12-02T18:32:38Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: New page: The profession of a dwarf who is serving in either the fortress guard or royal guard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The profession of a dwarf who is serving in either the [[fortress guard]] or [[royal guard]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_guard&amp;diff=26692</id>
		<title>40d:Fortress guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_guard&amp;diff=26692"/>
		<updated>2007-12-02T18:31:35Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fortress Guard is a military organization that essentially serves as a combined police and militia.  Dwarves can be inducted into the Guard when the [[sheriff]] is promoted to the [[captain of the guard]].&lt;br /&gt;
&lt;br /&gt;
1/10 (rounded down) of the [[fortress]] population should be members of the fortress guard. Ignoring this requirement mostly just annoys [[noble]]s, and the [[captain of the guard]] will have to deal with [[justice]] matters on their own.  Once the [[hammerer]] arrives, they will personally deal out their own brand of vigilante [[justice]], if the fortress guard isn't doing its job.&lt;br /&gt;
&lt;br /&gt;
Guards act like [[military]] dwarves, but they cannot be commanded.  They will attack any hostile creatures they see, but usually ignore wild [[animal]]s.  In a [[siege]], the fortress guard tend to make suicidal charges at the enemy and get slaughtered.&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6255</id>
		<title>40d:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6255"/>
		<updated>2007-12-02T16:23:57Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Basic Irrigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irrigation is the process of making ground suitable for [[farming]]. This is usually done by flooding it with [[water]]. Inside caves, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build farm plots on. There are many possible methods for getting the farm area muddy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Irrigation==&lt;br /&gt;
&lt;br /&gt;
Some locations have layers of [[soil]] a few z-levels thick. This ground is fertile and good for storage as it doesn't leave rocks behind. This form of irrigation is very basic and advisable to newer players. It is possible to build a farm plot directly on any soil tiles, however the dwarven crops such as [[plump helmet]]s can only be grown in a [[subterranean]] plot.  In lowland areas, a farm plot built on the surface can be used to grow outdoor crops such as [[prickle berry|prickle berries]], whose seeds can be obtained by gathering plants from outside and brewing them or waiting for them to be eaten raw.&lt;br /&gt;
Seeds can also be traded from caravans.&lt;br /&gt;
&lt;br /&gt;
==Reservoir Irrigation==&lt;br /&gt;
Dwarf Fortress uses realistic water dynamics, including measures of [[water depth]]. A depth of 7 is full, depths of 1 will evaporate, leaving the stone wet and thus suitable for farming. Your goal in irrigation is to get a section of ground to be 1's.&lt;br /&gt;
&lt;br /&gt;
The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber at least 7 times as large as the reservoir. a reservoir of 10 tiles, for instance, can water a 7x10 chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep.&lt;br /&gt;
&lt;br /&gt;
It is also possible to achieve the same result with a natural pond using the same technique. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring.&lt;br /&gt;
&lt;br /&gt;
==Oldschool Irrigation==&lt;br /&gt;
&lt;br /&gt;
# Dig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt [[channel]] and the water. Also, [[dig]] a passage from the plot towards lower ground that'll serve as the water drain.&lt;br /&gt;
# Build a [[door]] or floodgate, and three [[mechanism]]s.&lt;br /&gt;
# Place the door in the channel. The idea is that it'll block the water from coming through when closed.&lt;br /&gt;
# Build a [[lever]] and link it to the door or floodgate.&lt;br /&gt;
# Pull the lever so the door opens. Send a miner to dig that last wall keeping the water from rushing in. Alternatively, have the miner dig a channel on the last wall from the Z-level above. The miner will dig out the wall without actually having to stand in the way of the water.&lt;br /&gt;
# Ideally, here the miner will run like hell. The water is actually fairly slow.&lt;br /&gt;
# Use the lever to close the channel once you feel you've got enough water to spread over the area.&lt;br /&gt;
# Wait for water to drain out to at least 1/7 per tile. You can use grates and hatches to speed up this process.&lt;br /&gt;
# Make farm.&lt;br /&gt;
# Harvest [[crops]] and produce [[food]]/other materials&lt;br /&gt;
# Profit!&lt;br /&gt;
&lt;br /&gt;
==Pond Irrigation==&lt;br /&gt;
Dig a farm room, and dig a channel one Z-level above it, creating a hole down into the farm room. Create a [[zone]] on the hole, and make it a pond. Your dwarves will attempt to fill it with water carried in buckets. As they dump water in, it will muddy the farm room floor. After it has been sufficiently muddied, disable or remove the pond zone until you need to irrigate it again. Dwarves can build farm plots in 1 unit deep water.&lt;br /&gt;
&lt;br /&gt;
NOTE: Even though it works, this is probably the slowest way to irrigate a room since dwarves only carry 1 unit of water per trip. Especially if you don't have a more than one or two idle dwarves and buckets, or if the water source is far away. It also probably wouldn't work very well on larger farm areas.&lt;br /&gt;
&lt;br /&gt;
NOTE: This probably doesn't work if your farm room is directly under the surface, not for [[plump helmets]] anyway.&lt;br /&gt;
&lt;br /&gt;
==Footstep Irrigation==&lt;br /&gt;
As your dwarves walk through wet ares, they drag [[mud]] around with them. This mud can be farmed on. Through a little creativity, you can get sections of heavily-trafficked areas wet near your farms and your dwarves will irrigate them for you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30171</id>
		<title>40d Talk:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30171"/>
		<updated>2007-12-01T03:30:26Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually, insanity doesnt always result in the death of the afflicted dwarf. A dwarf that goes berserk can survive if he succesfully kills all the other dwarfs in your fortress. This might be a realistic possibility for someone like a champion in full adamantium armor. [[User:Diabl0658|Diabl0658]] 21:49, 30 November 2007 (EST)&lt;br /&gt;
* wouldn't that cause a game-over?  Berserk dwarves are &amp;quot;hostile&amp;quot; like a goblin [[User:Coelocanth|Coelocanth]] 22:30, 30 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29369</id>
		<title>40d:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29369"/>
		<updated>2007-12-01T00:32:41Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain events/conditions can drive a dwarf insane.&lt;br /&gt;
* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].&lt;br /&gt;
* A diplomat who is trapped inside the fortress for a long time.&lt;br /&gt;
* Being very [[thought|unhappy]] for a long time.&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity:&lt;br /&gt;
&lt;br /&gt;
* Stark, raving mad&lt;br /&gt;
The afflicted dwarf will drop all their items and stand around babbling until they die of hunger or thirst.&lt;br /&gt;
* Melancholy&lt;br /&gt;
The afflicted dwarf refuses to eat or drink, and will eventually starve to death.&lt;br /&gt;
If possible, the dwarf will commit suicide by jumping off a cliff.&lt;br /&gt;
* Berserk&lt;br /&gt;
The afflicted dwarf attacks randomly, this can be dangerous if it happens to an experienced dwarf; [[war dog]]s will quickly pull down an unskilled dwarf though.&lt;br /&gt;
&lt;br /&gt;
Insanity always ends in the death of the afflicted dwarf, which will upset their friends and family.  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends decaying on open air.&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Melancholy&amp;diff=30168</id>
		<title>Melancholy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Melancholy&amp;diff=30168"/>
		<updated>2007-12-01T00:30:57Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: Redirecting to Insanity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[insanity]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=12978</id>
		<title>40d:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=12978"/>
		<updated>2007-11-30T21:40:50Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chasms appear similarly to rivers, but are not visible on the Local/Region/World maps.  They are similar to the DFv0.23 chasms except that they are not guaranteed, seem to use the same river-generation code for the fortress map (a &amp;quot;chasm tributary&amp;quot; has been observed), and are bottomless.&lt;br /&gt;
&lt;br /&gt;
A chasm may be open to the top of the mountain, or it can be hidden underground until discovered by a [[miner]].&lt;br /&gt;
&lt;br /&gt;
Chasms are much more common on named [[mountain]]s and [[volcano]]es, along with other special features such as [[cave river]]s.&lt;br /&gt;
&lt;br /&gt;
Chasms are possibly the only feature that can create Extreme Cliffs (20+) that may be observed on the Local Map.&lt;br /&gt;
&lt;br /&gt;
Chasms can also appear in a rounded shape, as below:&lt;br /&gt;
&lt;br /&gt;
[[Image:chasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
These uses are meant to be used with the lowermost level of the chasm. (Where you can see no lower)&lt;br /&gt;
&lt;br /&gt;
=== Platform-chasming ===&lt;br /&gt;
A technique of building a platform over the chasm, and then severing the platform from the wall, can permanently dispose of garbage or excess stone set on top. The severed platform will disappear into the darkness below, and never be seen ever again.&lt;br /&gt;
&lt;br /&gt;
=== Garbage dump ===&lt;br /&gt;
It is possible to chasm refuse as it was in earlier versions. Designate a garbage dump [[activity zone]] over the chasm and adjacent walkable tile. Monsters may also spring from the chasm, and were provoked by the chasming of refuse in previous versions{{version|0.23}}. It is unknown if these events still occur. Given that this technique still works, you can dump anything in your fortress by selecting {{key|k}} and marking items for {{key|d}}umping.  Also you can use [[standing orders]] to dump particular types of [[refuse]].&lt;br /&gt;
Dwarves may cancel the dump task due to creatures in the chasm below, even if those creatures can't reach them {{version|0.27.169.33c}}&lt;br /&gt;
&lt;br /&gt;
=== Bone supply(?) ===&lt;br /&gt;
''Needs confirming - based on older version technique''&amp;lt;br/&amp;gt;&lt;br /&gt;
Monsters will spring from the chasm on some occasions. Provoking these attacks and dealing with the monsters on a regular basis makes a nice bone supply. Chasm creatures also present excellent training opportunities for military dwarves.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
Dwarves fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.&lt;br /&gt;
&lt;br /&gt;
The chasm is also home to many types of hostile creatures, including [[iron man|iron men]], [[troglodyte]]s, [[giant cave swallow]]s, [[antman|antmen]], [[giant cave spider]]s, and [[ratman|ratmen]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pet&amp;diff=30134</id>
		<title>40d:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pet&amp;diff=30134"/>
		<updated>2007-11-30T16:28:01Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: New page: Tame Animals can be adopted as pets by dwarves. On the animals screen {{K|z}}-Animals, you can mark each animal as Available/Unavailable by selecting it and pressing {{K|Enter}}. Avail...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tame [[Animal]]s can be adopted as pets by dwarves.&lt;br /&gt;
On the animals screen {{K|z}}-Animals, you can mark each animal as Available/Unavailable by selecting it and pressing {{K|Enter}}.&lt;br /&gt;
Available large animals may be adopted by any dwarf, but tame vermin will only be adopted by dwarves who like that animal.&lt;br /&gt;
Unavailable animals are treated as livestock, and you can ready them for slaughter at the same screen.&lt;br /&gt;
Once an animal has been adopted as a pet, it will be given a name, and can no longer be slaughtered.&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are shown as &amp;quot;Uninterested&amp;quot;, because cats choose their owners.  &lt;br /&gt;
All cats will eventually adopt a dwarf if not slaughtered for {{Tile|+Kitten Tallow Biscuits+}}.&lt;br /&gt;
&lt;br /&gt;
[[Dog]]s can be trained at the [[kennel]].&lt;br /&gt;
Trained dogs can be assigned to specific dwarves via that dwarf's [[preference]] menu.&lt;br /&gt;
&lt;br /&gt;
[[Immigrant]]s often arrive with pet animals, even if they are livestock animals such as horses.&lt;br /&gt;
If those pets breed, the young animals won't be pets.&lt;br /&gt;
&lt;br /&gt;
===Advantages/Disadvantages===&lt;br /&gt;
* Unhappy dwarves can be &amp;quot;comforted by a pet&amp;quot; and become happier&lt;br /&gt;
* The pet will follow their owner everywhere&lt;br /&gt;
* Death of a pet makes its owner unhappy, though less so than death of a friend or family member.&lt;br /&gt;
* Dead pets should be buried in a [[coffin]], or the owner will be more upset.&lt;br /&gt;
* Pets can't be eaten unless the owner is dead (the animal keeps its name but is no longer a pet)&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Underground_forest&amp;diff=30133</id>
		<title>Underground forest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Underground_forest&amp;diff=30133"/>
		<updated>2007-11-30T15:49:42Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: Redirecting to Tower-cap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tower-cap]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Millstone&amp;diff=26735</id>
		<title>40d Talk:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Millstone&amp;diff=26735"/>
		<updated>2007-11-29T17:44:57Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no key for this workshop design template. I don't know what is what. [[User:Schm0|Schm0]] 22:54, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Can one millstone handle multiple jobs at once?  If so, how many?  Do I need to build multiple millstones to grind up my dimple cup farm's large output?&lt;br /&gt;
* With the mill plants task on repeat, I've always been limited by bag production and not capacity of the millstone.  However I normally build two just because I can power that from one windmill. [[User:Coelocanth|Coelocanth]] 11:14, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Isn't the whole z-level (-1) unnecessary? [[User:Vaevictus|Vae]] 07:49, 27 November 2007 (EST)&lt;br /&gt;
* yes [[User:Coelocanth|Coelocanth]] 11:14, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Unless you want to power multiple mills then the gear assembly is unecessary too you could put the mill directly under the verticle axel/ windmill&lt;br /&gt;
* Are you sure?  The millstone showed as unpowered when I tried that [[User:Coelocanth|Coelocanth]] 12:44, 29 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=12977</id>
		<title>40d:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=12977"/>
		<updated>2007-11-29T17:38:50Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Garbage dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chasms appear similarly to rivers, but are not visible on the Local/Region/World maps.  They are similar to the DFv0.23 chasms except that they are not guaranteed, seem to use the same river-generation code for the fortress map (a &amp;quot;chasm tributary&amp;quot; has been observed), and occupy all depths.&lt;br /&gt;
&lt;br /&gt;
Chasms are much more common on named [[mountain]]s and [[volcano]]es, along with other special features such as [[cave river]]s.&lt;br /&gt;
&lt;br /&gt;
Chasms are possibly the only feature that can create Extreme Cliffs (20+) that may be observed on the Local Map.&lt;br /&gt;
&lt;br /&gt;
Chasms can also appear in a rounded shape, as below:&lt;br /&gt;
&lt;br /&gt;
[[Image:chasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
These uses are meant to be used with the lowermost level of the chasm. (Where you can see no lower)&lt;br /&gt;
&lt;br /&gt;
=== Platform-chasming ===&lt;br /&gt;
A technique of building a platform over the chasm, and then severing the platform from the wall, can permanently dispose of garbage or excess stone set on top. The severed platform will disappear into the darkness below, and never be seen ever again.&lt;br /&gt;
&lt;br /&gt;
=== Garbage dump ===&lt;br /&gt;
It is possible to chasm refuse as it was in earlier versions. Designate a garbage dump [[activity zone]] over the chasm and adjacent walkable tile. Monsters may also spring from the chasm, and were provoked by the chasming of refuse in previous versions{{version|0.23}}. It is unknown if these events still occur. Given that this technique still works, you can dump anything in your fortress by selecting {{key|k}} and marking items for {{key|d}}umping.  Also you can use [[standing orders]] to dump particular types of [[refuse]].&lt;br /&gt;
Dwarves may cancel the dump task due to creatures in the chasm below, even if those creatures can't reach them {{version|0.27.169.33c}}&lt;br /&gt;
&lt;br /&gt;
=== Bone supply(?) ===&lt;br /&gt;
''Needs confirming - based on older version technique''&amp;lt;br/&amp;gt;&lt;br /&gt;
Monsters will spring from the chasm on some occasions. Provoking these attacks and dealing with the monsters on a regular basis makes a nice bone supply. Chasm creatures also present excellent training opportunities for military dwarves.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
Dwarves fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.&lt;br /&gt;
&lt;br /&gt;
The chasm is also home to many types of hostile creatures, including [[iron man|iron men]], [[troglodyte]]s, [[giant cave swallow]]s, [[antman|antmen]], [[giant cave spider]]s, and [[ratman|ratmen]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29666</id>
		<title>Template:Starting FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29666"/>
		<updated>2007-11-27T21:37:02Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question you need to scroll down to the bottom of this page and edit in TWO lines of code in the indicated spot. The 2 lines should be:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
Go ahead and scroll down now.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center style=&amp;quot;width: 80%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''Starting FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Your first fortress|Quick launch]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;The bare minimum you need to know to get you from installation, to playing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to do stuff]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[Location|Where in the world should I settle?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where in my area should I build my fort]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[What should I build first]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[starting builds|What skills and items should I equip my dwarves with]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate|How do I make the game run faster?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Starting_FAQ|Add a question to the Starting FAQ}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Starting]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:What_should_I_build_first&amp;diff=29836</id>
		<title>40d:What should I build first</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:What_should_I_build_first&amp;diff=29836"/>
		<updated>2007-11-27T21:34:20Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: New page: First build a mason's workshop, carpenter's workshop and fishery. Build a food stockpile underground, and order the fishery to prepare raw fish (set to repeat). Order the carpe...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First build a [[mason's workshop]], [[carpenter's workshop]] and [[fishery]].&lt;br /&gt;
Build a food stockpile underground, and order the fishery to prepare raw fish (set to repeat).&lt;br /&gt;
Order the carpenter to make 7 beds, the mason 3 tables and 3 chairs.&lt;br /&gt;
Use the beds to create a temporary [[barracks]] for your dwarves, until you have built proper [[bedroom]]s.&lt;br /&gt;
Build the tables and chairs next to each other somewhere near the food stockpile, and define a temporary dining room.&lt;br /&gt;
&lt;br /&gt;
You can think about [[farming]] for longer term food and drink needs&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29778</id>
		<title>40d:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29778"/>
		<updated>2007-11-27T21:25:49Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine.  The objective of this page is to help you reduce game lag, a crippling problem for many players.&lt;br /&gt;
&lt;br /&gt;
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, ToadyOne clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33c may not a few months later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33b and c ==&lt;br /&gt;
&lt;br /&gt;
=== OpenGL ===&lt;br /&gt;
* If framerate is extremely slow at startup, your graphic card's interaction with the OpenGL code used by the game may be at fault.  Updating your drivers usually works; you may also have to adjust some settings in your graphic card's control software.&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
In the folder &amp;quot;\data\init&amp;quot; is a file named &amp;quot;init.txt&amp;quot;.  Edits to this file can greatly increase game speed.  Keep backups for safety and to save yourself having to re-enter values every time you upgrade.&lt;br /&gt;
&lt;br /&gt;
* [SOUND:OFF]:  Slightly increases speed.  Cost is lack of sounds.&lt;br /&gt;
* [FPS:YES], [FPS_CAP:100]:  Handy indicator of how fast your game is running.&lt;br /&gt;
* [G_FPS_CAP:15]:  Controls refresh rate.  Lower values often boost speed dramatically ... at the cost of less frequent visual updates, which can pose a problem during battles.&lt;br /&gt;
* [VSYNC:OFF]:  Attempting to synchronize refreshes can kill game speed for some players (depending on your OS, graphics card, and OpenGL settings).&lt;br /&gt;
* [PRIORITY:HIGH]: This option automatically makes the game run in high priority.  This will probably prevent your computer from effectively running anything at the same time as the game.  [PRIORITY:REALTIME] devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  Increasing priority will make the game difficult to kill using task manager if it locks up.&lt;br /&gt;
* [TEMPERATURE:NO]:  Turning off temperature greatly increases speed.  It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&lt;br /&gt;
* [WEATHER:NO]:  Turning off weather slightly increases speed.  No obvious disadvantages are known (possibly pools not refilling?).&lt;br /&gt;
* [CAVEINS:NO]: Turning off cave-ins increases speed only fractionally.&lt;br /&gt;
* [POPULATION_CAP:40]:  Keep your population under control to prevent the game bogging down.  Pathfinding for numerous dwarves can bring even a fast machine to its knees.&lt;br /&gt;
&lt;br /&gt;
=== Fortress position ===&lt;br /&gt;
* Fluids are the major source of lag in most maps at game start.  Magma and (to a lesser extent) running water are CPU hogs in the current version.  If you haven't got the hardware to run DF with a magma site, suck it up and go without.  Aquifers (until tapped) seem not to cause major speed issues.&lt;br /&gt;
* Avoid elevation extremes.  The fewer the z-levels, the faster the game runs.&lt;br /&gt;
* Minimize map size.  Smaller maps get you substantially more speed.&lt;br /&gt;
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.&lt;br /&gt;
&lt;br /&gt;
=== Laptop computers ===&lt;br /&gt;
* Frame rate is higher when running off mains power.  This is because laptops reduce CPU performance to extend the battery life.&lt;br /&gt;
* You can disable that feature in windows, at the expense of the battery running out much more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.&lt;br /&gt;
&lt;br /&gt;
=== Non-factors ===&lt;br /&gt;
The following things ''don't'' have a significant effect on game speed, at least as tested.&lt;br /&gt;
&lt;br /&gt;
* Fullscreen or windowed (if OpenGL settings are compatible with the game - if they aren't, this can be important)&lt;br /&gt;
* use of graphics, choice of graphics tileset&lt;br /&gt;
* size of tiles&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33a ==&lt;br /&gt;
&lt;br /&gt;
*  Upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for earlier versions ==&lt;br /&gt;
&lt;br /&gt;
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.&lt;br /&gt;
&lt;br /&gt;
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.&lt;br /&gt;
*  Do not specify huge areas for mining or (especially) detailing.&lt;br /&gt;
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29665</id>
		<title>Template:Starting FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29665"/>
		<updated>2007-11-27T21:14:09Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: made ? not part of the unredirected links, because it breaks the page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question you need to scroll down to the bottom of this page and edit in TWO lines of code in the indicated spot. The 2 lines should be:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
Go ahead and scroll down now.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center style=&amp;quot;width: 80%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''Starting FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Your first fortress|Quick launch]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;The bare minimum you need to know to get you from installation, to playing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to do stuff]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[Location|Where in the world should I settle?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where in my area should I build my fort]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[What should I build first]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[What skills and items should I equip my dwarves with]]?&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate|How do I make the game run faster?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Starting_FAQ|Add a question to the Starting FAQ}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Starting]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8059</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8059"/>
		<updated>2007-11-27T21:06:33Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Easy Adamantine==&lt;br /&gt;
copy:&lt;br /&gt;
&lt;br /&gt;
[REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
&lt;br /&gt;
[NAME:make adamantine wafers]&lt;br /&gt;
&lt;br /&gt;
[SMELTER]&lt;br /&gt;
&lt;br /&gt;
[REAGENT]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
into the raws replacing. next time you make  a world your dwarves will be capable of creating adamantine from empty air.&lt;br /&gt;
&lt;br /&gt;
==River freeze==&lt;br /&gt;
By turning temperature to NO in the .init file, you can freeze the river in cold environments (even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
==Savescumming==&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
==Memory Editing==&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
</feed>