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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CombatWombat</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CombatWombat"/>
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	<updated>2026-06-09T06:27:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36173</id>
		<title>40d Talk:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36173"/>
		<updated>2008-01-29T07:04:47Z</updated>

		<summary type="html">&lt;p&gt;CombatWombat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yea, it needed more info in it, such as the fact that moats do not have to only have water in them. i have fixed that... to some extent. --[[User:CombatWombat|CombatWombat]] 07:22, 28 January 2008 (EST)&lt;br /&gt;
: I'm pretty sure that an empty channel is just as impassable as a water-filled one. --[[User:Mitchy|Mitchy]] 10:13, 28 January 2008 (EST)&lt;br /&gt;
though an empty channel is not called a moat, it is a channel. --[[User:CombatWombat|CombatWombat]] 02:04, 29 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>CombatWombat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36171</id>
		<title>40d Talk:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36171"/>
		<updated>2008-01-28T12:22:19Z</updated>

		<summary type="html">&lt;p&gt;CombatWombat: New page: Yea, it needed more info in it, such as the fact that moats do not have to only have water in them. i have fixed that... to some extent. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yea, it needed more info in it, such as the fact that moats do not have to only have water in them. i have fixed that... to some extent. --[[User:CombatWombat|CombatWombat]] 07:22, 28 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>CombatWombat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33748</id>
		<title>40d:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33748"/>
		<updated>2008-01-28T12:20:32Z</updated>

		<summary type="html">&lt;p&gt;CombatWombat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A moat is a channel that is filled with [[water]] or even lava. It prevents anything not adapted to breathing under-water, crossing lava and/or unable to fly across it. This is a simple technique to prevent [[goblin]] siegers from entering your fortress. this technique will not work with water moats during winter as the water will freeze over and will allow anything to pass over it. A more sure way of stopping goblins and other creatures (assuming you do not have any source of lava/magma) even during the winter is: instead of filling a channel up with water, put upright spears/spikes or possibly even traps (confirm this please) in the channel, this would require either a ramp or stairs so your dwarves can build the mechanisms. you could call this a trap-moat.&lt;/div&gt;</summary>
		<author><name>CombatWombat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35962</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35962"/>
		<updated>2008-01-28T11:42:10Z</updated>

		<summary type="html">&lt;p&gt;CombatWombat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>CombatWombat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35961</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35961"/>
		<updated>2008-01-28T11:40:37Z</updated>

		<summary type="html">&lt;p&gt;CombatWombat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page&lt;/div&gt;</summary>
		<author><name>CombatWombat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33747</id>
		<title>40d:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33747"/>
		<updated>2008-01-28T11:38:16Z</updated>

		<summary type="html">&lt;p&gt;CombatWombat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A moat is a channel that is filled with [[water]] or even lava. It prevents anything not adapted to breathing under-water and unable to fly from crossing it. This is a simple technique to prevent [[goblin]] siegers from entering your fortress. this technique will not work during winter as the water will freeze over and will allow anything to pass over it. A more sure way of stopping goblins (assuming you do not have any source of lava/magma) even during the winter is: instead of filling a channel up with water, put upright spears/spikes or possibly even traps (confirm this please) in the channel, this would require either a ramp or stairs so your dwarves can build the mechanisms. you could call this a trap-moat.&lt;/div&gt;</summary>
		<author><name>CombatWombat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33746</id>
		<title>40d:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33746"/>
		<updated>2008-01-28T11:36:04Z</updated>

		<summary type="html">&lt;p&gt;CombatWombat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A moat is a channel that is filled with [[water]] or even lava. It prevents anything not adapted to breathing under-water and unable to fly from crossing it. This is a simple technique to prevent [[goblin]] siegers from entering your fortress. this technique will not work during winter as the water will freeze over and will allow anything to pass over it. A more sure way of stopping goblins (assuming you do not have any source of lava/magma) even during the winter is: instead of filling a channel up with water, put upright spears/spikes or possibly even traps (confirm this please) in the channel, this would require either a ramp or stairs so your dwarves can build the mechanisms.&lt;/div&gt;</summary>
		<author><name>CombatWombat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35816</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35816"/>
		<updated>2008-01-27T11:04:15Z</updated>

		<summary type="html">&lt;p&gt;CombatWombat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trading in dwarf fortress first occurs in the autumn of your first year of building your fort. it is strongly advised that you use an allocated broker to do the transaction with the merchants. having one person being a broker means that he will become an accomplished persuader and dealer over many trades, what does this mean? it means that the broker will lower the level of points the merchants will receive and thus maximize your profit! also being a persuader means that with that broker, more and more deals that favor your dwarfs will be accepted by the visiting merchants. that dwarf can sometimes be called an extortionist.&lt;br /&gt;
&lt;br /&gt;
a word of caution, all merchant races (dwarves, elves and humans) have unacceptable things they will not tolerate and will not trade with you if the mere mention is presented. take the elves for instance, they will get EXTREAMLY offended if you offer them wooden crafts and/or instruments or things made from bones or un-touched bones and most meat. humans are weak people who whine about rough roads and surfaces but bring huge wagons to trade with, to get humans to your trading post, knock down trees and build roads in a three to six tile  wide road leading straight to your trading post, the roads must be straight.&lt;br /&gt;
&lt;br /&gt;
the ultimate goal in trading is to get rid of stuff that you dont want/need and get the most amount of useful/needed stuff as possible, if you can do this properly, you wont need to rely upon stuff on/under your land as much. i cant tell you the best way of doing this as all situations are different but i do know that in the beginning having crafted items like crafts and instruments are worth tons more than allot of stuff you have. also take note of what the merchants say they want from you next time they visit, all items on that list will be worth lots more in that visit.&lt;br /&gt;
&lt;br /&gt;
-by The CombatWombat&lt;/div&gt;</summary>
		<author><name>CombatWombat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35815</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35815"/>
		<updated>2008-01-27T11:03:40Z</updated>

		<summary type="html">&lt;p&gt;CombatWombat: New page: Trading in dwarf fortress first occurs in the autumn of your first year of building your fort. it is strongly advised that you use an allocated broker to do the transaction with the mercha...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trading in dwarf fortress first occurs in the autumn of your first year of building your fort. it is strongly advised that you use an allocated broker to do the transaction with the merchants. having one person being a broker means that he will become an accomplished persuader and dealer over many trades, what does this mean? it means that the broker will lower the level of points the merchants will receive and thus maximize your profit! also being a persuader means that with that broker, more and more deals that favor your dwarfs will be accepted by the visiting merchants. that dwarf can sometimes be called an extortionist.&lt;br /&gt;
&lt;br /&gt;
a word of caution, all merchant races (dwarves, elves and humans) have unacceptable things they will not tolerate and will not trade with you if the mere mention is presented. take the elves for instance, they will get EXTREAMLY offended if you offer them wooden crafts and/or instruments or things made from bones or un-touched bones and most meat. humans are weak people who whine about rough roads and surfaces but bring huge wagons to trade with, to get humans to your trading post, knock down trees and build roads in a three to six tile  wide road leading straight to your trading post, the roads must be straight.&lt;br /&gt;
&lt;br /&gt;
the ultimate goal in trading is to get rid of stuff that you dont want/need and get the most amount of useful/needed stuff as possible, if you can do this properly, you wont need to rely upon stuff on/under your land as much. i cant tell you the best way of doing this as all situations are different but i do know that in the beginning having crafted items like crafts and instruments are worth tons more than allot of stuff you have. also take note of what the merchants say they want from you next time they visit, all items on that list will be worth lots more in that visit.&lt;/div&gt;</summary>
		<author><name>CombatWombat</name></author>
	</entry>
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