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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tantrum&amp;diff=133377</id>
		<title>v0.31:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tantrum&amp;diff=133377"/>
		<updated>2010-12-10T23:47:44Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Please don't use slang in the wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
When a dwarf has been {{L|Thought|unhappy}} enough, he'll decide that enough is enough and he'll throw a tantrum.  Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting fist fights (with the possibility of severely {{L|Wound|injuring}} other dwarves), toppling and destroying buildings or hurting {{L|pet}}s. This is of course {{L|Justice|illegal}}, and they will be imprisoned or flogged for their behaviour. But even though they are punished, if their punishment is {{L|Hammerer|more harsh than usual}}, their death (or the results of their misbehaviour) can cause another wave of tantrums, and your dwarves will begin a process known as a tantrum spiral which will almost certainly destroy your fortress.&lt;br /&gt;
&lt;br /&gt;
Tantruming may be a warning that the certain dwarf may go {{l|insane}} unless something makes the dwarf happy.&lt;br /&gt;
&lt;br /&gt;
To make tantrums less likely, see the article on {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
==Example 1==&lt;br /&gt;
&lt;br /&gt;
(This requires lots of friends, married couples, and the oh so common bad luck.)&lt;br /&gt;
&lt;br /&gt;
* Dwarf A, a {{L|craftsdwarf}}, gets the {{L|Strange mood|urge}} to build a mysterious construction, but unfortunately there are no 'body parts' or shells to be had.&lt;br /&gt;
* A goes {{L|Insanity|berserk}}, kills dwarf B, and wounds dwarf C. A is then struck down by dwarf H, making a unhappy thought for A's friend dwarf E.&lt;br /&gt;
* B's loved one dwarf D, and friends E and F, get a strong unhappy thought.&lt;br /&gt;
* D, going to help C, throws a tantrum. He kills C in his rage, giving another unhappy thought to C's friend F.&lt;br /&gt;
* F, now horribly unhappy from the death of two of his friends, throws a tantrum destroying E and D's beds.&lt;br /&gt;
* E, now ''very unhappy'' from two of her friends dying as well as losing her bed, goes {{L|Insanity|melancholy}} and commits suicide by jumping down the well, giving an unhappy thought for D and J; and contaminating the only water source.&lt;br /&gt;
* D, despite the happy thought for fighting (and killing) C, is overwhelmed by unhappy thoughts and tantrums again.  This time he destroys a bridge, drowning F in the moat (as it has no ramps), and then punches dwarf G.&lt;br /&gt;
* F's friends, I and J, both get an unhappy thought.&lt;br /&gt;
* E's body rots, causing J to tantrum. He punches G, hospitalizing him.&lt;br /&gt;
* D once again punches someone, this time I - cutting his lip.&lt;br /&gt;
* Without fresh water, G dies a slow death of dehydration.&lt;br /&gt;
* I, even more angry due to being punched, punches D back.&lt;br /&gt;
* D, finally being overwhelmed, goes stark raving mad.&lt;br /&gt;
* I, angry about being D's punching bag, punches J, and J punches H out of anger.&lt;br /&gt;
* I, Unable to wash his lip with clean water combined with all of the rotting corpses, succumbs to infection.&lt;br /&gt;
* D dives into magma, creating a unhappy thought for D's friend, H.&lt;br /&gt;
* H, in the wake of death and {{l|Miasma}} finally goes berserk and finishes the fortress off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The results, (by date).&lt;br /&gt;
B - dead (by A)&lt;br /&gt;
A - dead (by H)&lt;br /&gt;
C - dead (by D)&lt;br /&gt;
E - dead (suicide)&lt;br /&gt;
F - dead (drowning via D)&lt;br /&gt;
G - dead (dehydration)&lt;br /&gt;
D - dead (Stark raving mad, falling into magma)&lt;br /&gt;
H - berserk (because of all the Miasma, and D)&lt;br /&gt;
&lt;br /&gt;
I - dead (infection)&lt;br /&gt;
J - dead (by H)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- The results, (by letter).&lt;br /&gt;
A - dead (by H)&lt;br /&gt;
B - dead (by A)&lt;br /&gt;
C - dead (by D)&lt;br /&gt;
D - dead (Stark raving mad, falling into magma)&lt;br /&gt;
E - dead (suicide)&lt;br /&gt;
F - dead (drowning via D)&lt;br /&gt;
G - dead (dehydration)&lt;br /&gt;
H - berserk (because of all the Miasma, and D)&lt;br /&gt;
I - dead (infection)&lt;br /&gt;
J - dead (by H)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Fortress at the start:  10 &amp;quot;normal&amp;quot; dwarves. &lt;br /&gt;
&lt;br /&gt;
Fortress after tantrum spiral:  9 dead dwarves, 1 berserk dwarf (likely soon to die from starvation/dehydration). Causing fortress-stopping {{L|Losing|fun}}.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As a result of not having the right 'body parts' or any shells, your fortress falls. The main thing that started this mess was Dwarf B's death. And bad luck, isn't losing {{L|Losing|fun}}?&lt;br /&gt;
&lt;br /&gt;
==Damage Control==&lt;br /&gt;
It is possible to survive a tantrum spiral, but it's going to take some serious damage control.&lt;br /&gt;
*Prioritze making {{L|alcohol}}, {{L|coffin}}s, and {{L|food}} over everything else. Stop any unecessary work.&lt;br /&gt;
*Bury all that die, burial lessens the unhappiness of death, and prevents miasma.&lt;br /&gt;
*Move military inside to kill anyone that berserks. You'll die if an ambush hits you during the spiral anyway.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|keeping your dwarves happy}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=133247</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=133247"/>
		<updated>2010-12-08T01:22:38Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Preferences and Attachments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Thijser wants people to test things==&lt;br /&gt;
A lot of tests should be put here&lt;br /&gt;
http://df.magmawiki.com/index.php/User:Thijser/Test so that we can gather as many results as passble. Maybe someone could put this on the basic page aswell. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:85.147.110.73|85.147.110.73]]&amp;lt;/small&amp;gt;&lt;br /&gt;
== Weight of the weapon ==&lt;br /&gt;
{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table of weapons? ==&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
: There's a minor bug, wooden training axes can be used to cut down trees. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== MOODS &amp;amp; FOREIGN WEAPONS ===&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blowgun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
::Did the dwarf had a certain affinity for blowguns or was he a blowgunner?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:09, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Wooden Weapons? ===&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates.&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foreign Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
::Wait, what?  I've traded for wooden swords et al. from the Elves.  Are you saying my dwarves can't use them in melee?  If that's true, please include it in this wiki page. I presume they're usable in weapon traps?  Please clarify.  -- [[User:Maunder|Maunder]] 05:28, 26 October 2010 (UTC)&lt;br /&gt;
:::You can USE them (if they're not too large, like pikes and halberds), you just can't MAKE them. In general, the &amp;quot;made of wood&amp;quot; bad trumps the &amp;quot;non-dwarven types&amp;quot; good, and you're better off with homegrown weaponry. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Can Dwarves Use These? ===&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;br /&gt;
: I think they can use pikes and other large weapons if you decrease the weapon's required-user-size. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ranged Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Poison on ammunition/weapons ===&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just View them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]]. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Illeist|Illeist]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Immigrant skills ===&lt;br /&gt;
I've had immigrant dwarves with skills to use bows and blowguns.  So I gave them appropriate weapons I traded or fought for.  But I can't make nor trade for the ammunition?  What?  This should be considered a bug.  Either let us make arrows/darts, or don't give dwarves the skills.  -- [[User:Maunder|Maunder]] 05:38, 26 October 2010 (UTC)&lt;br /&gt;
:Elves often have arrows.  Humans sometimes do.  Darts are more a cave civilization thing, and you can't trade with them. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One-handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two-handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces vs. Hammers ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernible by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
:One can analyze the arena combat logs in a spreadsheet, by sorting the events (by &amp;quot;,in the bodypart&amp;quot; and &amp;quot;,through the X armor&amp;quot;) and counting successful and failing hits. Pretty easy to do 30 vs 30 test, the boring part is adding the armor to the dwarves. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== We dont have wooden training hammers but... ==&lt;br /&gt;
&lt;br /&gt;
Can't we use ammoless wooden xbows as hammers?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:13, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dammit, that's brilliant!  Dunno why I never thought of that.  I don't think training weapons are necessary for sparring (sparring injuries are rare or absent in 0.31.12), but this trick could extend the time for hammerdwarves to beat unarmed goblins or whatever in live training.  [[User:Bognor|Bognor]] 10:38, 13 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact Weapons ==&lt;br /&gt;
&lt;br /&gt;
How does a weapon made in a mood affect the weapons effectiveness? Does it at all? Also when weapons are named what difference does this make?&lt;br /&gt;
:Artifact weapons have the highest quality modifier, which AFAIK makes them hit more accurately and penetrate/cut more effectively than lower-quality weapons.  I don't think naming a weapon changes its performance, just whether it's mentioned in Legends mode and in artwork. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Columns Mean Whatnow? ==&lt;br /&gt;
The data in these tables is not useful to new players, and there is no discussion of how to interpret these tables. What is the tradeoff between a larger penetration and greater velocity? Why are some of the numbers in parentheses? --[[User:Romeofalling|Romeofalling]] 20:05, 1 October 2010 (UTC)&lt;br /&gt;
:You're right - the numbers aren't useful.  That's because we don't know what the formulae are.  Judging from the variables present, Toady seems to be trying to model the physics much more accurately than your average RPG;  if you're really interested in optimizing your combatants that much, digging out some university-level physics texts and running through the sections on elastic collisions and material deformation would be helpful.  The parentheses, at least, indicate that the value present in the raws is irrelevant - BLUNT attacks don't actually penetrate.&lt;br /&gt;
&lt;br /&gt;
:If you're just being confused by the big lists o' numbers, forget 'em and ask yourself if you want your dwarves to be waving around axes or spears or whatnot.  Then make lots of your choice. --[[User:DeMatt|DeMatt]] 01:16, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I'm trying to figure out if I should equip my Talented Lasher immigrant with the (+iron scourge+) and/or 3 (bronze whips) harvested from my first goblin ambush. I've also got 4 Knife Users - Talented, Professional, Adequate and Novice. No daggers yet, though. (You've already given valuable advice about the availability of arrows for my Novice Bowdwarf, DeMatt. Thanks for that.) Trying to get a sense of relative damage potential by the skill/weapon combos is....well, impossible, I guess, given that we don't have the formulae. Still, it's cool that dwarves can now wear goblin-forged armor. --[[User:Romeofalling|Romeofalling]] 02:07, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==obsidian==&lt;br /&gt;
still like steel? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ore/weapon==&lt;br /&gt;
battle axe evidently needs 4 wafers.  Short sword needs 3&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hammers==&lt;br /&gt;
Since blunt weapons damage is related to the weight of the weapon would it make sense to make War Hammers out of a heavy metal. like lead if that is possible.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:198.53.163.246|198.53.163.246]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes. Silver is the easiest to make them out of.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material effectiveness? ==&lt;br /&gt;
&lt;br /&gt;
I've seen mentions of the different materials having &amp;quot;Sheer&amp;quot; and &amp;quot;Density&amp;quot; qualities that make them good for slashing/piercing and bludgeoning attacks respectfully, but I haven't seen any explanation, or even a list of which materials are better than others for each category. Can someone help me here? --[[User:Twilightdusk|Twilightdusk]] 02:20, 29 November 2010 (UTC)&lt;br /&gt;
:Not well no.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::You could try looking at [[DF2010:Metal#Weapon_.26_Armor_Quality|the Metal page]], and see if that helps you out. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Decorations ==&lt;br /&gt;
&lt;br /&gt;
This question has been popping up forever and given the absurd amount of decorations possible (especially on artifacts) I think it is rather important that we learn; do decorations increase weight for weapon effectiveness? Has anyone tested this?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No, decorations don't weigh anything.  I've got a slate door artifact with nine decorations, two of which are of reasonably weighty materials (iron and more slate), and it weighs the same as a plain slate door. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Preferences and Attachments ==&lt;br /&gt;
&lt;br /&gt;
I have a (Swords)dwarf who has not killed anything other than boredom, and only recruited for about 6 months now.  Already he has grown attached to two steel items.  A steel spear, and a steel shield.  After checking the preferences, I found that he is fond of steel.  Maybe preferences influences attachment speed?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:22, 8 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambush&amp;diff=133044</id>
		<title>v0.31 Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambush&amp;diff=133044"/>
		<updated>2010-12-06T06:39:52Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Human ambush leader reveals goblin ambushes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No More Ambushes ==&lt;br /&gt;
As soon as I had my first goblin siege, their ambushes stopped appearing. Feature, bug, or result of not going outside much anymore? [[User:Aussiemon|Aussiemon]] 23:09, 28 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
---It probably isn't not going outside much- as all hostile units will automatically path towards the nearest dwarf/animal. Unless you have a rediculous amount of weapon/stonefall traps that kill them without noticing, you should be getting ambushed.&lt;br /&gt;
&lt;br /&gt;
== Factors Determining Likelihood of Ambush? ==&lt;br /&gt;
Does anyone know what factors determine the chance of an Ambush? Does distance to enemy civs matter? Number of dwarfs? Wealth produced and/or exported?&lt;br /&gt;
*oopsie, forgot to sign that. Some more data: I just ran three games through spring of '52. In all of them, I focused solely on defense, creating very little wealth except for armor and weapons. In two of those, Goblins were the closest civ besides Dwarfs, and I was ambushed directly after the first Elven caravan showed up in the spring, by two squads of six or so each, one squad being crossbowgoblins. In the third, Goblins were the furthest civ, it is now autumn of '52 and I haven't even seen a Goblin snatcher yet, just Kobold thieves. [[User:GhostDwemer|GhostDwemer]] 22:12, 29 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ambush Frequency==&lt;br /&gt;
I am currently into my 6th in game year and I just got my first ambush (or any sign of enemies) now (it was 3 ambushes and a kidnapper in 1).&lt;br /&gt;
Is this normal? because it seemed that i had to wait quite a while till i saw any sign of goblins.&lt;br /&gt;
Also i started the game with no generated history (started at year 1) could this be the cause?&lt;br /&gt;
:Maybe it has something to do with your chosen fortress's proximity to the goblin empire?  If you build far enough away, perhaps it takes a while for them to first show up?  --[[User:Frewfrux|Frewfrux]] 12:55, 30 November 2010 (UTC)&lt;br /&gt;
::Possible when i was playing it in adventure mode the only goblin civilization is on the other side of the world &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:75.155.52.95|75.155.52.95]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spawning Points==&lt;br /&gt;
I designed my fortress to be completely sealed from the outside world and used the &amp;quot;air lock&amp;quot; method to engage in trade.  At no point after my outer wall was finished was an entrance into the fort ever opened, except when accepting migrants who came in through a tunnel gaurded by war dogs.  I had not dug down deep enough to open up any caverns.&lt;br /&gt;
&lt;br /&gt;
Imagine my surprise (and frustration) when I got the announcement that there was an ambush...in the very bowels of my fort.  A lone goblin lasher spawned within my fortress walls and in the center of a group of dwarves.  I checked all the entrance points to the fort and there were none (unless he somehow slipped past a completely submerged floodgate).  He had to have spawned there.  I did not realize this was possible.  Is this a bug?&lt;br /&gt;
&lt;br /&gt;
(Just to reiterate, there was NO ENTRY point into the fort AT ALL.  This was evidenced by the fact that there were, at the time of this ambush, two other ambushes looking to gain entrance who were just wondering around outside because they couldn't get in.) --[[User:Frewfrux|Frewfrux]] 12:52, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-Goblin Leader reveals Ambush ==&lt;br /&gt;
&lt;br /&gt;
I've had 2 Ambushes, each with 4 squads, and each squad had a human leader.  The moment the squad appeared on the map, it was detected by the human leader.  I assume this is because the human leader is not actually part of the ambush, yet arrives like it is.  The goblins and human proceed to fight, making me happy that I don't have to have as much fun.  Has anybody else had this problem? --[[User:CrazyMcfobo|CrazyMcfobo]] 06:39, 6 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=133027</id>
		<title>v0.31:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=133027"/>
		<updated>2010-12-05T23:38:29Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Citizenship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
==Pre-Embark Build Ideas==&lt;br /&gt;
Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of {{L|fun}}), leaving you to other challenges.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social {{L|skill}}s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Minimalist/Survivalist build===&lt;br /&gt;
&lt;br /&gt;
* 1 anvil&lt;br /&gt;
* 2 copper ore&lt;br /&gt;
&lt;br /&gt;
Nothing else. From that alone, forge your pick and axe.  (Figure it out yourself, or see the [[40d:DIY#Minimalist_challenge_build|40d Do it Yourself]] article for a step-by-step &amp;quot;how to&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Alternatively, drop the second copper ore and use a wooden axe for your woodcutting needs.&lt;br /&gt;
&lt;br /&gt;
===Peasantry===&lt;br /&gt;
* Spend 0 Points on embark&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
Sadly, the wooden axes of DF2010 make this challenge remarkably easy. All you end up with is a fort that decided not to dig until the first caravan.&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
* Military skills&lt;br /&gt;
* Weapons, ammunition, armor, war dogs&lt;br /&gt;
* Picks are not weapons&lt;br /&gt;
&lt;br /&gt;
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.&lt;br /&gt;
&lt;br /&gt;
===Elves - The Ultimate Hippy Challenge===&lt;br /&gt;
Peace, man.&lt;br /&gt;
* Don't gather plants except those you plant yourself. &lt;br /&gt;
* Don't gather wood nor trade for it with humans or dwarves. &lt;br /&gt;
* Trade for plants and wood only with the elves; they understand your environmental code. &lt;br /&gt;
* Don't burn any {{L|fuel|coal}}. Do you know what that does to the environment, man?&lt;br /&gt;
**Magma-smelting is an option, but steel can't be had.&lt;br /&gt;
* Don't cause any creature's death, except in self-defense.&lt;br /&gt;
**No military, induced submerging, or lethal implementation of corkscrews.&lt;br /&gt;
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.&lt;br /&gt;
* {{L|Elf|Hippies}} prefer sunlight and wooded areas, with minimal use of rock (digging and building).&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
===Humans - Living Large and Standing Tall===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling {{L|Human|human}}.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.&lt;br /&gt;
** Or better than that, create an open pit mine / quarry, with ramps to access lower floors.&lt;br /&gt;
* BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.&lt;br /&gt;
* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.&lt;br /&gt;
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc.&lt;br /&gt;
* BONUS: Easy Play: Embark on top of a Human Town.&lt;br /&gt;
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as {{L|mega construction|one huge arcology}}.&lt;br /&gt;
* MEGADWARFBONUS: Build your City in a giant, artificial cave.&lt;br /&gt;
&lt;br /&gt;
===Luddite===&lt;br /&gt;
Shun technology and contraptions. Who can really trust them, with those {{L|Gremlin|gremlins}} around. This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.&lt;br /&gt;
* No mechanics or {{L|mechanism}}s&lt;br /&gt;
* No {{L|machine}}s&lt;br /&gt;
&lt;br /&gt;
** hey wait -- aren't crossbows machinelike- bonus&lt;br /&gt;
&lt;br /&gt;
===Earthworms===&lt;br /&gt;
Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..&lt;br /&gt;
* Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end. &lt;br /&gt;
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.&lt;br /&gt;
* To make it easier, you can come up to the surface now and then.&lt;br /&gt;
* Try to keep the tunnel as short as possible.&lt;br /&gt;
* Like this: ||||||||==========&amp;gt; (| is walled off end section, = is tunnel and &amp;gt; is the miners.&lt;br /&gt;
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!&lt;br /&gt;
* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!&lt;br /&gt;
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them!&lt;br /&gt;
&lt;br /&gt;
=== Kill demons ===&lt;br /&gt;
Try to kill as many demons as possible. Use siege-engines and fortifications. Remember, that collapsing caves (use supports) kills everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Utter Dwarfiness==&lt;br /&gt;
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?&lt;br /&gt;
&lt;br /&gt;
===Bandit Camp===&lt;br /&gt;
* Three or more Marksdwarves (perhaps with {{L|Ambusher|ambushing}})&lt;br /&gt;
* Embark site featuring places to hide&lt;br /&gt;
&lt;br /&gt;
Attack and loot every enemy sentient creature you can find, such as goblins &amp;amp; kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.&lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
* All dwarves embark as peasants&lt;br /&gt;
* 7 or multiple of 7 of everything you bring (especially picks and axes)&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
Burrows are very useful for this.&lt;br /&gt;
&lt;br /&gt;
===Dwarftopia===&lt;br /&gt;
*Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.&lt;br /&gt;
*Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.&lt;br /&gt;
**BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.&lt;br /&gt;
*Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).&lt;br /&gt;
*'''DO NOT UNDER ANY CIRCUMSTANCES''' let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.&lt;br /&gt;
**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system).&lt;br /&gt;
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers.  Watch what happens and laugh as the laborers die out and high society breaks down.&lt;br /&gt;
****MEGAUBERLITERARYBONUS: build the community from &amp;quot;The Giver&amp;quot;, all dwarves keep all jobs they come with, 3-time troublemakers get &amp;quot;released&amp;quot; (spoiler alert) use magma instead of lethal injection, and remember, no death or pain! (mod the game for ultra control over marriage and jobs!)&lt;br /&gt;
&lt;br /&gt;
===Equaland===&lt;br /&gt;
* No embark requirements&lt;br /&gt;
* Construct a successful fortress&lt;br /&gt;
* All dwarves are given equal attention regarding quarters, dining, armament and burial&lt;br /&gt;
* One dwarf elected to be &amp;quot;The Leader&amp;quot; commands a lever system capable of killing a single dwarf of your choice in their room, however you wish&lt;br /&gt;
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment&lt;br /&gt;
&lt;br /&gt;
===Hermit===&lt;br /&gt;
* Spend points ONLY on ONE {{L|Pick}}&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrant|immigrants}} as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
To moderate difficulty, feel free to allow these exceptions:&lt;br /&gt;
* Keep one male and one female dwarf as the Dwarven Adam and Eve. &lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
===Hunting Party===&lt;br /&gt;
* One Marksman+Ambusher&lt;br /&gt;
* One Cook+Farmer&lt;br /&gt;
* One Brewer+Farmer&lt;br /&gt;
* Four exclusively social dwarves&lt;br /&gt;
* Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)&lt;br /&gt;
&lt;br /&gt;
===Immigration and customs enforcement===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
* Embark into a canyon or on a road&lt;br /&gt;
* Don't embark with an anvil&lt;br /&gt;
&lt;br /&gt;
Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose).&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Let Loose the Dogs of War&amp;quot;===&lt;br /&gt;
* No military Dwarves are permitted, including Fortress Guard.&lt;br /&gt;
* No weapons or armor may be forged, and any obtained from looting must be melted down.&lt;br /&gt;
* War dogs must be your only form of attack and defense.&lt;br /&gt;
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.&lt;br /&gt;
&lt;br /&gt;
===28 Days Later===&lt;br /&gt;
&lt;br /&gt;
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected.&lt;br /&gt;
*Bonus: If you have &amp;quot;reason&amp;quot; to believe the migrants are infected, sacrifice them to the Blood God. Remember, he loves Magma!&lt;br /&gt;
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite.If they are wounded, they must be quarantined, and shall therefore die.&lt;br /&gt;
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. &lt;br /&gt;
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.&lt;br /&gt;
**Elf skin clothing anyone?  &lt;br /&gt;
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated.&lt;br /&gt;
&lt;br /&gt;
===Master Of One===&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* All starting dwarves must have only one skill&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except to ''disable'' hauling labors (enabling hauling is forbidden)&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
'''Variant:'''&lt;br /&gt;
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Monarch with a grudge===&lt;br /&gt;
* Forbid any and all use of stone and metal&lt;br /&gt;
* No exposed tile may be labeled &amp;quot;Underground&amp;quot;&lt;br /&gt;
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven atom smasher|DAS}})&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nay, no ponderous stone doors or shining silver arcades, not while I live!&amp;quot;&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Embark with no construction materials, into an area devoid of trees.&lt;br /&gt;
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.&lt;br /&gt;
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice &amp;quot;Economical&amp;quot;.&lt;br /&gt;
* Bonus points: Stone is forbidden along with digging&lt;br /&gt;
&lt;br /&gt;
===Noblesse requiro===&lt;br /&gt;
* Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)&lt;br /&gt;
* Criminals who deserve justice should be incarcerated, tortured, and executed for ''any'' offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.&lt;br /&gt;
* All Nobles must be treated to the highest quality living conditions&lt;br /&gt;
* All others must be treated to the bare minimum needed to physically keep them alive&lt;br /&gt;
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice&lt;br /&gt;
&lt;br /&gt;
===Santa Urist===&lt;br /&gt;
* Embark in a glacier biome&lt;br /&gt;
* Take at least 3 craftsdwarves to serve as Santa's Elves. &lt;br /&gt;
* Export as many toys as possible. These are your only permitted trade good.&lt;br /&gt;
* Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]]&lt;br /&gt;
&lt;br /&gt;
===Sitting on trees===&lt;br /&gt;
* Construct a wooden &amp;quot;tree&amp;quot; or several, spanning many (a dozen or so) z-levels&lt;br /&gt;
* Establish a successful fortress not inside, but around, these constructed trees&lt;br /&gt;
&lt;br /&gt;
===The Mad Butcher===&lt;br /&gt;
* One dedicated Butcher+Tanner&lt;br /&gt;
* Minimal supplies and skills, so you can bring...&lt;br /&gt;
* As many puppies and kittens you can afford&lt;br /&gt;
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden&lt;br /&gt;
&lt;br /&gt;
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.&lt;br /&gt;
&lt;br /&gt;
===The World is Flat===&lt;br /&gt;
* No pre-embark requirements&lt;br /&gt;
* You'll probably want a region with lots of hills/mountains. &lt;br /&gt;
* You may only work/build/live on the original Z level where your wagon was&lt;br /&gt;
* No moats allowed, as this requires a channel, which goes below your z-level&lt;br /&gt;
&lt;br /&gt;
===Hunter and Gatherer===&lt;br /&gt;
Pre-Embark (World-Gen)&lt;br /&gt;
* Try creating a world in year 1 (optional)&lt;br /&gt;
Post-Embark&lt;br /&gt;
* Everything allowed except Farming and Cattle Breeding.&lt;br /&gt;
Bonus&lt;br /&gt;
* BONUS: Embark in a desert, so only hunting and (aquifier) fishing.&lt;br /&gt;
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?&lt;br /&gt;
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.&lt;br /&gt;
*** Extended version: Fill the pyramid with magma!&lt;br /&gt;
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe).&lt;br /&gt;
* BONUS: No Mechanics and only limited (i.e. only copper) or no metalworking.&lt;br /&gt;
* BONUS: Live underground in the caverns. Create there little huts out of rock and shrooms&lt;br /&gt;
&lt;br /&gt;
===Cave Men===&lt;br /&gt;
Pre-Embark&lt;br /&gt;
An Overworld acessable cave&lt;br /&gt;
&lt;br /&gt;
Post-embark&lt;br /&gt;
Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems.&lt;br /&gt;
You cant use items from ground zero, all wood must be harvested in the caves, along with food.&lt;br /&gt;
&lt;br /&gt;
*Bonus* no trading, who wants to enter that creepy cave anyways?&lt;br /&gt;
*MEGA BONUS* No dogs and no warrior dwarves.&lt;br /&gt;
&lt;br /&gt;
===Fort wars!===&lt;br /&gt;
&lt;br /&gt;
*The initial 7 create 2 forts on opposite sides of a map.&lt;br /&gt;
&lt;br /&gt;
*After the initial 7, 1/2 of all immigrants get assigned to a burrow that encompasses one of the forts. New children get assigned to their parents fort. Each fort is self sustaining and produces their own goods. Then it turns into a competition to see which fort can produce the most wealth. &lt;br /&gt;
* Nobles are given free reign and will be quartered in the winning fort.&lt;br /&gt;
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United.&lt;br /&gt;
&lt;br /&gt;
===Deep dwarfs===&lt;br /&gt;
Following the embark, lock yourself up under the ground.&lt;br /&gt;
Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom!&lt;br /&gt;
&lt;br /&gt;
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more&lt;br /&gt;
deep.&lt;br /&gt;
*MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels.&lt;br /&gt;
&lt;br /&gt;
===Earth Mover===&lt;br /&gt;
*Do what you need to get a huge guild of miners&lt;br /&gt;
*Dig every square in the map.&lt;br /&gt;
**Hint: you might want to turn cave-in on&lt;br /&gt;
**Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there?&lt;br /&gt;
&lt;br /&gt;
===Minimalist===&lt;br /&gt;
The opposite of Earth Mover&lt;br /&gt;
*Only dig a stone you need&lt;br /&gt;
*There should be no unused stones on the map&lt;br /&gt;
*BONUS: No spare items or furniture also&lt;br /&gt;
*MEGA-BONUS: No wars, as war leaves corpses and other useless crap&lt;br /&gt;
&lt;br /&gt;
===Oh, The Humanity!===&lt;br /&gt;
*Live like humans do.&lt;br /&gt;
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other &amp;quot;addon&amp;quot; buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.&lt;br /&gt;
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.&lt;br /&gt;
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.&lt;br /&gt;
*Most of your mining for ore and minerals should be done quarry-style, as humans are not well-suited to long-term underground life. A quarry should be a big, wide-open pit, shaped like an inverted pyramid, with a ramp leading out, so you don't feel boxed in and claustrophobic. Don't worry about the ecological impact of your surface strip mining.&lt;br /&gt;
*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!&lt;br /&gt;
*All farming must be done with surface plants. No underground plants.&lt;br /&gt;
*Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals.&lt;br /&gt;
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times.&lt;br /&gt;
*Finally, you need an aboveground castle. Early on, a small building will suffice but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby.&lt;br /&gt;
*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature.&lt;br /&gt;
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. &lt;br /&gt;
**Chop down enough trees to piss off the elves every once in a while. &lt;br /&gt;
**Fill the map with paved roads. Pavement rules!&lt;br /&gt;
&lt;br /&gt;
*MEGABONUS: The ultimate in human engineering. Build a 5-level above-ground mega-mall displaying all your salable wares. Build various stores for your goods, back room storage, a wishing pool for the main atrium, a food court with several &amp;quot;restaurants&amp;quot; specializing in specific foods and meals, a hair salon, a bank, and a security office staffed with rent-a-cops. Come up with more if you feel like it.&lt;br /&gt;
**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security!&lt;br /&gt;
&lt;br /&gt;
=== Orbital Defense Network[http://www.bay12forums.com/smf/index.php?topic=61614.0] ===&lt;br /&gt;
&lt;br /&gt;
Build a 40z-level high magma rain-dropper. Build reservoirs connected to a volcano with retractable bridges at the bottom to drop magma on invaders! In a 50 tile wide hexagonal system, a 4x4x4 is all that is needed per reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Prison ===&lt;br /&gt;
Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarfs to build and manage a prison to hold the worst of the worst criminals of dwarvenkind.&lt;br /&gt;
&lt;br /&gt;
* Only your initial 7 dwarfs may do any work&lt;br /&gt;
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system?&lt;br /&gt;
* Every inmate is locked up in solitary confinement within his/her own &amp;lt;strike&amp;gt;bedroom&amp;lt;/strike&amp;gt; cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.&lt;br /&gt;
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.&lt;br /&gt;
* Should an inmate [[tantrum|start to rebel]] the &amp;lt;strike&amp;gt;[[sheriff]]&amp;lt;/strike&amp;gt; chief warden should restore discipline with an iron hand.&lt;br /&gt;
* It won't take long until a few inmates start to [[strange_mood|go insane]] from sensory deprivation. Too bad for them.&lt;br /&gt;
&lt;br /&gt;
=== Cavernous Dwarves ===&lt;br /&gt;
A version of ‘Deep Dwarves’ and ‘Cave Men’, this challenge takes advantage of the large, underground caverns you find when you dig deep enough.&lt;br /&gt;
&lt;br /&gt;
*Dig out a few rooms near the surface to hold all your starting goods and move them all underground as quickly as possible. (Don’t forget to disassemble your wagon.)&lt;br /&gt;
*Designate a meeting area underground so that none of your dwarves will be on the surface and then remove the stairs/ramps leading up.&lt;br /&gt;
*Start digging.  Dig until you find the underground caverns (around lvl 10 - 15 depending on your map).&lt;br /&gt;
*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.&lt;br /&gt;
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.&lt;br /&gt;
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there creatures lurking around every corner.&lt;br /&gt;
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.&lt;br /&gt;
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.&lt;br /&gt;
&lt;br /&gt;
=== Roman Empire ===&lt;br /&gt;
This challenge tries to emulate Europe during the Roman Era.&lt;br /&gt;
&lt;br /&gt;
*All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life.&lt;br /&gt;
*Steel, Aluminum, and Pig Iron are banned.&lt;br /&gt;
*All full-time military dwarves must have a matching set of iron platemail ([http://en.wikipedia.org/wiki/Lorica_segmentata lorica segmentata]) and iron short swords.&lt;br /&gt;
**All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow.&lt;br /&gt;
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.&lt;br /&gt;
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.&lt;br /&gt;
*BONUS '''Aztec Empire''': All military may only use leather armor and obsidian short swords.&lt;br /&gt;
**MEGA BONUS '''Pre-Historical''': All metal production is banned.&lt;br /&gt;
&lt;br /&gt;
=== Incompetent Advisors ===&lt;br /&gt;
After wrongly advising the king about which stones were safe from magma's fiery heat, he sent you off with a party of six others, most of which never made it out of dwarf high.&lt;br /&gt;
&lt;br /&gt;
*Using the wiki and asking questions on the forums are forbidden!  The king only laughs when your inquiries arrive.  You only know what you knew from the start, anything else has to be tested with experiments&lt;br /&gt;
**BONUS only embark with peasants and only accept immigrants with adequate or lower skills.  &lt;br /&gt;
***MEGABONUS, when the king comes (to apologize) decide he isn't sincere and dump him into the magma with his advisers (Anyone who comes with him)&lt;br /&gt;
&lt;br /&gt;
===Steve Jackson's Dwarfanoia===&lt;br /&gt;
*Make colored layers for the dwarves to live in Black (infrared), red, yellow orange green blue EVERYTHING in each layer must be that color a purple computer is at the &amp;quot;best&amp;quot; layer&lt;br /&gt;
** If you see a dwarf leave his color to go to a nicer one kill them. &lt;br /&gt;
*** Bonus: make it impossible to function without crossong the color boundry once in a while.  (bedroom must cross a blue hallway or something)&lt;br /&gt;
**** hey wait, dodn't the blue dwarves make the purple computer? and its room?&lt;br /&gt;
** decide with random goals or by random when dwarves may go to the next color&lt;br /&gt;
** Bonus: everybody in the black level should be miserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue extatic. &lt;br /&gt;
* computer is in charge of random death traps&lt;br /&gt;
* encourage grudges between dwarves&lt;br /&gt;
** put dwarves with grudges in the same military unit&lt;br /&gt;
*Sherrif is the most deadly dwarf (and everybody other than soldiers go in civvies)&lt;br /&gt;
*Bonus make a weapons testing area which may kill the dwarves or give them awesome weapons via untested modding.&lt;br /&gt;
** Extra bonus -- the weapons are all either effective or deadly.&lt;br /&gt;
*Mega bonus -- have the computer give a sign to check happiness.  Press &amp;quot;v&amp;quot; if the first dwarf it finds is unhappy or had an unhappy thought kill them.&lt;br /&gt;
&lt;br /&gt;
Notes: I think you have to mod [mostly from scratch) for orange, so instead you may make cheap stone layer, flux stone etc,  or just skip orange.&lt;br /&gt;
&lt;br /&gt;
===Paladins===&lt;br /&gt;
* decide which dwarves are paladins and which are support -- paladins refuse to work and support may not fight&lt;br /&gt;
* embark to an evil (preferably terrifying) locale&lt;br /&gt;
* nothing evil may live&lt;br /&gt;
** how to define evil: standard -- use the wiki -- if it says that it lives specifically in an evil climate, it is.&lt;br /&gt;
** bonus - include trees&lt;br /&gt;
** bonus - all non-good&lt;br /&gt;
** bonus - all non-dwarf&lt;br /&gt;
** bonus - all non-controlled dwarf&lt;br /&gt;
** ultra-bonus - all non-related to the 7 first dwarves&lt;br /&gt;
* no profit may be made from anything evil -- that includes trees and plants.&lt;br /&gt;
* if all paladins die, end your game -- the other dwarves have no purpose there and will leave/ commit suicide&lt;br /&gt;
* how long will you survive?&lt;br /&gt;
&lt;br /&gt;
===Survivor Dwarves===&lt;br /&gt;
Dwarves try to survive, stranded on an uninhabited island.&lt;br /&gt;
&lt;br /&gt;
* Find an island in your generated world (or keep making worlds until at least one island appears).&lt;br /&gt;
* Try to ensure that there are no neighbors on the island (except other dwarves, of course).&lt;br /&gt;
** Bonus: try to find an island that only has hostile neighbors (ie {{L|goblin|goblins}}, {{L|Kobold|kobolds}}, {{L|Evil#Evil|evil}}).&lt;br /&gt;
* Take only the bare essentials along with you (see {{L|Challenges#Minimalist.2FSurvivalist_build|Minimalist/Survivalist}} build above).&lt;br /&gt;
** Bonus: only peasants managed to survive the incident which landed your dwarves on the island (see {{L|Challenges#Peasantry|Peasantry}} above).&lt;br /&gt;
* NO TRADING! Ignore the dwarven traders that come (or kill them).&lt;br /&gt;
* {{L|immigrant|Immigrants}} are now other survivors; limit the number of survivors your island can have (either by changing the population cap or just killing off new immigrants).&lt;br /&gt;
** Bonus: play 'Survivor' with your dwarves and have them vote a dwarf 'off the island' once a month (or some other frequency).&lt;br /&gt;
*** Bonusx2: tribal colony sacrifices any dwarf that is 'voted off'.&lt;br /&gt;
** Bonus: new survivors (immigrants) are a rival survivor band (or tribal dwarves) that are trying to steal your supplies/kill you. Kill them or sacrifice them to Amok!&lt;br /&gt;
&lt;br /&gt;
* Bonus: try to build large outdoor fires to signal rescue craft.&lt;br /&gt;
* Bonus: if a new mayor is elected, sacrifice the old mayor for 'failure to ensure the rescue of the survivors.' (Obviously you will need a large enough population to be able to have mayors).&lt;br /&gt;
&lt;br /&gt;
==Arbitrary Law==&lt;br /&gt;
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===Work with what you have===&lt;br /&gt;
* Build for one year as you normally would. Be as efficient as you like.&lt;br /&gt;
* At the end of the year, no more mining, constructing, or anything else.&lt;br /&gt;
* Wood may be gathered&lt;br /&gt;
* Walls may be constructed, but can only be used in already-existing constructions, like dividing a room into multiple separate rooms&lt;br /&gt;
* No new aboveground/belowground space-creation. You may only use the space you mined out in the first year&lt;br /&gt;
This challenge forces you to utilize space you havn't before. A large 5x hallway may be converted into a 1x with bedrooms on either side. Whatever you have to do to fit your current population. Be sure to build without any thought into the future of the fortress when you can no longer build. Instead, make it as hard as possible&lt;br /&gt;
Variations:&lt;br /&gt;
* you may build aboveground to a maximum of two stories above ground. Make big slums/refugee camps/bazaars. Anything that involves mass-small-one-story-buildings&lt;br /&gt;
* you may increase/decrease the time before you can no longer dig or build new space&lt;br /&gt;
* (decreased difficulty) you may plan ahead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ASPCA===&lt;br /&gt;
* {{L|Animals}} are forbidden from the fortress&lt;br /&gt;
* Animals following immigrants cannot enter the fortress&lt;br /&gt;
* Lethal traps forbidden, caged non-sentients must be immediately released&lt;br /&gt;
* Butchery is forbidden, but leatherworking is allowed&lt;br /&gt;
&lt;br /&gt;
Rather than forbidding immigrant pets from entering, you can choose to deal with the owner of that pet instead for a more sadistic challenge.&lt;br /&gt;
&lt;br /&gt;
===Commune===&lt;br /&gt;
* After embarking, enable all labors on all dwarves (including immigrants)&lt;br /&gt;
* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)&lt;br /&gt;
* Coins are forbidden&lt;br /&gt;
* Be aware that nobles are to be considered part of the &amp;quot;bourgeoisie&amp;quot; and {{L|Unfortunate accident|dealt with}} immeadiatly&lt;br /&gt;
&lt;br /&gt;
===Couples only===&lt;br /&gt;
* As soon as a married couple exists in your fortress:&lt;br /&gt;
** Kill all single dwarves (or put them in a meeting area for a year to find a lover. Kill the rest)&lt;br /&gt;
** Kill all incoming single dwarves&lt;br /&gt;
** Try to save children, until they are adult and single&lt;br /&gt;
&lt;br /&gt;
===Dieting Dwarves===&lt;br /&gt;
* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)&lt;br /&gt;
* Optionally, forbid alcohol consumption to limit carbohydrate intake&lt;br /&gt;
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death&lt;br /&gt;
&lt;br /&gt;
===Dwarf Liberation Movement===&lt;br /&gt;
* Nobles are worthless scum, we give them nothing!&lt;br /&gt;
* As soon as possible, cage your expedition leader.&lt;br /&gt;
* Never appoint any dwarf into becoming a noble.&lt;br /&gt;
* Cage any dwarf that appears on the nobles and administrators screen.&lt;br /&gt;
* When your population elects a new mayor, release your old one and cage the new one.&lt;br /&gt;
** Bonus : Cage the king and all of his escorts!&lt;br /&gt;
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* All dwarfs must earn citizenship. To do so they must prove themselves by reaching legendary mining skill. Because REAL dwarfs know how to dig. Until then they are forbidden to do any work.&lt;br /&gt;
** Bonus : Hauling is forbidden too.&lt;br /&gt;
** Extra Bonus : Non-citizens are prohibited from entering into a fortress, and they must remain outside. Above-ground constructed buildings count as part of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Fight for your name===&lt;br /&gt;
* Before embarking, randomly generate a fortress name and be sure to know its English translation&lt;br /&gt;
* Do the same with your group name&lt;br /&gt;
* Creatively designate a serious goal for your fortress, based on these names&lt;br /&gt;
* Fanatically reach your goal&lt;br /&gt;
&lt;br /&gt;
===Fort Geneva===&lt;br /&gt;
* Lethal traps are forbidden&lt;br /&gt;
* Caged sentient creatures are to be considered prisoners of war and treated humanely&lt;br /&gt;
&lt;br /&gt;
Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured. For more inspiration, go to: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
===Government in Exile===&lt;br /&gt;
* Only Military and Social skills can be purchased and enabled in your entire fortress&lt;br /&gt;
&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
===Hardcore Altruism===&lt;br /&gt;
* Do not allow the death of any Dwarf&lt;br /&gt;
&lt;br /&gt;
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.&lt;br /&gt;
&lt;br /&gt;
===Industrial Plant===&lt;br /&gt;
* Choose one industry that produces commercial goods&lt;br /&gt;
* No other industries permitted, only imported&lt;br /&gt;
&lt;br /&gt;
===Johannesfort===&lt;br /&gt;
* Find a starting location with a lot of gabbro, containing Kimberlite&lt;br /&gt;
* Mine and cut all the diamonds on the map&lt;br /&gt;
* Only gems can be traded.&lt;br /&gt;
** BONUS: Your leader [http://en.wikipedia.org/wiki/AIDS_denialism#In_South_Africa denies the existence of infections]. Soap is neither manufactured nor traded for. Even if you know a dwarf has an infection, do not quarantine it or treat it any differently. &lt;br /&gt;
** BONUS: Use the Burrows tool to establish &amp;quot;gated communities&amp;quot; for select dwarves, such as legendaries and nobles. Keep the fortress guard confined to these gated communities. If a dwarf throws a tantrum outside these designated areas, let him or her rage.&lt;br /&gt;
&lt;br /&gt;
===Sexist Segregation===&lt;br /&gt;
* Establish two functioning and stable fortress&lt;br /&gt;
* One must be entirely male, the other entirely female&lt;br /&gt;
* Married couples are to be processed&lt;br /&gt;
&lt;br /&gt;
===THIS! IS! SPARTAAAA!===&lt;br /&gt;
* Change your population cap to 300.&lt;br /&gt;
* At least half of your fortress population must be active in the military.&lt;br /&gt;
* Crossbows and traps are forbidden.&lt;br /&gt;
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.&lt;br /&gt;
** BONUS: All weapons and armour must be made from bronze.&lt;br /&gt;
* Civilian dwarves have all labors enabled.&lt;br /&gt;
** If ever activated, cannot use quality weapons or armor.&lt;br /&gt;
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)&lt;br /&gt;
* Devise methods of dropping Liaisons down pits during meetings. Yell, &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor.&lt;br /&gt;
* Demand goods be turned over from all caravans.&lt;br /&gt;
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields).&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].&lt;br /&gt;
&lt;br /&gt;
===Xenophobia===&lt;br /&gt;
Difficulty increases with each bullet point:&lt;br /&gt;
* Kill all non dwarves...&lt;br /&gt;
* ...and dwarf traders (or are they race traitors?)&lt;br /&gt;
* ...and all immigrants (or are they spies?)&lt;br /&gt;
* Make sure you kill all animals and especially find those collosi, dragons etc.,&lt;br /&gt;
Extra-gore version - make sure to make elves, goblins, humans etc., butcherable and wear only sentient hide clothing.&lt;br /&gt;
&lt;br /&gt;
===Mesoamerican Dwarfs===&lt;br /&gt;
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)&lt;br /&gt;
** BONUS: Flood the farms annually.&lt;br /&gt;
* All buildings must be above ground.&lt;br /&gt;
* Capture as many of your enemies as possible.&lt;br /&gt;
* Build a massive step pyramid at the center of your fortress. Appoint one dwarf high priest and have him kill the prisoners at the top.&lt;br /&gt;
** BONUS: Build it upside-down.&lt;br /&gt;
*** MEGABONUS: Build the entire city on top of the upside-down pyramid, with another pyramid-temple in the middle.&lt;br /&gt;
* Surround your fortress with an artificial lake.&lt;br /&gt;
** BONUS: Build it in the middle of a natural lake.&lt;br /&gt;
* Use only copper or bronze metal (except for iron anvils).&lt;br /&gt;
* Soldiers can only use obsidian short swords. Axes are only for wood cutting.&lt;br /&gt;
* No armor except leather and only let champions use it. All others must fight unarmored.&lt;br /&gt;
** BONUS: Divide your soldiers into &amp;quot;Jaguar[http://en.wikipedia.org/wiki/Jaguar_warrior]&amp;quot; and &amp;quot;Eagle[http://en.wikipedia.org/wiki/Eagle_warrior]&amp;quot; warrior societies and outfit them with leather armor made from their respective animals. &lt;br /&gt;
* Demand that all non-dwarf caravans surrender their goods as tribute.&lt;br /&gt;
* Build a giant, multistory building for holding skulls.&lt;br /&gt;
&lt;br /&gt;
===French Revolution===&lt;br /&gt;
*Keep your nobles happy and your proles subjugated until you have a king issue a particularly stupid mandate.&lt;br /&gt;
*Build some manner of guillotine.&lt;br /&gt;
*Kill the king, everyone he is aquainted with, and everyone within the same room.&lt;br /&gt;
*Kill other important nobles as soon as your guillotine frees up.&lt;br /&gt;
*Unimportant Nobles are to be executed upon first mandate, or exiled at a random point in time.&lt;br /&gt;
*Any dwarf that has any relation to any noble must be executed. &lt;br /&gt;
* Kill any other dwarf if he has any whiff of aristocracy about him. Use your discretion.&lt;br /&gt;
&lt;br /&gt;
===Specialized economy===&lt;br /&gt;
* The goal is to reach maximum efficiency.  To do this, you must assign all your workshop dwarves to an individual burrow.&lt;br /&gt;
* Each dwarf must have his own dining room, bedroom just next to his workshop.&lt;br /&gt;
* You have to assign a stockpile for food and booze next to each of your workshop dwarves so they can feed.  Specialized haulers will have to bring them their foods.&lt;br /&gt;
* You have to assign a raw material stockpile next to your workshop so your dwarf can work.  Specialized haulers will have to bring them these raw materials.&lt;br /&gt;
* No workshop dwarf should leave their respective burrow.  Ever.&lt;br /&gt;
* Good luck keeping all these stockpiles supplied all the time without getting lost!&lt;br /&gt;
&lt;br /&gt;
==Megaprojects==&lt;br /&gt;
Try building some &amp;lt;s&amp;gt;ridiculously&amp;lt;/s&amp;gt; humongous, &amp;lt;s&amp;gt;over&amp;lt;/s&amp;gt;complicated construction, using whatever &amp;lt;s&amp;gt;in&amp;lt;/s&amp;gt;appropriate building method your fevered imagination can come up with!  Need some ideas?  Take a look at the {{l|Megaprojects|Megaprojects page}}!&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cat&amp;diff=133012</id>
		<title>v0.31:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cat&amp;diff=133012"/>
		<updated>2010-12-05T04:22:28Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:06, 30 June 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Cat&lt;br /&gt;
|symbol=c|color=0:0:1&lt;br /&gt;
|biome=* {{L|Domestic animal|Common domestic}}&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6-7&lt;br /&gt;
|fat=6&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''A small mammalian carnivore.  It is usually domestic and hunts vermin.''&lt;br /&gt;
&lt;br /&gt;
'''Cats''' will kill {{L|vermin}} in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion).  They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.&lt;br /&gt;
&lt;br /&gt;
Cats cannot be assigned as {{L|pet|pets}}; instead, cats choose {{L|dwarves}} as owners. Cats randomly choose from all the dwarves on the map, but have a ''much'' higher probability of choosing a {{L|dwarf}} who has the {{L|preferences|preference}} &amp;quot;''admires cats for their aloofness''&amp;quot;.  If a cat is caged, it will not adopt; however, it may adopt the moment it is taken from the cage (perhaps to be immediately butchered), regardless of who removes it from the cage.&lt;br /&gt;
&lt;br /&gt;
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|cats can be butchered]] to provide a small, never-ending trickle of {{L|skin}}, {{L|bone|bones}} and {{L|meat}} for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See {{L|Meat industry#Breeding|Breeding}})&lt;br /&gt;
&lt;br /&gt;
Cats are also infamous for the phenomenon known as {{L|catsplosion}}. If you are not careful, your cat population may explode causing your {{L|Frames per second|FPS}} to plummet. This can be hard to resolve due to the fact that {{L|Trap#Upright_Spear.2FSpike|killing}} {{L|pet|pets}} causes a strong unhappy {{L|thought}} to their owners.&lt;br /&gt;
&lt;br /&gt;
For those who want to &amp;quot;spay and neuter&amp;quot; their current cat population you can open the raw data file &amp;quot;creature_domestic.txt&amp;quot; in your save directory, find the &amp;quot;Cat&amp;quot; entry, and remove [CHILD:1].  Adding it back will re-enable breeding if your population gets too low. (it is not advised to do this to the default files unless you never want more cats than what you embark with)&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to haul vermin to their owners. The owner will then dismiss the cat, at which point the cat will drop the remains for a dwarf with {{L|labor|refuse hauling}} enabled to clean up. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=21231</id>
		<title>40d:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=21231"/>
		<updated>2009-09-15T02:33:58Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(For information on wagons as they pertain to [[caravan]]s, see [[Trading#Wagons|Trading]].)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[Fortress Mode]], you start with a single ''immobile'' '''wagon''' that represents the transportation vehicle for all your supplies.  A wagon is not a real vehicle, and never moves or serves any other purpose - it simply sits there at the start of the game, representing where your dwarves decided to stop.  Any and all supplies were selected at [[embark]] by you and bought with points; supplies cannot be bought later, but your dwarves can (try to) [[trade]] for whatever the seasonal [[caravan]]s bring.&lt;br /&gt;
&lt;br /&gt;
To empty a wagon, your dwarves need the appropriate [[hauling]] [[labor]] enabled (all are enabled by default at embark), no other jobs to distract them, an appropriate [[stockpile]] designated, and a valid [[path]] between the stockpile and the items.  And, depending on how many items you brought, patience.&lt;br /&gt;
&lt;br /&gt;
You can can break down your wagon into three [[tower cap]] [[log]]s by pressing {{K|q}}, highlighting the wagon, and pressing {{K|x}}.  A dwarf with the [[Carpentry]] labor enabled will then deconstruct the wagon into its component logs.  The items will then be scattered in a slightly wider pattern in that same location.  A wagon cannot be used for ''any'' other purpose - might as well break it down for the lumber, now or later.&lt;br /&gt;
&lt;br /&gt;
If that dis-assembly is finished while a dwarf is returning to the wagon to [[haul]] an item to a stockpile, the dwarf will cancel that [[job]].  An [[announcement]] will be generated, to the effect of &amp;quot;Job Item lost or misplaced&amp;quot; - don't panic.  Nothing has been lost, except that dwarf's train of thought.  They may adopt another hauling job, that same or a different one, and sooner or later that item will get hauled, but that particular job is canceled for that moment.&lt;br /&gt;
&lt;br /&gt;
In rare cases you might start on a level or spot that doesn't have a 3x3 square (e.g. mountain peak). In this case your wagon will be missing/inaccessible via the {{K|k}} or {{K|q}} menu, but your goods will still be there (all?).&lt;br /&gt;
&lt;br /&gt;
Dismantling the wagon when its very near (1-2 tiles) the edge of the map, a [[river]] or [[magma]] vent can cause you to lose part of your embark equipment if it lands where your dwarves can't go.  If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty before dismantling it.&lt;br /&gt;
&lt;br /&gt;
Unless/until you formally designate a new one, the location where your Wagon is (or was) is a default [[Activity zone#Meeting Area|Meeting Area]] or [[Meeting hall|Meeting Hall]].  A meeting zone is where any [[domestic animal]]s or [[On break|idle]] dwarfs will congregate in their spare time, and also provide some defense of your equipment from any [[rhesus macaque]] or [[Kobold]] thiefs before you finish securing your valuables.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:New_plants&amp;diff=12382</id>
		<title>Modification:New plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:New_plants&amp;diff=12382"/>
		<updated>2009-09-12T19:06:42Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Morlark's Plant Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; ''This page lists mods that add new plants to DF. The content is not part of normal DF.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Morlark's Plant Mod==&lt;br /&gt;
&lt;br /&gt;
I created this mod mostly to pass the time until the new version was released. Now that it has been, I've updated it. This mod adds ten new plants (six outdoor plants, and four cave plants). Of these, five are plantable crops, and the other five can be found only by gathering from shrubs. In total this mod will give you three new dye colours, three new alcohols, and one new cloth.&lt;br /&gt;
&lt;br /&gt;
Some of these plants are restricted to certain biomes, so don't be surprised if you can't find all of them in your location. Some of them are not very common, so it may take a while to find them even if you're in the right place.&lt;br /&gt;
&lt;br /&gt;
This new version (v1.2) adds four new plants to be found in a variety of different biomes.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Morlark's Plant Mod (v1.2)] (Save this to your '\raw\objects' directory. Generate a new world for it to take effect.)&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|~|#FFF}}&lt;br /&gt;
|&lt;br /&gt;
|Wintersbite. Can be brewed to produce alcohol, or milled to make dye. Seasons: Winter. Biome: Temperate conifer forest. Availability: Uncommon. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|~|#FF0}}&lt;br /&gt;
|&lt;br /&gt;
|Golden Sungrass. Can be milled to make dye. Seasons: All except winter. Biome: Any non-freezing. Availability: Fairly common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|&amp;quot;|#F0F}}&lt;br /&gt;
|&lt;br /&gt;
|Crag Blossom. Can be milled to make dye. Seasons: All. Biome: Cave chasm. Avalability: Fairly common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|τ|#777}}&lt;br /&gt;
|&lt;br /&gt;
|Cave Bolete. Can be eaten raw. Seasons: All. Biome: Cave river. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|♣|#770}}&lt;br /&gt;
|&lt;br /&gt;
|Cave Potato. Can be eaten when cooked, or brewed to produce alcohol. Seasons: All except winter. Biome: Cave river. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|τ|#FFF}}&lt;br /&gt;
|&lt;br /&gt;
|Wild Cotton. Can be used for cloth. Seasons: Summer and autumn. Biome: Any temperate. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|↕|#070}}&lt;br /&gt;
|&lt;br /&gt;
|Spinethistle Bush. Can be cooked when processed to bag. Seasons: All except winter. Biome: Cave chasm. Availability: Uncommon. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|↔|#770}}&lt;br /&gt;
|&lt;br /&gt;
|Sandspine. Can be brewed to produce alcohol. Seasons: All. Biome: Any desert. Availability: Rare. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|ƒ|#700}}&lt;br /&gt;
|&lt;br /&gt;
|Plagued Lasher. Can be processed to vial. Seasons: Spring and summer. Biome: Evil wetlands. Availability: Fairly common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|╨|#F0F}}&lt;br /&gt;
|&lt;br /&gt;
|Drycup Bloom. Can be cooked when processed to bag. Seasons: All except winter. Biome: Pools. Availability: Common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|≈|#0F0}}&lt;br /&gt;
|&lt;br /&gt;
|Green Seaweed. Can be eaten when cooked. Seasons: All except winter. Biome: Any ocean. Availability: Common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|φ|#0F0}}&lt;br /&gt;
|&lt;br /&gt;
|Cloud Frond. Can be eaten when cooked, or cooked when milled. Seasons: Summer. Biome: Tropical savanna. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|τ|#FF0}}&lt;br /&gt;
|&lt;br /&gt;
|Shine Root. Can be cooked when processed to barrel, or used for cloth. Seasons: Summer and autumn. Biome: Tundra. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|&amp;quot;|#777}}&lt;br /&gt;
|&lt;br /&gt;
|Creeping Cave Mould. Can be cooked when processed to barrel, or milled to make dye. Seasons: Autumn and winter. Biome: Cave river. Availability: Common. Only available by herbalism.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Teldin's Mod==&lt;br /&gt;
&lt;br /&gt;
Not just for plants, this mod adds several new creatures, items, foods, and playable races.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Teldin's Mod]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoors and lots outdoors&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
==Dwarmins Plant Mod==&lt;br /&gt;
Heres a few plants I use.&lt;br /&gt;
&lt;br /&gt;
Gallows Weed: Grows in evil swamps, valuable when brewed into pitchdank beer. Can only be gathered by herbalism. Guess the reference!&lt;br /&gt;
&lt;br /&gt;
Evermind Flower: Uncommon plant grows in good areas, used to make windwine.&lt;br /&gt;
&lt;br /&gt;
Moon Acorn: Can be found in good areas, can be processed to vial to make cookable extract, moon acorn butter.&lt;br /&gt;
&lt;br /&gt;
Marble Leaf: Uncommon plant that grows in savage areas-can be used make semi-valuable silver dye.&lt;br /&gt;
&lt;br /&gt;
Dragon Root: Rare plant that only be found in savage areas with herbalism-can be brewed into emberwine or be processed to vial for cookable extract, dragonspice.&lt;br /&gt;
&lt;br /&gt;
Flax: Found everywhere, can be brewed into mountain tea or woven into cloth.&lt;br /&gt;
&lt;br /&gt;
Jute: A cheap quick growing cloth, also called Burlap.&lt;br /&gt;
&lt;br /&gt;
Royal Plum: Grows everywhere, but rare. Only available by herbalism. Can be brewed into royal liquer, processed to vial to create royal plum jelly, or milled to make dark indigo dye.&lt;br /&gt;
&lt;br /&gt;
http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36749</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36749"/>
		<updated>2009-09-11T02:24:33Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Too Long, sorry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE LIMIT QUOTES TO ~135 CHARACTERS OR LESS. (longest below are longer than that, but remain as &amp;quot;legacy&amp;quot; from Toady etc.)&lt;br /&gt;
&lt;br /&gt;
LONGER QUOTES MAY BE DELETED!&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|85}}|{{#expr: ({{rand2|10}}+75)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Bug #563: mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
|&amp;lt;!--63--&amp;gt;If I ''remembered'' what the &amp;amp;%^#*@! lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;The flood just came out of ''nowhere''!!!&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;&amp;quot;So let me get this straight. We managed to destroy dwarven civilization while only managing a single town??&amp;quot; --alway&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;lt;nowiki&amp;gt;::facepalm::&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;Thanks. I wish I had known that about three forts ago. &lt;br /&gt;
|&amp;lt;!--69--&amp;gt;&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;Bug #871: babies fall to death when born on stairs&lt;br /&gt;
|&amp;lt;!--71--&amp;gt;Bug #1031: a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
|&amp;lt;!--72--&amp;gt;&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
|&amp;lt;!--73--&amp;gt;You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--74--&amp;gt;Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
|&amp;lt;!--75--&amp;gt;...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
|&amp;lt;!--76--&amp;gt;Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
|&amp;lt;!--77--&amp;gt;&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
|&amp;lt;!--78--&amp;gt;Game Features: How much you ''want''?  System Requirements: How much you ''got''? -- Aqizzar&lt;br /&gt;
|&amp;lt;!--79--&amp;gt;Solon ùstlorbam, Dwarf Ranger: &amp;quot;Life is, in a word, fire.&amp;quot;&lt;br /&gt;
|&amp;lt;!--80--&amp;gt;Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
|&amp;lt;!--81--&amp;gt;Sarvesh Ralrubal likes olivine, olivine and olivine.&lt;br /&gt;
|&amp;lt;!--82--&amp;gt;You know what my favourite anouncement is? &amp;quot;The carp has drowned.&amp;quot;&lt;br /&gt;
|&amp;lt;!--83--&amp;gt;Only in Dwarf Fortress would you try to catch a mermaid to butcher her and make trophies out of her bones.&lt;br /&gt;
|&amp;lt;!--84--&amp;gt;I had somebody shoot my toe off with a crossbow, which was cool... It just happened that the toe was narrow enough to be removed. -- Dev Log, 08/18/09&lt;br /&gt;
|&amp;lt;!--85--&amp;gt;There is nothing to catch in the magma pipe.&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36748</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36748"/>
		<updated>2009-09-11T02:23:22Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE LIMIT QUOTES TO ~135 CHARACTERS OR LESS. (longest below are longer than that, but remain as &amp;quot;legacy&amp;quot; from Toady etc.)&lt;br /&gt;
&lt;br /&gt;
LONGER QUOTES MAY BE DELETED!&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|86}}|{{#expr: ({{rand2|10}}+76)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Bug #563: mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
|&amp;lt;!--63--&amp;gt;If I ''remembered'' what the &amp;amp;%^#*@! lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;The flood just came out of ''nowhere''!!!&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;&amp;quot;So let me get this straight. We managed to destroy dwarven civilization while only managing a single town??&amp;quot; --alway&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;lt;nowiki&amp;gt;::facepalm::&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;Thanks. I wish I had known that about three forts ago. &lt;br /&gt;
|&amp;lt;!--69--&amp;gt;&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;Bug #871: babies fall to death when born on stairs&lt;br /&gt;
|&amp;lt;!--71--&amp;gt;Bug #1031: a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
|&amp;lt;!--72--&amp;gt;&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
|&amp;lt;!--73--&amp;gt;You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--74--&amp;gt;Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
|&amp;lt;!--75--&amp;gt;...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
|&amp;lt;!--76--&amp;gt;Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
|&amp;lt;!--77--&amp;gt;&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
|&amp;lt;!--78--&amp;gt;Game Features: How much you ''want''?  System Requirements: How much you ''got''? -- Aqizzar&lt;br /&gt;
|&amp;lt;!--79--&amp;gt;Solon ùstlorbam, Dwarf Ranger: &amp;quot;Life is, in a word, fire.&amp;quot;&lt;br /&gt;
|&amp;lt;!--80--&amp;gt;Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
|&amp;lt;!--81--&amp;gt;Sarvesh Ralrubal likes olivine, olivine and olivine.&lt;br /&gt;
|&amp;lt;!--82--&amp;gt;You know what my favourite anouncement is? &amp;quot;The carp has drowned.&amp;quot;&lt;br /&gt;
|&amp;lt;!--83--&amp;gt;Only in Dwarf Fortress would you try to catch a mermaid to butcher her and make trophies out of her bones.&lt;br /&gt;
|&amp;lt;!--84--&amp;gt;I had somebody shoot my toe off with a crossbow, which was cool... It just happened that the toe was narrow enough to be removed. -- Dev Log, 08/18/09&lt;br /&gt;
|&amp;lt;!--85--&amp;gt;There is nothing to catch in the magma pipe.&lt;br /&gt;
|&amp;lt;!--86--&amp;gt;The reason there are only 7 dwarves on embark is becauae Giant Cave Spiders must always have more legs than dwarves. Otherwise the fight is only moderately difficult.&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miner&amp;diff=2950</id>
		<title>40d:Miner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miner&amp;diff=2950"/>
		<updated>2009-09-10T19:14:44Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Spelling Error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color   = rgb(192,192,192)&lt;br /&gt;
| skill    = Miner&lt;br /&gt;
| speciality = Miner&lt;br /&gt;
| profession = Miner&lt;br /&gt;
| job name  = [[Mining]]&lt;br /&gt;
| tasks   =&lt;br /&gt;
* [[Dig]]&lt;br /&gt;
}}&lt;br /&gt;
'''Miners''' are necessary to build any kind of fortress, unless you're planning on building everything out of [[wood]] and on the surface, like one of those foolish [[Human|humans]].&lt;br /&gt;
&lt;br /&gt;
Skill level increases the speed of mining and also increases the chance of leaving behind [[stone]], [[ore]] or [[gem]]s depending on the material mined. At Legendary skill, a miner will always leave stone/ore/gems behind. High skill can actually be undesirable, since excess stone can be a nuisance. However, miners gain skill extremely quickly so some amount of stone is unavoidable. Miners are required to dig, build [[channel]]s, dig out [[stair]]s and [[ramp]]s, and remove said stairs and ramps. Miners require a [[pick]] to do any work. &lt;br /&gt;
&lt;br /&gt;
In order to start digging you need to designate an area to be dug. This is done with the [[Designations]] menu.&lt;br /&gt;
&lt;br /&gt;
Currently, the only way to prevent miners from mining a certain area is to prevent them from finding their way to that area.  Locking them on the other side of a [[door]] or [[hatch]], or if separate from your main fortress, using the &amp;quot;No dwarves outside&amp;quot; [[Standing orders|order]] are two possible solutions.&lt;br /&gt;
&lt;br /&gt;
The mining skill is unique in that it is the only civilian skill that can be used in combat. Because miners quickly improve their mining skill during the normal course of mining, and because they always carry their picks with them, miners are extremely useful for defense in the early stages of the game. [[Woodcutter]]s also carry their [[axe]]s with them at all times, but axes use a special combat skill that is not practiced while doing civilian work. Miners will use their picks as weapons if they are drafted while they are carrying picks, and they are not designated to use any other weapon (i.e., they are instructed to fight [[Wrestling|unarmed]]). Picks make better [[weapon]]s than one might expect - basically, they are spears that do 30% less damage. During this combat, a miner gains mining skill.&lt;br /&gt;
&lt;br /&gt;
The [[material]] or [[quality]] of a [[pick]] does not affect mining speed, but it does affect [[combat]] strength.&lt;br /&gt;
&lt;br /&gt;
==== Mining behaviour ====&lt;br /&gt;
&lt;br /&gt;
If a large area is designated for mining, miners will all tend to clear out the left side first, working from the top down as much as possible.  This is not an absolute, but a strong tendency.&lt;br /&gt;
&lt;br /&gt;
Once mining, a dwarf will automatically continue on to mine any connected tiles (on the same level) designated for mining, even diagonally, rather than shift to mine a discontinuous tile.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not tend to see tiles on different levels as &amp;quot;connected&amp;quot; (for instance, an [[stairs]] up-stair]] below a [[stairs|down-stair]]), and will tend to clear one level before moving on to another, even to the point of moving far across a map to do so.  They seem to mine top levels over lower ones.&lt;br /&gt;
&lt;br /&gt;
If no mining-designated tile is connected, they will then shift, seeking to mine a top-left designated tile on a top-most level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Professions]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10727</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10727"/>
		<updated>2009-09-10T00:52:29Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Merchants attack dangerous animals being pitted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To define a water source, place a zone next to a constructed or natural [[pool]], [[river]], or [[channel]] full of ''[[Water#Salt_Water|fresh]]'' water.  If the water is fresh, each ground tile within the zone adjacent to the water is considered a water source tile, and that number of water-tiles will be seen in the sub-menu - if you see none, that water is not fresh.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water. Water sources can also be placed over [[grate]]s and floor [[bars]], as well as directly on top of a [[brook]].&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To define a fishing zone, place a zone over ground tiles adjacent to an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing unless it is on top of a [[brook]] tile or above a [[grate]] or floor [[bars]].&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife. Note that a fishing zone is required for dwarves ordered to &amp;quot;Catch live fish&amp;quot; from a [[Fishery]] - if no zones are present, they will simply stand around and do nothing.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[Activity zone#Pit/Pond|pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used for [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
Dumping can be used as an effective siege defense tactic in an entirely above-ground fortress, since ordering dwarves to stay inside will have no effect - when you get a siege, make a large dumping designation on those useless stones of yours then just reclaim them if you need them back.&lt;br /&gt;
&lt;br /&gt;
Since falling objects do not hurt dwarves, garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing into that open space, even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are travelling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit. Be wary that merchant guards will attack dangerous creatures that are on their way to be pitted, regardless of the creature not being able to attack back. So wait for merchants to leave before pitting anything.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
It may also be advisable to disable the hauling of furniture from the [[Orders]] menu while filling a pond, as otherwise the buckets used to fill the pond will be immediately tasked for storage in a stockpile, resulting in numerous task cancellations.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to [[meeting hall]]s.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Area zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. A meeting area filled with [[On break|idle]] dwarves rubbing shoulders quickly increases the [[social skill]]s of [idlers which may give them [[attribute]] boosts. It makes idle dwarves a little less idle, and makes selecting a replacement [[broker]] (if the old one dies) easier.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall.  The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;.  [[Statue garden]]s and [[zoo]]s are intrinsically meeting halls, as are rooms defined from a [[well]].  However, you can also create a [[Meeting hall|Meeting Hall]].&lt;br /&gt;
&lt;br /&gt;
Because every dwarf will gather at the meeting hall every so often, it is an ideal place to site objects that give them happy thoughts.  Interesting animals in cages perhaps designated as a [[zoo]], a waterfall with [[mist]], and high-quality [[statues]] and other objects can each improve the quality of life in your fortress.  A meeting hall placed in a place with sunshine will ensure that dwarves do not become [[cave adaptation|cave adapted]].&lt;br /&gt;
&lt;br /&gt;
If you do not have a designated meeting hall, dwarves will congregate around the site where your wagon arrived at the fortress.  This occurs even if the wagon has long since been disassembled.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming [[friend]]s. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=38804</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=38804"/>
		<updated>2009-09-09T23:03:19Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentyful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of booze and brewable plants, so you need to do one of them because [[booze]] is a must-have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the best you can do when you have a [[food]] shortage. It has the best returns to time value of all. Just, you won't get that much and you better invest in another method before you run out of bushes to harvest unless you are on a big, fertile map. You can also [[farming|farm]] most plants you gather with the same work and higher output, so outside a shortage its more a flavour than a sensible choice. The higher your gatherer skill, the more and faster you get. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds from gathering also allow you to start [[farming]] above ground plants that you can't buy seeds for on embark screen. Keep also in mind that heavy gathering, like logging, will cause your dwarves to go increasingly longer distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Kitchen infrastructure is advisable as not all, but most, plants you gather will be edible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return to cost is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near carp is a steady risk. You can improve on supplementing your dwarves' diet with their [[preferences|likes]], and turtle or lobster shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the fishery first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of warter&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except ther's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bones]], tallow, [[leather]] and skulls (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Wrestling''' for dodging agressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven hehavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Few&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above groud plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarfs who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood Furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush leaves]] for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-breaing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None. &lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage traps]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarfs eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshops]], a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[trading|liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblins]] and [[elves]] don't seem to trade much food, and the amount of food the [[humans]] bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[sieges]] keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrels]]; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10509</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10509"/>
		<updated>2009-09-08T19:24:21Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Using magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s, which do not &amp;quot;use it up&amp;quot; in any way.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for too long. If mixed with water it can form obsidian (see below).&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] down from the location you wish to build the smelter or forge.  Eventually, flowing into this channel (on that lower z-level immediately below the forge or smelter), there must be magma, either from the pipe/pool itself or channeled from the vent.  You can simply build a tunnel straight into the magma (and lose the miner who digs it 99% of the time), or use [[channel]]ing to tap into the magma safely from the level above - this latter requires the lower level to be wider than the upper, to jut out so that last tile can be channeled away from above to free the magma into the tunnel system on that level.  &lt;br /&gt;
&lt;br /&gt;
Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below).  Magma is much slower than water, and can be stopped by any [[magma-safe]] [[floodgate]], [[door]] or etc. with a [[bauxite]] mechanism. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma pipes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce [[Obsidian]], a stone which can be used to make swords at a [[Craftsdwarf's Workshop]] and which has a base value of 3 (compare with 1 for normal [[stone]] and 2 for [[flux]]). &lt;br /&gt;
&lt;br /&gt;
See [[Obsidian farming]].&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be forced upwards by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
(v0.28.181.40d:) Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump. However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions. It is possible to use this effect to channel magma from distant source. If you happen to have constructed your fortress very far from the magma source, you can use a screw pump to &amp;quot;pressurize&amp;quot; the magma to force to flow much more quickly. Where unpressurized magma might take years to flow across the map, pressurized magma would just take a few days.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it.&lt;br /&gt;
*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Volcano or Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
*Magma mist is not generated by falling magma, but only by a [[cave-in]].&lt;br /&gt;
*Magma mist, unlike regular mist, will burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
&lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then burn away. Screw pumps will not melt, but will burn. Stone [[block]]s and [[copper]] [[pipe]]s/[[enormous corkscrew|corkscrews]] will not melt.&lt;br /&gt;
&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]]. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them. During the season change, all molten rock is automatically removed (at the same time as blood/vomit).&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops except at the highest level of magma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:CrazyMcfobo&amp;diff=39696</id>
		<title>User talk:CrazyMcfobo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:CrazyMcfobo&amp;diff=39696"/>
		<updated>2009-09-08T18:54:11Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Delete spam, report spam. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Miner cancels dig: Inappropriate dig square]]==&lt;br /&gt;
You wrote:&lt;br /&gt;
&lt;br /&gt;
 This occurs when a miner attempts to dig at the outer-most square on the map.&lt;br /&gt;
&lt;br /&gt;
This can't be the cause since you can't even designate the outmost tile for digging or channeling. Please explain how you come to that explanation. --[[User:Birthright|Birthright]] 23:53, 19 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well thats what it says when I try to remove a ramp on the outer most edge.--[[User:CrazyMcfobo|CrazyMcfobo]] 00:28, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Crazy's probably right, as whenever you make an up ramp, a down ramp isn't directly above, but actually up and one off.  It probably bugged out. Too lazy to confirm.  [[User:Greep|Greep]] 01:16, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::No, that doesn't make sense either - what greep describes is not true and i can reproduce neither the problem nor the error message --[[User:Birthright|Birthright]] 09:30, 20 July 2009 (UTC)&lt;br /&gt;
==Hey you==&lt;br /&gt;
Thanks for the welcome, but lucky me has not yet had the [[fun]] of the undead carp.  [[User:Odul|Odul]] 03:24, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Delete spam, report spam. ==&lt;br /&gt;
&lt;br /&gt;
Covered the first just fine - now you need this link: [[spam]]. I noted this last one.--[[User:Albedo|Albedo]] 15:54, 8 September 2009 (UTC)&lt;br /&gt;
:Thanks, I was looking for it but I had to go and I forgot about it.&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Brass&amp;diff=14089</id>
		<title>40d:Brass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Brass&amp;diff=14089"/>
		<updated>2009-09-08T01:34:26Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Brass|color=#FF0|bgcolor=#880|color1=#880|color2=#CCC&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
* 1 [[zinc]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[copper]] [[ore]]&lt;br /&gt;
* 1 [[zinc]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Brass''' is an [[alloy]] of two [[metal]]s, combining (1) [[zinc]] and (1) [[copper]], from either [[ore]]s or [[bar]]s. Since zinc and copper both have [[material value]] 2, it is profitable to make brass from their raw materials instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:One-way&amp;diff=50693</id>
		<title>40d:One-way</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:One-way&amp;diff=50693"/>
		<updated>2009-09-06T23:08:56Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: They cannot, the wagons took the long path around whilst the others took the one-way passage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Thanks and credit to VengefulDonut for this, at least for making it better known!&lt;br /&gt;
            http://mkv25.net/dfma/movie-1422-one-waypassageexample&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently{{version|0.28.181.40d}}, due to what seems to be a minor bug rather than a feature, it's not only possible but quite easy to create '''one-way gates''' with [[ramp]]s - and with those, one-way halls, [[stair]]s, and any other restricted [[path]] you can create from one controlled access point to another.&lt;br /&gt;
&lt;br /&gt;
The set-up has only a few requirements:&lt;br /&gt;
*1) A closed route, with no &amp;quot;normal&amp;quot; entrances or exits.&lt;br /&gt;
*2) ''(At least)'' 2 [[z-level]]s over 3 tiles in a line, enough for an up-ramp, a supporting wall-top, and a down-ramp on the other side, forming a one-way gate.&lt;br /&gt;
*3) Two such gates, one at each end of the enclosed route to ensure the restricted one-way traffic flow.&lt;br /&gt;
* (For newer players, make ''sure'' you understand how '''[[ramp]]s''' work in DF - they're ''not'' purely intuitive!)&lt;br /&gt;
&lt;br /&gt;
Lack of the first would allow any dwarf to wander in and go where they want from the &amp;quot;leak&amp;quot;.  Having only 1 gate at one end would, again, allow a counter-directional leak at the far end. &lt;br /&gt;
:'' (If the route has nothing to cause dwarves to seek a [[job]] or [[path]] there, such as a long empty hallway from one area to another, that last may not be a problem since they cannot exit the far end and so have no (good) reason to ever enter. You could still send military in if you had reason to, but tantruming dwarfs or other creatures could as well.  Your own tame animals could also wander as they please in such a setup, unless restricted by pet-locked [[door]]s or [[hatch]]es.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically, the trick is that when you build a ramp under a constructed floor ''(not a natural floor!)'', and then remove that floor, the game fails to recognize that as a ''down''-ramp but still sees it as an ''up''-ramp, and so only the &amp;quot;up&amp;quot; half of its path is recognized.  Since neither the game nor your dwarfs can see or find a down-path, they only have one way off the upper level - ''one way.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Step by step===&lt;br /&gt;
&lt;br /&gt;
This description will be completely constructed - the first two steps could be a natural up slope to a natural floor and wall below it, but the next two ''must'' be constructed.  Once you understand how it works, variations on design are certainly possible.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*1) Build a wall ({{k|b}}, {{k|C}}, {{k|w}}).  This can be 1 tile or many more than 1, but the gain in z-levels is necessary.&lt;br /&gt;
&lt;br /&gt;
   side view:  ___■___&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:     '''O'''   (single wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:     +   (single wall-top)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2) Build a ramp next to the wall ({{k|b}}, {{k|C}}, {{k|r}}).  Choose the side that will be your &amp;quot;down-only&amp;quot; ramp as far as direction of traffic flow. (Note that this is a normal ramp in every respect, and can be used to access the top of the ramp as usual.)&lt;br /&gt;
&lt;br /&gt;
         &amp;lt;--'' traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt;&lt;br /&gt;
   side view:  __/■___&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''   (up slope &amp;amp; single wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼+   (down slope &amp;amp; single wall-top) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3) Construct a floor ({{k|b}}, {{k|C}}, {{k|f}}) extending out over space ''directly above'' where your &amp;quot;up-only ramp&amp;quot; will be constructed in the next step.  &lt;br /&gt;
&lt;br /&gt;
         &amp;lt;-- ''traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt;&lt;br /&gt;
                   _&lt;br /&gt;
   side view:  __/■___&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''   (up slope &amp;amp; single wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼++  (down slope, single wall-top and constructed floor) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*4) Construct your &amp;quot;up-only ramp&amp;quot; under that floor (identical to step 2). (This ramp is actually the one part of the gate that defines the direction of traffic flow.)&lt;br /&gt;
&lt;br /&gt;
         &amp;lt;-- ''traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt;&lt;br /&gt;
                   _&lt;br /&gt;
   side view:  __/■\__&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''▲  (up slope, single wall, 2nd up slope)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼++  (down slope, single wall-top and constructed floor) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5) Deconstruct the floor ({{k|d}}, {{k|n}}). (Your dwarves will use the first ramp to access the top of the wall and the floor normally.)&lt;br /&gt;
&lt;br /&gt;
         &amp;lt;-- ''traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt; &lt;br /&gt;
                   ..&lt;br /&gt;
   side view:  __/■\__&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''▲  (up slope, single wall, 2nd up slope)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼+   (down slope, single wall-top...and ''no'' down slope!) &lt;br /&gt;
&lt;br /&gt;
''Success!''&lt;br /&gt;
&lt;br /&gt;
A dwarf on the top of one wall can only see one way down - which should be away from the gate at the other end of the path.  A dwarf on top of that matching gate can only see one way down - toward the path leading to the first gate.  From one gate to the other, and never the other way.&lt;br /&gt;
&lt;br /&gt;
A second pair of gates could allow another one-way route (next to, above, below, or elsewhere) back to the starting point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's recommended you play with this just a bit first in a sandbox mode, to understand both the concept and how it works in practice.  By adding this &amp;quot;one-way entrance&amp;quot; before a set of stairs or normal ramps, you can create one-way traffic flows for any situation - excluding [[wagon|caravan wagons]]. The initial down-ramps do not have to be connected (or even present!) - it's the &amp;quot;not-a-down-ramp&amp;quot; that's the key, so using stairs in place of the fully-functional ramp would be fine.  So long as there is at least one in-gate and one out-gate, more complex configurations can be created, forming Y's, T's or X's, whatever traffic flow you need.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Video Example====&lt;br /&gt;
A veteran player has posted a video demonstration here:&lt;br /&gt;
[http://mkv25.net/dfma/movie-1422-one-waypassageexample One-way passage example]&lt;br /&gt;
&lt;br /&gt;
It is purely a demo: from an embark situation, he builds his walls and ramps (designating them at the same time) - if he did not build the 2nd, dwarves might wander in from the other side.  He then designates his constructed floors, and then his 2nd ramps.&lt;br /&gt;
&lt;br /&gt;
Once the ramps are built, he designates deconstruction of the two floors and channels out the sides, creating a restricted path between the two gates.  Once the floors are deconstructed, we can loo{{k|k}} at the space above where we know the 2nd ramps are: they read as &amp;quot;Empty Space&amp;quot; from this upper level, but dropping down to ground level, there they are: &amp;quot;Bauxite Block Upward Slope&amp;quot;!  Each wall now has two up, but only one &amp;quot;down&amp;quot; ramp, and a closed path between them.&lt;br /&gt;
&lt;br /&gt;
In order to illustrate that the path is indeed one-way and that the dwarves have no choice but to travel through it, a &amp;quot;Restricted&amp;quot; [[traffic]] zone is placed at one end. He then designates a [[Zone#Garbage_Dump|garbage dump]] ( {{k|i}}, ''designate area'', {{k|g}} ), remembers to turn on &amp;quot;Dwarves Gather Refuse From Outside&amp;quot; ( {{k|o}}, {{k|r}}, {{k|o}} ), and marks all items for dumping ( {{k|d}}, {{k|b}}, {{k|d}}, ''designate area'' ).&lt;br /&gt;
&lt;br /&gt;
And ''(after a tense moment as the [[dwarf|dorfs]] think about it)''... the show begins.*&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;''(* Complete with a couple headfakes by true dorfs who take the long way around, just because.)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possible drawbacks===&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that in order to optimize pathfinding in DF, the map is partitioned into connected sections. Dwarves with a destination in a different section than the one they are in will not even attempt to path there. Dwarves trying to reach an area in the same section they are in will assume that a path exists. It's not clear how this will treat one-way passage breaks.&lt;br /&gt;
&lt;br /&gt;
The video demonstrates that one-way passage breaks are considered connected (at least some of the time). This means if you are not careful building these, it could be dangerous for your processing speed. Dwarves repeatedly trying to path to an unreachable area could be a huge setback!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
See also: &lt;br /&gt;
:* [[tower|Mega-project]]&lt;br /&gt;
:* [[path]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap_industry&amp;diff=49983</id>
		<title>40d Talk:Soap industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap_industry&amp;diff=49983"/>
		<updated>2009-09-04T19:31:25Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Soap industry page==&lt;br /&gt;
I created this page to sort out what I had to do to get my soap industry going. I have [[elephant]]s, [[tree]]s, [[sand]] and a [[volcano]] so I think I should be set...?&lt;br /&gt;
I'm not doing a picture but this is a great place to get my thoughts in one spot so I can either make soap, or not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 05:21, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page is quite misleading, implying that you'll need to establish an entire glass industry just to make the workshop, when all you need is one sand bag, one wood log (to burn into ashes and refine into pearlash) and two units of coke/charcoal (if you don't have magma), plus a wood furnace, ashery, (magma) kiln, and (magma) glass furnace to actually do all of the work. --[[User:Quietust|Quietust]] 18:49, 4 September 2009 (UTC)&lt;br /&gt;
:Hence, a glass industry.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:31, 4 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Embark&amp;diff=48672</id>
		<title>40d:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Embark&amp;diff=48672"/>
		<updated>2009-08-29T04:56:04Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&amp;quot;Embark&amp;quot;''' is a general term that refers to the very beginning of the game, during or immediately following site selection but before actual game play begins. It is used to refer to any choices during that period - site selection, equipment or [[skill]]s selected for your starting 7 dwarfs (or the &amp;quot;Play Now&amp;quot; option), and the actual &amp;quot;landing&amp;quot; on your new site, the 7 dwarfs and any animals around the wagon filled with supplies.&lt;br /&gt;
&lt;br /&gt;
Examples - &lt;br /&gt;
&lt;br /&gt;
:* &amp;quot;I made a big mistake at embark when I forgot...&amp;quot;&lt;br /&gt;
:* &amp;quot;I knew I was in trouble when I got attacked on embark...&amp;quot;&lt;br /&gt;
:* &amp;quot;This is one of the choices you need(ed) to make at embark, before the game...&amp;quot;&lt;br /&gt;
:* &amp;quot;After embark the first thing you want to do is...&amp;quot;&lt;br /&gt;
:* &amp;quot;Once you've embarked, that's when the [[fun]] starts...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Embark options&amp;quot; can refer to &lt;br /&gt;
:* choosing starting skills, equipment and supplies (aka [[Starting build]]),&lt;br /&gt;
:* site selection, possibly using the &amp;lt;f&amp;gt;ind function to help locate an acceptable site for your fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Information at embark&amp;quot; can include:&lt;br /&gt;
* looking at the Wold and Regional map to view the general [[region]] you will be playing in&lt;br /&gt;
* looking at the Local map to confirm the presence of and note the location of important features of your game map, such as [[magma]] vents or [[rivers]].&lt;br /&gt;
* using the {{k|f}} key to &amp;quot;find&amp;quot; a site to your liking&lt;br /&gt;
* using the {{k|tab}} key to view your:&lt;br /&gt;
:* stone [[layer]]s, by using the various {{k|F1}}, {{k|F2}}, {{k|F3}}, &amp;amp; etc. keys &lt;br /&gt;
:* various [[biome]]s, using the same keys, to check for stone layers and climate&lt;br /&gt;
:* view and (if more than one) choose your starting dwarven civilization.&lt;br /&gt;
:* view neighboring civilizations and relationships with them&lt;br /&gt;
&lt;br /&gt;
''(Need a quick list of Embark screen features, with links to full pages)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* [[location]]&lt;br /&gt;
:* [[starting build]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Unfortunate_accident&amp;diff=45697</id>
		<title>40d Talk:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Unfortunate_accident&amp;diff=45697"/>
		<updated>2009-08-25T03:44:27Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Cage trap? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Walk the Plank ==&lt;br /&gt;
&lt;br /&gt;
''These threads were formerly at [[Talk:Walk the Plank]], which was merged with this article.''&lt;br /&gt;
&lt;br /&gt;
===Applied use===&lt;br /&gt;
How, precisely, are you supposed to get your victim to walk to the kill zone?  I don't see that mentioned here. --[[User:ThunderClaw|ThunderClaw]] 09:51, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
''...Build another lever at the end of the plank and link it to both the bridge and the support; Set the workshop profile for the lever to the noble you would like to be rid of; Pull the lever '' [[User:Random832|Random832]] 10:29, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Though it's not clear to me why the bridge needs to be retractable. It seems like this would work just as well with a permanent bridge. [[User:Random832|Random832]] 10:31, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why do you need all the trouble with bonus mechanisms and supports? Just build a bridge over the lava and put the lever on it. That way it is even re-usable. You might want to mention this here, because this seems needlessly complex.--[[User:Destor|Destor]] 11:12, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can you actually build the lever ''on'' the bridge though? I don't think you can stack things like that. --[[User:Bilkinson|Bilkinson]] 11:17, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Indeed you can't.--[[User:Maximus|Maximus]] 11:20, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, you build the lever on the platform that gets collapsed, which is not a bridge. The bridge is so the platform can be walked to without being connected to adjacent floors. [[User:Random832|Random832]] 01:20, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Bridges are way better way of doing this... Just get the noble between 2 locked doors (lock them when he/she comes in) and bridge and you're done. It is also reusable. --[[User:Someone-else|Someone-else]] 18:15, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Suggest Merge ===&lt;br /&gt;
&lt;br /&gt;
This should be merged into [[Unfortunate accident]].&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Macdjord|Macdjord]] 14:47, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded.&lt;br /&gt;
:--[[User:Maximus|Maximus]] 19:20, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can someone add the &amp;quot;This page has been suggested for merging&amp;quot; template to the article? I don't know how.&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 10:53, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Since there were no objections, I just went ahead and merged it.  The merge can be undone if objections arise.--[[User:Maximus|Maximus]] 13:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Right now, [[Unfortunate accident]] has ''no'' talk page. Could you merge this the talks as well as the article?&lt;br /&gt;
&lt;br /&gt;
:::::Done.--[[User:Maximus|Maximus]] 16:15, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Platform Collapse ===&lt;br /&gt;
How is one supposed to build the lever at the end of the bridge?  I tried building a floor to plant the lever on, and while the dwarves did try, the floor just instantly collapsed when complete. --[[User:Corona688|Corona688]] 14:00, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I can't seem to figure this out either. Could someone elaborate? By the sounds of it, there's the edge of the cliff, with a support on it, a floor on top of that with bridge extending outwards from the support's floor, and a lever on top of the support? I really don't see how it's supposed to work, and I'd really love to be able to make some children kill themselves by falling into the chasm I've got waiting. [[User:Pariah|Pariah]] 22:53, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should that really be here? ==&lt;br /&gt;
I don't know about that 'walk the plank' section being in this article, it runs counter to the tone of the rest of it. The other sections are tongue-in-cheek, and then suddenly it starts blowing a raspberry all over your face. Unless someone could rewrite it to fit the tone. That'd be impressive.  &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Navian|Navian]] 10:23, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Your lever is ready, m'lord.&lt;br /&gt;
:--[[User:Maximus|Maximus]] 13:24, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well-done, sir. Well done. You are a champion! &lt;br /&gt;
::--[[User:Navian|Navian]] 13:33, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Indeed. It's actually clearer in what to do and what the effect will be than the original version.&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 14:13, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Simpler to use an atomizer? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to install a 2 or 3-square atom smasher directly above the noble's bed? Or rather, to install the atom smasher first, raise it, then place the bed? Easier than channeling water, I should think.&lt;br /&gt;
&lt;br /&gt;
*I suppose replacing the smashed bed would be sort of troublesome though. --[[User:5parrowhawk|5parrowhawk]] 09:21, 11 June 2009 (UTC)&lt;br /&gt;
*To answer this question, you cannot build beneath a raised bridge. --[[User:Quietust|Quietust]] 21:41, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage trap? ==&lt;br /&gt;
&lt;br /&gt;
Would a [[cage trap]] work to capture the noble and release him into an arena? I dont know how you would make it sound nice, but i'm sure it could work. --[[User:Frandude|Frandude]] 19:09, 13 August 2009 (UTC)&lt;br /&gt;
: No, what you do is you construct a lever connected to nothing and assign him to pull it.  Once he begins, close the gates and release the enemies.--[[User:CrazyMcfobo|CrazyMcfobo]] 03:44, 25 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36133</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36133"/>
		<updated>2009-08-11T01:42:53Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Self-Deconstructing Wagon? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
:::::Auto Hotkey thingy. Heard it works wonders. Never tried it though.--[[User:Zchris13|Zchris13]] 15:19, 10 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
&lt;br /&gt;
:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
:::It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --[[User:Sev|Sev]] 16:48, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::is this still true?&amp;lt;br&amp;gt;i was unwittingly stealing everything off the merchants via the stocks screen. i dont have any steel yet, as i've not found any flux or iron ore. but every now and again, i noticed i had a bunch of steel/iron weapons/bolts/armo(u)r, so designated it all for melting, etc, etc.. eventually, i chose to 'dump' everything to see where they were getting it, and they were stripping the merchants of all their goods/clothes/everything metal xD  will they come and siege me anytime soon? my army's not ready yet! i do give good profit margins (20%+), but i'm sure the stuff i nick is much more valuable :/   --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wagon movement ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can, it just requires 7 tiles instead of 3 --[[User:Nightwind|Nightwind]] 04:08, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've kept track over about 5 years.  The Dwarf caravans seem to arrive around the 15th or 16th of Limestone and leave about the same time in Sandstone.  The Human caravans seem to arrive around the 12th to 14th of Hematite and leave in Malachite.  I don't have any data yet for the Elves.  Once I get some more data points, I'll edit the wiki to add this info.  --[[User:Mithra|Mithra]] 17:11, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Here I've got elves arriving the 11th of Granite. [[User:Timst|Timst]] 09:14, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::16th of hematite for humans here. 40d. Elves 11th too --[[User:Höhlenschreck|Höhlenschreck]] 10:53, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::They're supposed to leave one month to the day after they arrive - that's the same day number, next month.  For me, I've seen dwarf caravans arrive as early as the 10th, and as late as the 17th (but usually toward the first part of that, 10-12th). (Usually right after the first dogs whelp, but that's from the Growers Almanac.)--[[User:Albedo|Albedo]] 11:24, 31 May 2009 (UTC)&lt;br /&gt;
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==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
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== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;br /&gt;
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::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong.  A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans.  When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts).  The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts.  --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST)&lt;br /&gt;
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==Trade Depot Color==&lt;br /&gt;
I know this doesn't have anything to do with trading, but it is interesting. Since Trade Depots are made out of 3 stones (or logs etc etc), if you combine stones of various colors, what do you get? I tried combining Orthoclase (yellow), Kimberlite (blue) and Olivine (green), and I got a green depot. Then I tried Gabbro (black) and 2 Orthoclase, and the depot was yellow. Kimberlite, Petrified Wood (red) and Olivine, the depot was green. Does anyone know how the color is selected?&lt;br /&gt;
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:As far as I understand is the last stone for the color (or was it the first one?) --[[User:NobbZ|NobbZ]] 10:50, 23 February 2009 (EST)&lt;br /&gt;
::I'll have to fire up the game again when I get home, but I could have sworn that I've occasionally wound up with two-tone depots when I've used different stones. The main part was one color while the corners were another. But maybe I'm just imagining things. -[[User:Fuzzy|Fuzzy]] 09:49, 5 March 2009 (EST)&lt;br /&gt;
::: I just built a trade depot out of 3 Orthoclase (yellow) and it turned out where about half of it was yellow and half was white. Not like a two tone either, just blotches of yellow and blotches of white... [[User:Shardok|Shardok]] 04:11, 7 August 2009 (UTC)&lt;br /&gt;
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== stealing animals ==&lt;br /&gt;
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One of the objects I happened to cheat the game of was a nickel cage with a dog in it. on the units page, the dog was still shown to belong to the traders. Is there any way to change this? (or at least any [http://www.dwarffortresswiki.net/index.php/Fun fun] to be had from this?)&lt;br /&gt;
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: What happens when you [[kennel|train]] it into a war dog? or, for that matter, does the game recognize it as an animal that can be [[kennel|tamed]]? --[[User:FJH|FJH]] 15:15, 25 March 2009 (EST)&lt;br /&gt;
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==Buggy behavior with sieges==&lt;br /&gt;
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In my current game the dwarven caravan arrived, followed immediately by a goblin siege.  I crushed the siege but a couple caravan guards and a pack animal were killed.  A handful of merchants, guards and animals got stuck at the edge of the map, and I never got to trade, even though all the wagons made it safely into the depot. I was however able to make the usual arrangements with the liason.  Then I got the message that the caravan was leaving but they didn't actually go.  Has anyone else experienced anything like this?  Any way to fix it?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 23:43, 29 March 2009 (UTC)&lt;br /&gt;
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:In case something like this happens to anyone else, I found that digging out the area under the stuck merchants and collapsing it fixed the problem.  The survivors started moving off the map and the wagons immediately pulled out of the depot. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:20, 31 March 2009 (UTC)&lt;br /&gt;
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== Limited Caravan Accessiblity ==&lt;br /&gt;
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Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message &amp;quot;Their wagons have bypassed your inaccessible site.&amp;quot; I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)&lt;br /&gt;
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)&lt;br /&gt;
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== lazy dwarves ==&lt;br /&gt;
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I just had a Human Caravan.&lt;br /&gt;
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None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labours- ALL of his labours- to get him to speak with the diplomat following him about like a lost puppy.&lt;br /&gt;
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Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high?&lt;br /&gt;
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== Attacked caravan slowed down - bug? ==&lt;br /&gt;
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All right, I was in my third or so year. Autumn came and the dwarven caravan showed up - along with a Goblin ambush. Naturally the two fought in front of my fortress (with some strategic ranged support from my marksdwarves). Of the three wagons, one was destroyed (phat lewt!). Thing is, once the Goblins were taken out of the pricture one of the wagons moved *very* slowly - slow enough, in fact, that it didn't even get into the trading depot before I got the message that the caravan was going to leave soon. The wagon froze at the edge of the depot, two steps shy of getting into position, and then they both just sat there - I never even got the option to trade with them :-/ Has anyone else encountered a similar issue or did my game just have a bout of cranial flatulence?&lt;br /&gt;
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: I have seen my caravan ambushed by goblins (killing the ambush) and then retreat... No trade this season. I guess this kind of behaviour should go in the main page [[User:MathFox|MathFox]] 17:43, 25 April 2009 (UTC)&lt;br /&gt;
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== requested items ==&lt;br /&gt;
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Any time I request specific items... the next caravan turns up with exactly 1 of each item and nothing else.&lt;br /&gt;
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So I get caravans turning up with a total of say 6 items.&lt;br /&gt;
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Any suggestions?[[User:GarrieIrons|GarrieIrons]]&lt;br /&gt;
:Not sure. Maybe it depends on the actual availability of said items? In one game where I played in a pretty barren area and I asked my dwarven traders to bring lots of wood and they brought like 60 something of it the next season. When asking for meat, they bring plenty of it as well. What are you trying to request though? I requested some flux stone once and only got 6 flux stone rocks.--[[User:Smjjames|Smjjames]] 12:35, 29 May 2009 (UTC)&lt;br /&gt;
::example: various types of leather - I got 1 of some of the types.&lt;br /&gt;
::I think maybe  I didn't send out enough value last time and I may have just made the same mistake. I'm trying too hard to get &amp;quot;value&amp;quot;.[[User:GarrieIrons|GarrieIrons]] 06:32, 30 May 2009 (UTC)&lt;br /&gt;
:::I also suspect it has to do with the avialability at the mountainhome - i get huge loads of requested wood, meat and specific types of leather, but bit coal, lignite, pig iron, steel bars and charcoal always only come in small amounts like, 6, though still more than when i do not request them (zero :( ) --[[User:Höhlenschreck|Höhlenschreck]] 20:20, 19 June 2009 (UTC)&lt;br /&gt;
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== Merchant turned friendly ==&lt;br /&gt;
Bug or feature? A macedwarf that came with the caravan lagged a bit behind when leaving and stopped 2 tiles from the border. When i checked with 'u' he had turned friendly. Now he's standing there guarding.. --[[User:Höhlenschreck|Höhlenschreck]] 20:16, 19 June 2009 (UTC)&lt;br /&gt;
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== Forbidden Items? ==&lt;br /&gt;
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I've never had green glass items refused by Elves, on my current or any other map.  My main export to everyone is green glass goblets on any map that supports cheap glass.  I don't need wood for them but then, I didn't think the trading system(or the elves, for that matter) was sophisticated enough to tell. --[[User:Corona688|Corona688]] 19:21, 30 June 2009 (UTC)&lt;br /&gt;
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== Error ==&lt;br /&gt;
I just had my first time ever true crash of DF - right on arrival of human caravan i got a message smth like &amp;quot;fatal error: nemesis failed to load unit&amp;quot;. What does this mean and how do i find out if this is a known bug and where do i report it if not? --[[User:Confused|Confused]] 12:27, 3 August 2009 (UTC)&lt;br /&gt;
:Okay, google was my friend. For some odd reason all the files accompanying world.sav were gone, that causes this error. --[[User:Confused|Confused]] 16:09, 3 August 2009 (UTC)&lt;br /&gt;
::C - you're on the forums - you haven't ever heard of this?  See [http://www.bay12games.com/forum/index.php?topic=34936.0| Nemesis Errour]--[[User:Albedo|Albedo]] 18:51, 3 August 2009 (UTC)&lt;br /&gt;
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== Self-Deconstructing Wagon? ==&lt;br /&gt;
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I had a human caravan enter my map, and right where they entered was a group of bonobos. I was accustomed to the caravans plowing right through animals with no consequences, but this time, the wagon exploded as it touched the bonobo. The wagon was nowhere to be seen afterward, just all the trade goods it was carrying (in addition to one kapok log, which I suspect the wagon was built from). The rest of the caravan promptly ran away. The only thing I had built there was a rock block road. Has anyone else had anything like this happen, and if so, under what circumstances? --[[User:King of the Internet|King of the Internet]] 00:35, 11 August 2009 (UTC)&lt;br /&gt;
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:That happens when a wagon is killed, all of the goods fly out, the Bonobo probably attacked it, and the rest of the traders always run away if a caravan is destroyed.--[[User:CrazyMcfobo|CrazyMcfobo]] 01:42, 11 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26607</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26607"/>
		<updated>2009-08-06T07:37:19Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Sig&lt;/p&gt;
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&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
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I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
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:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
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::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
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::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
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I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
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I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
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What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
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Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
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So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
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:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
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==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
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==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
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From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
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== Do I want this guy? ==&lt;br /&gt;
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im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
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:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
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:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
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== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
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== No King (or Queen rather) ==&lt;br /&gt;
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I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
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I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
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Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
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(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
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== How long does it take for this guy to get here? ==&lt;br /&gt;
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I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
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==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
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He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
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I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
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==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
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==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
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==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
&lt;br /&gt;
This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
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==Still trading with previous mountainhome==&lt;br /&gt;
&lt;br /&gt;
I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
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:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
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== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
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What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
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== elf king?! ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids--[[User:CrazyMcfobo|CrazyMcfobo]] 07:37, 6 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26606</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26606"/>
		<updated>2009-08-06T07:37:05Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* elf king?! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
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I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
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:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
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::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
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::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
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I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
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I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
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What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
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Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
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So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
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:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
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==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
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==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
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== Do I want this guy? ==&lt;br /&gt;
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im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
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:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
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:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
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== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
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== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
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Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
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== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
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==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
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==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
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==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
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==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
&lt;br /&gt;
This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Still trading with previous mountainhome==&lt;br /&gt;
&lt;br /&gt;
I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
&lt;br /&gt;
What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== elf king?! ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26807</id>
		<title>40d:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26807"/>
		<updated>2009-08-06T03:49:29Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &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;
There are two types of mandates, production mandates and export bans.  Export bans forbid the export of some goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]]. While selecting goods to be brought to the depot, you can select &amp;quot;culling on mandates&amp;quot; so that the item list won't include objects you can't export due to a mandate. Items that are subject to export bans are displayed in purple text in the trade window.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single [[mug]] is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a [[caravan]] will not fulfill a mandate, but traded metal ore and bars can be used fine for further processing. Making metal items includes smelting [[ore]] to create metal [[bars]] of that type, notable for metals that have the brittle tag and thus can't be made into anything: [[pig iron]] and [[bismuth]]. If you are on a map without [[flux]] and they are requesting pig iron products, the recommended procedure is to wait until the noble enters their room, lock the door, and fill it with water. Or get some flux from the dwarven caravan; there's plenty other reasons to kill a noble. Due to the mechanics of smelting, one job can produce up to 4 metal bars ([[bismuth bronze]], [[fine pewter]], [[rose gold]]...), these will count as 4 items. &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 production 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 it is an export ban.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Fulfilling the mandate gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
Higher ranking nobility can make multiple mandates at once. The [[count]] and [[count consort]] can each have two mandates active at once, and a [[duke]] and consort even three, while a [[baron]], [[baron consort]], [[mayor]], [[tax collector]], [[dungeon master]]{{verify}}, and [[hammerer]]{{verify}} can each only have one mandate active at a time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17813</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17813"/>
		<updated>2009-08-05T21:52:34Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: I've had 78 Dwarves with 12 dead Dwarves and always they are ambushes, once I hit 80 LIVE Dwarves, it switched to sieges.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''(If looking for articles on catapults and ballistae, see [[Siege engine|Siege Engines]].)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''siege''' is a special, [[fun]] time in [[Fortress mode]] when an army attempts to attack and kill all of your [[dwarves]]. It is at this time you should activate your [[military]], keep civilians indoors, raise the [[drawbridge]]s and pray you have your defenses ready.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
A siege is not to be confused with other types of hostile encounters - if you are besieged you will ''know''. If you are unsure, you are ''not'' under siege. When you receive a siege, you receive a full-screen message &amp;quot;a vile force of darkness has arrived!&amp;quot; and the top of the screen reads &amp;quot;SIEGE&amp;quot; in yellow and red. Siegers are immediately visible at the map edge, whereas [[ambush]]ers or [[thief|thieves]] are not.&lt;br /&gt;
&lt;br /&gt;
During a siege supply lines are cut, and no caravans will visit your fortress.  Unlike a caravan passing your fort due to an inaccessible trade depot, the traders don't appear on the map at all, and no message informs you of this. However, caravans that are already on the map will continue to your fortress as normal, assuming the besiegers don't kill them.&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send kidnappers and ambushers once your fort's population or [[wealth]] reaches a certain amount{{Verify}}, and will start sieging once your total population reaches 80. Sieges will increase in intensity depending only on how many previous sieges you have survived - a population higher than 80 does not increase the number of goblin siegers.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even babysnatched/refugee [[human]]s and [[elves]]) and sometimes mounted on [[beak dog]]s, and occasionally accompanied by up to 3 squads of 5-8 [[troll]]s. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
Trolls are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for [[buildings]] and start demolishing. Locked [[door]]s will keep the goblins out, but can be demolished by trolls. Note that [[Constructions]] are treated as inert terrain objects and therefore can't be destroyed by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
Goblins are less than stalwart, and once a siege sustains significant casualties, there will come a rousing cry of &amp;quot;Screw you guys, I'm going home&amp;quot; as the survivors retreat at full pelt.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Humans can siege your fortress, letting too many caravans get lost to enemies may provoke them.  On entry to the map they will set up a Campfire and wait there for a while, making attacks of opportunity on dwarves that come to the surface, before taking the final headlong charge in much the same way as goblins. &lt;br /&gt;
&lt;br /&gt;
The message is slightly different from the goblin sieges: &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They may be mounted on horses.&lt;br /&gt;
&lt;br /&gt;
They may eventually send a diplomat, who will parley with your leader and offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
As of Version 39f it is possible for [[Elves]] to lay siege to your fortress.  You will get the standard message notifying you of a Siege; however, you will not be able to see any enemy units and the SIEGE banner across the top will instantly disappear. This is because all elven siegers enter the map [[ambusher|sneaking]]; isn't that [[fun]]?  The Elven squads typically consist of a mix of swordselves and wrestlers, all of whom will be using wooden equipment. Later sieges may also feature archers and spearelves, again with wooden weapons. The first time this happens, if your military consists of untrained dwarve, an Elven siege could be an extreme problem. Otherwise, most will not have much trouble resisting the sieges. Difficulty may eventually increase, but this has not been confirmed.&lt;br /&gt;
&lt;br /&gt;
Elves may be mounted on [[unicorn]]s.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or, rather, [[wealth]]. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously.&lt;br /&gt;
&lt;br /&gt;
Kobold archers tend not to directly siege your fort, but prefer to pick off individual Dwarves who may be working in the surrounding wilderness. They will leave once their [[arrow]]s have been exhausted.&lt;br /&gt;
&lt;br /&gt;
=== Megabeasts ===&lt;br /&gt;
Megabeasts are a siege consisting of one enemy. A certain wealth or a population of around 100 may trigger one.{{Verify}} A megabeast, such as a [[bronze colossus]], [[dragon]], or [[titan]], will arrive on the map and head towards your fortress.&lt;br /&gt;
&lt;br /&gt;
Megabeasts rely entirely on [BUILDING_DESTROYER:2] to path to your fortress. Unlike other sieges, they can be stopped simply by shutting a door behind another door. Vanilla megabeasts are easy to defeat and by default only 20% will survive worldgen.{{version|0.28.181.40d}} Can be set higher via /data/init/worldgen.txt.&lt;br /&gt;
&lt;br /&gt;
Increasing [DAMBLOCK] or [SIZE] can help buff up megabeasts, as well as editing their body to be more complex (realistic dragons with scales, for example) and setting them to be made out of certain materials (steel or adamantine, for example){{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Defending against a Siege ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksdwarf|marksdwarves]] where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortification]]s.)&lt;br /&gt;
** A good tip for your military is to make sure that you take out goblin squads early. They tend to arrive all over the map, so you have a chance to strike while they are still scattered. Send groups of dwarves large enough you know you will win with no causualties (normally, a modestly trained group around three-quarters the size of a goblin group has nothing to fear unless there are crossbows, but use extra dwarves just in case) to each squad, so that you don't have to deal with 50 goblins beating down your door in one massive group. In such large numbers, goblins are far more likely to seriously injure or kill even the hardiest of dwarven warriors, while when they are in their initial squads dwarves have much less to fear.&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and release them via [[lever]]/[[pressure plate]] as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, [[catapult]]s and [[ballista]]e, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the [[weapons]]' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help. [[Cage]] [[traps]] are one guaranteed removal in most cases (even some [[megabeasts]] can be siezed by these) and there are a lot of entertaining ways of dealing with [[Captured creatures#Execution|captured creature]]s once their friends have been beaten back.&lt;br /&gt;
&lt;br /&gt;
*Locked (forbidden) doors will keep [[invader]]s out indefinitely, if locked before they seize the door. Doors won't keep siege trolls out, but drawbridges will. Closing all entrances will result in enemies milling around outside your walls without a destination. The siege will end after some (LONG) time have passed, but if you intend to sit it through, make sure you have enough wood, a well and a food source.&lt;br /&gt;
&lt;br /&gt;
*A [[moat]] can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results. Even when not filled, a 1-tile wide [[channel]] is a fast and effective way of stopping besiegers or to guide them into areas you want. Note that water in moats may freeze over during winter (in some maps) providing a possible, if temporary, [[losing|weak point]].&lt;br /&gt;
&lt;br /&gt;
== Civilians ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves will still attempt to do their jobs during a siege, including cutting down [[tree]]s or hauling in items and [[corpse]]s from outdoors. Dwarves will run from invaders, but only ''after'' getting within [[crossbow]]-range, so their self-preservation skills are lackluster when the enemy has ranged weapons, or moves more quickly than them. There are [[Help! My civilians keep running into combat!|several strategies]] to preserve your civilians' lives, none of them perfect.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
:* [[Help! My civilians keep running into combat!]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=32583</id>
		<title>40d:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=32583"/>
		<updated>2009-08-05T20:34:01Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: SpellingError&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Liaisons''' are emissaries from different civilizations that accompany traders to your fortress.  They can have different names ([[Humans]] will send a '''guild representative''', dwarves will send an '''outpost liaison'''), but their functions are the same. Like actual '''diplomats''' they are listed as ''diplomat'' in the unit list. Dwarven liaisons will speak with your leader, one of: &lt;br /&gt;
* [[Duke/Duchess]]&lt;br /&gt;
* [[count|count(ess)]]&lt;br /&gt;
* [[baron|baron(ess)]]{{verify}}&lt;br /&gt;
* [[mayor]]{{verify}}&lt;br /&gt;
* [[expedition leader]]&lt;br /&gt;
Human liaisons will only speak with your [[broker]].  Their function is to ask which goods you would like to have sent with their next caravan (for a higher price), and inform you what goods they would like to buy from you the next time, which they too will pay extra to purchase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your leader is dead, then you must assign a new one using the {{k|n}} screen before the liaison arrives or he/she will leave without a [[meeting]].&amp;lt;br /&amp;gt;&lt;br /&gt;
If your liaison is dead then you will never get a replacement so protect him well if you rely on the caravan for a source of something that you request.&lt;br /&gt;
&lt;br /&gt;
Make sure to turn off all labor for the dwarf who needs to meet with the liaison, even the &amp;quot;dwarves all harvest&amp;quot; {{K|o}}rder, because your leader tends to walk away from the meeting, and liaisons will eventually get [[insanity|depressed]] or go [[berserk]] if they do not get their meeting.  This also causes a message saying &amp;quot;A trader went away unhappy&amp;quot; although it's unknown if this has any current in-game effect. A liaison can also go insane if prevented from leaving; this can happen after as little as two months of game time.&lt;br /&gt;
&lt;br /&gt;
If you are desperate to complete a meeting, consider locking the [[door]] on the meeting room until the meeting is complete. You don't even have to catch both in the office, the liaison is so keen on his bureaucracy, he will happily shout through the door, or even a thin wall (mine coincidentally picked a wall that had an engraving of one of the Dwarven leaders. Psychology, anyone?). A sleeping dwarf leader can be woken up by deconstructing his [[bed]], although this will often generate an unhappy thought. Lastly, an easy way to force the leader into the meeting room is to draft him (this can cause an unhappy thought if he has no war skills) and stationing him in the meeting room. Undrafting him may or may not be necessary to force the meeting to start.&lt;br /&gt;
&lt;br /&gt;
The meeting can take place before, after and even &amp;quot;during&amp;quot;, that is, between, trading sessions.&lt;br /&gt;
 &lt;br /&gt;
The meeting usually consists of 8 screens with breaks, the breaks giving your leader a welcome opportunity to walk away from the meeting. Don't think you are done until the liaison confirms it and says farewell!&lt;br /&gt;
&lt;br /&gt;
The entry point on the map for a liaison is determined before that of the caravan wagons. This can result in the liaison taking a different route to your fortress than the rest of the caravan if the route chosen is not suitable for wagons; the wagons will then enter from a different spot. This means the diplomat has to travel unprotected but this is really the only downside to forcing the wagons to use one particular route. The liaison will then also leave without the caravan once the meeting is done.&lt;br /&gt;
&lt;br /&gt;
Conducting a meeting in a public place can generate an unhappy [[thought]]. Conducting a meeting in the leader's private office can generate a happy thought based on the quality of the room{{v|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, liaisons don't need to eat, drink or sleep. There is a statement from one of our mayors on this:&lt;br /&gt;
&lt;br /&gt;
Ironblood: &amp;quot;This damn human thingy keeps following me around, suckling on me when I pause for too long. I think it's a foreign custom, but I dare not emulate. He's all disgusting and clean. Though his clothes are almost completely rotted off...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Differences by race==&lt;br /&gt;
The liaisons and diplomats sent by different races differ in certain ways.&lt;br /&gt;
&lt;br /&gt;
===Dwarven===&lt;br /&gt;
The name of your dwarven liaison will be upgraded to names such as ''city'' or ''metropolis'' liaison, corresponding to your fortress development.&amp;lt;br&amp;gt;&lt;br /&gt;
The '''liaison''' will stop coming if you have a [[King]]. This liaison comes from the Mountainhome, and if you have a King, then you are already living in the Mountainhome.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
The human '''guild representative''' will have different names based on the importance of your fortress. Such names include '''merchant baron''' and '''merchant princess'''.&lt;br /&gt;
&lt;br /&gt;
Humans will also often send a '''diplomat''' separate from the guild representative when your fortress becomes important enough to rate a baron or better noble.  This individual will only speak to your baron (or better), and generally says something inane such as &amp;quot;What a nice place you've carved out for yourself here.&amp;quot;  As the noble the diplomat wants to speak with never does anything anyway, you need do nothing to ensure the meeting occurs. If you're in a state of war with the human civilization, the diplomat may come proposing a peace treaty.&lt;br /&gt;
&lt;br /&gt;
===Elven===&lt;br /&gt;
The elves will not send trade emissaries, but will occasionally send a '''diplomat''' who meets with your head noble (such as the [[Duke/Duchess]]) to talk about the &amp;quot;tree situation&amp;quot; at your fort. If you don't cut ''any'' trees he will actually be happy with you (a happy hippie - impossible). He may also appear and complain without negotiating an actual tree cutting limit (yet), but for most fortresses he will demand that you limit the number of trees you cut down before the elves return the next year. Complaints are tied to the number of logs in stockpiles, not to the number of trees that have actually been cut, so you will still get the complaints if you import wood. Note that underground [[tower-cap]]s also factor into the limit (who lets the sneaky elves peek in our caverns?).&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=14568</id>
		<title>40d Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=14568"/>
		<updated>2009-08-05T02:17:49Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Adamantine bolts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone found any yet?&lt;br /&gt;
&lt;br /&gt;
:I've heard so, yes.  I forget which talk page it was on.--[[User:Draco18s|Draco18s]] 22:52, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It isn't anywhere on the wiki, if a search for &amp;quot;adamantine&amp;quot; would show it. --[[User:Savok|Savok]] 22:54, 1 November 2007 (EDT)&lt;br /&gt;
::Cancel that. You can't find it by searching for &amp;quot;adamantine&amp;quot; but &amp;quot;addy&amp;quot; gave me [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 this forum thread]. --[[User:Savok|Savok]] 22:56, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where to find it ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176&lt;br /&gt;
&lt;br /&gt;
In the above thread, Toady mentions the pits (and therefore adamantium) are located on every map tile which is displayed as a mountain. He then notes that it might only place them on mountain squares in the local map as well, but that he wasn't sure. So, that detail needs verification. Also, from testing out about a dozen volcano tiles (using reveal.exe) I found adamantine and the pits on every one. So, I've assumed that volcano tiles count as mountains for pit placement. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This seems to be generally true, but not absolutely true. I found a volcano in a desert on a completely flat map, and there was no adamant. Perhaps there is a depth requirement. --[[User:Qalnor|Qalnor]]&lt;br /&gt;
&lt;br /&gt;
:Was this on an actual volcano tile, or just an adjacent tile with a magma vent? --[[User:Janus|Janus]] 02:11, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::It was on an actual volcano tile. I probably can find it this evening if you'd like me to snag the seed so you can see for yourself. --[[User:Qalnor|Qalnor]] 15:36, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
IS there any information on depth in relation to finding deposits, or is it random? --[[User:Loganis|Loganis]] 13:11, 4 August 2009 (UTC)&lt;br /&gt;
:There is ''always'' a number of randomizing factors involved in almost any DF function, and often many are inter-related.  With this, it has a tag that is supposed to put it &amp;quot;deep&amp;quot; - however, with erosion, some players have found it easily visible in a chasm, or claimed to (rarely) find it exposed on the surface - put what weight you want in that.  But, yes, it's usually(?) only found &amp;quot;deep&amp;quot;... ish... --[[User:Albedo|Albedo]] 17:58, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Old info ==&lt;br /&gt;
&lt;br /&gt;
I also ported over parts of the old adamantine info which seemed to still be correct for this version, and trimmed out the bits which no longer seemed to be true. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
:There now only seems to be one labor directly related to adamantine, and that is Strand Extraction. Presumably weaving, smelting to wafers, and forging with the wafers now use the relevant &amp;quot;normal&amp;quot; skills but perhaps with a penalty to speed. I have not yet found adamantine, so if anybody has succeeded in analyzing its use, please correct the information in the wiki! --[[User:Alfador|Alfador]] 00:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, since I've been playing around with adamatine in 33a and 33b for a little while now, I've edited the page a fair bit.  In particular, I've eliminated the Old Info section, wrapping that into the main body where it's correct, and eliminating it where it's not.  I further added notes about treating the ore as a stone, since the value is a little different (I've got an Adamantine Ashery due to the ore not being an economic stone in 33a).  I mentioned the apparent relationship between discovering adamantine and the King arriving.  I removed the &amp;quot;ver&amp;quot; tag and replaced it with normal text, since it was forcing the page into the &amp;quot;outdated info&amp;quot; category, and I think we're now accurate to 33b.  The only thing we still need to check is whether magma version of shops are still needed to handle the processing.  (A magma clothier's shop... hmmm). [[User:Doctorlucky|Doctorlucky]] 04:02, 19 November 2007 (EST)&lt;br /&gt;
::Since apparently someone has verified that magma smelters are not needed to make wafers, can we take this to be a concession from Toady due to magma not being available in all mountain tiles that adamantine is? --[[User:Alfador|Alfador]] 11:38, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demon pit image ==&lt;br /&gt;
&lt;br /&gt;
I believe that's just a magma vent, which may or may not contain adamantine, though there's bound to be some somewhere in a mountain range. --[[User:Maximus|Maximus]], 20 November 2007&lt;br /&gt;
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:I moved the above comment from the edit summary[http://www.dwarffortresswiki.net/index.php?title=Adamantine&amp;amp;diff=10287&amp;amp;oldid=10117]. It is an example of where adamantine can be found, and where one person found it. I think it's useful on this article, so I'll put it back with a caption explaining it's an example. --[[User:Turgid Bolk|Turgid Bolk]] 13:23, 21 November 2007 (EST)&lt;br /&gt;
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::Well, I'm not going to nix your edit, I'll leave that decision up to you or others. But I have to say I don't really see that image as being remotely useful without a lot more context than 'this is an example'. What exactly is it an example of? What information is actually being provided? I can't really see how the image generates anything except confusion because it happens to be a magma square. --[[User:Qalnor|Qalnor]] 17:09, 21 November 2007 (EST)&lt;br /&gt;
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::The image doesnt seem helpful as is. Perhaps with a world seed and a little more explanation [[User:VengefulDonut|VengefulDonut]] 18:34, 21 November 2007 (EST)&lt;br /&gt;
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::Unless a demon pit can always be found to the east of a magma tile, the image is misleading.  The text in the Location section is more accurate, though it needs some more verifying and fleshing out.--[[User:Maximus|Maximus]] 18:46, 21 November 2007 (EST)&lt;br /&gt;
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:::All good points. I removed the image again. Maybe we can get a more helpful image at some point. --[[User:Turgid Bolk|Turgid Bolk]] 13:30, 23 November 2007 (EST)&lt;br /&gt;
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== Standardized spelling ==&lt;br /&gt;
&lt;br /&gt;
I just want to point out, despite it being definitively spelled [[Adamantine]] consistently in Dwarf Fortress, people still will spell it &amp;quot;adamantium&amp;quot; or &amp;quot;adamantite,&amp;quot; presumably due to previous experience with Marvel Comics or World of Warcraft, respectively. (At least those are the places where ''I've'' seen those alternative spellings.) --[[User:Alfador|Alfador]] 14:15, 23 November 2007 (EST)&lt;br /&gt;
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== Strands and loom ==&lt;br /&gt;
Are adamantine strands automatically processed at loom, if 'auto weave thread into cloth' option is on? I think, it's important to know. --[[User:Dorten|Dorten]] 23:29, 16 January 2008 (EST)&lt;br /&gt;
:They are not. There is anew Loom job, &amp;quot;a: Weave Metal Cloth&amp;quot; --[[User:Mitchy|Mitchy]] 00:11, 17 January 2008 (EST)&lt;br /&gt;
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==Verification==&lt;br /&gt;
Verify tag was questioning whether Adamantine appears more often on mountain tilesets than on others. Definately, in a ratio of 100:1 or more. Confirmed using the regional prospector.--[[User:Richards|Richards]] 01:23, 21 April 2008 (EDT)&lt;br /&gt;
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== Adamantine bolts ==&lt;br /&gt;
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In the article, it says that everything made out of adamantine uses 3 wafers in the place of one bar. This is usually correct, but in the case of making bolts, I'm pretty sure you just need one wafer to make a stack of 25 bolts. It might work for coins and other stacked things as well, I'm not sure. Can someone confirm this? --[[User:Obsidian|Obsidian]] 15:37, 4 July 2008 (EDT)&lt;br /&gt;
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I'm doing alot of experiments with Adamantine, and yes, 1 wafer = a stack of 25 Bolts.--[[User:CrazyMcfobo|CrazyMcfobo]] 02:17, 5 August 2009 (UTC)&lt;br /&gt;
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== merge? ==&lt;br /&gt;
I was wondering, should this be merged with raw adamantine? they both have extremely similar facts, and there are little differences. I don't know how to do this, and I think that some people might object, so any thoughts on this, go here. [[User:Destor|Destor]] 21:29, 3 October 2008 (EDT)&lt;br /&gt;
:Vote: '''No merge.''' The pages are seperate because [[Adamantine]] refers to the processed metal and [[Raw adamantine]] refers to the ore. It's basically the standard. --[[User:GreyMario|GreyMaria]] 22:09, 3 October 2008 (EDT)&lt;br /&gt;
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== The ominous timer ==&lt;br /&gt;
&lt;br /&gt;
...'''Too Deep'''. What, exactly, does it mean? I've heard it in some places, but this quote from Boatmurdered got me wondering for a while:&lt;br /&gt;
 In my knowledge the Too Deep timer starts if you mine somewhere between 10-99 adamantium /.../&lt;br /&gt;
(Quote source: Guerilla Medic)&lt;br /&gt;
&lt;br /&gt;
So, this ominous sounding thing, along with the mention (above) of mining adamantine resulting in an 'invariable game over' has gotten me quite curious.&lt;br /&gt;
&lt;br /&gt;
Just what happens? What are the mechanics, how is it triggered, and most importantly--&lt;br /&gt;
&lt;br /&gt;
''How does the game end?'' ~ [[User:Midna|Midna]] 22:14, 27 October 2008 (EDT)&lt;br /&gt;
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:This is from the 2D version. (and it's incorrect, the timer is started based on a random roll that gets a higher chance the more Ad you've mined) Maybe we should have a page about the 2D version and all the major ways it's different from the current version. [[User:Random832|Random832]] 22:43, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I am aware of that; so is the magma river which I so dearly wish I was there to see. But I don't really want to use the 2D version because of all the bugs and everything.&lt;br /&gt;
&lt;br /&gt;
::A few searches (using Google) said that the timer's purpose was to eventually lead to that final game over. So why's it gone and all? Shouldn't it be an option?&lt;br /&gt;
&lt;br /&gt;
::And if Toady ever reads this, I think a whole lot of features from the 2D version should be brought back, hopefully in a toggleable manner (e.g. magma river--I want to pull a Boatmurdered, and a '''river of magma''' sounds pretty awesome in itself); I feel this would be great for the oldbies as well as midbies, and the newbies would eventually tromp on over and discover a few options that made the game more fun for them.&lt;br /&gt;
&lt;br /&gt;
::Oh, and one last thing: Random, that's a great idea. I'd help, but I've never so much as downloaded the 2D version. ~ [[User:Midna|Midna]] 18:37, 28 October 2008 (EDT)&lt;br /&gt;
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:::Well, I'll help get it started, by describing the differences I remember.  Some important changes came post-3D, too, but I stopped playing DF for most of 2008, so I didn't notice what changed when.&lt;br /&gt;
&lt;br /&gt;
:::*Z-levels (the biggie).  Among other things, channels were no impediment unless they were filled with fluid.  There was no fluid &amp;quot;pressure&amp;quot;; fluids were infinite, and if a floodgate was destroyed or otherwise unclosable, the resulting flood could easily destroy your entire fort.  Being infinite, it also had no &amp;quot;depth&amp;quot; (x/7).&lt;br /&gt;
:::*The chasm would contain primarily antmen, ratmen, or batmen, and 5-15 of them would spontaneously crawl out of it on a fairly regular basis until you poured enough magma in there to &amp;quot;kill&amp;quot; the chasm.  Frogmen, snakemen, or lizardmen would also show up spontaneously along the banks of the river (and also crawl out of wells), though much less often.  The underground river would flood once each spring, summer, and fall (in the form of waves sweeping out up to 20 tiles from its banks), and the floods would tend to sweep dwarves into the river, who would almost always drown.  Items swept into the river would permanently disappear.&lt;br /&gt;
:::*Terrain layout -- previously there was just an &amp;quot;outside&amp;quot;, with a river zig-zagging north to south (except in scorching/freezing climates), a nearly flat cliff face, and cave river, chasm, magma river and demon pits at fairly regular distances eastward from the cliff face, that were present in every fortress.  Behind the pits, forming the eastern edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw).  Oh, and the cave river was always lined with limestone and the magma river was always lined with obsidian.  Gold, platinum, hematite, and coal could be found in any mountain, though always to the east of the chasm.  Gem types were also tied to depth.  There were no geographic-style stone layers, and there were only a handful of different types of stone, which were either &amp;quot;light&amp;quot; (limestone, moonstone, or marble), &amp;quot;dark&amp;quot; (obsidian, jet, or onyx), or just &amp;quot;stone&amp;quot;.  Limestone was the only usable flux, and coal was coal (no lignite or bituminous, and it always produced 2 bars from smelting).&lt;br /&gt;
:::*Mining even a little bit of adamantine set into motion an eventual and unavoidable end-of-game (&amp;quot;Too deep&amp;quot;).  Mining a lot of adamantine would cause it to happen at the start of the next season.&lt;br /&gt;
:::*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about anywhere on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.&lt;br /&gt;
:::*Cave-ins would happen pretty much automatically if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a pillar).&lt;br /&gt;
:::*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight... something like a quarter of what they are now.&lt;br /&gt;
:::*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).&lt;br /&gt;
:::*You couldn't build traps or farms outdoors.  You could build bridges outdoors but not make them raisable/retractable.&lt;br /&gt;
:::*You couldn't build/rebuild walls or any of the other [[constructions]].&lt;br /&gt;
:::*Activity zones, including dumps, were introduced with the 3D version.&lt;br /&gt;
:::*Sand was always available, from the banks of the indoor or outdoor river.&lt;br /&gt;
:::*Machines (gears, pumps, windmills, etc.) did not exist.  There was a &amp;quot;mill&amp;quot; workshop that had to be built on one of the rivers.&lt;br /&gt;
:::*Nobles changed a lot.  There used to be &amp;quot;guildmasters&amp;quot; corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no &amp;quot;trader&amp;quot; noble or trade skills; you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and  &amp;quot;Order of the &amp;lt;weapon&amp;gt;&amp;quot; nobles and you could easily have 30 nobles in your fort.&lt;br /&gt;
:::*Dwarves who created artifacts would carry those artifacts non-stop for the next several years.&lt;br /&gt;
:::*Mining would leave behind stones or gems 50% of the time, regardless of miner skill.  Ore would be left behind 100% of the time by legendary miners, less often for lower skill.  All mining byproducts now follow the &amp;quot;ore&amp;quot; formula; up to 100% of the time, dependent on skill.&lt;br /&gt;
:::*Encumbrance changed at some point (post-3D?).  The Γ unit was made 1/10th its former weight, and much greater variation in material weights was introduced.&lt;br /&gt;
:::*Custom stockpiles were introduced before the 3D version -- this was probably the most revolutionary change introduced during the 2D era.  Well, no, fire was probably bigger... and so buggy when it was first introduced you were best off turning it off.  I believe temperature was introduced at the same time, which was also pretty buggy.&lt;br /&gt;
:::That's all I can remember for now.--[[User:Maximus|Maximus]] 00:07, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the boatmurdered screenshots, it appears that discovery of the chasm/cave river depended on line-of-sight (i.e. the whole thing wouldn't appear all at once the moment you breached it) [[User:Random832|Random832]] 01:51, 29 October 2008 (EDT)&lt;br /&gt;
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::That's correct.--[[User:Maximus|Maximus]] 02:57, 29 October 2008 (EDT)&lt;br /&gt;
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:I think artifacts no longer being held on to by dwarves who made them was post-3D, I remember reading an old post in a penny arcade forum on their 3D succession game. [[User:Random832|Random832]] 01:54, 29 October 2008 (EDT)&lt;br /&gt;
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:It's very sad that I've learned most of what I know about this from Boatmurdered.&lt;br /&gt;
&lt;br /&gt;
:So, wouldn't it be good, then, if things like the magma river (with the obsidian lining working as it does now) were brought back? Also, the floods would be great as a toggleable option (only) in my opinion; heck, have it depend upon where you've settled, too. Like a possible Nile setup, if the conditions are similar. So you'd have a '''predictable''' flood which'd make muddy soil and all, maybe fertilize it (if there's a difference, and if it does any good as of yet). A modified, toggleable cave-in system would be nice, too; I don't like how the tiles just support themselves. (You can build a huge pier leading straight into the ocean, then drop a building into it, or make an aquaduct in the same manner to make lava and water create obsidian to build into or whatever...underwater base, done.) Maybe as a 'new player' option.&lt;br /&gt;
&lt;br /&gt;
:Also, could you explain ''exactly'' what the &amp;quot;'''Too Deep'''&amp;quot; timer did when it finished counting down? Was some kind of animation displayed, and if so, what did it show? Or what did it do to end the game? Etcetera... If it's just one screen, screenshots would be good too. ~ [[User:Midna|Midna]] 03:25, 29 October 2008 (EDT)&lt;br /&gt;
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::This reminds me; daemons need a ''serious'' difficulty boost. Sure, they'll simply ''destroy'' the random new player who stumbles across them, but then again, so will [[carp]]. So I propose that somebody make the daemons absolute rape machines; the first (all-'round) daemon to spawn should be essentially ten times as strong as the daemons that spawn right afterwards or something to that effect. Spirits of fire could be given dragon-level breath, and all daemons would get super fire resistance.&lt;br /&gt;
&lt;br /&gt;
::Among other things, such as [DAMBLOCK] boosts, more demons, etcetera. ~ [[User:Midna|Midna]] 18:02, 29 October 2008 (EDT)&lt;br /&gt;
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http://archive.dwarffortresswiki.net/images/3/3c/Adamantite_game_over.PNG&lt;br /&gt;
&lt;br /&gt;
I remember Toady saying somewhere that he wanted to make cave-ins as much of a challenge as in the 2D versions, but there may be game-slowdown issues.  In a recent dev_now he talked about making the chasm civilization more dynamic again (not just a bunch of monsters that are gone once killed).&lt;br /&gt;
&lt;br /&gt;
Balancing the difficulty of the demons is hard, since you either know how to fight them and have a long time to prepare, or you don't, and you'll get massacred.  But if you want Toady to hear any of these things, say them on the forums -- he doesn't hang around the wiki.&lt;br /&gt;
&lt;br /&gt;
(Some) players did indeed use the river flooding for Nile-style farming in the 2D version.--[[User:Maximus|Maximus]] 20:53, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Basically, though, what I'm trying to aim for is to make daemons like they were when one went Too Deep; but without a game-over screen. So you're probably going to be absolutely ''destroyed'', but you just ''might'' have a chance if you're extremely lucky.&lt;br /&gt;
&lt;br /&gt;
:It'd make things easier if we had more elemental attacks; but that makes it start sounding like Pokemon after a while. But if we had, say, 'holy' weapons, then they could be made to be the only things that would do squat against daemons. Maybe the only holy weapons would be artifacts; in fact, that sounds like a great idea to me, because that means it's a lot harder to 'cheat' the system to get the weapons you'd need early.&lt;br /&gt;
&lt;br /&gt;
:Also, wow, this talk section has gotten simply massive. Never thought such a large discussion would be sparked.... ~ [[User:Midna|Midna]] 21:59, 29 October 2008 (EDT)&lt;br /&gt;
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::Those are some interesting ideas, though, again, Toady's the one that needs to hear them.&amp;lt;br&amp;gt;I've copied my 2D vs. 3D list into an actual article, and expanded its purpose: [[History of Dwarf Fortress]].--[[User:Maximus|Maximus]] 02:22, 30 October 2008 (EDT)&lt;br /&gt;
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::: And what happened if, after the &amp;quot;Too deep&amp;quot; game over, you tried to explore the fortress in Adventurer mode ? [[User:Timst|Timst]] 04:38, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::You would find a single adjectiveless &amp;quot;Demon&amp;quot; in it, of slightly larger size than the pit demons.  All raw adamantine left in the fort would supposedly turn into silver.  I never tried it myself.--[[User:Maximus|Maximus]] 13:35, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Oh wow. That sure was a nice, intriguing game over. [[User:Timst|Timst]] 18:29, 30 October 2008 (EDT)&lt;br /&gt;
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==Adamantine Strand Stockpiling==&lt;br /&gt;
So, Adamantine strands are apparently placed in cloth stockpiles, as claimed, but there doesn't seem to be any way to turn adamantine *off* for cloth stockpiles, as adamatine strands do not appear in the cloth stockpile item types options (your options under cloth are: thread(silk), thread(plant), cloth(silk), and cloth(plant)).  Furthermore, all cloth apparently counts as non-plant/animal, because deselecting allow plant/animal in additional options doesn't prevent non-adamantine cloth/thread from being placed in the stockpile (and regular cloth is removed from stockpiles for which you deselect 'allow non-plant/animal').  Basically, there is no way to tell your cloth stockpiles to only accept adamantine strands, which contradicts elements of this and related pages.  --[[User:Squirrelloid|Squirrelloid]] 10:38, 25 November 2008 (EST)&lt;br /&gt;
:As in the article, having a Stockpile set to take from all other cloth stockpiles, but set to accept no &amp;quot;known&amp;quot; types of cloth, works. Incidentally a dyer has just dyed some Adamantine strands blue with Dimple dye. --[[User:Jellyfishgreen|Jellyfishgreen]] 13:47, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==A Little Unclear==&lt;br /&gt;
How many adamantium strands are produced from one raw adamantium? [[User:Bouchart|Bouchart]] 12:20, 17 January 2009 (EST)&lt;br /&gt;
:One.  --[[User:Squirrelloid|Squirrelloid]] 15:04, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adamantine==&lt;br /&gt;
Adamantine is used in several mythologies to bind some sort of great evil.  This is relevant to our interests.--[[User:Zchris13|Zchris13]] 01:42, 24 May 2009 (UTC)&lt;br /&gt;
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== Adamantine at gobbo fortresses? ==&lt;br /&gt;
&lt;br /&gt;
Wondering if it's possible or not. Any help on this would be great! [[User:Pariah|Pariah]] 03:47, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:War&amp;diff=50229</id>
		<title>40d Talk:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:War&amp;diff=50229"/>
		<updated>2009-08-05T01:19:59Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== to do ==&lt;br /&gt;
*notable differences by race&lt;br /&gt;
*more details on war vrs. --------&lt;br /&gt;
*making peace&lt;br /&gt;
&lt;br /&gt;
--[[User:Höhlenschreck|Höhlenschreck]] 12:48, 30 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like what you've done here, I'm going to help out in finding the specific details are.--[[User:CrazyMcfobo|CrazyMcfobo]] 13:02, 30 July 2009 (UTC)&lt;br /&gt;
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I don't quite understand how to find a starting civilization at war with.  I've made 3 different worlds and none of them said 'War' or anything. Could you give me some more specific things to look out for? Possibly a screenshot? That would help alot! --[[User:CrazyMcfobo|CrazyMcfobo]] 01:19, 5 August 2009 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== Elves ==&lt;br /&gt;
So i started this new fort at war with elves. Results so far: No elves come for trade and no entry on them on civ screen. Thats it. Instead i get a hailstorm of goblins, so i will soon be at war with the humans too i guess...My isn't it fun :) --[[User:Höhlenschreck|Höhlenschreck]] 00:28, 5 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=49488</id>
		<title>40d Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=49488"/>
		<updated>2009-08-03T18:17:35Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Dragonfire Pillbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
=New Pages, new organization=&lt;br /&gt;
There had been about 5-6 pages on &amp;quot;defense&amp;quot;, and articles and advice on various topics were scattered and repeated across all of them.  This is an effort to re-organize them into 4 tightly defined and user-friendly topics using current DF wiki naming conventions - a General guide and overview [[Defense guide]], and 3 articles on specific design - layout and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on organizing your military ([[Military design]]).&lt;br /&gt;
&lt;br /&gt;
Discussion from any pages removed or renamed will be placed (or linked) under one of those four.--[[User:Albedo|Albedo]] 06:21, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire Pillbox ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if this will/not work? Do captured dragons flame at kobolds/orcs/siegers? Can this also be used w/ fire imps? (I think the answer to that last is &amp;quot;no&amp;quot; - iirc, imps need to have a path to their targets, which would require that a trap be much more complex - but still possible.)&lt;br /&gt;
:If there is no confirmation, we should probably delete the design, unfortunately.--[[User:Albedo|Albedo]] 12:52, 6 June 2009 (UTC)&lt;br /&gt;
::Don't be lame.  It would totally work.  Just nobody has done it yet.--[[User:Zchris13|Zchris13]] 22:20, 6 June 2009 (UTC)&lt;br /&gt;
:::The only thing &amp;quot;lame&amp;quot; would be including a design that is based on guesswork and doesn't actually work.  I've read forum articles about this same set-up w/ fire imps NOT working - because they need a [[path]] to their target.  And some creatures don't attack goblins unless they're [[Modding guide|modified]] to do so - very disappointing, but true. I just don't remember if the same is true with dragons or not - do you?--[[User:Albedo|Albedo]] 08:04, 7 June 2009 (UTC)&lt;br /&gt;
:It doesn't work. Dragons don't flame at goblins. Already tried with one. It flamed at my dwarves over the channel when I ordered a squad to execute it, though.&lt;br /&gt;
::Was he tied to a chain?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:17, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon trap 'Spike strips'==&lt;br /&gt;
Despite the image, no, its not for wagons, but rather its an idea I have for killing animals like maybe unicorns. I'm in an area with plenty of unicorns (didn't bring along hunters and its still my first year of the fortress), and stuff made from unicorn parts are generally valuable, right? Also, knowing from the entry saying that they are rather dangerous, I have an idea of a way to get materials from them with minimal risk to the dwarves. My idea is to have an area of weapon traps, most likely single weapon traps to minimize corpse mangling, and maybe have them in rows or a grid in an area so that the animals will cross and die. This could also apply to huntable creatures that are able to move fast like gazelles. I haven't actually done this and so I don't know how effective it would really be. Of course though, there is no real substitue for a good hunter as far as bringing back an intact corpse 100% of the time.....as long as the corpse isn't the hunters....--[[User:Smjjames|Smjjames]] 18:37, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bridge Land Mines ==&lt;br /&gt;
&lt;br /&gt;
Pretty sure this is another Guessworked idea, as you can't build anything directly on a bridge.&amp;lt;br&amp;gt;&lt;br /&gt;
Nominate for removal unless someone's got proof otherwise. -[[User:N9103|Edward]] 00:42, 14 June 2009 (UTC)&lt;br /&gt;
:One of the masses of text I copied/pasted when re-formating the previous jumble.  I'm going to ''guess''(?) that the OP meant a constructed span, and not a retractable/drawbridge, since he mentions a length of &amp;quot;at least 20 tiles&amp;quot; and that would be the max for ''two'' retractable bridges ''if'' they met in the middle.  That would allow you to build the pp's on the span, but it would also mean that the collapse would take down the span, right? Dunno, never gone there myself.  If you're sure it's faulty, scratch it.  Or, better, rewrite it so it would work - on solid ground, for instance, with channels on either side.  The &amp;quot;knock your enemy out&amp;quot; ploy should be represented in some form.--[[User:Albedo|Albedo]] 01:45, 14 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm, I guess that could've been faulty wording on their part. I wouldn't really know anything about developing/deploying traps that aren't simple and straightforward, as my fortress design sticks to the KISS principals. -[[User:N9103|Edward]] 01:39, 16 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Miner_cancels_dig:_Inappropriate_dig_square&amp;diff=50088</id>
		<title>40d Talk:Miner cancels dig: Inappropriate dig square</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Miner_cancels_dig:_Inappropriate_dig_square&amp;diff=50088"/>
		<updated>2009-08-03T18:15:15Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* How is that possible? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How is that possible? ==&lt;br /&gt;
You wrote:&lt;br /&gt;
&lt;br /&gt;
 This occurs when a miner attempts to dig at the outer-most square on the map.&lt;br /&gt;
&lt;br /&gt;
This can't be the cause since you can't even designate the outmost tile for digging or channeling. Please explain how you come to that explanation. --[[User:Birthright|Birthright]] 23:53, 19 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well thats what it says when I try to remove a ramp on the outer most edge.--[[User:CrazyMcfobo|CrazyMcfobo]] 00:28, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Crazy's probably right, as whenever you make an up ramp, a down ramp isn't directly above, but actually up and one off.  It probably bugged out. Too lazy to confirm.  [[User:Greep|Greep]] 01:16, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::No, that doesn't make sense either - what greep describes is not true and i can reproduce neither the problem nor the error message --[[User:Birthright|Birthright]] 09:30, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ahah, that makes sense. That must have taken alot of work to figure out, sorry for all the trouble.--[[User:CrazyMcfobo|CrazyMcfobo]] 21:41, 2 August 2009 (UTC)&lt;br /&gt;
:Hard, hard work. Mostly thinking and trying out actually. But thats what we do, the wiki warriors, serving the Bloodgod ;) --[[User:Birthright|Birthright]] 21:52, 2 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This also occurs when a miner attempts to carve an upward ramp underneath an area designated for digging out a downward stairway. That's probably what Greep was thinking of, to an extent. I assume that this error occurs whenever you attempt to have a miner try to dig/carve something underneath an area that has been designated that when dug/carved out will also give visibility to the tile underneath it. So, like channeling, downward stairway, etc. And digging underneath it before it is channeled/carved/etc. [[User:Shardok|Shardok]] 00:17, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I get this message when I have two tasks occupying the same space that conflict in the code. For example I asked a dwarf to channel, but then designated a bridge over that same spot. --[[User:Loganis|Loganis]] 08:11, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alright so it looks like there are quite a bit of things that could cause this error message, so lets find all of them!--[[User:CrazyMcfobo|CrazyMcfobo]] 18:15, 3 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miner_cancels_dig:_Inappropriate_dig_square&amp;diff=50022</id>
		<title>40d:Miner cancels dig: Inappropriate dig square</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miner_cancels_dig:_Inappropriate_dig_square&amp;diff=50022"/>
		<updated>2009-08-02T21:42:26Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This occurs when a miner attempts to dig out a tile that has been marked for digging but has also been marked for channeling from above, and the channeling miner was there first. (So the second  miner encounters an already dug out tile.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Miner_cancels_dig:_Inappropriate_dig_square&amp;diff=50083</id>
		<title>40d Talk:Miner cancels dig: Inappropriate dig square</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Miner_cancels_dig:_Inappropriate_dig_square&amp;diff=50083"/>
		<updated>2009-08-02T21:41:56Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* How is that possible? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How is that possible? ==&lt;br /&gt;
You wrote:&lt;br /&gt;
&lt;br /&gt;
 This occurs when a miner attempts to dig at the outer-most square on the map.&lt;br /&gt;
&lt;br /&gt;
This can't be the cause since you can't even designate the outmost tile for digging or channeling. Please explain how you come to that explanation. --[[User:Birthright|Birthright]] 23:53, 19 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well thats what it says when I try to remove a ramp on the outer most edge.--[[User:CrazyMcfobo|CrazyMcfobo]] 00:28, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Crazy's probably right, as whenever you make an up ramp, a down ramp isn't directly above, but actually up and one off.  It probably bugged out. Too lazy to confirm.  [[User:Greep|Greep]] 01:16, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::No, that doesn't make sense either - what greep describes is not true and i can reproduce neither the problem nor the error message --[[User:Birthright|Birthright]] 09:30, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ahah, that makes sense. That must have taken alot of work to figure out, sorry for all the trouble.--[[User:CrazyMcfobo|CrazyMcfobo]] 21:41, 2 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pet&amp;diff=38430</id>
		<title>40d Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pet&amp;diff=38430"/>
		<updated>2009-08-02T17:10:45Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Non-preferred pets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population control ==&lt;br /&gt;
&lt;br /&gt;
Is there a reliable way to remove pets?  On some of my fortresses, I wind up with 100+ pets and actually see a framerate hit because of it.  I don't really care if their owners get an unhappy thought, they'll straighten out when they drink their masterwork beer.  [[User:Ripheus|Ripheus]] 21:06, 3 March 2008 (EST)&lt;br /&gt;
:Non pet-passable door + death room might work.  (A drawbridge would probably work nicely).  Get the dorf to walk into the room (build something in there or draft them and station them there), wait for the pet, set door as tightly closed, get the dorf to leave the room, drop bridge.  +Kitten tallow biscuits+.  --[[User:Wabbiteh|Wabbiteh]] 06:21, 10 March 2008 (EDT)&lt;br /&gt;
::Death rooms are mandatory in fortresses requiring high fps. Best if you station them near main corridor with few backup corridors. It may be possible to trap pets by just door settings alone. Animals don't know that tightly-closed doors count as forbidden for them and will not include them in pathfinding calculations (they see free corridor, not closed door). They will stand before tightly closed door and won't find a better way. Forbidden doors count as obstacle and will be bypassed if possible. This may be used to create automatic death rooms (if they are controlled by pressure plates you may need absolutely no dwarven intervention). Also, you can't butcher cats killed by anything other than butcher, so no +Kitten Tallow Biscuit+ for you. --[[User:Someone-else|Someone-else]] 17:35, 9 May 2008 (EDT)&lt;br /&gt;
Worked and worked well, thank you sir.  I prefer the spike trap, personally.  [[User:Ripheus|Ripheus]] 22:55, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Controlling movement &amp;amp; pathing attempts==&lt;br /&gt;
I've been looking for a way to lock pets up and keep them from crowding my screen and putting themselves in danger (a river full of [[Carp]], [[Sturgeon]], [[Longnose_gar|Longnose Gar]] AND [[Sea_lamprey|Sea Lampreys]] is as deadly to careless pets as careless dwarves). Tightly-closed doors are largely ineffective, as the pets sit in front of them ready to spring out the moment a dwarf opens one (for example, to lock up another pet). I also suspect the constant pathing errors they generate thinking they can get through on their own (as Someone-else mentioned above) impact performance, though thankfully I don't have enough pets to be sure (yet). I've been working on a way to lock pets away such that they'll sit quietly not attempting to escape as soon as the opportunity presents itself, and it's proving a fairly complex task, since I'm trying to do this WITHOUT killing them. I'm wondering:&lt;br /&gt;
&lt;br /&gt;
1) if info on how to do this, or for that matter detailed info on how to build a pet death-room, should be included in the article and &lt;br /&gt;
&lt;br /&gt;
2) if anyone else has some insight on how the non-lethal method can/should be pulled off.&lt;br /&gt;
&lt;br /&gt;
Once I get a workable system I'll post the info here, and can do a writeup on the article if people think it would be useful to have a &amp;quot;pet control&amp;quot; section. [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The only way to interrupt a healthy creatures' pathfinding algorithm is to block all access from its current location.  No [[ramp]]s, [[door]]s, [[floodgate]]s, [[bridge]]s can lead to it on the same z-level.  Surround it with [[wall]]s or [[channel]]s.  Sadly, the only means of getting the animal out of this [http://www.dwarffortresswiki.net/index.php/Activity_zone#Pit.2FPond|Pit/Pond pit] seems to be to drop it down a retractable [[bridge]], connected to its own [[lever]] somewhere.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  SIDE&lt;br /&gt;
&lt;br /&gt;
  ___pp___        &amp;lt;-- Room, channel floor, pit designation over channel (dump animals here)&lt;br /&gt;
  __|,,|__        &amp;lt;-- Room, channel floor, retractable bridge covering the channel, walled-off (dumped animals collect here)&lt;br /&gt;
  ________        &amp;lt;-- Room (animals released into here)&lt;br /&gt;
&lt;br /&gt;
'_' are floors&lt;br /&gt;
'|' are built walls&lt;br /&gt;
',' are bridges&lt;br /&gt;
'p' means Pit/Pond designation&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:[[User:FJH|FJH]] 00:59, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cost of ownership ==&lt;br /&gt;
On the z-animals menu, at least once the economy starts, non-cat pets have a price listed next to them.  Is it possible to buy pets off owners?  If so, how?  (If not, why the monetary value?) --[[User:Squirrelloid|Squirrelloid]] 02:22, 29 April 2008 (EDT)&lt;br /&gt;
:If you mark stray pet as available it'll have price too. It's the price at which a dwarf can buy a pet, whether it's owned by other dwarf or is stray. That's what I think.--[[User:Dorten|Dorten]] 03:22, 29 April 2008 (EDT)&lt;br /&gt;
:I suspect this is the cost to the dwarf's own budget, maybe a one-time fee, maybe a periodic &amp;quot;rent&amp;quot; on the pet for its care (food, squeaky toys, etc.) Either way, the only purpose is to determine whether the dwarf can afford the pet and, if he can, to slightly reduce his ability to afford other things as a result of ownership. The price is only really relevant to strays, as you can't buy a pet that's already owned. [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pets in combat ==&lt;br /&gt;
Will a pet attack enemies attacking its owner? How does pets work for protection? Can a tame mule or whatever actually be any good in a fight?--[[User:Dwaref|Dwaref]] 22:33, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Firstly, I've never seen a horse attack anything. Some pets such as Dogs can indeed attack enemies, but they aren't that good at stopping Goblins or anything stronger. They're good at getting rid of pests though. --[[User:AlexFili|AlexFili]] 04:02, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I've seen a horse attack and stun goblins, but only in self defence (counterattacks, I assume). I believe that the horse was a pet, probably of a woodcutter, as it was wandering around outside my fort at the time. Led those gobbos a merry chase, it did. --[[User:Raumkraut|Raumkraut]] 08:13, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm hoping they do!  I bought a tame black bear off some shady elves, and I'm hoping it'll get adopted soon; prefeably by a military dwarf, or at least one that spends a decent amount of time outside of Rissenpaddle's halls.  Can't wait to see the look on those goblin's faces!  --[[User:Eddie|Eddie]] 07:14, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My current fort's first goblin ambush was put down by two stray (untrained) dogs, a stray wardog, and a stray horse FOAL. They were hanging out in a meeting hall near my trapped entrance hallway and charged right in as soon as the gobbos entered (not waiting for them to trip more than a single cage trap, to my chagrin). I groaned but one dog killed 2 of the invaders without getting a scratch, and the other sustained only a couple minor injuries taking down a 3rd. I'm not sure how much the foal helped as he didn't end up getting a name/kill, but he was certainly involved, and had the bloody hooves to prove it. I'm pretty sure the wardog helped significantly but just didn't happen to land a killing blow.&lt;br /&gt;
:In any case, the answer's YES, animals will fight if presented with the enemy, and they can be very effective even untrained. They didn't pursue the 2 goblins that fled, interestingly (I was still happy to order double alpo/oats all around for valor, though *grin*) [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dogs will fight any hostiles that come near.  Other animals will counter-attack, but will otherwise avoid combat.  I've even tested this in adventurer mode, horses will run away from me, but if I swing at them, they have a mean counter.  The passive &amp;quot;other animals&amp;quot; listed above, unfortunately, includes all tamed animals except dogs.  So sadly, a tame bear/elephant/wolf/gorilla/etc. is essentially livestock. --[[User:Smartmo|Smartmo]] 02:24, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Named and owned pet in cage ==&lt;br /&gt;
If you assign a kitten to a cage, it is possible for it to adopt a dwarf before it is put in the cage; I found a pet in my cat cage. --[[User:Bombcar|Bombcar]] 03:08, 19 October 2008 (EDT)&lt;br /&gt;
: Yep, it is quite possible. I've had it happen on a few occasions (much to my annoyance). --[[User:Toloran|Toloran]] 15:09, 2 November 2008 (EST)&lt;br /&gt;
:If it happens to you, just make sure to leave the cat in the cage. All the normal rules still apply (can't butcher, death causes unhappy thought, etc.) and once it's out it won't be possible to re-cage. It's possible because the cat claiming an owner doesn't interrupt the &amp;quot;cage animal&amp;quot; task, but you can't assign it to be caged AFTER the adoption takes place. [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Pet Training==&lt;br /&gt;
Can you train pet dogs? In my fortress I had loads of dogs, but it is my first fort so I made all of them available and now they're pets. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 07:44, 21 October 2008 (EDT)&lt;br /&gt;
:You can only train strays. Though assigned war/hunting dogs seem to act like pets in terms of making their owner happy and such. Don't worry about them being assigned, there will be puppies soon enough. [[User:HeWhoIsPale|HeWhoIsPale]] 08:32, 21 October 2008 (EDT)&lt;br /&gt;
==Non-preferred pets==&lt;br /&gt;
Do dwarfs take pets that aren't the creature they like for their [prefstring]? I have black bears, cougars, wolves, deer, and marmots, but non of my dwarves are claiming them as pets. They only seem to like cows, horses, and cats. [[User:HeWhoIsPale|HeWhoIsPale]] 08:32, 21 October 2008 (EDT)&lt;br /&gt;
:I've had the same problem, I think they only take prefstring pets :/ --[[User:Xonara|Xonara]] 21:00, 18 January 2009 (EST)&lt;br /&gt;
::Generally its prefstring, although common pets may be less bound by that.  Also, cats adopt dwarves (not vice-versa), so whether the dwarf likes cats or not is completely irrelevant.  What is relevant is whether the cat likes the dwarf - there are dwarves that cats will *not* adopt.  Presumably this is based on personality somehow. --[[User:Squirrelloid|Squirrelloid]] 21:58, 18 January 2009 (EST)&lt;br /&gt;
:::According to [[Cat]] a dwarf &amp;quot;liking cats&amp;quot; IS relevant. The cats choose the owners but apparently are more likely to choose dwarves who have the cat prefstring. [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)&lt;br /&gt;
::::With this said, I'm going to change the Dragon Prefstring to the same as cats. :3--[[User:CrazyMcfobo|CrazyMcfobo]] 17:10, 2 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16766</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16766"/>
		<updated>2009-08-01T01:11:45Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Proper area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
:::I have had no trouble dumping narrow clothing after the economy kicks in -- as long as the clothing isn't already in a shop.  Once they've hauled it to the shop, it behaves as if it were &amp;quot;owned&amp;quot;. --[[User:Sev|Sev]] 19:55, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just want to confirm that items, particularly worn out socks and shoes, can't be dumped.  So if your dwarf decides he wants a new pair and leaves his old shoes or socks lying on the ground, you are screwed.--[[User:Jpwrunyan|Jpwrunyan]] 10:59, 25 April 2009 (UTC)&lt;br /&gt;
:You can, however, hide them via {{k|k}}-{{k|h}} or {{k|d}}-{{k|b}}-{{k|h}}.  They still exist, but at least you won't have to look at them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:07, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that makes sense! I always thought that was what ponds were for, before I figured out you could do other things with them, too. I'd be careful with the dragon pits, though. Even tame ones are very indiscriminate when breathing fire on their foes. (Currently I'm using a race that I gave dragonfirebreath. First thing that happened when zombies attacked was they lit up the zombies, the wagon and all the supplies, and the clothes their friends were wearing. I changed the race's ignite point after that.) --[[User:Navian|Navian]] 20:38, 22 November 2008 (EST)&lt;br /&gt;
==Nobles filling ponds==&lt;br /&gt;
&lt;br /&gt;
Anybody else notice that nobles fill ponds?  They ''are'' useful for something after all! --[[User:Kwieland|Kwieland]] 02:12, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Odd pond filling techniques==&lt;br /&gt;
Why is it when my little dudes try filling my pond, they leave the bucket at edge of my pond? Am I seeing this incorrectly, or when they fill a pond, they get water, bring it over to the pond, pour the water in, and leave the bucket. I don't understand how this fills the pond, or if you need multiple buckets, or if I'm doing something wrong. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:09, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They dumped the water out of the bucket into the pond (assuming there was a channel to dump into) and then left the bucket for the next filler to use. It can be very difficult to fill any sizable space (&amp;gt;2x2) with buckets alone, due to evaporation. Your best bet is to have multiple pond zones (each one will generate a separate filling job,) 2 buckets per zone, and turning off any bucket accepting stockpiles, in addition to making sure the nearest water source isn't a long trip. --[[User:N9103|Edward]] 22:04, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh, I see. I figured if the dwarves didn't have anything better to do, they'd just keep the buckets with them and do the job over and over again. They drop the bucket when they're done? That's kinda ridiculous. Anyway, that's for the info. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:10, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Undumpable: Fallen dump-marked stone==&lt;br /&gt;
I had a bunch of stone I marked for dumping via {{k|d}}-{{k|b}}-{{k|d}}. Then, before dwarfs could take it away, my miners channeled the ground out from under the stone, causing it all to fall to the level below. Now, no matter how I unmark/remark the stone, they refuse to dump any of the stone that fell while marked for dumping. I can mark off other areas of stone; a dozen dwarfs happily swarm the area and take it away. But any of the stone that fell a level while marked for dumping are completely ignored. Bug? --[[User:Mattmoss|Mattmoss]] 23:33, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Note that the dwarfs have physical access to the stone. I didn't just dig a pit without stairs/ramps; there are no stairs/ramps, but I was digging out the stone and floor above my trade depot and main hall, so the dwarfs do have access to the area where the &amp;quot;untouchable&amp;quot; stone is. I tested to see if adding stairs suddenly made the stone accessible; it did not. --[[User:Mattmoss|Mattmoss]] 03:17, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Figured it out; not a bug. Stupidly, I forgot my purpose in digging and channeling out the area was to make the room below OUTDOORS. And the default option is for dwarfs to not collect refuse from outdoors. As soon as I enabled that option, the dwarfs started dumping the stone. --[[User:Mattmoss|Mattmoss]] 20:23, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interrupted while adding to (goblin) pit ==&lt;br /&gt;
&lt;br /&gt;
I want to dump all my gobbos into the same 2x2 pit. but my dwarves lead a gobbo over to it, see the gobbos already in there, and cancel the job... I'm suprised they don't let go of the gobbo they are leading in fright.&lt;br /&gt;
&lt;br /&gt;
The down-side is, I now have dwarves wandering around holding onto goblins... which can't be a good thing can it?&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 04:05, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proper area ==&lt;br /&gt;
For some odd reason, all of my pets run back and forth from their masters/parents to the meeting area (Any type) and then back.  Repeat.  Its very annoying because my Military dwarves that have war dogs assigned to them have the dogs running back and forth which cuts down on power, and eats up my CPU.  I know that I can just not have a meeting area, but I want them to get happy thoughts from talking near my Adamantine statue!  Does anybody know a way around this?--[[User:CrazyMcfobo|CrazyMcfobo]] 00:08, 1 August 2009 (UTC)&lt;br /&gt;
*Is your adamantine statue not declared as a statue garden? That counts as a meeting area and your dwarfs will congregate there. --[[User:Quietust|Quietust]] 00:36, 1 August 2009 (UTC)&lt;br /&gt;
:: I disabled it because of all the traffic the pets made, but any area where the dwarfs gather (Except their bedrooms) the pets will also gather.--[[User:CrazyMcfobo|CrazyMcfobo]] 01:11, 1 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16764</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16764"/>
		<updated>2009-08-01T00:08:22Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
:::I have had no trouble dumping narrow clothing after the economy kicks in -- as long as the clothing isn't already in a shop.  Once they've hauled it to the shop, it behaves as if it were &amp;quot;owned&amp;quot;. --[[User:Sev|Sev]] 19:55, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just want to confirm that items, particularly worn out socks and shoes, can't be dumped.  So if your dwarf decides he wants a new pair and leaves his old shoes or socks lying on the ground, you are screwed.--[[User:Jpwrunyan|Jpwrunyan]] 10:59, 25 April 2009 (UTC)&lt;br /&gt;
:You can, however, hide them via {{k|k}}-{{k|h}} or {{k|d}}-{{k|b}}-{{k|h}}.  They still exist, but at least you won't have to look at them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:07, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that makes sense! I always thought that was what ponds were for, before I figured out you could do other things with them, too. I'd be careful with the dragon pits, though. Even tame ones are very indiscriminate when breathing fire on their foes. (Currently I'm using a race that I gave dragonfirebreath. First thing that happened when zombies attacked was they lit up the zombies, the wagon and all the supplies, and the clothes their friends were wearing. I changed the race's ignite point after that.) --[[User:Navian|Navian]] 20:38, 22 November 2008 (EST)&lt;br /&gt;
==Nobles filling ponds==&lt;br /&gt;
&lt;br /&gt;
Anybody else notice that nobles fill ponds?  They ''are'' useful for something after all! --[[User:Kwieland|Kwieland]] 02:12, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Odd pond filling techniques==&lt;br /&gt;
Why is it when my little dudes try filling my pond, they leave the bucket at edge of my pond? Am I seeing this incorrectly, or when they fill a pond, they get water, bring it over to the pond, pour the water in, and leave the bucket. I don't understand how this fills the pond, or if you need multiple buckets, or if I'm doing something wrong. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:09, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They dumped the water out of the bucket into the pond (assuming there was a channel to dump into) and then left the bucket for the next filler to use. It can be very difficult to fill any sizable space (&amp;gt;2x2) with buckets alone, due to evaporation. Your best bet is to have multiple pond zones (each one will generate a separate filling job,) 2 buckets per zone, and turning off any bucket accepting stockpiles, in addition to making sure the nearest water source isn't a long trip. --[[User:N9103|Edward]] 22:04, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh, I see. I figured if the dwarves didn't have anything better to do, they'd just keep the buckets with them and do the job over and over again. They drop the bucket when they're done? That's kinda ridiculous. Anyway, that's for the info. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:10, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Undumpable: Fallen dump-marked stone==&lt;br /&gt;
I had a bunch of stone I marked for dumping via {{k|d}}-{{k|b}}-{{k|d}}. Then, before dwarfs could take it away, my miners channeled the ground out from under the stone, causing it all to fall to the level below. Now, no matter how I unmark/remark the stone, they refuse to dump any of the stone that fell while marked for dumping. I can mark off other areas of stone; a dozen dwarfs happily swarm the area and take it away. But any of the stone that fell a level while marked for dumping are completely ignored. Bug? --[[User:Mattmoss|Mattmoss]] 23:33, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Note that the dwarfs have physical access to the stone. I didn't just dig a pit without stairs/ramps; there are no stairs/ramps, but I was digging out the stone and floor above my trade depot and main hall, so the dwarfs do have access to the area where the &amp;quot;untouchable&amp;quot; stone is. I tested to see if adding stairs suddenly made the stone accessible; it did not. --[[User:Mattmoss|Mattmoss]] 03:17, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Figured it out; not a bug. Stupidly, I forgot my purpose in digging and channeling out the area was to make the room below OUTDOORS. And the default option is for dwarfs to not collect refuse from outdoors. As soon as I enabled that option, the dwarfs started dumping the stone. --[[User:Mattmoss|Mattmoss]] 20:23, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interrupted while adding to (goblin) pit ==&lt;br /&gt;
&lt;br /&gt;
I want to dump all my gobbos into the same 2x2 pit. but my dwarves lead a gobbo over to it, see the gobbos already in there, and cancel the job... I'm suprised they don't let go of the gobbo they are leading in fright.&lt;br /&gt;
&lt;br /&gt;
The down-side is, I now have dwarves wandering around holding onto goblins... which can't be a good thing can it?&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 04:05, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proper area ==&lt;br /&gt;
For some odd reason, all of my pets run back and forth from their masters/parents to the meeting area (Any type) and then back.  Repeat.  Its very annoying because my Military dwarves that have war dogs assigned to them have the dogs running back and forth which cuts down on power, and eats up my CPU.  I know that I can just not have a meeting area, but I want them to get happy thoughts from talking near my Adamantine statue!  Does anybody know a way around this?--[[User:CrazyMcfobo|CrazyMcfobo]] 00:08, 1 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bucket&amp;diff=50092</id>
		<title>40d Talk:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bucket&amp;diff=50092"/>
		<updated>2009-07-31T23:45:03Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;quot;when emptied on the floor they create a pile of &amp;quot;stagnant water [10]&amp;quot;  &amp;quot;&lt;br /&gt;
&lt;br /&gt;
so when does this happen? cos it is happening every now and then in my fort and i would like to know why --[[User:Koltom|Koltom]] 17:21, 20 July 2009 (UTC)&lt;br /&gt;
:I beleive this happens whenever they cancel their job while hauling it, and drop it on the floor.--[[User:Zchris13|Zchris13]] 19:04, 30 July 2009 (UTC)&lt;br /&gt;
::Is there any use for this? Because my dwarves keep putting them into my drink stockpiles for my guard outposts.--[[User:CrazyMcfobo|CrazyMcfobo]] 23:45, 31 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:CrazyMcfobo&amp;diff=39692</id>
		<title>User talk:CrazyMcfobo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:CrazyMcfobo&amp;diff=39692"/>
		<updated>2009-07-31T21:51:50Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Deleted!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Miner cancels dig: Inappropriate dig square]]==&lt;br /&gt;
You wrote:&lt;br /&gt;
&lt;br /&gt;
 This occurs when a miner attempts to dig at the outer-most square on the map.&lt;br /&gt;
&lt;br /&gt;
This can't be the cause since you can't even designate the outmost tile for digging or channeling. Please explain how you come to that explanation. --[[User:Birthright|Birthright]] 23:53, 19 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well thats what it says when I try to remove a ramp on the outer most edge.--[[User:CrazyMcfobo|CrazyMcfobo]] 00:28, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Crazy's probably right, as whenever you make an up ramp, a down ramp isn't directly above, but actually up and one off.  It probably bugged out. Too lazy to confirm.  [[User:Greep|Greep]] 01:16, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::No, that doesn't make sense either - what greep describes is not true and i can reproduce neither the problem nor the error message --[[User:Birthright|Birthright]] 09:30, 20 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:CrazyMcfobo&amp;diff=39690</id>
		<title>User talk:CrazyMcfobo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:CrazyMcfobo&amp;diff=39690"/>
		<updated>2009-07-31T21:38:25Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Not your job */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Miner cancels dig: Inappropriate dig square]]==&lt;br /&gt;
You wrote:&lt;br /&gt;
&lt;br /&gt;
 This occurs when a miner attempts to dig at the outer-most square on the map.&lt;br /&gt;
&lt;br /&gt;
This can't be the cause since you can't even designate the outmost tile for digging or channeling. Please explain how you come to that explanation. --[[User:Birthright|Birthright]] 23:53, 19 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well thats what it says when I try to remove a ramp on the outer most edge.--[[User:CrazyMcfobo|CrazyMcfobo]] 00:28, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Crazy's probably right, as whenever you make an up ramp, a down ramp isn't directly above, but actually up and one off.  It probably bugged out. Too lazy to confirm.  [[User:Greep|Greep]] 01:16, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::No, that doesn't make sense either - what greep describes is not true and i can reproduce neither the problem nor the error message --[[User:Birthright|Birthright]] 09:30, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not your job ==&lt;br /&gt;
&lt;br /&gt;
 Please don't post links that have nothing to do with Dwarf Fortress&amp;lt;br /&amp;gt;--CrazyMcfobo 16:25, 31 July 2009 (UTC) &lt;br /&gt;
Hey - I know you're doing it for all the right reasons, but that's really the job for the Admin.  ([[User:Senso]], as found under the &amp;quot;Help&amp;quot; link in the left-hand side bar).  Also, if you're going to leave messages, put them on the user's &amp;quot;discussion&amp;quot; page - their personal page is just that, &amp;quot;personal&amp;quot; - and you editing it is, technically, a violation in itself.  (That, and they get no automated message about it, as happens when discussion pages are edited.) Also, looking at BooloEltpa's history and patterns, either it's a bot or the user really doesn't care - and again, we're back to the Admin. See also [[Dwarf Fortress Wiki:Spamreport]]. Readya later, --[[User:Albedo|Albedo]] 20:08, 31 July 2009 (UTC)&lt;br /&gt;
:Ah, I didn't know about that page, thanks for the tip.--[[User:CrazyMcfobo|CrazyMcfobo]] 21:38, 31 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:BooloEltpa&amp;diff=50243</id>
		<title>User:BooloEltpa</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:BooloEltpa&amp;diff=50243"/>
		<updated>2009-07-31T16:25:11Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Created page with 'Please don't post links that have nothing to do with Dwarf Fortress--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please don't post links that have nothing to do with Dwarf Fortress--[[User:CrazyMcfobo|CrazyMcfobo]] 16:25, 31 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Materials&amp;diff=12636</id>
		<title>Category:Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Materials&amp;diff=12636"/>
		<updated>2009-07-31T16:24:43Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Removed Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Colored Notice Box|#06f|&lt;br /&gt;
  &amp;lt;p&amp;gt;'''Main article:''' [[Material]]&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Livestock&amp;diff=50234</id>
		<title>Livestock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Livestock&amp;diff=50234"/>
		<updated>2009-07-30T15:25:16Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: I can verify that chained animals reproduce.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this article '''livestock''' means any live [[animal]]s you have under your control, usually [[tame]], but, with some limitations, untame can be used too. Their main use is for breeding and [[butcher]]ing, but they can also be made into pets and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
'''Livestock''' can be acquired by a variety of means:&lt;br /&gt;
&lt;br /&gt;
*You can buy animals on embark. Except cats and dogs, those are hellishly expensive. This might not be a smart move.&lt;br /&gt;
*You bring 2 animals with you that drag your wagon. Those are seldom if ever a breeding pair.&lt;br /&gt;
*Some [[immigrant]]s will bring [[pet]]s that might complete breeding pairs.&lt;br /&gt;
*Your most reliable source for livestock are [[trade]]rs that will bring caged animals. [[Elves]] aside, they will only bring the common domestic animals, but those suffice. Elves may bring more exotic animals which are additionally interesting for defense purposes.&lt;br /&gt;
*You can catch and tame animals on your map with cage traps. This requires many cage traps, some work and/or some luck.&lt;br /&gt;
*Once you have a male and female of a species they will begin breeding, giving you a potentially unlimited supply - of that species.&lt;br /&gt;
&lt;br /&gt;
==Caveats and Tips==&lt;br /&gt;
*Animals are frequently accused of ruining your framerate from pathing. Recommended remedies include caging (this stops breeding!), [[chain]]ing, or &amp;quot;stacking&amp;quot; in a small room. Baby [[animal]]s can be kept in [[cage]]s till they are mature and then be released.&lt;br /&gt;
&lt;br /&gt;
*While you can't butcher pets, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
*Mules are sterile.&lt;br /&gt;
&lt;br /&gt;
*Tame female animals that are left to roam can apparently become impregnated by wild males of the same species. The new animals produced will be [[tame]].&lt;br /&gt;
&lt;br /&gt;
* Some animals are reproducing faster and more consistently than others. Cows, horses, dogs and cats work and are easy to acquire. Other than that you will have to try out. &lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
=== Breeding and Butchering===&lt;br /&gt;
Livestock is a welcome source mostly for bones and leather, but also supplies meat and skulls. Slaughtered newborns provide the same number of items as full-grown animals, so there is no need to wait for them to mature.&lt;br /&gt;
&lt;br /&gt;
Only one male is necessary to impregnate an indefinite number of females. Keep 1 or 2 spare males around in case one dies of old age, any other males serve no purpose and can be safely slaughtered. &lt;br /&gt;
&lt;br /&gt;
The males don't need to be anywhere near the females to impregnate them. You could lock them in a vault and they would still impregnate the females anyway. NOTE: While distance and/or walls will not prevent pregnancy, putting either the females or all available males into a cage WILL prevent it. Chained animals will still reproduce.&lt;br /&gt;
&lt;br /&gt;
The animals at the end of your z-animals list are the newest born (war dogs and vermin aside)&lt;br /&gt;
&lt;br /&gt;
Females should be slaughtered too after about 8-10 years, so they wont die of old age. While it is hard to keep track of the exact age of a single animal, butchering a few from the top of the list should do the trick.&lt;br /&gt;
&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
=== Wild animals ===&lt;br /&gt;
Wild animals will attempt to escape from your fortress if you release them from their cages. It is advisable to keep them in a confined space and send in your military before handing them over to the butcher.&lt;br /&gt;
&lt;br /&gt;
===Pets===&lt;br /&gt;
You can make most animals available as pets on the {{k|z}}-animals subscreen. Dwarves who like them will adopt them.&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45885</id>
		<title>40d Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45885"/>
		<updated>2009-07-30T15:23:22Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* No Produce? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Contact for breeding==&lt;br /&gt;
Removed the verify for livestock breeding without being in contact; I've personally witnessed a female camel and a female horse locked deep inside my fortress get telepathically impregnated by outside animals. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Drawfirons|Drawfirons]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Telepathically impregnated by ''wild'' outside animals? It's not part of the original question, but it sounds like that's what you're saying. --[[User:RomeoFalling|RomeoFalling]] 20:18, 8 November 2008 (EST)&lt;br /&gt;
::I had only a female horse, and it had a baby.  It is still early, but it may have been from the wild outside horses, or she may have started pregnant.--[[User:Zchris13|Zchris13]] 14:06, 3 March 2009 (EST)&lt;br /&gt;
::I too had this happen but with a Muskox. For a second I was worried I had a case of Muskox jesus on my hands.--[[User:Toloran|Toloran]] 05:12, 31 March 2009 (UTC)&lt;br /&gt;
:::From what I recall, the RNG takes a roll for each pair of tame animals are each year, and from there extrapolates the chance of impregnation. I don't believe it takes into factor if the animals are caged or not. Furthermore, any new animal additions will alternate between male and female. For instance if you have an even number of males and females, and you give birth to 3 young, it will alternate, boy/girl/boy. I can also verify that animals do breed while caged. Updating the wiki accordingly. [[Media:Puppies.png]] [[User:Schm0|Schm0]] 01:21, 14 April 2009 (UTC)&lt;br /&gt;
::::Regarding breeding caged animals: Are the young born into the cage, or set free? --[[User:AndyKorth|AndyKorth]] 03:56, 28 April 2009 (UTC)&lt;br /&gt;
:::::Free.  I typically find them outside the cage milling around.--[[User:Kwieland|Kwieland]] 13:20, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Non-renewable resource==&lt;br /&gt;
I feel it should be mentioned somewhere that both hunting and livestock are non-renewable without some luck as to what animals are brought as pets with immigrants.  Tame animals (those that are not pets) seem to be considered 'wild' in that they obey the limits set forth in the raw file for the number that will be 'spawned' (or born, if you will) before hitting a max.  Basically, unnamed animals will eventually stop breeding, and only those pets with names will continue to breed.  Hence why [[catsplosion]] is so bad, and why it doesn't happen with any other animals. Barring the ability to assign other animals to dwarves (and hence, give them names) I don't think meat is a very viable industry in the long term. --Gotthard 18:44, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've seen one player claim that wild animals can be hunted to extinction.  I haven't seen that myself.  Barring that, hunting is renewable, albeit limited.--[[User:Maximus|Maximus]] 21:06, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Are you saying there's a cap on live+deceased animals? If livestock doesn't need to cross paths in order to impregnate, then the meat industry is perfectly viable, although there may be some framerate issues if you choose to do more than one type of livestock -- just list one bull and eight cows  as available for adoption. As for the extinction thing, are you sure he wasn't talking about the Cancel Hunt messages that say something like &amp;quot;There are no animals in the swamps&amp;quot; or somesuch? --[[User:RomeoFalling|RomeoFalling]] 23:09, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have no idea what the &amp;quot;extinct animals&amp;quot; poster had experienced.  I have my doubts about the claim, but can't rule out that it happened, at least to him.&lt;br /&gt;
&lt;br /&gt;
:::There ''is'' a population cap on animals (per-species).  It used to be 80, I believe, but it seems more like 50 these days.  I haven't formally tested it, but my suspicion is that once you hit that population cap, breeding for that species ceases permanently, even if their count falls below the cap again.  If that's true, then animal breeding is a finite resource, unless you cull their numbers carefully to keep them under the limit at all times.&lt;br /&gt;
&lt;br /&gt;
:::I'm presently setting up a mega-corral, so I'll be testing it soon.--[[User:Maximus|Maximus]] 23:57, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I say renewable, I mean will never run out.  Trees are renewable, given space to grow.  Hunted animals are not.  It isn't a *claim* that animals can be hunted to extinction, the numbers are in the raws for each particular animal.  After that many of animals exist (living or dead I presume), no more are generated, whether through off-map activity, or being born as offspring.  The same is true for livestock brought with you, or traded.  The only animals that do NOT obey this limitation are pets (and perhaps named animals in general).  I have had the same base for 15 years, and I haven't had any offspring from horses, dogs, or cows in about 9ish years.  However, there are still animals being born, and I've traced the number per year back to the number of female pets I have.  I'm not sure if named pets only mate with named pets, but a single female pet doesn't seem to yield any offspring (but this should be verified).  I had about 20ish puppies per year at max, and it abruptly stopped.  It has recently started up again, as puppies brought as pets have matured.  Same thing for horses and cows, but it is slow.  Frankly, with immigration stopping, and no way to assign pets (iirc?) my animal &amp;quot;home grown&amp;quot; animal supply will soon dry out.  The same is not true of turtles, they seem to respawn, but I think fish fall into this category, my river hasn't had anything but turtles for 10ish years. --Gotthard 23:20, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're referring to [POPULATION_NUMBER], [[Creature_tokens#P]] says that that is the minimum/maximum number that can show up on a map in the space of a year.  I've killed something like 150 bonobos on my map, but they're still coming.&lt;br /&gt;
&lt;br /&gt;
::Tame animals, on the other hand, clearly have hard population limits (otherwise they'd breed into the thousands and turn every fortress into a &amp;quot;tribbles&amp;quot; episode).  As I posted above, it appears that once that population limit is reached, breeding stops permanently (I'll have to test it further at some point).  As far as I can tell, however, that limit does not apply to wildlife.  It probably doesn't apply to wildlife even after you've hit the limit on tame animals of the same species.  (It's been a while, but I once had a fort with a bunch of domesticated musk oxen.  I think wild ones still showed up long after the tame ones stopped breeding.)--[[User:Maximus|Maximus]] 02:23, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do you know if this was changed recently?  Best I can recall, EVERY fortress I've started has eventually killed off all non-aggressive wildlife.  I'm not sure, but bonobos may be somehow classified as 'invaders' (aren't they the ones that steal everything?) so perhaps there are no limits on them.  It takes me ~3 years to kill off all the wildlife on my map, and after that nothing else shows up.  I took the numbers in the raw to be a global maximum in existence... I can verify tame animals stop breeding after a max is hit, and they do NOT start breeding again after the number goes below this.  However, I'm fairly certain there is a max limit present for tame animals, as I went through cows pretty regularly, culling the population to keep it manageable.  My money is on a global max ever, not alive at any one point, but I could be wrong. (Also, I think wild and tame ones are calculated separately... does your tone indicate they eventually stopped as well?)--Gotthard 22:08, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Bonobos are &amp;quot;wild animals&amp;quot; in my unit list, and they aren't one of the thieving species.  I'm not sure whether all wildlife can be killed off; we need more people to chime in about their experiences.  My bonobo death count is about 200 now, and shows no sign of stopping.  (I've been using nerve-injured soldiers, not hunters, to do the killing.)  However, I also finally have a breeding stock of tame bonobos, and I'll let them breed up to the max to see if affects their migrating onto the map.  My bet is that the species cap is just for breeding, not migration.--[[User:Maximus|Maximus]] 23:13, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I'm not doubting your experience, but I've had 4-5 maps where I consistently run out of deer.  The species cap there seems to function fine, I *never* had any deer offspring, just hunted them for a while until they stopped (year 3-4ish).  I can't verify wolves, however.  So bonobos aren't predatory at all?  I was thinking maybe more 'aggressive' animals (even if they're not thieves) may reproduce ad infitum.  Or perhaps I scared them all off with my deer genocide?  I mean anytime a deer showed up, I had 3 guys run down and punch it to death.  Are you nicer to your bonobos?  And have you seen that with any other animals?  I've run out of hoary marmonts, mountain goats, and deer (on separate maps).  Sorry to be insistent, but this seems like one area we don't have a lot of info. --Gotthard 22:42, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::No, I understand -- I'd like to figure it out too.  Actually, on my current map, something totally unexpected happened.  I've been keeping all my strays (of any species) in cages, and I haven't had any cow births since the beginning of the game.  I've also been buying every animal brought by traders, so was well above the limit.  I decided to slaughter all my cows to see what would happen.  I killed all of them, or nearly so, and suddenly all the pet cows are giving birth.  (There are 4 pet cows and two pet bulls in the fortress.)&lt;br /&gt;
&lt;br /&gt;
::::::As for the wild bonobos, they're still coming.  And elephants.  And mountain goats.  And hoary marmots.  None of them are predators.  (I do get zombie mountain goats and hoary marmots as well.)  But I've been posting soldiers to kill them for years now, and have killed many hundreds of animals.  Some animals tend to escape, since the soldiers stay near their station point instead of tracking down every last animal, like hunters will.  Maybe that's what makes the difference.&lt;br /&gt;
&lt;br /&gt;
::::::I did have a single crocodile and some ogres show up in the first year, and never again.  For any given fortress, there may just be some animals that are finite and some that are unlimited.  We should post to the forums soliciting other players' experiences to see what kind of generalizations can be made.--[[User:Maximus|Maximus]] 00:32, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::I had pet horses start to breed when I butchered most of the stray horses.  So that part, at least, seems to be reproduceable.&lt;br /&gt;
&lt;br /&gt;
:::::::I had three waves or so of macaques spawn, running them down with soldiers each time, and now they've stopped coming (they came about once a year for three years, and then I haven't seen them in the eight years since).&lt;br /&gt;
&lt;br /&gt;
:::::::The map keeps spawning one- and two-humped camels. I trap and tame them, but nobody's interested in adopting them.  It'll be interesting to see if eventually I run out. --[[User:Sev|Sev]] 12:41, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::Are they still in cages?  Dwarves won't adopt them unless they're roaming (or maybe on a chain... I haven't tested that yet).--[[User:Maximus|Maximus]] 16:30, 20 November 2008 (EST)&lt;br /&gt;
:::::::::Huh, is that for all livestock? No wonder I have such issues getting those tamed vermin adopted... I stuck them all in a cage for convenience. -[[User:Fuzzy|Fuzzy]] 18:11, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Breeding turtles ==&lt;br /&gt;
&lt;br /&gt;
While it doesn't really fall under the category of the &amp;quot;leather industry&amp;quot; that the top of the page claims, is it possible to do animal husbandry with turtles? It would be nice to be able to have a ready supply of them. I lack unfrozen water on my current map, so I can't rely on spawning turtles, but I do have three tame turtles from the caravans. My suspicion is that vermin aren't treated as animals, so there's to be no turtle breeding, but I know they are special cases in other ways, so I figured it might be worth a try. -[[User:Fuzzy|Fuzzy]] 18:16, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think it's possible to release tame vermin from containment. They're always either in a cage, or in a small animal trap. That would keep them from breeding even if they were otherwise normal animals.--[[User:Bilkinson|Bilkinson]] 18:23, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Vermin may be released from their cage if they are adopted by a dwarf, AFAIK. --[[User:GreyMario|GreyMaria]] 18:50, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Oh, the &amp;quot;leather industry&amp;quot; is a hold-over from before I moved the original page to &amp;quot;Meat industry&amp;quot;. I keep meaning to give this a spruce up ... --[[User:Juckto|Juckto]] 20:38, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: What if I were to build an enclosed pool inside my fortress and mark it as a [[Activity_zone#Pit.2FPond|pit]].  Would I be able to dump caught turtles into it, or does the [[Activity_zone#Pit.2FPond|pit/pond]] classification only account for [[animals]] and not [[vermin]]?  I've never checked before. --[[User:FJH|FJH]] 19:52, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: *checks*  Looks like you can assign tame vermin to a pit.  I don't think you can breed turtles though. --[[User:LegacyCWAL|LegacyCWAL]] 14:54, 30 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting....Since you're only trying to breed turtles, I guess you can just channel a few squares and mark it as a pit. It's faster since the dwarves do take a heck of a long time to fill pools. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Stinhad Limarezum|Stinhad Limarezum]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A death by any other means==&lt;br /&gt;
I made a note that if an animal is killed by something other than a hunter or butcher it cannot be butchered, based on my experience of 2 dogs being killed by a werewolf and being unbutcherable. GreyMario changed it to &amp;quot;certain animals need to be alive when taken to the butchery&amp;quot;. Dorten removed the note entirely. &amp;lt;br&amp;gt;I'll admit my experience was several versions ago - can you butcher any dead unrotten creature now? --[[User:Juckto|Juckto]] 02:49, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that there are cases where killed animals are rendered unbutcherable. In my case, I brought a boatload of cats for short-term butchering, only to find that I quickly dug into an underground river, and have a dozen snakemen, etc, come out and kill half the cats. Even though they were marked for butchering before they died (I hadn't yet built a butcher shop,) only those that escaped slithering death were ever butchered, the rest sat in my refuse stockpile rotting along with the river-raiders. Oh, yes.. I even went and tried unforbidding them just incase; They weren't. --[[User:N9103|Edward]] 03:35, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::This only applies to tame animals. I have several experiences where caravan guards killed wild naked mole dogs and elks that came in the way. I butchered them all.&lt;br /&gt;
&lt;br /&gt;
== Cage traps ==&lt;br /&gt;
&lt;br /&gt;
What is the process to butcher an animal caught in a cage trap? Do trapped animals show up on the {{k|z}} animals list?&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:30, 21 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:See [[Trap#Cage_Trap]] and [[Captured_creatures]].  There are two answers.  1.  designate a pit area, dump the animals into them and then hunt them.  They are still wide in this case, and will breed, which has its advantages. 2. [[Tame]] them and then assign them to be butchered.--[[User:Kwieland|Kwieland]] 01:39, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Totems==&lt;br /&gt;
&lt;br /&gt;
I don't think this part is right: &amp;quot;Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to search for them.&amp;quot;  For me they show up as &amp;quot;finished goods&amp;quot;.  Unless they're not in a bin, I guess.  Anybody?  Remove/keep? I vote take it out. --[[User:Kwieland|Kwieland]] 01:39, 28 June 2009 (UTC)&lt;br /&gt;
:I clarified that. There is no finished goods '''cat''' on that menu (on left). There are finished good '''bins''' (on right). But you have to search for those too anyway, so.. --[[User:Birthright|Birthright]] 18:17, 29 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Produce?==&lt;br /&gt;
When I set an animal to be slaughtered from the Z menu, a butcher brings it to the butchery and kills it, yet nothing is produced.  This occurs with all of my tamed animals (Even my polar bears!) can anybody tell me whats going on and how to fix it?--[[User:CrazyMcfobo|CrazyMcfobo]] 08:13, 30 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:So you get the &amp;quot;has been struck down&amp;quot; message? Have you checked with {{k|t}} over the workshop? The items may all be stuck in the WS if there is no stockpile that accepts them. Well, unlikely for the meat as that needs a food pile. Maybe you don't have haulers available or made the WS inacessible somwhow? --[[User:Höhlenschreck|Höhlenschreck]] 14:40, 30 July 2009 (UTC)&lt;br /&gt;
::I meet all of those requirements but when they get struck down, I check the WS immediatly after and there isn't anything there!--[[User:CrazyMcfobo|CrazyMcfobo]] 15:23, 30 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:War&amp;diff=50227</id>
		<title>40d Talk:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:War&amp;diff=50227"/>
		<updated>2009-07-30T13:02:37Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== to do ==&lt;br /&gt;
*notable differences by race&lt;br /&gt;
*more details on war vrs. --------&lt;br /&gt;
*making peace&lt;br /&gt;
&lt;br /&gt;
--[[User:Höhlenschreck|Höhlenschreck]] 12:48, 30 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like what you've done here, I'm going to help out in finding the specific details are.--[[User:CrazyMcfobo|CrazyMcfobo]] 13:02, 30 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone_meal&amp;diff=50029</id>
		<title>40d Talk:Bone meal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone_meal&amp;diff=50029"/>
		<updated>2009-07-30T08:15:37Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The text in this article refers to a (much) older edition. Is bone meal even available in 40d? Should this page be marked for deletion? --[[User:Albedo|Albedo]] 20:28, 17 July 2009 (UTC)&lt;br /&gt;
:Yes it is, you can see it in glowing pits and in the stockpile lists.--[[User:CrazyMcfobo|CrazyMcfobo]] 08:15, 30 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45883</id>
		<title>40d Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45883"/>
		<updated>2009-07-30T08:13:24Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Added Signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Contact for breeding==&lt;br /&gt;
Removed the verify for livestock breeding without being in contact; I've personally witnessed a female camel and a female horse locked deep inside my fortress get telepathically impregnated by outside animals. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Drawfirons|Drawfirons]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Telepathically impregnated by ''wild'' outside animals? It's not part of the original question, but it sounds like that's what you're saying. --[[User:RomeoFalling|RomeoFalling]] 20:18, 8 November 2008 (EST)&lt;br /&gt;
::I had only a female horse, and it had a baby.  It is still early, but it may have been from the wild outside horses, or she may have started pregnant.--[[User:Zchris13|Zchris13]] 14:06, 3 March 2009 (EST)&lt;br /&gt;
::I too had this happen but with a Muskox. For a second I was worried I had a case of Muskox jesus on my hands.--[[User:Toloran|Toloran]] 05:12, 31 March 2009 (UTC)&lt;br /&gt;
:::From what I recall, the RNG takes a roll for each pair of tame animals are each year, and from there extrapolates the chance of impregnation. I don't believe it takes into factor if the animals are caged or not. Furthermore, any new animal additions will alternate between male and female. For instance if you have an even number of males and females, and you give birth to 3 young, it will alternate, boy/girl/boy. I can also verify that animals do breed while caged. Updating the wiki accordingly. [[Media:Puppies.png]] [[User:Schm0|Schm0]] 01:21, 14 April 2009 (UTC)&lt;br /&gt;
::::Regarding breeding caged animals: Are the young born into the cage, or set free? --[[User:AndyKorth|AndyKorth]] 03:56, 28 April 2009 (UTC)&lt;br /&gt;
:::::Free.  I typically find them outside the cage milling around.--[[User:Kwieland|Kwieland]] 13:20, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Non-renewable resource==&lt;br /&gt;
I feel it should be mentioned somewhere that both hunting and livestock are non-renewable without some luck as to what animals are brought as pets with immigrants.  Tame animals (those that are not pets) seem to be considered 'wild' in that they obey the limits set forth in the raw file for the number that will be 'spawned' (or born, if you will) before hitting a max.  Basically, unnamed animals will eventually stop breeding, and only those pets with names will continue to breed.  Hence why [[catsplosion]] is so bad, and why it doesn't happen with any other animals. Barring the ability to assign other animals to dwarves (and hence, give them names) I don't think meat is a very viable industry in the long term. --Gotthard 18:44, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've seen one player claim that wild animals can be hunted to extinction.  I haven't seen that myself.  Barring that, hunting is renewable, albeit limited.--[[User:Maximus|Maximus]] 21:06, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Are you saying there's a cap on live+deceased animals? If livestock doesn't need to cross paths in order to impregnate, then the meat industry is perfectly viable, although there may be some framerate issues if you choose to do more than one type of livestock -- just list one bull and eight cows  as available for adoption. As for the extinction thing, are you sure he wasn't talking about the Cancel Hunt messages that say something like &amp;quot;There are no animals in the swamps&amp;quot; or somesuch? --[[User:RomeoFalling|RomeoFalling]] 23:09, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have no idea what the &amp;quot;extinct animals&amp;quot; poster had experienced.  I have my doubts about the claim, but can't rule out that it happened, at least to him.&lt;br /&gt;
&lt;br /&gt;
:::There ''is'' a population cap on animals (per-species).  It used to be 80, I believe, but it seems more like 50 these days.  I haven't formally tested it, but my suspicion is that once you hit that population cap, breeding for that species ceases permanently, even if their count falls below the cap again.  If that's true, then animal breeding is a finite resource, unless you cull their numbers carefully to keep them under the limit at all times.&lt;br /&gt;
&lt;br /&gt;
:::I'm presently setting up a mega-corral, so I'll be testing it soon.--[[User:Maximus|Maximus]] 23:57, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I say renewable, I mean will never run out.  Trees are renewable, given space to grow.  Hunted animals are not.  It isn't a *claim* that animals can be hunted to extinction, the numbers are in the raws for each particular animal.  After that many of animals exist (living or dead I presume), no more are generated, whether through off-map activity, or being born as offspring.  The same is true for livestock brought with you, or traded.  The only animals that do NOT obey this limitation are pets (and perhaps named animals in general).  I have had the same base for 15 years, and I haven't had any offspring from horses, dogs, or cows in about 9ish years.  However, there are still animals being born, and I've traced the number per year back to the number of female pets I have.  I'm not sure if named pets only mate with named pets, but a single female pet doesn't seem to yield any offspring (but this should be verified).  I had about 20ish puppies per year at max, and it abruptly stopped.  It has recently started up again, as puppies brought as pets have matured.  Same thing for horses and cows, but it is slow.  Frankly, with immigration stopping, and no way to assign pets (iirc?) my animal &amp;quot;home grown&amp;quot; animal supply will soon dry out.  The same is not true of turtles, they seem to respawn, but I think fish fall into this category, my river hasn't had anything but turtles for 10ish years. --Gotthard 23:20, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're referring to [POPULATION_NUMBER], [[Creature_tokens#P]] says that that is the minimum/maximum number that can show up on a map in the space of a year.  I've killed something like 150 bonobos on my map, but they're still coming.&lt;br /&gt;
&lt;br /&gt;
::Tame animals, on the other hand, clearly have hard population limits (otherwise they'd breed into the thousands and turn every fortress into a &amp;quot;tribbles&amp;quot; episode).  As I posted above, it appears that once that population limit is reached, breeding stops permanently (I'll have to test it further at some point).  As far as I can tell, however, that limit does not apply to wildlife.  It probably doesn't apply to wildlife even after you've hit the limit on tame animals of the same species.  (It's been a while, but I once had a fort with a bunch of domesticated musk oxen.  I think wild ones still showed up long after the tame ones stopped breeding.)--[[User:Maximus|Maximus]] 02:23, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do you know if this was changed recently?  Best I can recall, EVERY fortress I've started has eventually killed off all non-aggressive wildlife.  I'm not sure, but bonobos may be somehow classified as 'invaders' (aren't they the ones that steal everything?) so perhaps there are no limits on them.  It takes me ~3 years to kill off all the wildlife on my map, and after that nothing else shows up.  I took the numbers in the raw to be a global maximum in existence... I can verify tame animals stop breeding after a max is hit, and they do NOT start breeding again after the number goes below this.  However, I'm fairly certain there is a max limit present for tame animals, as I went through cows pretty regularly, culling the population to keep it manageable.  My money is on a global max ever, not alive at any one point, but I could be wrong. (Also, I think wild and tame ones are calculated separately... does your tone indicate they eventually stopped as well?)--Gotthard 22:08, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Bonobos are &amp;quot;wild animals&amp;quot; in my unit list, and they aren't one of the thieving species.  I'm not sure whether all wildlife can be killed off; we need more people to chime in about their experiences.  My bonobo death count is about 200 now, and shows no sign of stopping.  (I've been using nerve-injured soldiers, not hunters, to do the killing.)  However, I also finally have a breeding stock of tame bonobos, and I'll let them breed up to the max to see if affects their migrating onto the map.  My bet is that the species cap is just for breeding, not migration.--[[User:Maximus|Maximus]] 23:13, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I'm not doubting your experience, but I've had 4-5 maps where I consistently run out of deer.  The species cap there seems to function fine, I *never* had any deer offspring, just hunted them for a while until they stopped (year 3-4ish).  I can't verify wolves, however.  So bonobos aren't predatory at all?  I was thinking maybe more 'aggressive' animals (even if they're not thieves) may reproduce ad infitum.  Or perhaps I scared them all off with my deer genocide?  I mean anytime a deer showed up, I had 3 guys run down and punch it to death.  Are you nicer to your bonobos?  And have you seen that with any other animals?  I've run out of hoary marmonts, mountain goats, and deer (on separate maps).  Sorry to be insistent, but this seems like one area we don't have a lot of info. --Gotthard 22:42, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::No, I understand -- I'd like to figure it out too.  Actually, on my current map, something totally unexpected happened.  I've been keeping all my strays (of any species) in cages, and I haven't had any cow births since the beginning of the game.  I've also been buying every animal brought by traders, so was well above the limit.  I decided to slaughter all my cows to see what would happen.  I killed all of them, or nearly so, and suddenly all the pet cows are giving birth.  (There are 4 pet cows and two pet bulls in the fortress.)&lt;br /&gt;
&lt;br /&gt;
::::::As for the wild bonobos, they're still coming.  And elephants.  And mountain goats.  And hoary marmots.  None of them are predators.  (I do get zombie mountain goats and hoary marmots as well.)  But I've been posting soldiers to kill them for years now, and have killed many hundreds of animals.  Some animals tend to escape, since the soldiers stay near their station point instead of tracking down every last animal, like hunters will.  Maybe that's what makes the difference.&lt;br /&gt;
&lt;br /&gt;
::::::I did have a single crocodile and some ogres show up in the first year, and never again.  For any given fortress, there may just be some animals that are finite and some that are unlimited.  We should post to the forums soliciting other players' experiences to see what kind of generalizations can be made.--[[User:Maximus|Maximus]] 00:32, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::I had pet horses start to breed when I butchered most of the stray horses.  So that part, at least, seems to be reproduceable.&lt;br /&gt;
&lt;br /&gt;
:::::::I had three waves or so of macaques spawn, running them down with soldiers each time, and now they've stopped coming (they came about once a year for three years, and then I haven't seen them in the eight years since).&lt;br /&gt;
&lt;br /&gt;
:::::::The map keeps spawning one- and two-humped camels. I trap and tame them, but nobody's interested in adopting them.  It'll be interesting to see if eventually I run out. --[[User:Sev|Sev]] 12:41, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::Are they still in cages?  Dwarves won't adopt them unless they're roaming (or maybe on a chain... I haven't tested that yet).--[[User:Maximus|Maximus]] 16:30, 20 November 2008 (EST)&lt;br /&gt;
:::::::::Huh, is that for all livestock? No wonder I have such issues getting those tamed vermin adopted... I stuck them all in a cage for convenience. -[[User:Fuzzy|Fuzzy]] 18:11, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Breeding turtles ==&lt;br /&gt;
&lt;br /&gt;
While it doesn't really fall under the category of the &amp;quot;leather industry&amp;quot; that the top of the page claims, is it possible to do animal husbandry with turtles? It would be nice to be able to have a ready supply of them. I lack unfrozen water on my current map, so I can't rely on spawning turtles, but I do have three tame turtles from the caravans. My suspicion is that vermin aren't treated as animals, so there's to be no turtle breeding, but I know they are special cases in other ways, so I figured it might be worth a try. -[[User:Fuzzy|Fuzzy]] 18:16, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think it's possible to release tame vermin from containment. They're always either in a cage, or in a small animal trap. That would keep them from breeding even if they were otherwise normal animals.--[[User:Bilkinson|Bilkinson]] 18:23, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Vermin may be released from their cage if they are adopted by a dwarf, AFAIK. --[[User:GreyMario|GreyMaria]] 18:50, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Oh, the &amp;quot;leather industry&amp;quot; is a hold-over from before I moved the original page to &amp;quot;Meat industry&amp;quot;. I keep meaning to give this a spruce up ... --[[User:Juckto|Juckto]] 20:38, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: What if I were to build an enclosed pool inside my fortress and mark it as a [[Activity_zone#Pit.2FPond|pit]].  Would I be able to dump caught turtles into it, or does the [[Activity_zone#Pit.2FPond|pit/pond]] classification only account for [[animals]] and not [[vermin]]?  I've never checked before. --[[User:FJH|FJH]] 19:52, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: *checks*  Looks like you can assign tame vermin to a pit.  I don't think you can breed turtles though. --[[User:LegacyCWAL|LegacyCWAL]] 14:54, 30 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting....Since you're only trying to breed turtles, I guess you can just channel a few squares and mark it as a pit. It's faster since the dwarves do take a heck of a long time to fill pools. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Stinhad Limarezum|Stinhad Limarezum]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A death by any other means==&lt;br /&gt;
I made a note that if an animal is killed by something other than a hunter or butcher it cannot be butchered, based on my experience of 2 dogs being killed by a werewolf and being unbutcherable. GreyMario changed it to &amp;quot;certain animals need to be alive when taken to the butchery&amp;quot;. Dorten removed the note entirely. &amp;lt;br&amp;gt;I'll admit my experience was several versions ago - can you butcher any dead unrotten creature now? --[[User:Juckto|Juckto]] 02:49, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that there are cases where killed animals are rendered unbutcherable. In my case, I brought a boatload of cats for short-term butchering, only to find that I quickly dug into an underground river, and have a dozen snakemen, etc, come out and kill half the cats. Even though they were marked for butchering before they died (I hadn't yet built a butcher shop,) only those that escaped slithering death were ever butchered, the rest sat in my refuse stockpile rotting along with the river-raiders. Oh, yes.. I even went and tried unforbidding them just incase; They weren't. --[[User:N9103|Edward]] 03:35, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::This only applies to tame animals. I have several experiences where caravan guards killed wild naked mole dogs and elks that came in the way. I butchered them all.&lt;br /&gt;
&lt;br /&gt;
== Cage traps ==&lt;br /&gt;
&lt;br /&gt;
What is the process to butcher an animal caught in a cage trap? Do trapped animals show up on the {{k|z}} animals list?&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:30, 21 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:See [[Trap#Cage_Trap]] and [[Captured_creatures]].  There are two answers.  1.  designate a pit area, dump the animals into them and then hunt them.  They are still wide in this case, and will breed, which has its advantages. 2. [[Tame]] them and then assign them to be butchered.--[[User:Kwieland|Kwieland]] 01:39, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Totems==&lt;br /&gt;
&lt;br /&gt;
I don't think this part is right: &amp;quot;Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to search for them.&amp;quot;  For me they show up as &amp;quot;finished goods&amp;quot;.  Unless they're not in a bin, I guess.  Anybody?  Remove/keep? I vote take it out. --[[User:Kwieland|Kwieland]] 01:39, 28 June 2009 (UTC)&lt;br /&gt;
:I clarified that. There is no finished goods '''cat''' on that menu (on left). There are finished good '''bins''' (on right). But you have to search for those too anyway, so.. --[[User:Birthright|Birthright]] 18:17, 29 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Produce?==&lt;br /&gt;
When I set an animal to be slaughtered from the Z menu, a butcher brings it to the butchery and kills it, yet nothing is produced.  This occurs with all of my tamed animals (Even my polar bears!) can anybody tell me whats going on and how to fix it?--[[User:CrazyMcfobo|CrazyMcfobo]] 08:13, 30 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45882</id>
		<title>40d Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45882"/>
		<updated>2009-07-30T08:13:06Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Meat produce missing?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Contact for breeding==&lt;br /&gt;
Removed the verify for livestock breeding without being in contact; I've personally witnessed a female camel and a female horse locked deep inside my fortress get telepathically impregnated by outside animals. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Drawfirons|Drawfirons]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Telepathically impregnated by ''wild'' outside animals? It's not part of the original question, but it sounds like that's what you're saying. --[[User:RomeoFalling|RomeoFalling]] 20:18, 8 November 2008 (EST)&lt;br /&gt;
::I had only a female horse, and it had a baby.  It is still early, but it may have been from the wild outside horses, or she may have started pregnant.--[[User:Zchris13|Zchris13]] 14:06, 3 March 2009 (EST)&lt;br /&gt;
::I too had this happen but with a Muskox. For a second I was worried I had a case of Muskox jesus on my hands.--[[User:Toloran|Toloran]] 05:12, 31 March 2009 (UTC)&lt;br /&gt;
:::From what I recall, the RNG takes a roll for each pair of tame animals are each year, and from there extrapolates the chance of impregnation. I don't believe it takes into factor if the animals are caged or not. Furthermore, any new animal additions will alternate between male and female. For instance if you have an even number of males and females, and you give birth to 3 young, it will alternate, boy/girl/boy. I can also verify that animals do breed while caged. Updating the wiki accordingly. [[Media:Puppies.png]] [[User:Schm0|Schm0]] 01:21, 14 April 2009 (UTC)&lt;br /&gt;
::::Regarding breeding caged animals: Are the young born into the cage, or set free? --[[User:AndyKorth|AndyKorth]] 03:56, 28 April 2009 (UTC)&lt;br /&gt;
:::::Free.  I typically find them outside the cage milling around.--[[User:Kwieland|Kwieland]] 13:20, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Non-renewable resource==&lt;br /&gt;
I feel it should be mentioned somewhere that both hunting and livestock are non-renewable without some luck as to what animals are brought as pets with immigrants.  Tame animals (those that are not pets) seem to be considered 'wild' in that they obey the limits set forth in the raw file for the number that will be 'spawned' (or born, if you will) before hitting a max.  Basically, unnamed animals will eventually stop breeding, and only those pets with names will continue to breed.  Hence why [[catsplosion]] is so bad, and why it doesn't happen with any other animals. Barring the ability to assign other animals to dwarves (and hence, give them names) I don't think meat is a very viable industry in the long term. --Gotthard 18:44, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've seen one player claim that wild animals can be hunted to extinction.  I haven't seen that myself.  Barring that, hunting is renewable, albeit limited.--[[User:Maximus|Maximus]] 21:06, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Are you saying there's a cap on live+deceased animals? If livestock doesn't need to cross paths in order to impregnate, then the meat industry is perfectly viable, although there may be some framerate issues if you choose to do more than one type of livestock -- just list one bull and eight cows  as available for adoption. As for the extinction thing, are you sure he wasn't talking about the Cancel Hunt messages that say something like &amp;quot;There are no animals in the swamps&amp;quot; or somesuch? --[[User:RomeoFalling|RomeoFalling]] 23:09, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have no idea what the &amp;quot;extinct animals&amp;quot; poster had experienced.  I have my doubts about the claim, but can't rule out that it happened, at least to him.&lt;br /&gt;
&lt;br /&gt;
:::There ''is'' a population cap on animals (per-species).  It used to be 80, I believe, but it seems more like 50 these days.  I haven't formally tested it, but my suspicion is that once you hit that population cap, breeding for that species ceases permanently, even if their count falls below the cap again.  If that's true, then animal breeding is a finite resource, unless you cull their numbers carefully to keep them under the limit at all times.&lt;br /&gt;
&lt;br /&gt;
:::I'm presently setting up a mega-corral, so I'll be testing it soon.--[[User:Maximus|Maximus]] 23:57, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I say renewable, I mean will never run out.  Trees are renewable, given space to grow.  Hunted animals are not.  It isn't a *claim* that animals can be hunted to extinction, the numbers are in the raws for each particular animal.  After that many of animals exist (living or dead I presume), no more are generated, whether through off-map activity, or being born as offspring.  The same is true for livestock brought with you, or traded.  The only animals that do NOT obey this limitation are pets (and perhaps named animals in general).  I have had the same base for 15 years, and I haven't had any offspring from horses, dogs, or cows in about 9ish years.  However, there are still animals being born, and I've traced the number per year back to the number of female pets I have.  I'm not sure if named pets only mate with named pets, but a single female pet doesn't seem to yield any offspring (but this should be verified).  I had about 20ish puppies per year at max, and it abruptly stopped.  It has recently started up again, as puppies brought as pets have matured.  Same thing for horses and cows, but it is slow.  Frankly, with immigration stopping, and no way to assign pets (iirc?) my animal &amp;quot;home grown&amp;quot; animal supply will soon dry out.  The same is not true of turtles, they seem to respawn, but I think fish fall into this category, my river hasn't had anything but turtles for 10ish years. --Gotthard 23:20, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're referring to [POPULATION_NUMBER], [[Creature_tokens#P]] says that that is the minimum/maximum number that can show up on a map in the space of a year.  I've killed something like 150 bonobos on my map, but they're still coming.&lt;br /&gt;
&lt;br /&gt;
::Tame animals, on the other hand, clearly have hard population limits (otherwise they'd breed into the thousands and turn every fortress into a &amp;quot;tribbles&amp;quot; episode).  As I posted above, it appears that once that population limit is reached, breeding stops permanently (I'll have to test it further at some point).  As far as I can tell, however, that limit does not apply to wildlife.  It probably doesn't apply to wildlife even after you've hit the limit on tame animals of the same species.  (It's been a while, but I once had a fort with a bunch of domesticated musk oxen.  I think wild ones still showed up long after the tame ones stopped breeding.)--[[User:Maximus|Maximus]] 02:23, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do you know if this was changed recently?  Best I can recall, EVERY fortress I've started has eventually killed off all non-aggressive wildlife.  I'm not sure, but bonobos may be somehow classified as 'invaders' (aren't they the ones that steal everything?) so perhaps there are no limits on them.  It takes me ~3 years to kill off all the wildlife on my map, and after that nothing else shows up.  I took the numbers in the raw to be a global maximum in existence... I can verify tame animals stop breeding after a max is hit, and they do NOT start breeding again after the number goes below this.  However, I'm fairly certain there is a max limit present for tame animals, as I went through cows pretty regularly, culling the population to keep it manageable.  My money is on a global max ever, not alive at any one point, but I could be wrong. (Also, I think wild and tame ones are calculated separately... does your tone indicate they eventually stopped as well?)--Gotthard 22:08, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Bonobos are &amp;quot;wild animals&amp;quot; in my unit list, and they aren't one of the thieving species.  I'm not sure whether all wildlife can be killed off; we need more people to chime in about their experiences.  My bonobo death count is about 200 now, and shows no sign of stopping.  (I've been using nerve-injured soldiers, not hunters, to do the killing.)  However, I also finally have a breeding stock of tame bonobos, and I'll let them breed up to the max to see if affects their migrating onto the map.  My bet is that the species cap is just for breeding, not migration.--[[User:Maximus|Maximus]] 23:13, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I'm not doubting your experience, but I've had 4-5 maps where I consistently run out of deer.  The species cap there seems to function fine, I *never* had any deer offspring, just hunted them for a while until they stopped (year 3-4ish).  I can't verify wolves, however.  So bonobos aren't predatory at all?  I was thinking maybe more 'aggressive' animals (even if they're not thieves) may reproduce ad infitum.  Or perhaps I scared them all off with my deer genocide?  I mean anytime a deer showed up, I had 3 guys run down and punch it to death.  Are you nicer to your bonobos?  And have you seen that with any other animals?  I've run out of hoary marmonts, mountain goats, and deer (on separate maps).  Sorry to be insistent, but this seems like one area we don't have a lot of info. --Gotthard 22:42, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::No, I understand -- I'd like to figure it out too.  Actually, on my current map, something totally unexpected happened.  I've been keeping all my strays (of any species) in cages, and I haven't had any cow births since the beginning of the game.  I've also been buying every animal brought by traders, so was well above the limit.  I decided to slaughter all my cows to see what would happen.  I killed all of them, or nearly so, and suddenly all the pet cows are giving birth.  (There are 4 pet cows and two pet bulls in the fortress.)&lt;br /&gt;
&lt;br /&gt;
::::::As for the wild bonobos, they're still coming.  And elephants.  And mountain goats.  And hoary marmots.  None of them are predators.  (I do get zombie mountain goats and hoary marmots as well.)  But I've been posting soldiers to kill them for years now, and have killed many hundreds of animals.  Some animals tend to escape, since the soldiers stay near their station point instead of tracking down every last animal, like hunters will.  Maybe that's what makes the difference.&lt;br /&gt;
&lt;br /&gt;
::::::I did have a single crocodile and some ogres show up in the first year, and never again.  For any given fortress, there may just be some animals that are finite and some that are unlimited.  We should post to the forums soliciting other players' experiences to see what kind of generalizations can be made.--[[User:Maximus|Maximus]] 00:32, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::I had pet horses start to breed when I butchered most of the stray horses.  So that part, at least, seems to be reproduceable.&lt;br /&gt;
&lt;br /&gt;
:::::::I had three waves or so of macaques spawn, running them down with soldiers each time, and now they've stopped coming (they came about once a year for three years, and then I haven't seen them in the eight years since).&lt;br /&gt;
&lt;br /&gt;
:::::::The map keeps spawning one- and two-humped camels. I trap and tame them, but nobody's interested in adopting them.  It'll be interesting to see if eventually I run out. --[[User:Sev|Sev]] 12:41, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::Are they still in cages?  Dwarves won't adopt them unless they're roaming (or maybe on a chain... I haven't tested that yet).--[[User:Maximus|Maximus]] 16:30, 20 November 2008 (EST)&lt;br /&gt;
:::::::::Huh, is that for all livestock? No wonder I have such issues getting those tamed vermin adopted... I stuck them all in a cage for convenience. -[[User:Fuzzy|Fuzzy]] 18:11, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Breeding turtles ==&lt;br /&gt;
&lt;br /&gt;
While it doesn't really fall under the category of the &amp;quot;leather industry&amp;quot; that the top of the page claims, is it possible to do animal husbandry with turtles? It would be nice to be able to have a ready supply of them. I lack unfrozen water on my current map, so I can't rely on spawning turtles, but I do have three tame turtles from the caravans. My suspicion is that vermin aren't treated as animals, so there's to be no turtle breeding, but I know they are special cases in other ways, so I figured it might be worth a try. -[[User:Fuzzy|Fuzzy]] 18:16, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think it's possible to release tame vermin from containment. They're always either in a cage, or in a small animal trap. That would keep them from breeding even if they were otherwise normal animals.--[[User:Bilkinson|Bilkinson]] 18:23, 20 November 2008 (EST)&lt;br /&gt;
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::Vermin may be released from their cage if they are adopted by a dwarf, AFAIK. --[[User:GreyMario|GreyMaria]] 18:50, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Oh, the &amp;quot;leather industry&amp;quot; is a hold-over from before I moved the original page to &amp;quot;Meat industry&amp;quot;. I keep meaning to give this a spruce up ... --[[User:Juckto|Juckto]] 20:38, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: What if I were to build an enclosed pool inside my fortress and mark it as a [[Activity_zone#Pit.2FPond|pit]].  Would I be able to dump caught turtles into it, or does the [[Activity_zone#Pit.2FPond|pit/pond]] classification only account for [[animals]] and not [[vermin]]?  I've never checked before. --[[User:FJH|FJH]] 19:52, 2 March 2009 (EST)&lt;br /&gt;
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:: *checks*  Looks like you can assign tame vermin to a pit.  I don't think you can breed turtles though. --[[User:LegacyCWAL|LegacyCWAL]] 14:54, 30 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting....Since you're only trying to breed turtles, I guess you can just channel a few squares and mark it as a pit. It's faster since the dwarves do take a heck of a long time to fill pools. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Stinhad Limarezum|Stinhad Limarezum]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A death by any other means==&lt;br /&gt;
I made a note that if an animal is killed by something other than a hunter or butcher it cannot be butchered, based on my experience of 2 dogs being killed by a werewolf and being unbutcherable. GreyMario changed it to &amp;quot;certain animals need to be alive when taken to the butchery&amp;quot;. Dorten removed the note entirely. &amp;lt;br&amp;gt;I'll admit my experience was several versions ago - can you butcher any dead unrotten creature now? --[[User:Juckto|Juckto]] 02:49, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that there are cases where killed animals are rendered unbutcherable. In my case, I brought a boatload of cats for short-term butchering, only to find that I quickly dug into an underground river, and have a dozen snakemen, etc, come out and kill half the cats. Even though they were marked for butchering before they died (I hadn't yet built a butcher shop,) only those that escaped slithering death were ever butchered, the rest sat in my refuse stockpile rotting along with the river-raiders. Oh, yes.. I even went and tried unforbidding them just incase; They weren't. --[[User:N9103|Edward]] 03:35, 22 November 2008 (EST)&lt;br /&gt;
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::This only applies to tame animals. I have several experiences where caravan guards killed wild naked mole dogs and elks that came in the way. I butchered them all.&lt;br /&gt;
&lt;br /&gt;
== Cage traps ==&lt;br /&gt;
&lt;br /&gt;
What is the process to butcher an animal caught in a cage trap? Do trapped animals show up on the {{k|z}} animals list?&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:30, 21 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:See [[Trap#Cage_Trap]] and [[Captured_creatures]].  There are two answers.  1.  designate a pit area, dump the animals into them and then hunt them.  They are still wide in this case, and will breed, which has its advantages. 2. [[Tame]] them and then assign them to be butchered.--[[User:Kwieland|Kwieland]] 01:39, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Totems==&lt;br /&gt;
&lt;br /&gt;
I don't think this part is right: &amp;quot;Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to search for them.&amp;quot;  For me they show up as &amp;quot;finished goods&amp;quot;.  Unless they're not in a bin, I guess.  Anybody?  Remove/keep? I vote take it out. --[[User:Kwieland|Kwieland]] 01:39, 28 June 2009 (UTC)&lt;br /&gt;
:I clarified that. There is no finished goods '''cat''' on that menu (on left). There are finished good '''bins''' (on right). But you have to search for those too anyway, so.. --[[User:Birthright|Birthright]] 18:17, 29 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Produce?==&lt;br /&gt;
When I set an animal to be slaughtered from the Z menu, a butcher brings it to the butchery and kills it, yet nothing is produced.  This occurs with all of my tamed animals (Even my polar bears!) can anybody tell me whats going on and how to fix it?&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46888</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46888"/>
		<updated>2009-07-30T07:54:16Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Thieves unseen by other hostiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
&lt;br /&gt;
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
:Also, theives cannot be dragged via creature caging, so best off to dump the cage and crush it  under your garbage disposal.--[[User:CrazyMcfobo|CrazyMcfobo]] 23:37, 28 July 2009 (UTC)&lt;br /&gt;
::Not sure what you mean by &amp;quot;cannot be dragged&amp;quot; - I regularly move my caged thieves to my arena pit, dump them and watch the (quick) fun.  You just have to (re)build the cage immediately next to the pit, so the thief gets dumped before it can escape.--[[User:Albedo|Albedo]] 07:30, 30 July 2009 (UTC)&lt;br /&gt;
:::Thats very odd, as I cannot move thieves more than 10 tiles without them escaping.--[[User:CrazyMcfobo|CrazyMcfobo]] 07:54, 30 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goes through walls? ==&lt;br /&gt;
&lt;br /&gt;
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards...  Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)&lt;br /&gt;
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)&lt;br /&gt;
:::It could be that you had something, no '''anything''' lying around outside. These guys steal your fired bolts, right?--[[User:Destor|Destor]] 16:52, 15 February 2009 (EST)&lt;br /&gt;
::::Except there were no socks or sandals lying outside the walls, only bolts. --[[User:Myroc|Myroc]] 10:11, 16 February 2009 (EST)&lt;br /&gt;
:::::Oh, I didn't see that part. Whoops. Um, in that case I have no idea how this would happen. I'm rather certain they can't go through walls, as they are no different from a normal creature. Go check the raws, and see if it has anything &amp;quot;funny&amp;quot; in for kobolds.--[[User:Destor|Destor]] 10:22, 16 February 2009 (EST)&lt;br /&gt;
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== &amp;quot;Some thieves can bypass traps&amp;quot; ==&lt;br /&gt;
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This phrase seems to imply that it's only a rare breed of thieves that bypass traps, but I've got an entire tunnel of 30+ layers of cage traps, and I've watched kobold thieves run in and out with impunity (though they've never made it through the war dog pit for obvious reasons).  Would stonefall / weapon traps work better, or are they just completely immune? &amp;amp;mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 03:59, 31 May 2009 (UTC)&lt;br /&gt;
:If I remember correctly, Kobold thieves will always walk right through traps regardless of type. I'm not sure if goblins will or not. Theres something in the raws like trap immune or something along those lines, so those creatures will only trigger traps by falling unconscious on them, if then. --[[User:Silver|Silver]] 06:17, 31 May 2009 (UTC)&lt;br /&gt;
::If this is just an urban rumour, or a legacy of versions long past, it should be expunged.  Would take some research/experimentation (or someone who knows how to read the data files, ahem).--[[User:Albedo|Albedo]] 05:08, 5 June 2009 (UTC)&lt;br /&gt;
: Raws have the flag TRAPAVOID for [[kobold]]s, [[gremlin]]s, and other things too dark to mention[[Demon|.]] In personal experience, a kobold has slipped in through a previously locked door (now &amp;quot;TAKEN BY INTRUDER&amp;quot;) and another past a cage and weapon trap, before being confronted. Version 40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:14, 5 June 2009 (UTC)&lt;br /&gt;
::Hm - Weapon traps still seem to work 40d, if i saw that right. Not 100% sure since they stopped coming for now :( Always a bit hard to tell cos you don't get a message, you just find small items in your weapon trap. Also, once spotted they will trigger any traps. Snatchers are caught by cage traps. --[[User:Höhlenschreck|Höhlenschreck]] 00:57, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revamp plan ==&lt;br /&gt;
&lt;br /&gt;
I plan on revamping this page later today or tomorrow. Things I plan on adding/changing:&lt;br /&gt;
&lt;br /&gt;
-Distinguishing snatchers/thieves&lt;br /&gt;
&lt;br /&gt;
-Defense against thieves&lt;br /&gt;
&lt;br /&gt;
-Why thieves come, what they lead to&lt;br /&gt;
&lt;br /&gt;
-Races/types of thieves&lt;br /&gt;
&lt;br /&gt;
-etc.&lt;br /&gt;
&lt;br /&gt;
Anything else you guys can think of? I also want to add some facts, such as artifacts being able to be stolen, etc. &amp;lt;sub&amp;gt;unsigned by [[User:SirPenguin]]&amp;lt;/sub&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:Add your sig? ;D  Quick bullet points of thieves here: [[Defense guide#Threats]]  The phrase ''&amp;quot;Some thieves can bypass traps as well&amp;quot;'' is annoyingly vague - any expansion/clarification on that? Threat assessment in combat, re those knives? (I believe a wardog or untrained wrestler can usually take them, but also often with some lower level of injury.) Confirm/refute the ability to bypass doors linked to levers? (this may take testing.) Comment on thieves sneaking in w/ caravans when &amp;quot;door is open&amp;quot;. I'd say keep side comment on &amp;quot;animal thieves&amp;quot; as is - about right imo. --[[User:Albedo|Albedo]] 18:11, 4 June 2009 (UTC)&lt;br /&gt;
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::I'd say the article should go &lt;br /&gt;
::-Types of thieves (races, levels, etc., include animals here)&lt;br /&gt;
::-Defense against thieves&lt;br /&gt;
::-Maybe why thieves come and what they lead to.&lt;br /&gt;
::It seems to me that the Distinguishing snatchers/thieves is redundant with the different types of thieves. Also, the Why thieves come and what they lead to could be explained in the introduction, unless there is a great deal more to this then &amp;quot;Thieves come if you have neighboring civilizations of the appropriate race. More wealth will generally lead to more thieves. If a fortress suffers enough successful thefts, the civilization may send ambushes&amp;quot;. But anyways, go for it. The article definitely needs a rewrite. --[[User:Mikaka|Mikaka]] 18:54, 4 June 2009 (UTC)&lt;br /&gt;
:::After thought - use the &amp;quot;What links here&amp;quot; link (in sidebar at bottom-left) to view those comments, and see if anything triggers any additional topics/points that should be addressed.&lt;br /&gt;
&lt;br /&gt;
== Master Thief? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed in my Announcements that, a few months back, my champions didn't kill a Thief but a 'Master' Thief. Would explain the high stats (Strength, Agility, Toughness) he had. Could someone find if there are any -significant- differences between a Thief and Master Thief? I believe he had a Large Iron Dagger instead of the usual Copper one, but I'm not positive from whence that came. [[User:Pariah|Pariah]] 22:46, 6 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Odul&amp;diff=50213</id>
		<title>User talk:Odul</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Odul&amp;diff=50213"/>
		<updated>2009-07-29T22:57:05Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: Created page with 'Don't forget Armies of undead carp that eat your entire fortress!--~~~~'&lt;/p&gt;
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&lt;div&gt;Don't forget Armies of undead carp that eat your entire fortress!--[[User:CrazyMcfobo|CrazyMcfobo]] 22:57, 29 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22710</id>
		<title>40d Talk:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22710"/>
		<updated>2009-07-29T16:39:45Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Glass Floors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the wagons that come with the human caravans travel over floor?--[[User:Tarsier|Tarsier]] 18:28, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've tried building floor directly on the ground, and they travelled over it with no problem.  I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST)&lt;br /&gt;
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:I can confirm that caravans will cross raised floors, but not if the floor is still raised at the edge of the map. I think this is because there isn't any ramp to get up to that level off the map, so the caravan can't physicaly get up there. [[User:Blargityblarg|Blargityblarg]] 10:33, 19 May 2009 (UTC)&lt;br /&gt;
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I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST)&lt;br /&gt;
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:Maybe, but if you really want to boost the value of a room, put a platinum statue in it.--[[User:Maximus|Maximus]] 23:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Trapped Floors?=&lt;br /&gt;
&lt;br /&gt;
I know you cannot build walls on top of floors (note:  Why not?) -- can you build traps on top of floors?  I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs.  Free bones! :)&lt;br /&gt;
:Two constructions (wall and floor are both constructions) may not share a tile. You can build buildings on a constructed floor tile (weapon trap is a building, floor is a construction). (edited for clarity) [[User:Rkyeun|Rkyeun]] 00:07, 16 February 2008 (EST)&lt;br /&gt;
::Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --[[User:Dorten|Dorten]] 23:33, 10 January 2008 (EST)&lt;br /&gt;
:::A floor is a construction.  I've rewritten the [[construction]] article to explain the various differences better.--[[User:Maximus|Maximus]] 19:22, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=building on angles=&lt;br /&gt;
you can only set a floor to be built on a 90 degree angle, but the dwarves will build on a 45 degree like  f means floor, W means wall, o means epty space, D means dwarf &lt;br /&gt;
 FFF             DFF&lt;br /&gt;
 WoW             WoW&lt;br /&gt;
&lt;br /&gt;
:Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --[[User:JeebusSez|JeebusSez]] 00:40, 21 May 2008 (EDT)&lt;br /&gt;
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== Returning to pristine state ==&lt;br /&gt;
&lt;br /&gt;
If you build a wall/constructed floor/farm plot on a soil tile and afterwards remove the construction, the tile turns from e.g. &amp;quot;Silty Clay Cavern Floor&amp;quot; to &amp;quot;Furrowed Silty Clay&amp;quot;. The tile changes from it's original graphic (&amp;quot;.&amp;quot; in my case) to a tilde (&amp;quot;~&amp;quot;).&lt;br /&gt;
Is there any way to return the tile to it's pristine state? Pure visual appeal ;) [[User:Caiburn|Caiburn]]&lt;br /&gt;
:Walking on it will return it to it's original state. (multiple steps) --[[User:Zchris13|Zchris13]] 17:23, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glass Floors ==&lt;br /&gt;
&lt;br /&gt;
... How do I build glass floors? I can make any of the stuff in the furnace, but when it comes down to looking into b C f, raw green/clear class simply aren't options.&lt;br /&gt;
Is it still possible? Do they need to be cut or something? --[[user:Droqen|Droqen]]&lt;br /&gt;
:Try making them into blocks--[[User:CrazyMcfobo|CrazyMcfobo]] 16:39, 29 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46886</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46886"/>
		<updated>2009-07-28T23:37:44Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: /* Thieves unseen by other hostiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
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Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
:Also, theives cannot be dragged via creature caging, so best off to dump the cage and crush it  under your garbage disposal.--[[User:CrazyMcfobo|CrazyMcfobo]] 23:37, 28 July 2009 (UTC)&lt;br /&gt;
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== Goes through walls? ==&lt;br /&gt;
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I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;br /&gt;
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:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards...  Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)&lt;br /&gt;
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)&lt;br /&gt;
:::It could be that you had something, no '''anything''' lying around outside. These guys steal your fired bolts, right?--[[User:Destor|Destor]] 16:52, 15 February 2009 (EST)&lt;br /&gt;
::::Except there were no socks or sandals lying outside the walls, only bolts. --[[User:Myroc|Myroc]] 10:11, 16 February 2009 (EST)&lt;br /&gt;
:::::Oh, I didn't see that part. Whoops. Um, in that case I have no idea how this would happen. I'm rather certain they can't go through walls, as they are no different from a normal creature. Go check the raws, and see if it has anything &amp;quot;funny&amp;quot; in for kobolds.--[[User:Destor|Destor]] 10:22, 16 February 2009 (EST)&lt;br /&gt;
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== &amp;quot;Some thieves can bypass traps&amp;quot; ==&lt;br /&gt;
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This phrase seems to imply that it's only a rare breed of thieves that bypass traps, but I've got an entire tunnel of 30+ layers of cage traps, and I've watched kobold thieves run in and out with impunity (though they've never made it through the war dog pit for obvious reasons).  Would stonefall / weapon traps work better, or are they just completely immune? &amp;amp;mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 03:59, 31 May 2009 (UTC)&lt;br /&gt;
:If I remember correctly, Kobold thieves will always walk right through traps regardless of type. I'm not sure if goblins will or not. Theres something in the raws like trap immune or something along those lines, so those creatures will only trigger traps by falling unconscious on them, if then. --[[User:Silver|Silver]] 06:17, 31 May 2009 (UTC)&lt;br /&gt;
::If this is just an urban rumour, or a legacy of versions long past, it should be expunged.  Would take some research/experimentation (or someone who knows how to read the data files, ahem).--[[User:Albedo|Albedo]] 05:08, 5 June 2009 (UTC)&lt;br /&gt;
: Raws have the flag TRAPAVOID for [[kobold]]s, [[gremlin]]s, and other things too dark to mention[[Demon|.]] In personal experience, a kobold has slipped in through a previously locked door (now &amp;quot;TAKEN BY INTRUDER&amp;quot;) and another past a cage and weapon trap, before being confronted. Version 40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:14, 5 June 2009 (UTC)&lt;br /&gt;
::Hm - Weapon traps still seem to work 40d, if i saw that right. Not 100% sure since they stopped coming for now :( Always a bit hard to tell cos you don't get a message, you just find small items in your weapon trap. Also, once spotted they will trigger any traps. Snatchers are caught by cage traps. --[[User:Höhlenschreck|Höhlenschreck]] 00:57, 6 June 2009 (UTC)&lt;br /&gt;
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== Revamp plan ==&lt;br /&gt;
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I plan on revamping this page later today or tomorrow. Things I plan on adding/changing:&lt;br /&gt;
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-Distinguishing snatchers/thieves&lt;br /&gt;
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-Defense against thieves&lt;br /&gt;
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-Why thieves come, what they lead to&lt;br /&gt;
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-Races/types of thieves&lt;br /&gt;
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-etc.&lt;br /&gt;
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Anything else you guys can think of? I also want to add some facts, such as artifacts being able to be stolen, etc. &amp;lt;sub&amp;gt;unsigned by [[User:SirPenguin]]&amp;lt;/sub&amp;gt; &lt;br /&gt;
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:Add your sig? ;D  Quick bullet points of thieves here: [[Defense guide#Threats]]  The phrase ''&amp;quot;Some thieves can bypass traps as well&amp;quot;'' is annoyingly vague - any expansion/clarification on that? Threat assessment in combat, re those knives? (I believe a wardog or untrained wrestler can usually take them, but also often with some lower level of injury.) Confirm/refute the ability to bypass doors linked to levers? (this may take testing.) Comment on thieves sneaking in w/ caravans when &amp;quot;door is open&amp;quot;. I'd say keep side comment on &amp;quot;animal thieves&amp;quot; as is - about right imo. --[[User:Albedo|Albedo]] 18:11, 4 June 2009 (UTC)&lt;br /&gt;
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::I'd say the article should go &lt;br /&gt;
::-Types of thieves (races, levels, etc., include animals here)&lt;br /&gt;
::-Defense against thieves&lt;br /&gt;
::-Maybe why thieves come and what they lead to.&lt;br /&gt;
::It seems to me that the Distinguishing snatchers/thieves is redundant with the different types of thieves. Also, the Why thieves come and what they lead to could be explained in the introduction, unless there is a great deal more to this then &amp;quot;Thieves come if you have neighboring civilizations of the appropriate race. More wealth will generally lead to more thieves. If a fortress suffers enough successful thefts, the civilization may send ambushes&amp;quot;. But anyways, go for it. The article definitely needs a rewrite. --[[User:Mikaka|Mikaka]] 18:54, 4 June 2009 (UTC)&lt;br /&gt;
:::After thought - use the &amp;quot;What links here&amp;quot; link (in sidebar at bottom-left) to view those comments, and see if anything triggers any additional topics/points that should be addressed.&lt;br /&gt;
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== Master Thief? ==&lt;br /&gt;
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I just noticed in my Announcements that, a few months back, my champions didn't kill a Thief but a 'Master' Thief. Would explain the high stats (Strength, Agility, Toughness) he had. Could someone find if there are any -significant- differences between a Thief and Master Thief? I believe he had a Large Iron Dagger instead of the usual Copper one, but I'm not positive from whence that came. [[User:Pariah|Pariah]] 22:46, 6 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Grudge&amp;diff=50049</id>
		<title>40d Talk:Grudge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Grudge&amp;diff=50049"/>
		<updated>2009-07-28T16:03:15Z</updated>

		<summary type="html">&lt;p&gt;CrazyMcfobo: &lt;/p&gt;
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&lt;div&gt;I went ahead and added what I knew to this page.--[[User:CrazyMcfobo|CrazyMcfobo]] 01:25, 19 July 2009 (UTC)&lt;br /&gt;
:I'm pretty sure I know how grudges are formed now, if a dwarf is part of an organization and dislikes a different organization, and comes into contact with said Org.  then they form a grudge.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:40, 26 July 2009 (UTC)&lt;br /&gt;
::So what organizations would that be for example? --[[User:Koltom|Koltom]] 14:07, 27 July 2009 (UTC)&lt;br /&gt;
:::Alright, let me write down an example.&lt;br /&gt;
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&amp;quot;Urist McArmokWorshipper belongs to the society of the plump helmets.  He disliskes those in the sweetpod society.  He comes across a dwarf in that society in the meeting area and begins to chat.  They are now enemies.  Now, whenever they chat, both of them get bad thoughts.&amp;quot;&lt;br /&gt;
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Sorry for my spelling errors, I just woke up.--[[User:CrazyMcfobo|CrazyMcfobo]] 15:00, 27 July 2009 (UTC)&lt;br /&gt;
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:I have lots of grudges but no societies. So that can be only part of the truth. In my fortresses it looks more like being on opposing sides of a scale triggers it, like &amp;quot;constantly active&amp;quot; vrs. &amp;quot;lives life at a leisurely pace&amp;quot; &amp;quot;modest&amp;quot; vrs. &amp;quot;immodest&amp;quot;, tradition loving vrs. hating it --[[User:Koltom|Koltom]] 07:26, 28 July 2009 (UTC)&lt;br /&gt;
::Alright so there are alot of factors, all we need to do now is find them all! I'm going to get a picture of a society for you real quick.&lt;br /&gt;
Edit; [[File:Citizen.jpg]]--[[User:CrazyMcfobo|CrazyMcfobo]] 15:58, 28 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CrazyMcfobo</name></author>
	</entry>
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