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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-27T13:13:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant&amp;diff=102530</id>
		<title>v0.31 Talk:Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant&amp;diff=102530"/>
		<updated>2010-05-03T18:30:09Z</updated>

		<summary type="html">&lt;p&gt;Crush: added images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My visit by a giantess ==&lt;br /&gt;
&lt;br /&gt;
My fortress recently got visited by a female giant and I would like to write about the experience hoping that it will help to write a good article about this topic and maybe also give a bit insight into the combat system.&lt;br /&gt;
&lt;br /&gt;
It was the 4th year of my fortress. Due to various hijinks my fortress was completely sealed off when she arrived. I said to myself &amp;quot;Well, she is blinking and named and stuff, better I do not dig out too eagerly&amp;quot;. So the giantess sat around outside twiddling her thumbs.&lt;br /&gt;
&lt;br /&gt;
Just a few minutes later an immigration wave arrived. Time to construct a few more coffins, I thought. The giantess immediately rushed towards them slaughtering a few pets without problems. Finally she got the first dwarf, a dyer without any combat skills.&lt;br /&gt;
&lt;br /&gt;
I decided that the immigrants should at least die fighting like real dwarfs. So I drafted them in the military creating two squads of 5 and 6 from them. None of the immigrants was armed as far as I saw. &lt;br /&gt;
&lt;br /&gt;
In the meantime she quite took her time with the dyer. A peek at the combat log showed that she was just strangling the dyer's throat in every one of her turns without doing much damage. It also seemed like killing the pets was quite tiring for her because she frequently &amp;quot;fell to the ground from over-exhaustion&amp;quot; during the fight.&lt;br /&gt;
&lt;br /&gt;
When my zerg rush arrived she didn't really stood a chance. They started pummeling her &amp;quot;bruising the muscles&amp;quot; of all kinds of body parts and occasionally also bruising her guts, lungs, stomach and sometimes other organs. She became exhausted, started vomiting frequently and passed out from time to time. After which seemed like a few hundred punches she died. It didn't seem like she was fighting back. The dyer she attacked first also died from bleeding, though.&lt;br /&gt;
[[Image:Giantess1.png]][[Image:Giantess2.png]]&lt;/div&gt;</summary>
		<author><name>Crush</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Giantess2.png&amp;diff=102529</id>
		<title>File:Giantess2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Giantess2.png&amp;diff=102529"/>
		<updated>2010-05-03T18:29:19Z</updated>

		<summary type="html">&lt;p&gt;Crush: Combat log of a giantess attacked by a mob of immigrants.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat log of a giantess attacked by a mob of immigrants.&lt;/div&gt;</summary>
		<author><name>Crush</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Giantess1.png&amp;diff=102527</id>
		<title>File:Giantess1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Giantess1.png&amp;diff=102527"/>
		<updated>2010-05-03T18:28:23Z</updated>

		<summary type="html">&lt;p&gt;Crush: Combat log of a giantess fighting a dyer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat log of a giantess fighting a dyer.&lt;/div&gt;</summary>
		<author><name>Crush</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant&amp;diff=102525</id>
		<title>v0.31 Talk:Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant&amp;diff=102525"/>
		<updated>2010-05-03T18:25:06Z</updated>

		<summary type="html">&lt;p&gt;Crush: Created page with '== My visit by a giantess ==  My fortress recently got visited by a female giant and I would like to write about the experience hoping that it will help to write a good article a…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My visit by a giantess ==&lt;br /&gt;
&lt;br /&gt;
My fortress recently got visited by a female giant and I would like to write about the experience hoping that it will help to write a good article about this topic and maybe also give a bit insight into the combat system.&lt;br /&gt;
&lt;br /&gt;
It was the 4th year of my fortress. Due to various hijinks my fortress was completely sealed off when she arrived. I said to myself &amp;quot;Well, she is blinking and named and stuff, better I do not dig out too eagerly&amp;quot;. So the giantess sat around outside twiddling her thumbs.&lt;br /&gt;
&lt;br /&gt;
Just a few minutes later an immigration wave arrived. Time to construct a few more coffins, I thought. The giantess immediately rushed towards them slaughtering a few pets without problems. Finally she got the first dwarf, a dyer without any combat skills.&lt;br /&gt;
&lt;br /&gt;
I decided that the immigrants should at least die fighting like real dwarfs. So I drafted them in the military creating two squads of 5 and 6 from them. None of the immigrants was armed as far as I saw. &lt;br /&gt;
&lt;br /&gt;
In the meantime she quite took her time with the dyer. A peek at the combat log showed that she was just strangling the dyer's throat in every one of her turns without doing much damage. It also seemed like killing the pets was quite tiring for her because she frequently &amp;quot;fell to the ground from over-exhaustion&amp;quot; during the fight.&lt;br /&gt;
&lt;br /&gt;
When my zerg rush arrived she didn't really stood a chance. They started pummeling her &amp;quot;bruising the muscles&amp;quot; of all kinds of body parts and occasionally also bruising her guts, lungs, stomach and sometimes other organs. She became exhausted, started vomiting frequently and passed out from time to time. After which seemed like a few hundred punches she died. It didn't seem like she was fighting back. The dyer she attacked first also died from bleeding, though.&lt;/div&gt;</summary>
		<author><name>Crush</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=3012</id>
		<title>40d:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=3012"/>
		<updated>2009-07-08T01:59:01Z</updated>

		<summary type="html">&lt;p&gt;Crush: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(255,255,0)&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| speciality = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = [[Wood Cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
}}&lt;br /&gt;
A '''wood cutter''' cuts down [[tree]]s to create [[wood]] logs.&lt;br /&gt;
&lt;br /&gt;
To employ a wood cutter, give him the [[wood cutting]] labor, and [[Designations|designate]] some trees for logging using the keys {{key|d}}-{{key|t}}.  &lt;br /&gt;
&lt;br /&gt;
A wood cutter also requires an available [[axe]].  The quality or material of a pick has no effect on any aspect of woodcutting - a [[quality|no-quality]] [[copper]] axe is the same as a [[quality|masterwork]] [[steel]] or [[adamantine]] one.  (The same is not true for axes in [[weapon|combat]].)&lt;br /&gt;
&lt;br /&gt;
This skill increases rapidly. With an ample supply of trees, a dedicated wood cutter who does not do his own wood [[hauling]] can reach legendary status in well under a year, and can singlehandedly meet the lumber needs of most types of fortresses. A single [[dwarf]] can also function well as a dedicated wood cutter ''and'' [[Plant gathering|plant gatherer]], provided that this dwarf is not your sole food provider.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot have both the [[Mining]] and Wood Cutting labors enabled, as doing so would require them to dual-wield an axe and a pick. &lt;br /&gt;
&lt;br /&gt;
Woodcutters are working outdoors where they are in constant danger of being [[ambush]]ed by invaders or attacked by wild animals (unless, of course, you are the proud owner of an [[Tower-cap#Underground_tree_farm|underground tree farm]]), but they are also one of the few civilian professions which carry [[weapons]] with them. So they should be taught how to use their axes to defend themself (and others) properly by making them spend a few months as [[axedwarf]]es in your [[military]]. &lt;br /&gt;
&lt;br /&gt;
Setting all dwarves which must work outside to Wood Cutting can be a good idea, as it means they will carry axes with them at all times - though this also means that they will usually interrupt anything they're doing to go chop trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Crush</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=3011</id>
		<title>40d:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=3011"/>
		<updated>2009-07-08T01:58:18Z</updated>

		<summary type="html">&lt;p&gt;Crush: more details on the aspect of making use of the woodcutters combat abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(255,255,0)&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| speciality = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = [[Wood Cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
}}&lt;br /&gt;
A '''wood cutter''' cuts down [[tree]]s to create [[wood]] logs.&lt;br /&gt;
&lt;br /&gt;
To employ a wood cutter, give him the [[wood cutting]] labor, and [[Designations|designate]] some trees for logging using the keys {{key|d}}-{{key|t}}.  &lt;br /&gt;
&lt;br /&gt;
A wood cutter also requires an available [[axe]].  The quality or material of a pick has no effect on any aspect of woodcutting - a [[quality|no-quality]] [[copper]] axe is the same as a [[quality|masterwork]] [[steel]] or [[adamantine]] one.  (The same is not true for axes in [[weapon|combat]].)&lt;br /&gt;
&lt;br /&gt;
This skill increases rapidly. With an ample supply of trees, a dedicated wood cutter who does not do his own wood [[hauling]] can reach legendary status in well under a year, and can singlehandedly meet the lumber needs of most types of fortresses. A single [[dwarf]] can also function well as a dedicated wood cutter ''and'' [[Plant gathering|plant gatherer]], provided that this dwarf is not your sole food provider.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot have both the [[Mining]] and Wood Cutting labors enabled, as doing so would require them to dual-wield an axe and a pick. &lt;br /&gt;
&lt;br /&gt;
Woodcutters are working outdoors where they are in constant danger of being [[ambush]]ed by invaders or attacked by wild animals (unless, of course, you are the proud owner of an [[Tower-cap#Underground_tree_farm|underground tree farm]]), but they are also one of the few civilian professions which carry [[weapons]] with them. So they should be taught how to use their axes to defend themself (or others) properly by making them spend a few months as [[axedwarf]]es in your [[military]]. &lt;br /&gt;
&lt;br /&gt;
Setting all dwarves which must work outside to Wood Cutting can be a good idea, as it means they will carry axes with them at all times - though this also means that they will usually interrupt anything they're doing to go chop trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Crush</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14174</id>
		<title>40d:Lead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14174"/>
		<updated>2009-07-02T12:03:46Z</updated>

		<summary type="html">&lt;p&gt;Crush: lead is a good training material for metal crafters, imo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Lead|color=#888|bgcolor=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[lay pewter]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lead can only be smelted from [[galena]] and can be used to make all furniture and craft goods, or made into lay pewter.&lt;br /&gt;
&lt;br /&gt;
*[[Lay Pewter]] = Lead + 2x [[Tin]] + [[Copper]]&lt;br /&gt;
&lt;br /&gt;
Due to its low material [[value]], lead is hardly useful for making [[craft]]s.  It can be useful for items of [[furniture]], in cases where value and weight aren't relevant, or on maps where [[wood]] is scarce (but magma for a [[Magma smelter]] is available).  Making lay pewter from it isn't good option, since you can gain more value by making [[trifle pewter]], [[fine pewter]], or [[bronze]] from the bars of [[copper]] and [[tin]] and leaving the lead as-is.&lt;br /&gt;
&lt;br /&gt;
Bars of Lead might be most useful as constructed [[bars]] or [[grate]]s - all material has the same strength, lead as effective as steel (except for armor and weapons). Another way to make use of lead which doses not use [[fuel]] is training your [[metal crafter]]s by making them stud stuff with it.&lt;br /&gt;
&lt;br /&gt;
There is no lead poisoning in Dwarf Fortress yet, so there's no reason not to keep your food supply in lead [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Crush</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3492</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3492"/>
		<updated>2009-06-10T17:43:10Z</updated>

		<summary type="html">&lt;p&gt;Crush: /* Room Requirements Summary */  color coded for convenience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Noble]]s are &amp;lt;s&amp;gt;good for nothing piles of turd&amp;lt;/s&amp;gt; [[dwarf|dwarves]] that &amp;lt;s&amp;gt;do pretty much nothing, except for demanding everything&amp;lt;/s&amp;gt; have &amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt;special duties&amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt; in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[Room#Room_grades|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
These are nobles you can appoint through the Nobles &amp;amp; Administrators Screen.&lt;br /&gt;
&lt;br /&gt;
* [[Leader|Expedition Leader]]: &lt;br /&gt;
:Listens to the complaints of other dwarves to make them happier.  Uses [[social skill]]s. Needs an [[office]] in order to meet with outpost [[liaison]]s. It is not possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&amp;lt;br /&amp;gt;Note that if there is no obvious candidate for Expedition Leader, it is chosen randomly. Additionally, if your Expedition Leader is slain and you do not choose a new one, a random dwarf will be volunteered for the job after about half a season.&lt;br /&gt;
::* [[Leader|Mayor]]: &lt;br /&gt;
:::Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s. The dwarf who acts as mayor is replaced by election every couple of years, but can also be re-elected.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: &lt;br /&gt;
:Utilizes the [[appraiser]] skill and [[social skill]]s.  Is the person you send to the [[depot]] to do your [[trading]].  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
:: Outpost Broker changes title according to the status of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
''Note - There is substantial overlap between the Expedition Leader and the Outpost Broker's duties and skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders, meet with the outpost liaison, and pacify the occasional unhappy dwarf.  The same [[office]] can be used to both take stock and to conduct meetings, saving on real estate and decorating costs in the early game.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Manager]]: &lt;br /&gt;
:Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
:: Changes title according to the status of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: &lt;br /&gt;
:Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
::* Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
::* Further upgrades to [[grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
::* Further upgrades to [[hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: &lt;br /&gt;
:You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
::* [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in [[immigration]] waves and cannot be appointed by the player.&lt;br /&gt;
&lt;br /&gt;
* [[Baron|Baron(ess)]] arrives at 80 dwarves and an unverified exported wealth.&lt;br /&gt;
** Upgrades to [[Count|Count(ess)]] at 110.&lt;br /&gt;
** Upgrade to [[Duke/Duchess]] at 140.  {{verify}}&lt;br /&gt;
* [[Baron Consort|Baron(ess) Consort]]: Arrives with the [[Baron|Baron(ess)]].&lt;br /&gt;
** Upgrades to [[Count Consort]] at 110.&lt;br /&gt;
** Upgrade to [[Duke/Duchess Consort]] at 140.&lt;br /&gt;
* [[King]]/Queen: Ruler of your parent [[civilization]] and upgrades your fort to Mountainhome. &lt;br /&gt;
* [[King Consort]]: Occasionally same gender as the King, although this has been fixed in the dev log.&lt;br /&gt;
* [[Advisor]]: Arrives with the King's entourage.&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for [[animals]] and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
* [[Hammerer]]: He or she will enforce the law with a mighty [[hammer]].  Arrives either at 80 dwarves or with the Baron (equivalent). (Arrival trigger unknown.)&lt;br /&gt;
* [[Philosopher]]: Has no labor options turned on, but has no requirements and makes no mandates.&lt;br /&gt;
* [[Tax collector]] : Activates [[dwarven economy]]. {{verify}}  Arrives either at 80 dwarves or with the Baron (equivalent).&lt;br /&gt;
&lt;br /&gt;
== Room Requirements Summary ==&lt;br /&gt;
&lt;br /&gt;
The nobles require various rooms assigned to them. As a quick reference, here is a summary of those rooms:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
!Noble!!Quarters!!Dining Room!!Office!!Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Advisor&lt;br /&gt;
|bgcolor=&amp;quot;#ffff44&amp;quot;|Great Bedroom||bgcolor=&amp;quot;#ffff44&amp;quot;|Great Dining Room||bgcolor=&amp;quot;#ffff44&amp;quot;|Throne Room||—&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)&lt;br /&gt;
|bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Bedroom||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Office||bgcolor=&amp;quot;#ffff88&amp;quot;|Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)'s consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Bedroom||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Dining Room||—||bgcolor=&amp;quot;#ffff88&amp;quot;|Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Bookkeeper&lt;br /&gt;
|—||—||bgcolor=&amp;quot;#ffffee&amp;quot;|Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Captain of the guard&lt;br /&gt;
|bgcolor=&amp;quot;#ffffaa&amp;quot;|Quarters||bgcolor=&amp;quot;#ffffaa&amp;quot;|Dining Room||bgcolor=&amp;quot;#ffffaa&amp;quot;|Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count(ess)&lt;br /&gt;
|bgcolor=&amp;quot;#ffff44&amp;quot;|Great Bedroom||bgcolor=&amp;quot;#ffff44&amp;quot;|Great Dining Room||bgcolor=&amp;quot;#ffff44&amp;quot;|Throne Room||bgcolor=&amp;quot;#ffff44&amp;quot;|Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff44&amp;quot;|Great Bedroom||bgcolor=&amp;quot;#ffff44&amp;quot;|Great Dining Room||—||bgcolor=&amp;quot;#ffff44&amp;quot;|Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke&lt;br /&gt;
|bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Bedroom||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Dining Room||bgcolor=&amp;quot;#ffff22&amp;quot;|Opulent Throne Room||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke Consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Bedroom||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Dining Room||—||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Dungeon Master&lt;br /&gt;
|bgcolor=&amp;quot;#ffffaa&amp;quot;|Quarters||bgcolor=&amp;quot;#ffffaa&amp;quot;|Dining Room||bgcolor=&amp;quot;#ffffaa&amp;quot;|Office||bgcolor=&amp;quot;#ffffaa&amp;quot;|Burial Chamber&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Hammerer&lt;br /&gt;
|bgcolor=&amp;quot;#ffffaa&amp;quot;|Quarters||bgcolor=&amp;quot;#ffffaa&amp;quot;|Dining Room||—||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King&lt;br /&gt;
|bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Bedroom||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Dining Room||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Throne Room||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King/Queen Consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Quarters||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Dining Room||—||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Manager&lt;br /&gt;
|—||—||bgcolor=&amp;quot;#ffffee&amp;quot;|Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Mayor&lt;br /&gt;
|bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Broker&lt;br /&gt;
|—||—||bgcolor=&amp;quot;#ffffee&amp;quot;|Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Sheriff&lt;br /&gt;
|bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Tax Collector&lt;br /&gt;
|bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#ffffaa&amp;quot;|Office||—&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Meager Offices ==&lt;br /&gt;
The easiest way to give dwarves a meager office is simply to assign them a single seat in your communal dining room.&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Crush</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1904</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1904"/>
		<updated>2008-12-16T08:00:56Z</updated>

		<summary type="html">&lt;p&gt;Crush: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Production_chain.gif|thumb|400px|Production chain.]]&lt;br /&gt;
'''Workshops''' are where objects are created, refined, altered, and decorated.&lt;br /&gt;
&lt;br /&gt;
== Building==&lt;br /&gt;
&lt;br /&gt;
Most workshops are quick and easy to build, requiring only a single piece of [[stone]], [[wood]], or other common materials (although there are a few exceptions).  To build a workshop, open the {{key|b}}uild menu and select {{key|w}}orkshop, then choose which workshop you would like to build and the materials you would like to use in its construction.  Your cursor will now change into a floor plan of the workshop. &lt;br /&gt;
&lt;br /&gt;
Attention: '''dark green locations in the plan will be impassable ''' in the completed workshop, while passable locations will be a bright green.  Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop. The [[Jeweler's workshop]] and [[Bowyer's workshop]] block off a whole side of the workshop. &lt;br /&gt;
&lt;br /&gt;
Once the plan has been placed in a satisfactory location, you must have a [[dwarf]] with the appropriate [[labor]] enabled to build the workshop ({{key|v}}iew dwarf-{{key|p}}references-{{key|l}}abors).  For instance, to build a a [[carpenter's workshop]], you must have a dwarf with the &amp;quot;[[Carpentry]]&amp;quot; labor enabled.  Some workshops (such as the [[furnaces]]) must first be designed by a dwarf with the [[architecture]] labor enabled.  To see what labor is needed to build a particular workshop, press {{key|q}} and move the cursor over its floor plan.&lt;br /&gt;
&lt;br /&gt;
To build a workshop, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring, non-diagonal squares.  Items already claimed by other tasks (such as &amp;quot;Bring Item to Stockpile&amp;quot; cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{key|q}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
== Use==&lt;br /&gt;
&lt;br /&gt;
Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{key|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled '&amp;lt;span style=&amp;quot;color: #0ac&amp;quot;&amp;gt;'''R'''&amp;lt;/span&amp;gt;' in the list, and will be be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled '&amp;lt;span style=&amp;quot;color: #0c0&amp;quot;&amp;gt;'''A'''&amp;lt;/span&amp;gt;', if any, is the currently active project.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the [[manager]] can assign jobs to workshops. This is a more efficient way of allocating jobs when the fortress becomes larger.&lt;br /&gt;
&lt;br /&gt;
Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source (even if they don't have the appropriate [[hauling]] job set). Dwarves work more efficiently if the materials for their workshop are [[stockpile]]d nearby.&lt;br /&gt;
&lt;br /&gt;
Beware of workshop '''[[clutter]]'''! Dwarves will ''not'' automatically haul things away from workshops once the job is completed. Note that there is no way to notice a cluttered workshop without looking specifically inside the workshop ({{key|t}} or {{key|q}}) until a cloud of [[miasma]] erupts from your [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
==Profiles==&lt;br /&gt;
&lt;br /&gt;
Once a manager is assigned, each workshop will have a profile menu ({{key|q}}-{{key|P}}) which allows you to specify which dwarves are allowed to use the workshop (either by name or by a range of [[skill]]s).&lt;br /&gt;
&lt;br /&gt;
== Variations==&lt;br /&gt;
&lt;br /&gt;
The workshops used in the game include the following:&lt;br /&gt;
* [[Alchemist's laboratory]]: Used to make [[soap]].&lt;br /&gt;
* [[Ashery]]: Used to make [[lye]] and [[potash]].&lt;br /&gt;
* [[Bowyer's workshop]]: Used to make bone or wooden [[crossbow]]s.&lt;br /&gt;
* [[Butcher's shop]]: Used to turn some corpses and [[animals|livestock]] into [[meat]] and usable materials.&lt;br /&gt;
* [[Carpenter's workshop]]: Used to make [[furniture]] from [[wood]]. Also some [[trap]] components. &lt;br /&gt;
* [[Clothier's shop]]: Used to make numerous items from [[cloth]].&lt;br /&gt;
* [[Craftsdwarf's workshop]]: Used to make a [[crafts|number of items]] from a plethora of materials for trading purposes. Also useful to make [[bolts]] cheaply.&lt;br /&gt;
* [[Dyer's shop]]: Used to [[dye]] [[cloth]] or [[thread]].&lt;br /&gt;
* [[Farmer's workshop]]: Used to make [[thread]], [[milk]], [[syrup]], and [[quarry bush|leaves]].&lt;br /&gt;
* [[Fishery]]: Used to process raw [[fish]] into edible [[meat]] and [[bones]].&lt;br /&gt;
* [[Jeweler's workshop]]: Used to cut and encrust with [[gems]]. &lt;br /&gt;
* [[Kitchen]]: Used to cook [[food]] to decrease needed storage space, and expand the types of edible food.&lt;br /&gt;
* [[Leather works]]: Used to make [[leather]] into [[armor]] and [[clothes]].&lt;br /&gt;
* [[Loom]]: Used to make [[cloth]] from [[thread]].&lt;br /&gt;
* [[Mason's workshop]]: Used to make [[furniture]] from [[stone]].&lt;br /&gt;
* [[Mechanic's workshop]]: Used only to make [[mechanism]]s from [[stone]].&lt;br /&gt;
* [[Metalsmith's forge]]: Used to make a plethora of items from trading items to [[furniture]] and [[trap]] components from [[metal]] [[bar]]s and [[fuel]]. &lt;br /&gt;
** [[Magma forge]]: Same as above, but with less [[fuel]] consumption.&lt;br /&gt;
* [[Millstone]]: Used to make [[dye]], [[flour]], and [[sugar]].&lt;br /&gt;
** [[Quern]]: Same as above, but with muscle power instead of water or [[windmill]]&lt;br /&gt;
* [[Siege workshop]]: Used to make [[ballista]] arrows and [[catapult]] and ballista parts.&lt;br /&gt;
* [[Still]]: Used to make [[alcohol]] drinks from [[plants]].&lt;br /&gt;
* [[Tanner's shop]]: Used to tan [[raw hide]]s into [[leather]].&lt;br /&gt;
&lt;br /&gt;
== Furnaces ==&lt;br /&gt;
&lt;br /&gt;
Furnaces behave simlarly to workshops, except that they need some form of [[fuel]] ([[charcoal]], [[coke]], or [[magma]]) to operate. They transform raw material ([[wood]], [[ore]] or [[sand]]) to either a [[bar]] or [[block]] (of [[glass]], [[metal]], [[fuel]], [[ash]] or [[potash]]). To build a furnace, open the {{key|b}}uild menu and select {{key|e}}.&lt;br /&gt;
&lt;br /&gt;
Furnaces must be built from fire proof material such as [[stone]].&lt;br /&gt;
&lt;br /&gt;
* [[Glass furnace]]: Used to make [[glass]] items from [[sand]] and [[fuel]].&lt;br /&gt;
** [[Magma glass furnace]]: Same as above, but without the [[fuel]] consumption.&lt;br /&gt;
* [[Kiln]]: Used to make [[pearlash]] from [[potash]] and [[fuel]].&lt;br /&gt;
** [[Magma kiln]]: Same as above, but without [[fuel]] consumption.&lt;br /&gt;
* [[Smelter]]: Used to make [[metal]] [[bar]]s from [[ore]] and [[fuel]].&lt;br /&gt;
** [[Magma smelter]]: Same as above, but with smaller or non existent [[fuel]] consumption.&lt;br /&gt;
* [[Wood furnace]]: Used to make [[charcoal]], which is [[fuel]], from [[wood]]&lt;br /&gt;
&lt;br /&gt;
==Workshop Design==&lt;br /&gt;
Since workshops are where much of your fortress's day to day work happens, it is important to plan them as carefully as you do your [[Bedroom Design|bedrooms]].  Workshop designs have a couple key considerations:&lt;br /&gt;
* Workshops should be as close as possible to the raw materials needed to do their job. The only dwarf who hauls the needed materials into the workshop is the one who works in it. Placing a stockpile with the corresponding materials right next to the workshop will save the precious time of your craftsdwarf by leaving the tedious material transportation to less qualified laborers.&lt;br /&gt;
* There should be room to put in duplicate workshops, to accomodate spikes in demand for things like beds and barrels (carpentry) or stone furniture (masons). Workshop construction and deconstruction is cheap and quick in most cases, so do not hesitate do create and remove temporary workshops when the need arises.&lt;br /&gt;
* Workshops should be lockable by forbidding doors.  This is important for making sure specific bits of furniture get encrusted with gems (you don't want rubies on a mudstone table while you have a platinum statue around), specific items are made with specific materials (bauxite mechanisms for example), or even just locking a dwarf in a Fell [[strange mood]] away so he won't hurt a useful worker.&lt;br /&gt;
* The design should be expandable.  There will ALWAYS be another specialty workshop you'd find useful, whether it be a single-task, lockable Jeweler, a Legendary-only Carpenter's Workshop for beds, a floor of Dabbling to Proficient-only Masonry workshops for a [[Military#Cross-training_.28starting_a_Reserves_program.29|reserves program]], the list goes on.  Never assume you'll never need another workshop.  You'll always find SOMETHING.&lt;br /&gt;
* The design should have good traffic throughput.  Workshop complexes are pretty high-traffic areas, so you'll need to keep this in mind.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A couple things that may seem like big deals, but really aren't:&lt;br /&gt;
* Being close to where the finished good will go.  You will definitely need to think of where your chairs, tables, prepared meals, and the like will go after they're done being made, but an average fortress has a lot of spare labor and untrained peasants that are qualified for little more than hauling finished goods.  Don't be afraid of putting the prepared food and booze larder 100 steps away from the kitchen and still; just turn off food hauling on your cooks and let the peasants handle it.&lt;br /&gt;
* Setting up resource stockpiles somewhat near where the resource is produced.  Again, the peasants will handle this.&lt;br /&gt;
&lt;br /&gt;
Specific design ideas are at [[Design_strategies#Workshop_Logistics|Design Strategies]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Noise]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;br /&gt;
[[ru:Мастерская]]&lt;/div&gt;</summary>
		<author><name>Crush</name></author>
	</entry>
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