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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=D64</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=D64"/>
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	<updated>2026-08-04T16:59:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carpenter&amp;diff=46011</id>
		<title>40d Talk:Carpenter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carpenter&amp;diff=46011"/>
		<updated>2009-06-14T20:18:24Z</updated>

		<summary type="html">&lt;p&gt;D64: /* Blocks */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do the wooden shields produced by a carpenter compare to standard metal shields?  [[User:Gairabad|Gairabad]] 20:11, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They're half as good as iron shields. The mod values are: Steel 133%, iron 100%, bronze 75%, copper 66%, anything else 50%. What 'half as good' means is unclear. They probably have the same block chance, but simply block less damage.--[[User:Navian|Navian]] 20:27, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blocks ==&lt;br /&gt;
&lt;br /&gt;
Can't find a mention of this anywhere.. Can wooden blocks, that can be made in the carpenter's workshop, be used for everything that you can use normal logs for? -- [[User:D64|D64]] 20:18, 14 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>D64</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4517</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4517"/>
		<updated>2008-07-28T21:05:07Z</updated>

		<summary type="html">&lt;p&gt;D64: removing whitespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Magnetite|tile=~|color=#888&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as large clusters&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
* Contains [[native platinum|platinum]] veins&lt;br /&gt;
}}&lt;br /&gt;
'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]].&lt;br /&gt;
&lt;br /&gt;
Magnetite is one of only 3 types of stones that can contain [[platinum nuggets]]. It is also the only ore to occur as a large cluster.&lt;br /&gt;
&lt;br /&gt;
== Magnetite and real world geology ==&lt;br /&gt;
&lt;br /&gt;
Although Magnetite seems to have no special properties at this time in Dwarf Fortress it is reasonable to assume that some have been contemplated. In real word geology magnetite is the most magnetic of all the naturally occurring minerals. For further reference see wikipedias article on [http://en.wikipedia.org/wiki/Magnetite Magnetite ]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>D64</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10566</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10566"/>
		<updated>2008-07-28T11:58:36Z</updated>

		<summary type="html">&lt;p&gt;D64: Idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Smoothing walls==&lt;br /&gt;
&amp;quot;Walls with ore or gems cannot be smoothed, much less detailed.&amp;quot; Is this still true? I'd heard that smoothing/engraving of ore veins is now possible. And yet again, I can't test because I'm reading the wiki at work while waiting for a database query to finish... &amp;gt;_&amp;gt; --[[User:Alfador|Alfador]] 17:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I deleted the comment about not being able to smooth ore or gems, because you CAN in this version (they all count as different types of rocks). Boo whoever copy pasted the article without looking at it.&lt;br /&gt;
&lt;br /&gt;
::what was the point in aechiving old wiki if people are going to copy and paste, please people if you are going to copy paste thourghly read the article to ensure all info is correct, i didnt read past this so there may be more but rooms are no longer diamonds, this is somehing really obvious and should have been picked up on by whoever copy pasted it otherwise we may as well stick with edditing old wiki. [[User:Thatguyyaknow|Thatguyyaknow]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==room value==&lt;br /&gt;
Is there a way to check what price a room currently has without counting it yourself? Just wanted to know if I counted right. --[[User:Mizipzor|Mizipzor]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::if the economy has started you might be able to, past that though probably not :( --[[User:Frostedfire|Frostedfire]] 18:17, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My dwarves' thoughts have lately included reference to dining in a &amp;quot;legendary&amp;quot; dining room, but the best one I currently have is listed as &amp;quot;Fine&amp;quot; when I assign it to someone.  Does this correspond directly to the value of the room (I intend to bring it up to Royal to find out) or is there something else at work there? [[User:Dolohov|Dolohov]] 10:55, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a proper closed bedroom in silty clay loam. There is a masterpiece bed in that room. The price of the bed is 120. The rental cost of the room is 99. Most (all?) other bedrooms also have their rental cost less then the sum of the furniture values. There could be 2 explanations: &lt;br /&gt;
1) rental cost is not exactly equal to the room value in this version.&lt;br /&gt;
2) the way room value is calculated is substantially different from the previous version.&lt;br /&gt;
--[[User:Another|Another]] 11:56, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
:''As a bonus, a single chest, cabinet, armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#009900;&amp;quot;&amp;gt;000173 ▪ (0.22.120.23a) [dwarf mode][nobles]   if you have a noble claim the same item with three of their rooms, it'll count three times in their holdings number&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Am I reading the changelog right? It looks like this bug was fixed in 23a. --[[User:Jackard|Jackard]] 02:31, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In that same section, it states that the value of a shared room is quartered. I've seen several times on the forum that the value of a shared room is only halved. This should be checked as well.  --[[User:Skanky|Skanky]] 03:14, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've only seen it as half, but I typically assign the two rooms to the same noble.  It could be that it's quatered if you assign the two rooms to two different nobles (and same for more rooms to one noble vs more than one).--[[User:Draco18s|Draco18s]] 17:42, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
MANY of the names in the thing are wrong. My epic dining room is described as &amp;quot;Legendary&amp;quot; and the beds that share the room get &amp;quot;Like a personal palace&amp;quot;--[[User:Shadow archmagi|Shadow archmagi]] 17:48, 28 February 2008 (EST)&lt;br /&gt;
:Are you going by the {{key|r}}oom list or by dwarf thoughts? The article refers to the actual room grade rather than how impressed dwarves are by the room. [[User:VengefulDonut|VengefulDonut]] 19:42, 28 February 2008 (EST)&lt;br /&gt;
:: Oh dear. My mistake. Letsee... you're right. Bedrooms are Grand and the dining room is Royal. My mistake. --[[User:Shadow archmagi|Shadow archmagi]] 20:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== doors ==&lt;br /&gt;
It seems doors don't count anymore in 38c? Every room i checked where the door should move it to the next quality level, it doesn't. This also is true for my artifact door which before turned a room into royal; it's gone now. --[[User:Koltom|Koltom]] 08:10, 17 March 2008 (EDT)&lt;br /&gt;
: What if the door is set as internal? -- [[User:Zardus|Zardus]] 20:14, 18 April 2008 (EDT)&lt;br /&gt;
:: Then it is counted, but such can make room overlapping difficult.  Does anyone know why it was removed? I am saddened by my Artifact door not working right. --[[User:Stalinbulldog|Stalinbulldog]] 21:57, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== engravings ==&lt;br /&gt;
How do you tell which side of the wall engravings are on?  Do they still have a direction?  [[User:QMarx|QMarx]] 01:36, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think they're on both sides of the wall.  At least, if i have two 5x3 rooms that share a wall, and I engrave all the walls for the two rooms, both rooms are of the same quality.  I'd have to do some specific testing to see if one is worth more but not enough for a difference in quality level... --[[User:Squirrelloid|Squirrelloid]] 01:43, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hydra cage ==&lt;br /&gt;
&lt;br /&gt;
Would sticking a hydra cage in a room increase it's value?--[[User:Seaneat|Seaneat]] 16:16, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coffin, Red highlight and (S) ==&lt;br /&gt;
&lt;br /&gt;
When viewing rooms using &amp;quot;r&amp;quot;, what does a red highlight and (S) mean? Also, there isn't anything wrong with sticking their own coffin in their room right?--[[User:Seaneat|Seaneat]] 16:19, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I believe that red room names in the rooms panel mean that the room overlaps with another room and thus the value of both rooms is diminished. --[[User:Toloran|Toloran]] 20:52, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== finding a dwarfes room(s) ==&lt;br /&gt;
&lt;br /&gt;
Am i right that the {{k|r}}ooms screen is meant to let you jump straight to a specific dwarfs room when it is fully implemented?&lt;br /&gt;
&lt;br /&gt;
In the meantime, other than by looking at every table/chair/bed/cage/coffin/statue, how do I find all the (X)rooms allocated to Domas Othsinlolar (or any of his fellows)?[[User:GarrieIrons|GarrieIrons]] 06:52, 8 July 2008 (EDT)&lt;br /&gt;
:press t after highlighting the room to view the item that makes it so.--[[User:Seaneat|Seaneat]] 13:40, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Idea ==&lt;br /&gt;
&lt;br /&gt;
Here's a hint.. In my current game I was having trouble getting my Count's rooms up to an acceptable level. I had a lever in his bedroom with artifact mechanisms that raised the bedroom to royal, but unfortunately I have no very good metalcrafters or masons to make good enough furniture for the other rooms. I did have a legendary weaponsmith though, so I made him construct some steel serrated discs and spiked balls. When masterful, these are worth 3600 each. Then I just constructed a weapon trap in the throne room and it became opulent right away. Too bad there's no way to place armor in a room in a similar way, a steel plate mail that requires the same amount of material is worth 15k even when just exceptional. -- [[User:D64|D64]] 07:58, 28 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>D64</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Barracks&amp;diff=15776</id>
		<title>40d Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Barracks&amp;diff=15776"/>
		<updated>2008-07-27T12:16:19Z</updated>

		<summary type="html">&lt;p&gt;D64: Soldiers never use more than one barracks?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The page is listed under the 'buildings' box that has been placed on several pages, so I thought I'd make it. If someone thinks it overlaps with [[bedroom]], feel free to slap on a del tag, just be sure to edit the 'buildings' box too.[[User:Thexor|Thexor]] 00:32, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So i defined a barracks via bed, have 2 soldiers - what more do i need to make them spar? --[[User:Koltom|Koltom]] 18:07, 11 February 2008 (EST)&lt;br /&gt;
:Is their squad on duty? They'll only spar if the squad is &amp;quot;standing down&amp;quot;. See the [[Sparring]] article for more details. --[[User:AlexChurchill|AlexChurchill]] 07:03, 20 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am starting to notice that my dwarves are only going to spar in the barracks two at a time regardless of size. Is this right? [[User:MikeWulf|MikeWulf]] 11:01, 24 May 2008 (EDT)&lt;br /&gt;
:I'm looking at three pairs of sparring soldiers in my only (rather big) baracks.--[[User:Dorten|Dorten]] 23:18, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The 4x4 minimum size designation is not true for 33c at least. I saw multiple times my soldiers sparring in a 3x3 room with 3 pieces of furniture in it (If they tumble around while sparring it could be true though, since it was across the hall from the main big barracks). As for the &amp;quot;not sparring&amp;quot; question, I think they need to have different job names. Like wrestler and marksman, or Elite marksman and marksman (not sure about last one).&lt;br /&gt;
--[[User:Nonickch|Nonickch]] 13:27, 19 June 2008 (EDT)&lt;br /&gt;
:That's not true about needing different job names - they could never get started if that were the case, since military dwarves start off as Recruits. (Well, unless you get immigrant soldiers. But I was able to get some Swordsdwarves and Wrestlers having started them all as Recruits.) --[[User:AlexChurchill|AlexChurchill]] 07:03, 20 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldiers never use more than one barracks? ==&lt;br /&gt;
&lt;br /&gt;
In several forts now, I've never had my soldiers use more than one barracks, even though I have &amp;gt;20 soldiers and two or more squads. The barracks they use is either the one I make first, or the one that is closest to the eating/partying area. Do others have this problem? -- [[User:D64|D64]] 08:16, 27 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>D64</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18607</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18607"/>
		<updated>2008-07-27T03:08:59Z</updated>

		<summary type="html">&lt;p&gt;D64: Releasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]], [[metal]] and [[glass]] (terrarium). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways.  Both empty and occupied cages can - and will - be stored only in an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* If made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.&lt;br /&gt;
* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals. Animals that are caged '''will not''' mate, but animals can bear children when caged.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.&lt;br /&gt;
&lt;br /&gt;
If you already have a cage placed somewhere, a faster way to release bought animals is to examine this cage and assign the animals to it. A dwarf will fetch the animals from the stockpile after which you can release them by again examining the cage.&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative ideas to do with captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
== How to disarm hostiles in cages ==&lt;br /&gt;
You can find the items carried by caged [[goblin]]s, [[kobold]]s, etc. in the [[stocks]] menu and designate them for dumping.  You can identify the clothes because it will be narrow.  Mark the items for dumping, and dwarves will come to the cage and take them. The exact items will be difficult to identify if you have stockpiled other items taken from goblins.  You can verify that you are targeting the right items by using the zoom function; it should point you to the cage.  Nonetheless, this can be tedious.&lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
Cages are under the &amp;quot;Animal stockpile&amp;quot;. To create a stockpile for empty cages, disable all the animals put permit empty cages (press u).&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts!&lt;br /&gt;
&lt;br /&gt;
One method is to have a room above a [[ramp]] (so the down-ramp is in the room). Build your occupied cages all about the room, station your soldiers near the ramp, and mark the ramp as a pit; then start chucking goblins into the pit. They get briefly stunned by the fall, so there's little risk so long as you don't try to pit too many at once (and be careful with the axelords, too). In the rare event that one of your peons cancels the pit-animal task, probably because they saw one of the recently-pitted goblins, there's plenty of soldiers at the ready to clean up the mess. [[http://www.bay12games.com/forum/index.php?topic=19613.msg204684#msg204684 Idea adapted from a post by Derakon on the Bay 12 Forums]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>D64</name></author>
	</entry>
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