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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DDouble</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-30T11:00:51Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tileset_repository&amp;diff=7208</id>
		<title>Talk:Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tileset_repository&amp;diff=7208"/>
		<updated>2008-09-05T22:41:38Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* New grid sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mac user ==&lt;br /&gt;
&lt;br /&gt;
Can these tilesets be used on a mac as well? &lt;br /&gt;
&lt;br /&gt;
== Tiny tilesests ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''Sets smaller than 8x8. Used for playing in tiny windows, '''display of massive maps''' and perhaps videos.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I thought it wasnt possible to change the size of the map (number of tiles rendered on screen), am I wrong or does the author mean display of maps '''outside''' the game? --[[User:Mizipzor|Mizipzor]] 21:09, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I imagine the only current use is in exporting bitmaps from the game. &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:30, 14 November 2007 (EST)&lt;br /&gt;
::I've used one of 'em to hide a DF window on my work computer, and they're fun to use at 4x size,too. But yeah, they make real nice maps. --[[User:Maus|Maus]] 09:10, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Can anyone say PocketPC Dwarf Fortress? I imagine with a low popcap and a 3x3 or less area, it wouldn't be too bad on most PDAs out there. Now, if only someone would port the code... --[[User:N9103|Edward]] 20:40, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Split ==&lt;br /&gt;
&lt;br /&gt;
There are too many character sets on this one page, I propose splitting the page into twopages:&lt;br /&gt;
* one for 'classic' code page 437 fonts/glyph sets/character sets with no graphical characters whatsoever&lt;br /&gt;
* one for 'semigraphical' character sets which have one or more of the normal glyphs replaced with a df-specific graphic (a barrel instead of the division sign, for instance) - [[User:Lord Nightmare|Lord Nightmare]] 19:18, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I disagree; there's no reason to split content into two different areas when it's already easily comparable and all in one place. --[[User:Maus|Maus]] 09:12, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why png? ==&lt;br /&gt;
&lt;br /&gt;
If they all have to be resaved as bmp, why the heck are they uploaded as png? These are small files, you're not saving significant disk or bandwidth by keeping them in png. This is particularly irritating since I can't seem to get any of these to work even after resaving/converting them -.- --[[User:Nunix|Nunix]] 14:14, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you're not just renaming the files, then your problem isn't with the files being .png format. Making an exception to [[DwarfFortressWiki:Community_Portal|Rule I]] would only cause confusion as there are many images that are quite large indeed. --[[User:N9103|Edward]] 15:32, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::No, it's not just a rename, I'm going into GIMP and doing a Save as... The file size changes, so it's doing SOMETHING, but when I go to use the font the screen comes up blank (but if I hit down twice and enter, I still exit, so everything works, there's just no display.) I hadn't seen the style guide/list, however, so that's fair enough. I'll post on the message boards and see if I can troubleshoot there. --[[User:Nunix|Nunix]] 16:58, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Simple solution: Open the image in MSPaint and save as a 24-bit BMP. If you don't have Windows, then you should have enough computer savvy to do it in whatever program you choose.&lt;br /&gt;
:::Also, bmps cannot be uploaded to the wiki.&lt;br /&gt;
:::Furthermore, we do actually save significant page size. If those were all bitmaps, that would be a few megabytes, which is annoying to load. Converting to png makes it only a couple hundred kilobytes. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Length, and how we can decrease it ==&lt;br /&gt;
&lt;br /&gt;
This page is the twelfth longest page in the wiki. Ten of the eleven pages longer than it are lists. It has forty tilesets, less than a third of which are at all good. This is obviously a problem &amp;amp;ndash; sludging through all forty of those is not at all fun and, for most of it, not at all useful.&amp;lt;br&amp;gt;&lt;br /&gt;
As a fix, I propose that we copy this page to &amp;quot;Full list of user character sets&amp;quot; and keep only the best fifteen (or maybe ten or maybe twenty) here. Of course, that brings up the difficult question &amp;quot;how do we determine which tilesets are best?&amp;quot; To determine that, we could try getting as many DF players as we can to tell us which tileset(s) they use. Of course, that would need some rules, a forum thread, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
I'll write more about this later, assuming that some interest exists. The time is late and sleepiness impedes thought. --[[User:Savok|Savok]] 00:53, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:To solve [[User:Nunix|Nunix's]] '''Why png?''' problem and to determine the popularity, I suggest we upload all tilesets to [http://dffd.wimbli.com/index.php Dwarf Fortress File Depot] in .bmp format (so nobody have to convert images from .png anymore). Dwarf Fortress File Depot has download trackers for all its downloads. The end of the week, we can determine the 15 most popular based on the download count. Anybody interested can compare the download numbers and edit the 15 best list for the wiki anytime they feel like it to keep it updated often.&lt;br /&gt;
:The current tileset Template will need a '''download''' bit added to it as well. [[User:Plac1d|Plac1d]] 17:01, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That could work...&lt;br /&gt;
::*downloads his tileset fifty times*&lt;br /&gt;
::I don't think it would work at all. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about making one sub page per tile set. Classify each with 'size', 'shape' and 'style'. Use categories to navigate. Have each character set include a 64x64 pixel chunk of the screen - of these, then use gallery tags to browse with links to the sub page. The why png and link and supporting information for downloads is not a bad idea, but given the small DF playing population, the downloads are likely to be very skewed and cutting off at 15 may remove some very good ones that people have already downloaded and don't see a need to download again. --[[User:Shagie|Shagie]] 17:52, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I don't think that the tilesets &amp;amp; tileset descriptions are large enough to warrant that. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmn. Perhaps, we could ask all the dwarves on this wiki to submit a list of their top 20 tilesets, roughly in order of preference. If we get consensus on the best ones, that could work. --[[User:Savok|Savok]] 10:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: What about splitting the tilesets into separate pages by size, e.g. a page for all 16x16s, another for 12x12s, etc? About favorite tilesets, I could barely name my favorite three, so I think picking a favorite 15 or 20 is a bit extreme, and I don't think we can rely on download counts or people just happening to vote, unless we specifically say that voting is going to determine something. '''So''', what do you think about this idea: First, ask forum-goers to nominate user character sets for archiving (removal to an archive page). Second, after the nomination period is over (say, a week), upload those to the file depot, link to the pages, and give forum-goers a month or so to vote down the character sets they want archived, and to vote up ones they don't want archived. At the end of that time we can check their ratings and archive the lowest-rated ones. --[[User:SL|SL]] 01:37, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page name ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;List of user character sets&amp;lt;/code&amp;gt; is long and unnecessarily wordy. I propose &amp;lt;code&amp;gt;List of tilesets&amp;lt;/code&amp;gt;. --[[User:Savok|Savok]] 10:32, 30 May 2008 (EDT)&lt;br /&gt;
:Sounds like a good idea. Seconded. [[User:Isenhertz|Isenhertz]] 07:41, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New grid sizes ==&lt;br /&gt;
&lt;br /&gt;
Will someone please explain to me how I can make a 960x300 (Markavian's) tileset work with the new grid sizes larger than 80:25? 96:60 used to work until I tried to us .40c, now it doesn't. --[[User:DDouble|DDouble]] 18:38, 5 September 2008 (EDT)&lt;br /&gt;
:Oops I had forgotten to change the size in the init to &lt;br /&gt;
[WINDOWEDX:1152]&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDY:720]&lt;br /&gt;
&lt;br /&gt;
[FONT:mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
[GRID:96:60]&lt;br /&gt;
--[[User:DDouble|DDouble]] 18:41, 5 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tileset_repository&amp;diff=7207</id>
		<title>Talk:Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tileset_repository&amp;diff=7207"/>
		<updated>2008-09-05T22:41:26Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* New grid sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mac user ==&lt;br /&gt;
&lt;br /&gt;
Can these tilesets be used on a mac as well? &lt;br /&gt;
&lt;br /&gt;
== Tiny tilesests ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''Sets smaller than 8x8. Used for playing in tiny windows, '''display of massive maps''' and perhaps videos.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I thought it wasnt possible to change the size of the map (number of tiles rendered on screen), am I wrong or does the author mean display of maps '''outside''' the game? --[[User:Mizipzor|Mizipzor]] 21:09, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I imagine the only current use is in exporting bitmaps from the game. &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:30, 14 November 2007 (EST)&lt;br /&gt;
::I've used one of 'em to hide a DF window on my work computer, and they're fun to use at 4x size,too. But yeah, they make real nice maps. --[[User:Maus|Maus]] 09:10, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Can anyone say PocketPC Dwarf Fortress? I imagine with a low popcap and a 3x3 or less area, it wouldn't be too bad on most PDAs out there. Now, if only someone would port the code... --[[User:N9103|Edward]] 20:40, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Split ==&lt;br /&gt;
&lt;br /&gt;
There are too many character sets on this one page, I propose splitting the page into twopages:&lt;br /&gt;
* one for 'classic' code page 437 fonts/glyph sets/character sets with no graphical characters whatsoever&lt;br /&gt;
* one for 'semigraphical' character sets which have one or more of the normal glyphs replaced with a df-specific graphic (a barrel instead of the division sign, for instance) - [[User:Lord Nightmare|Lord Nightmare]] 19:18, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I disagree; there's no reason to split content into two different areas when it's already easily comparable and all in one place. --[[User:Maus|Maus]] 09:12, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why png? ==&lt;br /&gt;
&lt;br /&gt;
If they all have to be resaved as bmp, why the heck are they uploaded as png? These are small files, you're not saving significant disk or bandwidth by keeping them in png. This is particularly irritating since I can't seem to get any of these to work even after resaving/converting them -.- --[[User:Nunix|Nunix]] 14:14, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you're not just renaming the files, then your problem isn't with the files being .png format. Making an exception to [[DwarfFortressWiki:Community_Portal|Rule I]] would only cause confusion as there are many images that are quite large indeed. --[[User:N9103|Edward]] 15:32, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::No, it's not just a rename, I'm going into GIMP and doing a Save as... The file size changes, so it's doing SOMETHING, but when I go to use the font the screen comes up blank (but if I hit down twice and enter, I still exit, so everything works, there's just no display.) I hadn't seen the style guide/list, however, so that's fair enough. I'll post on the message boards and see if I can troubleshoot there. --[[User:Nunix|Nunix]] 16:58, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Simple solution: Open the image in MSPaint and save as a 24-bit BMP. If you don't have Windows, then you should have enough computer savvy to do it in whatever program you choose.&lt;br /&gt;
:::Also, bmps cannot be uploaded to the wiki.&lt;br /&gt;
:::Furthermore, we do actually save significant page size. If those were all bitmaps, that would be a few megabytes, which is annoying to load. Converting to png makes it only a couple hundred kilobytes. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Length, and how we can decrease it ==&lt;br /&gt;
&lt;br /&gt;
This page is the twelfth longest page in the wiki. Ten of the eleven pages longer than it are lists. It has forty tilesets, less than a third of which are at all good. This is obviously a problem &amp;amp;ndash; sludging through all forty of those is not at all fun and, for most of it, not at all useful.&amp;lt;br&amp;gt;&lt;br /&gt;
As a fix, I propose that we copy this page to &amp;quot;Full list of user character sets&amp;quot; and keep only the best fifteen (or maybe ten or maybe twenty) here. Of course, that brings up the difficult question &amp;quot;how do we determine which tilesets are best?&amp;quot; To determine that, we could try getting as many DF players as we can to tell us which tileset(s) they use. Of course, that would need some rules, a forum thread, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
I'll write more about this later, assuming that some interest exists. The time is late and sleepiness impedes thought. --[[User:Savok|Savok]] 00:53, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:To solve [[User:Nunix|Nunix's]] '''Why png?''' problem and to determine the popularity, I suggest we upload all tilesets to [http://dffd.wimbli.com/index.php Dwarf Fortress File Depot] in .bmp format (so nobody have to convert images from .png anymore). Dwarf Fortress File Depot has download trackers for all its downloads. The end of the week, we can determine the 15 most popular based on the download count. Anybody interested can compare the download numbers and edit the 15 best list for the wiki anytime they feel like it to keep it updated often.&lt;br /&gt;
:The current tileset Template will need a '''download''' bit added to it as well. [[User:Plac1d|Plac1d]] 17:01, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That could work...&lt;br /&gt;
::*downloads his tileset fifty times*&lt;br /&gt;
::I don't think it would work at all. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about making one sub page per tile set. Classify each with 'size', 'shape' and 'style'. Use categories to navigate. Have each character set include a 64x64 pixel chunk of the screen - of these, then use gallery tags to browse with links to the sub page. The why png and link and supporting information for downloads is not a bad idea, but given the small DF playing population, the downloads are likely to be very skewed and cutting off at 15 may remove some very good ones that people have already downloaded and don't see a need to download again. --[[User:Shagie|Shagie]] 17:52, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I don't think that the tilesets &amp;amp; tileset descriptions are large enough to warrant that. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmn. Perhaps, we could ask all the dwarves on this wiki to submit a list of their top 20 tilesets, roughly in order of preference. If we get consensus on the best ones, that could work. --[[User:Savok|Savok]] 10:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: What about splitting the tilesets into separate pages by size, e.g. a page for all 16x16s, another for 12x12s, etc? About favorite tilesets, I could barely name my favorite three, so I think picking a favorite 15 or 20 is a bit extreme, and I don't think we can rely on download counts or people just happening to vote, unless we specifically say that voting is going to determine something. '''So''', what do you think about this idea: First, ask forum-goers to nominate user character sets for archiving (removal to an archive page). Second, after the nomination period is over (say, a week), upload those to the file depot, link to the pages, and give forum-goers a month or so to vote down the character sets they want archived, and to vote up ones they don't want archived. At the end of that time we can check their ratings and archive the lowest-rated ones. --[[User:SL|SL]] 01:37, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page name ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;List of user character sets&amp;lt;/code&amp;gt; is long and unnecessarily wordy. I propose &amp;lt;code&amp;gt;List of tilesets&amp;lt;/code&amp;gt;. --[[User:Savok|Savok]] 10:32, 30 May 2008 (EDT)&lt;br /&gt;
:Sounds like a good idea. Seconded. [[User:Isenhertz|Isenhertz]] 07:41, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New grid sizes ==&lt;br /&gt;
&lt;br /&gt;
Will someone please explain to me how I can make a 960x300 (Markavian's) tileset work with the new grid sizes larger than 80:25? 96:60 used to work until I tried to us .40c, now it doesn't. --[[User:DDouble|DDouble]] 18:38, 5 September 2008 (EDT)&lt;br /&gt;
:Oops I had forgotten to change the size in the init to &lt;br /&gt;
[WINDOWEDX:1152]&lt;br /&gt;
[WINDOWEDY:720]&lt;br /&gt;
[FONT:mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
[GRID:96:60]&lt;br /&gt;
--[[User:DDouble|DDouble]] 18:41, 5 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tileset_repository&amp;diff=7206</id>
		<title>Talk:Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tileset_repository&amp;diff=7206"/>
		<updated>2008-09-05T22:38:40Z</updated>

		<summary type="html">&lt;p&gt;DDouble: New grid sizes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mac user ==&lt;br /&gt;
&lt;br /&gt;
Can these tilesets be used on a mac as well? &lt;br /&gt;
&lt;br /&gt;
== Tiny tilesests ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''Sets smaller than 8x8. Used for playing in tiny windows, '''display of massive maps''' and perhaps videos.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I thought it wasnt possible to change the size of the map (number of tiles rendered on screen), am I wrong or does the author mean display of maps '''outside''' the game? --[[User:Mizipzor|Mizipzor]] 21:09, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I imagine the only current use is in exporting bitmaps from the game. &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:30, 14 November 2007 (EST)&lt;br /&gt;
::I've used one of 'em to hide a DF window on my work computer, and they're fun to use at 4x size,too. But yeah, they make real nice maps. --[[User:Maus|Maus]] 09:10, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Can anyone say PocketPC Dwarf Fortress? I imagine with a low popcap and a 3x3 or less area, it wouldn't be too bad on most PDAs out there. Now, if only someone would port the code... --[[User:N9103|Edward]] 20:40, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Split ==&lt;br /&gt;
&lt;br /&gt;
There are too many character sets on this one page, I propose splitting the page into twopages:&lt;br /&gt;
* one for 'classic' code page 437 fonts/glyph sets/character sets with no graphical characters whatsoever&lt;br /&gt;
* one for 'semigraphical' character sets which have one or more of the normal glyphs replaced with a df-specific graphic (a barrel instead of the division sign, for instance) - [[User:Lord Nightmare|Lord Nightmare]] 19:18, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I disagree; there's no reason to split content into two different areas when it's already easily comparable and all in one place. --[[User:Maus|Maus]] 09:12, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why png? ==&lt;br /&gt;
&lt;br /&gt;
If they all have to be resaved as bmp, why the heck are they uploaded as png? These are small files, you're not saving significant disk or bandwidth by keeping them in png. This is particularly irritating since I can't seem to get any of these to work even after resaving/converting them -.- --[[User:Nunix|Nunix]] 14:14, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you're not just renaming the files, then your problem isn't with the files being .png format. Making an exception to [[DwarfFortressWiki:Community_Portal|Rule I]] would only cause confusion as there are many images that are quite large indeed. --[[User:N9103|Edward]] 15:32, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::No, it's not just a rename, I'm going into GIMP and doing a Save as... The file size changes, so it's doing SOMETHING, but when I go to use the font the screen comes up blank (but if I hit down twice and enter, I still exit, so everything works, there's just no display.) I hadn't seen the style guide/list, however, so that's fair enough. I'll post on the message boards and see if I can troubleshoot there. --[[User:Nunix|Nunix]] 16:58, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Simple solution: Open the image in MSPaint and save as a 24-bit BMP. If you don't have Windows, then you should have enough computer savvy to do it in whatever program you choose.&lt;br /&gt;
:::Also, bmps cannot be uploaded to the wiki.&lt;br /&gt;
:::Furthermore, we do actually save significant page size. If those were all bitmaps, that would be a few megabytes, which is annoying to load. Converting to png makes it only a couple hundred kilobytes. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Length, and how we can decrease it ==&lt;br /&gt;
&lt;br /&gt;
This page is the twelfth longest page in the wiki. Ten of the eleven pages longer than it are lists. It has forty tilesets, less than a third of which are at all good. This is obviously a problem &amp;amp;ndash; sludging through all forty of those is not at all fun and, for most of it, not at all useful.&amp;lt;br&amp;gt;&lt;br /&gt;
As a fix, I propose that we copy this page to &amp;quot;Full list of user character sets&amp;quot; and keep only the best fifteen (or maybe ten or maybe twenty) here. Of course, that brings up the difficult question &amp;quot;how do we determine which tilesets are best?&amp;quot; To determine that, we could try getting as many DF players as we can to tell us which tileset(s) they use. Of course, that would need some rules, a forum thread, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
I'll write more about this later, assuming that some interest exists. The time is late and sleepiness impedes thought. --[[User:Savok|Savok]] 00:53, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:To solve [[User:Nunix|Nunix's]] '''Why png?''' problem and to determine the popularity, I suggest we upload all tilesets to [http://dffd.wimbli.com/index.php Dwarf Fortress File Depot] in .bmp format (so nobody have to convert images from .png anymore). Dwarf Fortress File Depot has download trackers for all its downloads. The end of the week, we can determine the 15 most popular based on the download count. Anybody interested can compare the download numbers and edit the 15 best list for the wiki anytime they feel like it to keep it updated often.&lt;br /&gt;
:The current tileset Template will need a '''download''' bit added to it as well. [[User:Plac1d|Plac1d]] 17:01, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That could work...&lt;br /&gt;
::*downloads his tileset fifty times*&lt;br /&gt;
::I don't think it would work at all. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about making one sub page per tile set. Classify each with 'size', 'shape' and 'style'. Use categories to navigate. Have each character set include a 64x64 pixel chunk of the screen - of these, then use gallery tags to browse with links to the sub page. The why png and link and supporting information for downloads is not a bad idea, but given the small DF playing population, the downloads are likely to be very skewed and cutting off at 15 may remove some very good ones that people have already downloaded and don't see a need to download again. --[[User:Shagie|Shagie]] 17:52, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I don't think that the tilesets &amp;amp; tileset descriptions are large enough to warrant that. --[[User:Savok|Savok]] 22:59, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmn. Perhaps, we could ask all the dwarves on this wiki to submit a list of their top 20 tilesets, roughly in order of preference. If we get consensus on the best ones, that could work. --[[User:Savok|Savok]] 10:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: What about splitting the tilesets into separate pages by size, e.g. a page for all 16x16s, another for 12x12s, etc? About favorite tilesets, I could barely name my favorite three, so I think picking a favorite 15 or 20 is a bit extreme, and I don't think we can rely on download counts or people just happening to vote, unless we specifically say that voting is going to determine something. '''So''', what do you think about this idea: First, ask forum-goers to nominate user character sets for archiving (removal to an archive page). Second, after the nomination period is over (say, a week), upload those to the file depot, link to the pages, and give forum-goers a month or so to vote down the character sets they want archived, and to vote up ones they don't want archived. At the end of that time we can check their ratings and archive the lowest-rated ones. --[[User:SL|SL]] 01:37, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page name ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;List of user character sets&amp;lt;/code&amp;gt; is long and unnecessarily wordy. I propose &amp;lt;code&amp;gt;List of tilesets&amp;lt;/code&amp;gt;. --[[User:Savok|Savok]] 10:32, 30 May 2008 (EDT)&lt;br /&gt;
:Sounds like a good idea. Seconded. [[User:Isenhertz|Isenhertz]] 07:41, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New grid sizes ==&lt;br /&gt;
&lt;br /&gt;
Will someone please explain to me how I can make a 960x300 (Markavian's) tileset work with the new grid sizes larger than 80:25? 96:60 used to work until I tried to us .40c, now it doesn't. --[[User:DDouble|DDouble]] 18:38, 5 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Thought&amp;diff=21285</id>
		<title>40d:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Thought&amp;diff=21285"/>
		<updated>2008-08-28T17:44:19Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Happy thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf psychology is not all that complex - various events cause dwarves to gain 'thoughts'. Thoughts have a [[happiness]]/unhappiness value. The value of all the thoughts a particular dwarf has is simply summed to determine how happy or unhappy they are. If dwarves are particularly unhappy, they may throw [[tantrum]]s, and may enter fell or macabre [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's thoughts, press {{key|v}} on the dwarf. Then press {{key|p}}(preferences) -&amp;gt; {{key|z}} -&amp;gt; {{key|enter}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
Now you will see descriptions on how the dwarf feels ''(Ecstatic, happy, content, unhappy, miserable)'', and what recent events made an impact on the dwarf.  There are also some personal traits listed on the bottom.&lt;br /&gt;
&lt;br /&gt;
== Happy thoughts ==&lt;br /&gt;
A catalog of happy thoughts:&lt;br /&gt;
* &amp;quot;Slept in a good quality [[bedroom]] recently&amp;quot; &lt;br /&gt;
* &amp;quot;Dined in a good quality [[dining room]] lately&amp;quot; &lt;br /&gt;
* &amp;quot;Had a pretty decent/fine/good/wonderful/truly decadent drink/meal lately&amp;quot; &lt;br /&gt;
* &amp;quot;Is quite pleased with making an [[artifact]]&amp;quot;&lt;br /&gt;
* &amp;quot;Admired a fine craft/furniture/building lately&amp;quot; &lt;br /&gt;
* &amp;quot;Admired a own fine craft/furniture/building lately&amp;quot; &lt;br /&gt;
* &amp;quot;Made a friend recently&amp;quot; &lt;br /&gt;
* &amp;quot;Talked with a friend lately&amp;quot; &lt;br /&gt;
* &amp;quot;Talked with the spouse lately&amp;quot; &lt;br /&gt;
* &amp;quot;Was comforted by a pet recently&amp;quot;&lt;br /&gt;
* &amp;quot;Received [[water]]/[[food]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Gave somebody water/food lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has been rescued recently&amp;quot; - Wounded&lt;br /&gt;
* &amp;quot;Was able to rest and recuperate lately&amp;quot; - Wounded&lt;br /&gt;
* &amp;quot;Made a satisfying acquisition lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Has been satisfied at work lately&lt;br /&gt;
* &amp;quot;Had a satisfying sparring session lately&amp;quot;&lt;br /&gt;
* &amp;quot;Pleased to have a mandate deadline met lately&amp;quot;&lt;br /&gt;
* &amp;quot;Conducted a meeting in a great setting recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was honored to join the Fortress Guard&amp;quot;&lt;br /&gt;
* &amp;quot;Took joy in slaughter lately&amp;quot;&lt;br /&gt;
* &amp;quot;Beat somebody with a hammer recently&amp;quot; - Hammerer&lt;br /&gt;
* &amp;quot;Was glad to have punishment delayed recently&amp;quot; - Criminal&lt;br /&gt;
* &amp;quot;Is happy to be free&amp;quot; - criminal after his sentence ended&lt;br /&gt;
* &amp;quot;Was very pleased to receive a higher rank of nobility recently&amp;quot; - Count&lt;br /&gt;
* &amp;quot;Was satisfied to bring up job scarcity in a meeting lately&amp;quot; - after a meeting at the manager's office&lt;br /&gt;
* &amp;quot;Cried on somebody in charge lately and felt a little/lot better afterwards&amp;quot; - result of an unhappy dwarf using manager's consoler skill.&lt;br /&gt;
* &amp;quot;Shouted at someone in charge recently, and felt better afterwards&amp;quot; - result of an unhappy dwarf using manager's pacifier skill.&lt;br /&gt;
&lt;br /&gt;
==Unhappy thoughts ==&lt;br /&gt;
A catalog of unhappy thoughts:&lt;br /&gt;
* &amp;quot;Slept without a [[bed]] / Slept in the mud&amp;quot;&lt;br /&gt;
* &amp;quot;Slept without a decent room lately&amp;quot;&lt;br /&gt;
* &amp;quot;Ate in poor dining room recently&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Slept uneasily due to [[noise]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was awoken by noise while sleeping lately&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of the lack of [[chair]]s / [[table]]s&amp;quot;&lt;br /&gt;
* &amp;quot;Was upset to be wearing old/tattered clothing lately&amp;quot;&lt;br /&gt;
* &amp;quot;Complained about the [[military|draft]]&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of thirst lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has been dehydrated&amp;quot;&lt;br /&gt;
* &amp;quot;Has been starving lately&amp;quot;&lt;br /&gt;
* &amp;quot;Lost a good friend/husband/wife/child&amp;quot;&lt;br /&gt;
* &amp;quot;Had a miscarriage recently&amp;quot; - Married female&lt;br /&gt;
* &amp;quot;Was knocked out during a cave-in lately&amp;quot;&lt;br /&gt;
* &amp;quot;Sustained minor injuries lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was annoyed by [[vermin]]&amp;quot;&lt;br /&gt;
* &amp;quot;Has been accosted by terrible vermin&amp;quot;&lt;br /&gt;
* &amp;quot;Was disgusted by [[miasma]]&amp;quot;&lt;br /&gt;
* &amp;quot;Has been annoyed by flies&amp;quot;&lt;br /&gt;
* &amp;quot;Was [[Cave adaptation|nauseated]] by the sun lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has witnessed death&amp;quot;&lt;br /&gt;
* &amp;quot;Is depressed about being [[Justice|confined]]&amp;quot;&lt;br /&gt;
* &amp;quot;Was unhappy with the lack of work last season&amp;quot;''&lt;br /&gt;
* &amp;quot;Was unable to make suggestions about [[manager|work allocations]] lately&amp;quot; - Manager&lt;br /&gt;
* &amp;quot;Was unable to find someone to complain to about job scarcity lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was shouted at by an unhappy citizen lately&amp;quot; - After counselling an unhappy dwarf&lt;br /&gt;
* &amp;quot;Was upset to have disappointed a noble recently&amp;quot; - Tax Collector  &lt;br /&gt;
* &amp;quot;Was misinformed about a room for tax collection recently&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was worried not to have adequate protection lately&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was upset by having a mandate ignored lately&amp;quot;&lt;br /&gt;
* &amp;quot;Conducted a meeting in an awful setting recently&amp;quot; - Mayor&lt;br /&gt;
* &amp;quot;Was angered that nobody could be punished for a recent failure&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Was upset/flattened/shattered by a lesser's pretentious sleeping/dinind/office/burial arrangements lately&amp;quot; - Noble&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|The rest of this page|the exact mechanics of thoughts}}&lt;br /&gt;
&lt;br /&gt;
{{Old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number. This number is computed by summing the modifier for each thought the dwarf is currently remembering. Each thought lasts one year, and after half a year has passed since gaining a thought, the modifier is halved, rounding away from zero (so 7 halved would be 4 and -9 halved would be -5). There is no way to tell the age of a thought.&lt;br /&gt;
&lt;br /&gt;
The resulting number is then used in this table:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font face=&amp;quot;courier new&amp;quot;&amp;gt;&lt;br /&gt;
* +50 or more: ecstatic&lt;br /&gt;
* +25 to +49: happy&lt;br /&gt;
* -25 to +24: quite content&lt;br /&gt;
* -50 to -24: fine&lt;br /&gt;
* -76 to -51: unhappy&lt;br /&gt;
* -99 to -75: very unhappy&lt;br /&gt;
* -100 or less: miserable &lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The method by which one is chosen for thoughts with multiple malus possibilities is presently unknown. It appears that some are merely incremented for each occurrence. Others apparently are chosen by the severity of the incident that caused the thought.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
is happy to be free					+1000&lt;br /&gt;
is quite pleased with making an artifact		+1000&lt;br /&gt;
was forced to eat a treasured pet to survive lately	-1000&lt;br /&gt;
has suffered the travesty of art defacement		up to -1000 (depends on number of masterwork items created)&lt;br /&gt;
&lt;br /&gt;
slept &amp;lt;place&amp;gt; recently		-30,-20,-10,-5,-3,or -2&lt;br /&gt;
* in the mud&lt;br /&gt;
* in the grass&lt;br /&gt;
* in the dirt&lt;br /&gt;
* on rocks&lt;br /&gt;
* on a rough cave floor&lt;br /&gt;
* on the floor&lt;br /&gt;
&lt;br /&gt;
has &amp;lt;ailment&amp;gt; lately		-5&lt;br /&gt;
* complained of hunger&lt;br /&gt;
* complained of thirst&lt;br /&gt;
* been tired&lt;br /&gt;
has been &amp;lt;ailment&amp;gt; lately	-30&lt;br /&gt;
* starving&lt;br /&gt;
* dehydrated&lt;br /&gt;
* exhausted&lt;br /&gt;
&lt;br /&gt;
dined in a &amp;lt;quality&amp;gt; dining room recently&lt;br /&gt;
* legendary	+20&lt;br /&gt;
* fantastic	+10&lt;br /&gt;
* great		+5&lt;br /&gt;
* very good	+3&lt;br /&gt;
* good		+2&lt;br /&gt;
slept in a bedroom like a personal palace recently	+20&lt;br /&gt;
slept in a &amp;lt;quality&amp;gt; bedroom recently&lt;br /&gt;
* fantastic	+10&lt;br /&gt;
* great		+5&lt;br /&gt;
* very good	+3&lt;br /&gt;
* good		+2&lt;br /&gt;
&lt;br /&gt;
was worried by the scarcity of &amp;lt;guards,prison&amp;gt; lately	-10&lt;br /&gt;
* royal guards&lt;br /&gt;
* fortress guards&lt;br /&gt;
* cages and chains&lt;br /&gt;
&lt;br /&gt;
{ate/had} a &amp;lt;quality&amp;gt; {meal/drink} lately&lt;br /&gt;
* legendary		+20&lt;br /&gt;
* truly decadent	+10&lt;br /&gt;
* wonderful		+5&lt;br /&gt;
* fine			+3&lt;br /&gt;
* pretty decent		+2&lt;br /&gt;
&lt;br /&gt;
I plan to explain how this the notation list works later, but for now I'll&lt;br /&gt;
just put this note to explain the above note. It is either &amp;quot;ate a &amp;lt;quality&amp;gt;&lt;br /&gt;
meal lately&amp;quot; or &amp;quot;had a &amp;lt;quality&amp;gt; drink lately&amp;quot;&lt;br /&gt;
&lt;br /&gt;
has lost a &amp;lt;close one&amp;gt; recently		-50,-30,-20,or -10&lt;br /&gt;
* spouse&lt;br /&gt;
* friend to tragedy&lt;br /&gt;
* sibling to tragedy&lt;br /&gt;
* child to tragedy&lt;br /&gt;
* mother to tragedy&lt;br /&gt;
* father to tragedy&lt;br /&gt;
&lt;br /&gt;
I have formatted all of the above. The below may use a different formatting&lt;br /&gt;
system than the above.&lt;br /&gt;
&lt;br /&gt;
has complained about the draft lately				-30&lt;br /&gt;
was upset about being relieved from duty			-30&lt;br /&gt;
was upset about being expelled from the Royal Guard		-30&lt;br /&gt;
was upset about being expelled from the Fortress Guard		-20&lt;br /&gt;
&lt;br /&gt;
was able to rest and recuperate lately				+10&lt;br /&gt;
received water recently						+10&lt;br /&gt;
received food recently						+10&lt;br /&gt;
was rescued recently						+10&lt;br /&gt;
&lt;br /&gt;
had a miscarriage recently					-50,-30,-20,or -10&lt;br /&gt;
has been evicted lately						-10&lt;br /&gt;
has been attacked lately					-30,-20,-10,or -5&lt;br /&gt;
has been attacked by the dead lately				-50,-30,-20,or -10&lt;br /&gt;
was unable to reach a room for tax collection lately		-5&lt;br /&gt;
was misinformed about a room for tax collection lately		-5&lt;br /&gt;
was upset that the tax collection didn't go smoothly lately	-10&lt;br /&gt;
has been taxed recently						-5&lt;br /&gt;
has lost property to the Royal Guard recently			-10&lt;br /&gt;
was upset to have disappointed a noble lately			-10&lt;br /&gt;
has complained of the lack of chairs lately			-30,-20,-10,-5,-3,or -2&lt;br /&gt;
has complained of the crowded tables lately			-2&lt;br /&gt;
has complained of the lack of dining tables lately		-30,-20,-10,-5,-3,or -2&lt;br /&gt;
was forced to eat vermin to survive lately			-30,-20,or -10&lt;br /&gt;
was forced to eat a beloved creature to survive lately		-50&lt;br /&gt;
has complained of the lack of a well lately			-5,-3 or -2&lt;br /&gt;
has complained of the nasty water lately			TBD&lt;br /&gt;
was forced to drink slime lately				-30,-20,-10,or -5&lt;br /&gt;
was forced to drink vomit lately				-30,-20,-10,or -5&lt;br /&gt;
was forced to drink bloody water lately				-30,-20,-10,or -5&lt;br /&gt;
slept uneasily due to noise lately				-2&lt;br /&gt;
slept very uneasily due to noise lately				-5&lt;br /&gt;
was woken by noise while sleeping lately			-10&lt;br /&gt;
was worried not to have adequate protection lately		-10&lt;br /&gt;
has been annoyed by flies					-5,-3 or -2&lt;br /&gt;
has been accosted by terrible vermin				-30,-20,or -10&lt;br /&gt;
saw something unpleasant in a cage recently			-10,-5,or -3&lt;br /&gt;
saw something unpleasant in a pond recently			-10,-5,or -3&lt;br /&gt;
has witnessed death						-30,-20,-10,or -5&lt;br /&gt;
has lost a pet recently						-50,-30,-20,or -10&lt;br /&gt;
has lost a pet recently						-50,-30,-20,or -10&lt;br /&gt;
accidentally killed somebody in a fit of rage recently		-50,-30,-20,or -10&lt;br /&gt;
killed somebody by accident while sparring recently		-50,-30,-20,or -10&lt;br /&gt;
was forced to endure the decay of a {related dwarf or pet} recently	-20,-10,-5,or -3&lt;br /&gt;
ate rotten food lately						-10,-5,or -3&lt;br /&gt;
drank something spoiled lately					-10,-5,or -3&lt;br /&gt;
was {unhappiness level} by long patrol duty lately		TBD&lt;br /&gt;
was disgusted by a bloody mist lately				-10,-5,-3,or -2&lt;br /&gt;
was disgusted by a miasma lately				-10,-5,-3,or -2&lt;br /&gt;
choked on smoke underground lately				-5,-3 or -2&lt;br /&gt;
choked on dust underground lately				-5,-3 or -2&lt;br /&gt;
was knocked out during a cave-in lately				-20,-10,-5,or -3&lt;br /&gt;
was embarrassed to have to conduct an official meeting in a dining room	-50,-30,-20,-10,-5,or -3&lt;br /&gt;
was very embarrassed to have to conduct an official meeting in a bedroom-50,-30,-20,-10,-5,or -3&lt;br /&gt;
was incredibly embarrassed not to have any rooms lately		-50,-30,-20,-10,-5,or -3&lt;br /&gt;
sustained major injuries recently				-30,-20,-10,or -5&lt;br /&gt;
sustained minor injuries recently				-20,-10,-5,or -3&lt;br /&gt;
slept without a proper room recently				-30,-20,-10,-5,-3,or -2&lt;br /&gt;
slept in a horribly substandard bedroom recently		-20&lt;br /&gt;
slept in a horrible bedroom recently				-10&lt;br /&gt;
slept in an awful bedroom recently				-5&lt;br /&gt;
slept in a very poor bedroom recently				-3&lt;br /&gt;
slept in a poor bedroom recently				-2&lt;br /&gt;
conducted a meeting in a horribly substandard setting recently	-30&lt;br /&gt;
conducted a meeting in a horrible setting recently		-20&lt;br /&gt;
conducted a meeting in an awful setting recently		-10&lt;br /&gt;
conducted a meeting in a very poor setting recently		-5&lt;br /&gt;
conducted a meeting in a poor setting recently			-3&lt;br /&gt;
dined in a horribly substandard dining room recently		-20&lt;br /&gt;
dined in a horrible dining room recently			-10&lt;br /&gt;
dined in an awful dining room recently				-5&lt;br /&gt;
dined in a very poor dining room recently			-3&lt;br /&gt;
dined in a poor dining room recently				-2&lt;br /&gt;
dined without a proper dining room recently			-30,-20,-10,-5,-3,or -2&lt;br /&gt;
worried greatly about not have a tomb after gaining another year-50,-30,-20,-10,-5,or -3&lt;br /&gt;
worried about having a horribly substandard tomb after gaining another year	-30&lt;br /&gt;
worried about having a horrible tomb after gaining another year	-20&lt;br /&gt;
worried about having an awful tomb after gaining another year	-10&lt;br /&gt;
worried about having a very poor tomb after gaining another year-5&lt;br /&gt;
worried about having a poor tomb after gaining another year	-3&lt;br /&gt;
was greatly angered at the state of demands recently		-10&lt;br /&gt;
was very angered at the state of demands recently		-5&lt;br /&gt;
was angered at the state of demands recently			-3&lt;br /&gt;
was upset by not having enough chests lately			-3&lt;br /&gt;
was upset by not having enough cabinets lately			-3&lt;br /&gt;
was upset by not having enough armor stands lately		-3&lt;br /&gt;
was upset by not having enough weapon racks lately		-3&lt;br /&gt;
was upset to be wearing old clothing lately			-3 or -2&lt;br /&gt;
was upset to be wearing tattered clothing lately		-5,-3 or -2&lt;br /&gt;
was very upset to have worn clothes rot away lately		-10,-5,or -3&lt;br /&gt;
was very embarrassed to be uncovered lately			-20,-10,or -5&lt;br /&gt;
was embarrassed to have no shirt lately				-10,-5,or -3&lt;br /&gt;
was embarrassed to have no shoes lately				-10,-5,or -3&lt;br /&gt;
was very embarrassed to be uncloaked lately			-20,-10,or -5&lt;br /&gt;
was caught in the rain recently					-3 or -2&lt;br /&gt;
was caught in a snow storm recently				-3 or -2&lt;br /&gt;
was {unhappiness level} by a lesser's pretentious {building} arrangements lately	TBD&lt;br /&gt;
The above is for nobles only.&lt;br /&gt;
was unable to find an available hammer lately			-50&lt;br /&gt;
was upset by having a mandate ignored lately			-5&lt;br /&gt;
was upset by having a mandate deadline missed lately		-3&lt;br /&gt;
was upset by having a request ignored lately			-5&lt;br /&gt;
was angered that nobody could be punished for a recent failure	-10&lt;br /&gt;
was upset that a criminal could not be properly punished	-5&lt;br /&gt;
was upset by the delayed punishment of a criminal		-5&lt;br /&gt;
was beaten recently						-10,-5,or -3&lt;br /&gt;
was beaten with a hammer recently				-20,-10,-5,or -3&lt;br /&gt;
is depressed about being confined				-10&lt;br /&gt;
was unhappy with the amount of available work last season	-10&lt;br /&gt;
had a terrifying nightmare about an army of the dead		-20&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
was comforted by a wonderful creature in a cage recently	+3&lt;br /&gt;
was comforted by a wonderful creature in a pond recently	+3&lt;br /&gt;
was pleased by having a request approved lately			+5&lt;br /&gt;
was glad to have punishment reduced recently			+20&lt;br /&gt;
was glad to have punishment delayed recently			+20&lt;br /&gt;
beat somebody recently						+5&lt;br /&gt;
beat somebody with a hammer recently				+5&lt;br /&gt;
was honored to join the Royal Guard				+20&lt;br /&gt;
was honored to join the Fortress Guard				+10&lt;br /&gt;
has been satisfied at work lately				+5&lt;br /&gt;
was happy to have pleased a noble lately			+10&lt;br /&gt;
made a satisfying acquisition lately				+10&lt;br /&gt;
adopted a new pet recently					+10&lt;br /&gt;
took joy in slaughter lately					+10&lt;br /&gt;
was comforted by a pet lately					+5&lt;br /&gt;
saw a beloved creature lately					+5&lt;br /&gt;
was pleased to have a mandate deadline met lately		+10&lt;br /&gt;
talked with a friend lately					+2&lt;br /&gt;
made a friend recently						+5&lt;br /&gt;
was pleased that the tax collection went smoothly lately	+10&lt;br /&gt;
was comforted by a lovely waterfall lately			+5&lt;br /&gt;
conducted a meeting in a setting worthy of legends recently	+30&lt;br /&gt;
conducted a meeting in a fantastic setting recently		+20&lt;br /&gt;
conducted a meeting in a great setting recently			+10&lt;br /&gt;
conducted a meeting in a very good setting recently		+5&lt;br /&gt;
conducted a meeting in a good setting recently			+3&lt;br /&gt;
was greatly pleased at the state of demands recently		+10&lt;br /&gt;
was very pleased at the state of demands recently		+5&lt;br /&gt;
was pleased at the state of demands recently			+3&lt;br /&gt;
celebrated having a legendary tomb after gaining another year	+30&lt;br /&gt;
celebrated having a fantastic tomb after gaining another year	+20&lt;br /&gt;
celebrated having a great tomb after gaining another year	+10&lt;br /&gt;
celebrated having a very good tomb after gaining another year	+5&lt;br /&gt;
celebrated having a good tomb after gaining another year	+3&lt;br /&gt;
enjoyed starting a fist fight recently				+20&lt;br /&gt;
enjoyed smashing up a building recently				+20&lt;br /&gt;
enjoyed toppling something over recently			+10&lt;br /&gt;
enjoyed throwing something recently				+5&lt;br /&gt;
had a satisfying sparring session recently			+10&lt;br /&gt;
was nauseated by the sun lately					-20&lt;br /&gt;
was irritated by the sun lately					-10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weather&amp;diff=40972</id>
		<title>40d Talk:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weather&amp;diff=40972"/>
		<updated>2008-08-28T17:41:11Z</updated>

		<summary type="html">&lt;p&gt;DDouble: Adventure mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is weather important thing? I haven't seen it doing anything other than: 1) Causing unhappy thoughts 2) Whitening floor tiles (snow) 3) &amp;quot;Blueing&amp;quot; tiles for a frame or so (rain). --[[User:Someone-else|Someone-else]] 13:21, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rain also cleans blood off of the ground, assuming it hits the blood.  I believe weather is also responsible for handling the drying of mud on the season changes.  It's not a very critical feature, though. --[[User:JT|JT]] 19:40, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does it clean all of the blood off the map in one go?--[[User:Richards|Richards]] 13:06, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay; just noticed this; but in the newest version I saw rain refilling a murky pool. That is that one of the little ponds that started on my map (generated on previous version) that dried out on the first summer; suddenly started generating depth one water on squares where rain was hitting. I checked all the other murky pools on the map and they too were beginning to refill. Someone please confirm this for me and if you don't feel like updating the information on this and relevant pages I'll get it done.   --[[User:Silver|Silver]] 01:59, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also; Im not aware if it matters if the square is technically indoors or outdoors at this time; but lava occupying exposed (still outside) squares seems to generate steam  but no obsidian. No squares that weren't ponds at the start of the map were seen to generate any water or any steam. If its indoors and still magically generates water when it rains is an important distinction. --[[User:Silver|Silver]] 02:09, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
There is an option to see clouds and stuff move across the world map when traveling in adventure mode. I'd love a description/explanation of what I'm actually seeing when this happens. I can't figure out what's what. --[[User:DDouble|DDouble]] 13:41, 28 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10863</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10863"/>
		<updated>2008-08-11T20:59:42Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Migrant skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comments regarding new version==&lt;br /&gt;
Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT) &lt;br /&gt;
==migration vs location on world map==&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
==clarification on editing ini file==&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
&lt;br /&gt;
The section where it says &amp;quot;A '''migrant''' is a member of a wave of immigration.&amp;quot; is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --[[User:Tachyon|Tachyon]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it depends a bit on how multi-skilled they are: if he had been a [[woodcutter]] he would have had an axe but as he was a woodworker... well, carpenters need a workshop not an axe.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
::Multiple waves of immigration isn't unusual, I often get migrants in both autumn AND spring.[[User:GarrieIrons|GarrieIrons]] 21:19, 8 August 2008 (EDT)&lt;br /&gt;
== Headline text ==&lt;br /&gt;
&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lone Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The population cap is only checked to see if another migrant wave is allowed. It is entirely possible, often likely, that the actual number of migrants in the wave pushes the population over the value set. IIRC, pregnancies will also bypass the cap. The softness of this limit is a well known... feature... :) --[[User:Raumkraut|Raumkraut]] 00:13, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant skills ==&lt;br /&gt;
&lt;br /&gt;
Does the amount of workshops you have for a skill affect how many immigrants have that skill? I've had no dyer's shop for a really long time, and I notice I have only one dyer, whereas I have plenty of dwarves with every other skill. --[[User:Tachyon|Tachyon]] 21:19, 10 August 2008 (EDT)&lt;br /&gt;
: I don't think so, because I always get hordes of dyers, cheese makers, and woodburners, even when I don't have any of the appropriate workshops. I really miss the days of getting miners, siege operators, growers, and masons.--[[User:DDouble|DDouble]] 16:59, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10862</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10862"/>
		<updated>2008-08-11T20:58:07Z</updated>

		<summary type="html">&lt;p&gt;DDouble: I don't understand this section anyway. It should probably be deleted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comments regarding new version==&lt;br /&gt;
Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT) &lt;br /&gt;
==migration vs location on world map==&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
==clarification on editing ini file==&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
&lt;br /&gt;
The section where it says &amp;quot;A '''migrant''' is a member of a wave of immigration.&amp;quot; is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --[[User:Tachyon|Tachyon]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it depends a bit on how multi-skilled they are: if he had been a [[woodcutter]] he would have had an axe but as he was a woodworker... well, carpenters need a workshop not an axe.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
::Multiple waves of immigration isn't unusual, I often get migrants in both autumn AND spring.[[User:GarrieIrons|GarrieIrons]] 21:19, 8 August 2008 (EDT)&lt;br /&gt;
== Headline text ==&lt;br /&gt;
&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lone Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The population cap is only checked to see if another migrant wave is allowed. It is entirely possible, often likely, that the actual number of migrants in the wave pushes the population over the value set. IIRC, pregnancies will also bypass the cap. The softness of this limit is a well known... feature... :) --[[User:Raumkraut|Raumkraut]] 00:13, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant skills ==&lt;br /&gt;
&lt;br /&gt;
Does the amount of workshops you have for a skill affect how many immigrants have that skill? I've had no dyer's shop for a really long time, and I notice I have only one dyer, whereas I have plenty of dwarves with every other skill. --[[User:Tachyon|Tachyon]] 21:19, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bauxite&amp;diff=43524</id>
		<title>40d Talk:Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bauxite&amp;diff=43524"/>
		<updated>2008-08-11T20:56:21Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &amp;quot;Only in volcanic areas&amp;quot;?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doesn't Bauxite contain Aluminum Oxide? That means we should be able to somehow get Aluminum out of it. Unless the historical aspect of the game means that the dwarves do not have thhe technology to do high-temperature electrolysis. [[User:Aluminus|Aluminus]] 16:47, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Look at Toady's comment in the raw file about bauxite ;) [[User:VengefulDonut|VengefulDonut]] 00:31, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Only in volcanic areas&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I've found bauxite surrounding a magma pipe. So what exactly does the assertion on the main page mean? It can't be found in volcanic mountain areas? --[[User:DDouble|DDouble]] 16:56, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Custom_grid&amp;diff=44197</id>
		<title>40d Talk:Custom grid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Custom_grid&amp;diff=44197"/>
		<updated>2008-08-11T20:52:56Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Different resolutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Larger tilesets scaled down ==&lt;br /&gt;
I've found that, just setting the [TEXTURE_PARAM:LINEAR] makes the scaled tilesets look much nicer.  With that set, I just choose the tileset I think looks good and then make the grid whatever size I want.  Granted, it looks best when the grid is the same ratio the tileset is--if it's a square tileset, make sure they appear square when scaled. --[[User:Corc|Corc]] 20:51, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Different resolutions for different graphics sets ==&lt;br /&gt;
&lt;br /&gt;
For markavian's mkv_solidcurses_960x300 graphics, use these specs in the init:&lt;br /&gt;
&lt;br /&gt;
[GRID:96:60]&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:1152]&lt;br /&gt;
[WINDOWEDY:720]&lt;br /&gt;
[FONT:mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
This fits well in a 1280x1024 resolution monitor.--[[User:DDouble|DDouble]] 16:52, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Custom_grid&amp;diff=44196</id>
		<title>40d Talk:Custom grid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Custom_grid&amp;diff=44196"/>
		<updated>2008-08-11T20:52:35Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Larger tilesets scaled down ==&lt;br /&gt;
I've found that, just setting the [TEXTURE_PARAM:LINEAR] makes the scaled tilesets look much nicer.  With that set, I just choose the tileset I think looks good and then make the grid whatever size I want.  Granted, it looks best when the grid is the same ratio the tileset is--if it's a square tileset, make sure they appear square when scaled. --[[User:Corc|Corc]] 20:51, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Different resolutions ==&lt;br /&gt;
&lt;br /&gt;
For markavian's mkv_solidcurses_960x300 graphics, use these specs in the init:&lt;br /&gt;
&lt;br /&gt;
[GRID:96:60]&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:1152]&lt;br /&gt;
[WINDOWEDY:720]&lt;br /&gt;
[FONT:mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
This fits well in a 1280x1024 resolution monitor.--[[User:DDouble|DDouble]] 16:52, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legends&amp;diff=29861</id>
		<title>40d Talk:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legends&amp;diff=29861"/>
		<updated>2008-08-07T02:39:18Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think that the &amp;quot;Exporting Maps&amp;quot; section belongs here... --[[User:Penguinofhonor|Penguinofhonor]] 19:29, 27 November 2007 (EST)&lt;br /&gt;
:Woops, it does! Never mind then. --[[User:Penguinofhonor|Penguinofhonor]] 23:00, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Doesn't the {{K|p}}-exported map's size depend on tileset used?--[[User:Dorten|Dorten]] 23:40, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Updating to 39+ ==&lt;br /&gt;
&lt;br /&gt;
Legends needs a major upgrade or even a rewrite for 39a-e. Suggestions:&lt;br /&gt;
*Explanation of Historical Figure changes/improvements&lt;br /&gt;
*Explanation of the difference between Sites, Structures, Regions and Civilizations&lt;br /&gt;
*How-to view the Historical Maps&lt;br /&gt;
*Ages, Wars, Battles between civs&lt;br /&gt;
*Other changes&lt;br /&gt;
[[User:Aluminus|Aluminus]] 15:13, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, I don't know enough about the territory viewer or the legends screen to do the edits but I wish someone would, they seem very interesting if I knew what they meant. --[[User:DDouble|DDouble]] 22:39, 6 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem_setter&amp;diff=24255</id>
		<title>40d:Gem setter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem_setter&amp;diff=24255"/>
		<updated>2008-08-03T18:40:10Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #6f6&lt;br /&gt;
| skill      = Gem Setter&lt;br /&gt;
| speciality = Gem Setter&lt;br /&gt;
| profession = [[Jeweler]]&lt;br /&gt;
| job name   = Gem setting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Encrust with ''gem name''&lt;br /&gt;
 | workshop = [[Jeweler's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gem setter''' is a [[dwarf]] with a high profession level in encrusting [[furniture]], [[Finished goods|finished goods]] or [[ammo]] with [[gem]]s. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.&lt;br /&gt;
&lt;br /&gt;
Large gems can not be used for setting as they are finished goods.&lt;br /&gt;
&lt;br /&gt;
Note that choosing to encrust a bundle of bolts will create enormous value, as the same materials are used for a whole stack or a single bolt.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24617</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24617"/>
		<updated>2008-07-31T22:16:58Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Cages and Fluids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you put more than one animal in a cage? [[User:Runspotrun|Runspotrun]] 11:41, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Once you hit (A)ssign, you should have a list of all tame animals in your fort. From here you can toggle whether or not a given animal is assigned to that cage by hitting Enter. You can do this for a number of creatures at once. Creatures already assigned to a cage or chain will have [A] out to the right of their listing. IIRC, there is a limit on the number of critters in a cage, but it's pretty high. One nice benefit is that if you put a male and female of the same species in a cage together, they can still breed.--[[User:RedKing|RedKing]] 12:25, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Um...&lt;br /&gt;
::(A)ssign? Uh, I don't see that. (a) is announcements, and (A) does nothing. I can see a list of animals with both (u) and (z)-&amp;gt;Animals, but they only let me assign to owners, slaughter, etc. Do I need a specific noble? [[User:Runspotrun|Runspotrun]] 12:41, 9 November 2007 (EST)&lt;br /&gt;
::Ah, hold on. I appear to have only caught untamable creatures (yay... I guess). Does (A)ssign only work if I have caged, tame creatures? [[User:Runspotrun|Runspotrun]] 12:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cage options menu, I think {{k|q}} or {{k|t}}. --[[User:Savok|Savok]] 12:48, 9 November 2007 (EST)&lt;br /&gt;
::::Wow, I'm being really awkward here. Sorry. {{k|q}} and {{k|t}} both give me options about the animal stockpile the cages are sitting on, or the ground below that. [[User:Runspotrun|Runspotrun]] 12:55, 9 November 2007 (EST)&lt;br /&gt;
:::::Ahh, now I see the problem. You have to {{k|b}}uild the cage first, which moves it from the stockpile to whatever location you specify, then you can assign animals to it. Animal stockpiles just serve as collection points for your trappers to dump off their catch, or for new animals bought from caravans.--[[User:RedKing|RedKing]] 13:19, 9 November 2007 (EST)&lt;br /&gt;
::::::AHA! I see it now. Thanks for your help! [[User:Runspotrun|Runspotrun]] 13:37, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible addition ==&lt;br /&gt;
&lt;br /&gt;
Maybe worth adding to the article : How do you empty cages of bones and seeds? What's the best way to get rid an untameable creature in a cage? [[User:Runspotrun|Runspotrun]] 21:15, 13 November 2007 (EST)&lt;br /&gt;
Answer to both questions is lava. [[User:Rkyeun|Rkyeun]] 17:21, 23 December 2007 (EST)&lt;br /&gt;
:Alternatively, if you're just trying to get them out, melting the cage will work as well. (assuming metal of course)&lt;br /&gt;
::bones and seeds in a cage can be dumped, the cage will remain where it is. Lava and melting will destroy the cage too, so thats not exactly helpful.--[[User:Koltom|Koltom]] 13:59, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Captured thieves ==&lt;br /&gt;
So, if you manage to catch a thief or a snatcher in a cage trap '''after''' he has already managed to steal something/one, is there any way to get it off him, without releasing and killing him in process?--[[User:Dorten|Dorten]] 23:35, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There might conceivably be some way to make him go [[melancholy]], at which point he might ditch all his items.  I wouldn't know how to induce it, though.--[[User:Maximus|Maximus]] 04:43, 14 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found this at forum: You can find the items, carried by caged goblins/kobolds/whatever in the stocks menu and designate them for dumping, then dwarves will strip the prisoner. Cant check now. Anyone, confirm?--[[User:Dorten|Dorten]] 07:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yep, this works. Got a human macelord in cage, found (*steel morningstar*) at stock menu, {{K|z}}oomed to it - it pointed on macelord's cage so, it's his morningstar,  {{K|d}}umped it, and voila: a dwarf comes to cage and gets morningstar out. The only thing unclear - how do you free a child from a bag?--[[User:Dorten|Dorten]] 02:39, 16 January 2008 (EST)&lt;br /&gt;
:Magma works well I hear. [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
:Alright, so this works with dumping. If I designate an item to be melted, will the furnace operator come take it off the captured goblin? How about if I have a standing order to improve clothing? Will my clothier come and take the (narrow cave spider silk trousers) and sew his cloth image on them? Or is actual dumping the only way? --[[User:Zombiejustice|Zombiejustice]] 09:12, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dissapearing metal cages ==&lt;br /&gt;
&lt;br /&gt;
I keep trying to make metal cages for a prison, but each time it gets completed the smith stands around a while and then it just dissapears. He doesn't even put it on a stockpile. Can anyone tell me what's happening?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Have you tried tracking the cage in the stocks menu? Are you sure it disappeared? [[User:VengefulDonut|VengefulDonut]] 20:44, 25 January 2008 (EST)&lt;br /&gt;
:check with {{key|t}} if the cage is still in the workshop - also, u need an animal stockpile (not a furniture one)--[[User:Koltom|Koltom]] 22:42, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== '''Stopping''' certain dwarves from un/caging ==&lt;br /&gt;
&lt;br /&gt;
All right, I know how to {{key|q}}{{key|a}}sign animals to a cage. But even with [[animal hauling]] turned off, my dwarves still love putting furries into cages - how do I make it so that only my animal carers and animal trainers do this job? My miner drags herself from one end of the mine to the other to do this job![[User:GarrieIrons|GarrieIrons]] 05:44, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you try with both hauling and care off? --[[User:N9103|Edward]] 08:17, 13 February 2008 (EST)&lt;br /&gt;
::All of my trades-dwarves (carpenters, miners, woodcutters etc) have '''only''' the following enabled: their trade, Health Care ('cause I don't want anyone to die for no real reason), Burial ('cause if they do die I wanna get rid of the evidence), and Cleaning (cause from what I hear, dwarves clean less than I do even with that one turned on). So yeah, I've got both Animal Hauling AND Animal Care turned off AFAIK.[[User:GarrieIrons|GarrieIrons]] 03:25, 14 February 2008 (EST)&lt;br /&gt;
:::yep, seems anyone will cage/uncage. no way to stop it. --[[User:Koltom|Koltom]] 22:43, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confirming having children in cages ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the page says it's unsure whether or not animals can bear children when while in cages. To my experience they do, I recently had some donkey foals born when everything but my wardogs were caged up. They were also standing around right next to the cages. Anyone care to confirm this so we can add it to the page? --[[User:Eurytus|Eurytus]] 3:14, 28 March 2008 (EST)&lt;br /&gt;
:It says 'It is unsure if animals in a cage will mate, but animals can bear children when caged.' You just approved second part. What are you going to change?--[[User:Dorten|Dorten]] 05:01, 28 March 2008 (EDT)&lt;br /&gt;
: I get what you're saying, I think. I'll spade it a little more to see if the couple continues to bear children even though they're both in the cage at all time before I consider changing anything.--[[User:Eurytus|Eurytus]] 5:34, 28 March 2008 (EST)&lt;br /&gt;
:: I'm still on it too. I'm waiting for the last offspring to be adults to make sure this isn't blocking new ones, plus 3 years to be sure, but it looks like the donkeys and groundhogs have really stopped breeding and the rest too. The requirements for getting pregnant seem to be rather low; having a free male and female ''somewhere'' on the map for a short time seems to be enough. --[[User:Koltom|Koltom]] 22:58, 28 March 2008 (EDT)&lt;br /&gt;
: I've confirmed that caged animals do not, in fact, mate. I did a controlled study with animals in cages, specifically with dogs. I brought along two dogs on a new fortress. As soon as they had puppies, I slaughtered the parents and caged the puppies. As immigrants came along, all newborn puppies were immediately caged, and I paid specific attention to which animals were giving birth. Over a 5 year period, 12 puppies matured into dogs (2 are still puppies), none of which gave birth. The only source of puppies were the pets. --[[User:JeebusSez|JeebusSez]] 22:10, 20 May 2008 (EDT)&lt;br /&gt;
:: animals reproduce asexually anyway, for some reason - i had a walled up puppy that grew up and had a puppy of its own, as well as a single (tame) mountain goat in my fortress, which had two sets of kids - i butchered the first lot so no, they didnt impregnate their mother... [[User:Twiggie|Twiggie]] 16:45, 12 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cages and Fluids ==&lt;br /&gt;
Do creatures need to breath in a cage? If you have an unconstructed/constructed cage underwater does the inhabitant drown? If you have a unconstructed/constructed magma-proof cage under magma does the inhabitant burn up? [[User:Yvain|Yvain]] 08:29, 6 April 2008 (EDT)&lt;br /&gt;
:Here is the experiment I conducted:&lt;br /&gt;
:* built a large deep empty pool&lt;br /&gt;
:* put a goblin cage and a cage stockpile at the bottom of it&lt;br /&gt;
:* waiting for a dwarf to put some goblin cages in the stockpile&lt;br /&gt;
:* turned on the pumps to flood the room&lt;br /&gt;
:* had a dwarf throw (pit/pond) another goblin into the pool&lt;br /&gt;
:* waiting until the thrown (pit/ponded) goblin drowned and then emptied the pool&lt;br /&gt;
:Results: Neither the goblins in the constructed cage or the goblins in the unconstructed cage in the stockpile died. So in conclusion it appears that caged creatures do not need air. [[User:Yvain|Yvain]] 23:25, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does this also hold for fish? [[User:VengefulDonut|VengefulDonut]] 02:11, 10 April 2008 (EDT)&lt;br /&gt;
:::Knowing the questionable physics of DF, it wouldn't surprise me to find out that both land animals and fish in the same cage need neither air nor water, simultaneously. A kind of quantum stasis or cryogenics. --[[User:DDouble|DDouble]] 18:16, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building materials ==&lt;br /&gt;
It appears that it takes four bars of metal to make a cage. How many logs of wood? How many bags of sand? These are things it would be nice to have in the article. --[[User:zombiejustice|zombiejustice]] 00:51, 03 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Trading caged animals ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I just tried ordering my caged [[Fire Imp]] (wooden cage, go figure ^_^) to the trade depot so that the humans could take it away. A dwarf instead opened the cage and let the thing go, and the now empty cage was taken to the depot. Fortunately the humans smote it before it could set anything alight, but it would've been nice to sell the thing to them, so they could've smitten it on their own time. Does this always happen with caged wild animals? --[[User:Raumkraut|Raumkraut]] 14:28, 12 July 2008 (EDT)&lt;br /&gt;
:Like anything else being taken to the [[trade depot]] - order the [[container]] (in this case the cage) to be taken to the depot not the contents. You ordered just the contents, so they took just the contents out of the container.[[User:GarrieIrons|GarrieIrons]] 00:18, 13 July 2008 (EDT)&lt;br /&gt;
::Not so. I've just tried with a &amp;quot;dog cage (Acacia)&amp;quot;. The relevant cage shows up under both &amp;quot;pets&amp;quot; and &amp;quot;cages&amp;quot; sections of the &amp;quot;bring to depot&amp;quot; list. ''Neither'' of these options caused the dog to be released from the cage. And if I'd selected the fire imp rather than the cage, then why would the (then empty) cage be taken to the depot? --[[User:Raumkraut|Raumkraut]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
:To answer my own question, this is [http://www.bay12games.com/dwarves/dev_bugs.html#Bug41 known bug #000041] (means it's been around a while, I guess!). As mentioned in [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000444 this forum thread]. --[[User:Raumkraut|Raumkraut]] 13:34, 13 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21940</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21940"/>
		<updated>2008-07-28T02:08:53Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Finished Goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For the game concept added with the baron, see [[Dwarven economy]].''&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
:assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Smooth Stone and {{K|D}} -&amp;gt; Engrave Stone&lt;br /&gt;
:The reason you do this is to give your dwarves happy [[thought]]s, which has a beneficial effect. Also with economy the rent rises with room quality&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|I}} -&amp;gt; Fish, do this at the level above the water&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Assign any dwarf the hunt job&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Gather Plants&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:The Farm Plot while it is a [[building]] is not a [[workshop]].&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
:Only raw materials needed as input.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:The Wood Furnace is a [[Furnace]], not a [[workshop]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Balista parts, Catapault parts, ballista arrow&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Note that the Kennels while it is a building is not a workshop&lt;br /&gt;
:Also, animal training only works for [[dog]]s right now, unless you care to edit the raws&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|Z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|U}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Craft]], [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
:Totems can't be used for anything right now. They can be sold, though...&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Refined coal|refined coal]] (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
:Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Bituminous Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]   &lt;br /&gt;
    &lt;br /&gt;
[[Bituminous Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]] &lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
:This means, to stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then steel bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:It's generally a better idea to make the alloy directly from ore, I believe{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]] + [[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Ballista arrow&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND&lt;br /&gt;
:{{K|I}} -&amp;gt; Collect Sand&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; [[Furniture]]&lt;br /&gt;
:It is presently impossible to make glass weapons because those require glass bars, which you cannot make.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; Wild [[animal]]&lt;br /&gt;
Wild [[animal]] -&amp;gt; [[Kennels]]/[[Animal training]] -&amp;gt; ???&lt;br /&gt;
[[Animal]] [[stockpile]]/[[preference]] or [[Farmer's workshop]]/milking -&amp;gt; Tame [[animal]] or one meal or [[cow]]s [[milk]]/purring maggot [[milk]]/liquid fire&lt;br /&gt;
: As far as I know [[camel]]s cannot yet be milked...&lt;br /&gt;
: (This block needs to be fixed up.)&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] and/or [[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty ({{K|Z}}-&amp;gt;Kitchen to disable cooking of crops).  Instead, brew or otherwise process your crops and cook the product.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a *huge* impact on your productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that your [[legendary]] dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: The best way to achieve this is to locate small stockpiles (about 3x3 works best) near the workshop to hold the raw materials needed. By keeping the stockpiles small, you don't have to worry about every hauler in the fortress dropping what they're doing and spending an entire month filling a large stockpile with [[marble]]; but if you make them too small, you risk not having enough when the legendary [[furnace operator]] gets to work!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: [[Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[stonecrafter]]s or [[mason]]s to use a choice variety of stone (such as [[obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time [[wood burner]] will produce more Charcoal and more [[ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by an Peasant, while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade [[depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified as Bars, probably for the reason that they can be compressed/baked into somewhat bar-like items (and don't fit better in any other pile).&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21939</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21939"/>
		<updated>2008-07-28T02:08:38Z</updated>

		<summary type="html">&lt;p&gt;DDouble: cleaned up a paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For the game concept added with the baron, see [[Dwarven economy]].''&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
:assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Smooth Stone and {{K|D}} -&amp;gt; Engrave Stone&lt;br /&gt;
:The reason you do this is to give your dwarves happy [[thought]]s, which has a beneficial effect. Also with economy the rent rises with room quality&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|I}} -&amp;gt; Fish, do this at the level above the water&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Assign any dwarf the hunt job&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Gather Plants&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:The Farm Plot while it is a [[building]] is not a [[workshop]].&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
:Only raw materials needed as input.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:The Wood Furnace is a [[Furnace]], not a [[workshop]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Balista parts, Catapault parts, ballista arrow&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Note that the Kennels while it is a building is not a workshop&lt;br /&gt;
:Also, animal training only works for [[dog]]s right now, unless you care to edit the raws&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|Z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|U}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Craft]], [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
:Totems can't be used for anything right now. They can be sold, though...&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Refined coal|refined coal]] (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
:Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Bituminous Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]   &lt;br /&gt;
    &lt;br /&gt;
[[Bituminous Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]] &lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
:This means, to stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then steel bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:It's generally a better idea to make the alloy directly from ore, I believe{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]] + [[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Ballista arrow&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND&lt;br /&gt;
:{{K|I}} -&amp;gt; Collect Sand&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; [[Furniture]]&lt;br /&gt;
:It is presently impossible to make glass weapons because those require glass bars, which you cannot make.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; Wild [[animal]]&lt;br /&gt;
Wild [[animal]] -&amp;gt; [[Kennels]]/[[Animal training]] -&amp;gt; ???&lt;br /&gt;
[[Animal]] [[stockpile]]/[[preference]] or [[Farmer's workshop]]/milking -&amp;gt; Tame [[animal]] or one meal or [[cow]]s [[milk]]/purring maggot [[milk]]/liquid fire&lt;br /&gt;
: As far as I know [[camel]]s cannot yet be milked...&lt;br /&gt;
: (This block needs to be fixed up.)&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] and/or [[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty ({{K|Z}}-&amp;gt;Kitchen to disable cooking of crops).  Instead, brew or otherwise process your crops and cook the product.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a *huge* impact on your productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that your [[legendary]] dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: The best way to achieve this is to locate small stockpiles (about 3x3 works best) near the workshop to hold the raw materials needed. By keeping the stockpiles small, you don't have to worry about every hauler in the fortress dropping what they're doing and spending an entire month filling a large stockpile with [[marble]]; but if you make them too small, you risk not having enough when the legendary [[furnace operator]] gets to work!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: [[Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[stonecrafter]]s or [[mason]]s to use a choice variety of stone (such as [[obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time [[wood burner]] will produce more Charcoal and more [[ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by an Peasant, while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars.&lt;br /&gt;
: You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade [[depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified as Bars, probably for the reason that they can be compressed/baked into somewhat bar-like items (and don't fit better in any other pile).&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=25588</id>
		<title>40d Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=25588"/>
		<updated>2008-07-28T02:06:53Z</updated>

		<summary type="html">&lt;p&gt;DDouble: Have more been added recently?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tried to add redirects TO this page FROM pages such as &amp;quot;Personality&amp;quot; or &amp;quot;Attitudes&amp;quot; and other likely search strings but I couldn't get it to work. --[[User:DDouble|DDouble]] 00:46, 12 November 2007 (EST)&lt;br /&gt;
:Taking example on other redirects, you'd need to created the page you wish to redirect from and then add ''&amp;lt;nowiki&amp;gt;#REDIRECT [[Name of article]]&amp;lt;/nowiki&amp;gt;''. --[[User:Eagle of Fire|Eagle of Fire]] 00:59, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What trait do you suppose &amp;quot;takes time when making decisions&amp;quot;, and &amp;quot;Often does the first thing that comes to mind&amp;quot; fall under? --[[User:GauHelldragon|GauHelldragon]] 16:20, 12 November 2007 (EST)&lt;br /&gt;
:CAUTIOUSNESS. -- [[User:Zaratustra|Zaratustra]] 16:56, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where did you get all this data?! It is delicious D: --[[User:GauHelldragon|GauHelldragon]] 17:22, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Memory_hacking/v0.27.169.33a]] -- [[User:Zaratustra|Zaratustra]] 17:52, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Effects of personality traits on gameplay ==&lt;br /&gt;
&lt;br /&gt;
So, do these affect the game at all and if so, how? The article completely fails to mention this.--[[User:Siliziumleben|Siliziumleben]] 17:15, 3 January 2008 (EST)&lt;br /&gt;
:They do affect creature behavior, but only in some places (according to Toady).  What places?  He hasn't said, and we're mostly just guessing.  &amp;quot;More testing is needed!&amp;quot; [[User:Fedor|Fedor]] 23:07, 3 January 2008 (EST)&lt;br /&gt;
::It's been stated that they affect what skills a trader uses when trading --[[User:N9103|Edward]] 23:47, 3 January 2008 (EST)&lt;br /&gt;
:::I've run SOME tests, though it's really hard and the results could be flawed. It involved maxing out, and minimising traits, one at a time, on the starting parties, then doing the same actions repeatedly and seeing what happened. All other traits but the ones to be tested were held at 50%. Activity level has to do with how often they take breaks, I've noticed. Diligence has to do with how hungry/thirsty/tired they have to get before they stop working, I think, and how likely they are to drop a job mid task. The rest are yet to be tested. It's a kinda boring thing to test... Oh, and keep in mind: Random chance could have influenced my results, sadly.[[User:Le Blue Dude|Le Blue Dude]] 11:14, 26 February 2008 (EST)&lt;br /&gt;
::::Thanks for this work though, I am very interested to find out if other anecdotal evidence is true: Does appreciation of nature lead certain dwarves to take their breaks outside? Does artistic inclination create better engravings (&amp;quot;Dwarves speaking with dwarves&amp;quot; compared with really cool engravings describing recent events)? Does anger make the dwarf easier to upset from the loss of a loved one or masterpiece? --[[User:DDouble|DDouble]] 22:04, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Grudges? ==&lt;br /&gt;
&lt;br /&gt;
Do grudges affect anything?&lt;br /&gt;
&lt;br /&gt;
== Have more been added recently? ==&lt;br /&gt;
&lt;br /&gt;
Do we know if Toady has been adding more in recent versions since they were introduced? --[[User:DDouble|DDouble]] 22:06, 27 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=25587</id>
		<title>40d Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=25587"/>
		<updated>2008-07-28T02:04:59Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Effects of personality traits on gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tried to add redirects TO this page FROM pages such as &amp;quot;Personality&amp;quot; or &amp;quot;Attitudes&amp;quot; and other likely search strings but I couldn't get it to work. --[[User:DDouble|DDouble]] 00:46, 12 November 2007 (EST)&lt;br /&gt;
:Taking example on other redirects, you'd need to created the page you wish to redirect from and then add ''&amp;lt;nowiki&amp;gt;#REDIRECT [[Name of article]]&amp;lt;/nowiki&amp;gt;''. --[[User:Eagle of Fire|Eagle of Fire]] 00:59, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What trait do you suppose &amp;quot;takes time when making decisions&amp;quot;, and &amp;quot;Often does the first thing that comes to mind&amp;quot; fall under? --[[User:GauHelldragon|GauHelldragon]] 16:20, 12 November 2007 (EST)&lt;br /&gt;
:CAUTIOUSNESS. -- [[User:Zaratustra|Zaratustra]] 16:56, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where did you get all this data?! It is delicious D: --[[User:GauHelldragon|GauHelldragon]] 17:22, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Memory_hacking/v0.27.169.33a]] -- [[User:Zaratustra|Zaratustra]] 17:52, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Effects of personality traits on gameplay ==&lt;br /&gt;
&lt;br /&gt;
So, do these affect the game at all and if so, how? The article completely fails to mention this.--[[User:Siliziumleben|Siliziumleben]] 17:15, 3 January 2008 (EST)&lt;br /&gt;
:They do affect creature behavior, but only in some places (according to Toady).  What places?  He hasn't said, and we're mostly just guessing.  &amp;quot;More testing is needed!&amp;quot; [[User:Fedor|Fedor]] 23:07, 3 January 2008 (EST)&lt;br /&gt;
::It's been stated that they affect what skills a trader uses when trading --[[User:N9103|Edward]] 23:47, 3 January 2008 (EST)&lt;br /&gt;
:::I've run SOME tests, though it's really hard and the results could be flawed. It involved maxing out, and minimising traits, one at a time, on the starting parties, then doing the same actions repeatedly and seeing what happened. All other traits but the ones to be tested were held at 50%. Activity level has to do with how often they take breaks, I've noticed. Diligence has to do with how hungry/thirsty/tired they have to get before they stop working, I think, and how likely they are to drop a job mid task. The rest are yet to be tested. It's a kinda boring thing to test... Oh, and keep in mind: Random chance could have influenced my results, sadly.[[User:Le Blue Dude|Le Blue Dude]] 11:14, 26 February 2008 (EST)&lt;br /&gt;
::::Thanks for this work though, I am very interested to find out if other anecdotal evidence is true: Does appreciation of nature lead certain dwarves to take their breaks outside? Does artistic inclination create better engravings (&amp;quot;Dwarves speaking with dwarves&amp;quot; compared with really cool engravings describing recent events)? Does anger make the dwarf easier to upset from the loss of a loved one or masterpiece? --[[User:DDouble|DDouble]] 22:04, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Grudges? ==&lt;br /&gt;
&lt;br /&gt;
Do grudges affect anything?&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tavern&amp;diff=43836</id>
		<title>40d:Tavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tavern&amp;diff=43836"/>
		<updated>2008-07-28T02:01:50Z</updated>

		<summary type="html">&lt;p&gt;DDouble: I think more adventure mode buildings need descriptions and explanations on their uses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Tavern is a building found in settlements visited during Adventure Mode. The equivalent structure in Fortress Mode is a [[dining room]]. &lt;br /&gt;
&lt;br /&gt;
(Correct me on the rest of this speculation/filler:)&lt;br /&gt;
Taverns are a good place to recruit [[drunks]] to take along on adventures, and a [[Mayor]] can often be found inside with quests to give.&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19789</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19789"/>
		<updated>2008-07-28T01:57:28Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[dwarf]], [[human]], or [[elf]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that fated your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
The user interface differs somewhat from [[fortress mode]]; you may want to refer to the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark.  The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high [[weapon]] [[skill]] (except [[bow]]s and [[crossbow]]s) and also an above novice [[armor]] and/or [[Armor#Shields and Bucklers|shield]] [[skill]], you'll start out with [[armor]] and/or [[Armor#Shields and Bucklers|shield]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some [[buildings]]. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft.  It is punishable by death if you are caught, and excommunication if you are not.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapons]] or [[Armor#Shields and Bucklers|Shields]] you would need to {{k|p}}ut your equipped weapon into your [[backpack]] and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Traveling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a [[quest]], you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the [[Site map|local map]]. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
The compass on the left of the screen will also greatly help you in finding the entrance; the direction indicated should place you within one screen's distance of the entrance before it turns into &amp;quot;---&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also probably the best (and only?) way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds a lot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot [[arrow]]s or [[bolt]]s at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even [[vomit]] if you want, with lethal effects. (Sand piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a [[creature]] by hitting it, you just need to walk towards the [[creature]]. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever [[weapon]] he holds. If he is holding no [[weapon]], he will bash with his [[Armor# Shields and Bucklers|shield]]. If he has neither a weapon nor a [[Armor# Shields and Bucklers|shield]], he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary [[skills]]! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thirsty, and drowsy, make sure your [[waterskin]] is always filled(fresh [[water]] at the [[Temple|temples]]), you carry 1-2 stacks[5] of [[food]], and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh [[water]] can be found sometimes at [[Temple|temples]] and always in [[River|rivers]]. [[Water]] from [[Murky pool|pools]] is not considered fresh [[water]]. &lt;br /&gt;
&lt;br /&gt;
In order to obtain [[water]], you need a [[waterskin]]. Unless you are an [[elf]], you will start with a full one at the beginning of the game, but you can also buy additional ones in the [[Site|towns]].&lt;br /&gt;
&lt;br /&gt;
Move right next to the [[water]] source and press {{k|I}} (capital 'i', that is) to interact in a complex manner with an item. You will be shown your [[inventory]]. Select your [[waterskin]] by pressing the letter shown to its left. If the [[inventory]] is so long that the [[waterskin]] is not shown, you may need to press {{k|/}} or {{k|*}} on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the [[water]]. Simply select one choice by pressing the letter to its left and the remaining free space in the [[waterskin]] will be filled with [[water]].&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill [[Waterskin|waterskins]] that are inside of [[Backpack|backpacks]]. You need to {{k|r}}emove it from the [[backpack]] first. Also note that you can't put [[Waterskin|waterskins]] you are holding directly into the [[backpack]] (it is not accepted as a container for that purpose). First, {{k|d}}rop the [[waterskin]] and then {{k|g}}et it again. It should be put inside the [[backpack]] automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a [[Site map]] for a longer time will you first feel thirst and later hunger. A normal random [[encounter]] usually never last long enough to even generate thirst. Searching a [[quest]] [[cave]] can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the [[quest]] monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the [[tavern]] with the [[Mayor]] (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that [[Giant]] you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. [[Children]], the Mayor, and [[Guard]]s don't want any part of this silly adventuring malarkey, but the occasional peasant will be bored enough to join you.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself if this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok, its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient [[shield]] user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation (decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact (and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor (in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly successfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
One extremely useful survival tip is to immediately drop prone (with the s key) as soon as you notice you are being shot at.  Prone targets move more slowly, but seem to be much harder to hit with ranged attacks than standing ones.  This is also worth noting to avoid wasting ammunition on fallen targets.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps a lot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit {{k|l}} and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. [[limestone]]) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
For best efficiency, drop all of your gear (including held but not worn items) and empty out your backpack near your throwing location. This is done in order to keep your inventory simple for the rock-throwing portion. Then pick up a ton of rocks by pressing {{k|g}}-{{k|a}} over and over- ideally one would pick up 600 rocks at a single time, but you will probably get bored before then. Then, mash {{k|t}}-{{k|a}}-{{k|enter}} over and over until all of your rocks are thrown back at the floor. If you are not a legendary Thrower after this, repeat. Afterwards, remember to pick up your gear and re-fill your backpack.&lt;br /&gt;
&lt;br /&gt;
''Alternate way'' : It could be difficult to repeat the {{k|t}}-{{k|a}}-{{k|enter}} sequence without making mistake. So you can just alternate {{k|t}}-{{k|enter}} quickly : The first {{k|t}} will open the inventory, the second will chose the rock which is in &amp;quot;t&amp;quot; position, and {{k|enter}} will throw it. In the same fashion, when collecting rock, prefer a tile where the rock is on &amp;quot;b&amp;quot; position : If you quickly alternate {{k|g}} and {{k|a}}, sometime you will open the [a]nnouncement panel, wich will slow you down.&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit or [[sand]]. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. [[iron_man|Iron men]] are fun, because they leave behind a nice [[statue]] for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown because they deal the same damage as they would in melee, including piercing or slashing damage type, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and [[spear]]s damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage- at best, a lucky hit will break someone's spine or damage internal organs to a small degree. Shooting arrows at enemies is fun, because it is very efficient and will destroy enemies quite easily. &lt;br /&gt;
&lt;br /&gt;
Sadly, this also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind. This is somewhat avoidable- train in sneaking to avoid being seen by enemies that could otherwise perforate your skin, and get a good shield and armor to better keep arrows. (See below for both skills).&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious enemy, why not break some limbs before finishing it off? Monsters often try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
A good way to train wrestling is to find an undead region on the map- preferrably Sinister if you remember the map layout from Fortress Mode. Obtain a pack of zombie herbivores therein, preferably of small size- do not attempt this with zombie [[elephants]]. Slaughter every zombie in the vicinity of this pack of herbivores but the one that you think is the most crippled, making sure to pick one with a throat to leave alike. &lt;br /&gt;
&lt;br /&gt;
Press {{k|c}} and change your combat preferences from Strike to Close Combat. This means that your default attack when you press towards an enemy to making a random wrestling move, or the continuation (joint lock, break) or (strangle) if you have a break/strangle-able area held.&lt;br /&gt;
&lt;br /&gt;
Then, walk over, and grab the zombie's neck (yes, with your weapon or shield- it is quite optional to drop what you're holding) and begin strangulation by holding the direction the zombie is strangling in. You will make several strangles per second and gain approximately 15 XP (tentative measure) per strangulation. Zombies cannot die from this, so you will earn enough XP to become legendary within a few minutes.&lt;br /&gt;
&lt;br /&gt;
When your character becomes tired, break off from strangling and walk it off- you become less tired by ambling about aimlessly. If you become too hungry or thirsty to continue, just run away or destroy the zombie, {{k|T}}ravel, and then repeat after moving a square and back.&lt;br /&gt;
&lt;br /&gt;
This can also be done at ruins, but you run the risk of weapon-carrying enemies and especially weaponmaster quest-zombies. In an undead ruin, there are also far, far more monsters in the area compared to hunting down a pack of undead animals.&lt;br /&gt;
&lt;br /&gt;
Alternatively, wait until nightfall, and wrestle a sleeping enemy. Sleeping enemies are unconscious, and cannot detect you if you sneak.  The autocombat will cause your adventurer to break limbs, grab and release bits of clothing, and other nonlethal attacks. Occasionally random chance will cause a chokehold; simply step back a tile and then resume. In this manner, you can train wrestling extremely quickly without the dangers of wandering in an undead zone.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or [[river]] you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank. In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
You can crosstrain Ambushing while Swimming to save time- if you start with no Ambushing and Novice Swimming, you will be an Accomplished or Expert Ambusher, give or take, by the time you are a Legendary Swimmer. For more on Ambushing, see below.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the best way to train Ambushing is to start sneaking and just hold a direction to run, until you've run 18,000 squares (assuming you started with no skill). This takes a long time, so you may wish to train sneaking just by sneaking whenever possible while playing the game normally in order to avoid boredom.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. It is relatively easy at normal levels of skill to stand anywhere but right next to an enemy and not be spotted for a long time, if ever. However, standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
If you are far faster than the enemy you can sometimes swoop in, attack, and back off to 1-square distance where you are less visible. Sometimes they will spot you, but other times you can literally slice off the opponent's leg and retreat to a safe distance. This may occur because enemies can only make checks to see if you are sneaking during their own turns, and a very fast (2000+ speed) player can run in, stab them, and retreat to a safe distance before their turn comes up.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
==== Armor and Shield Use ====&lt;br /&gt;
&lt;br /&gt;
Armor User lets you wear heavy armor without slowing down, and might control the passive block rate of armor- a very useful skill, if true, because it controls how often your shiny full plate suit will actually work. &lt;br /&gt;
&lt;br /&gt;
Shield User helps the block roll you make when you are attacked. A Legendary Shield User is far, far more capable of taking on enemies, especially projectile-based weaponmasters whose bolts and arrows are blockable with a shield to a far greater degree than with one's torso, so it is worthwhile to train these two skills.&lt;br /&gt;
&lt;br /&gt;
Normally, you gain 10 Shield User XP per time you block an attack with a shield, and 2 Armor User XP per time you are attacked while wearing armor. This means that to gain the 18,000 XP necessary for legendary, you must block 1800 strikes, and be attacked at least 9000 times. Naturally, this could take some time- time in which a low-skill adventurer may die from attacks by worthy opponents.&lt;br /&gt;
&lt;br /&gt;
However, a useful shortcut exists- if you find a small zombie herbavore to strangle in the above wrestling training method, you can also (if it is a small and non-dangerous animal such as a zombie [[groundhog]]) {{k|s}}it down next to it (to minimize your own speed and thus get attacked more often) and hold {{k|5}} to sit down next to the animal and block its attacks over and over. This is still slow, but leagues faster than waiting to train while fighting- it also means that you are probably not in any danger assuming you picked a sufficiently pathetic type of animal.&lt;br /&gt;
&lt;br /&gt;
Warnings- Make sure that you have your {{k|c}}ombat preference set to Close Combat, otherwise you may counterstrike and kill the zombie. This way, you will wrestle it during a counterstrike instead of doing something that may actually hurt it such as counterstriking with your weapon.&lt;br /&gt;
&lt;br /&gt;
It is probably also preferable to start with a modicum of skill in Armor and Shield using to make sure you don't accidentally get instakilled or crippled and are good at blocking with your shield to gain XP fast. You'll also want to have non-crappy armor and a good shield or two (dual wielding shields may increase your ability to block) to maximize your ability to block and to make sure you are taking as little as possible damage, if any at all, during training.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spear-catchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs/sand at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Shop&amp;diff=43823</id>
		<title>40d Talk:Shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Shop&amp;diff=43823"/>
		<updated>2008-07-28T01:56:29Z</updated>

		<summary type="html">&lt;p&gt;DDouble: New page: I think we should have something about Adventure Mode shops here too, including: How to buy things, where to buy certain things, how theft is handled and how to avoid it accidentally, and ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think we should have something about Adventure Mode shops here too, including: How to buy things, where to buy certain things, how theft is handled and how to avoid it accidentally, and a mention of people becoming shopkeepers as a profession in legends mode. --[[User:DDouble|DDouble]] 21:56, 27 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legends&amp;diff=19852</id>
		<title>40d:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legends&amp;diff=19852"/>
		<updated>2008-07-28T01:53:51Z</updated>

		<summary type="html">&lt;p&gt;DDouble: I've begun the update of the Legends page for .39e, but it needs much more information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legends mode is a recording of the myths that you uncover in [[Adventure mode]]. Legends can be found by talking to people in a town. Legends can also be found by viewing coins or items with images, or by visiting an abandoned Dwarven [[fortress]] and viewing the [[engraving|engraved]] tiles within.&lt;br /&gt;
&lt;br /&gt;
You have to not have an adventure or fortress game active in order to use legend mode. Currently it doesn't support much. You can set up a fortress at a site you find in adventure mode, such as a [[cave]] or [[ruin.]]&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
'''The following are listed:'''&lt;br /&gt;
* Number of historical events left to discover&lt;br /&gt;
* Historical Figures&lt;br /&gt;
* Sites&lt;br /&gt;
* Regions&lt;br /&gt;
* Civilizations and other entities&lt;br /&gt;
* Structures&lt;br /&gt;
* Historical maps:&lt;br /&gt;
*    (Here it will list &amp;quot;The Age of ...&amp;quot; epochs which your world went through.)&lt;br /&gt;
&lt;br /&gt;
==== Historical Maps ====&lt;br /&gt;
In this mode, which can be entered by selecting an Age in the initial Legends screen, the user can see why an Age is named thus (for example, &amp;quot;The Age of Heroes was a time when the last of the powers fought their final battles.&amp;quot; One can read a chronology of all the events which occurred in this epoch, including viewing battle sites on the world map, seeing the attack and defense strength of the opposing forces and the number of units involved. The reader can see a detailed &amp;quot;blow by blow&amp;quot; rundown of the battle. The army names can be amusing, such as &amp;quot;The Key of Ignition&amp;quot; and can give rise to hilariously named battles.&lt;br /&gt;
&lt;br /&gt;
==== Viewing territorial disputes ====&lt;br /&gt;
This section needs to explain the workings of the historical territory view mode.&lt;br /&gt;
&lt;br /&gt;
==== Exporting maps ====&lt;br /&gt;
Also, you can export the regional map and seed info by pressing '''p.'''&lt;br /&gt;
A highly detailed map can also be exported with '''d.''' Be warned, this can take a while and puts a highly detailed bitmap in your root ''Dwarf Fortress'' directory.&lt;br /&gt;
Both maps are 4112 by 4112, and are uncompressed, so take the same amount of space, even though one is more detailed. Each bitmap is 48.3 megabytes.&lt;br /&gt;
&lt;br /&gt;
'''Features in a high-detail map include:'''&lt;br /&gt;
*Different [[biomes]] are shown with different colors.&lt;br /&gt;
*Different shades show elevation, light being high and dark being low.&lt;br /&gt;
*The same shading is used for water depth.&lt;br /&gt;
*All rivers are shown, small streams and brooks are light blue, small rivers are blue, and large rivers are dark blue.&lt;br /&gt;
*The elevation shading overlaps the rivers, so they might appear quite dark near the ocean and it can be difficult to tell different river types apart.&lt;br /&gt;
*Points of interest are displayed as grey blocks on the world map.&lt;br /&gt;
&lt;br /&gt;
Both of these maps can be used to search for appropriate fortress sites, however the high detailed map might be more useful for seeing small details.&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legends&amp;diff=19851</id>
		<title>40d:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legends&amp;diff=19851"/>
		<updated>2008-07-28T01:33:10Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legends mode is a recording of the myths that you uncover in [[Adventure mode]]. Legends can be found by talking to people in a town. Legends can also be found by viewing coins or items with images, or by visiting an abandoned Dwarven [[fortress]] and viewing the [[engraving|engraved]] tiles within.&lt;br /&gt;
&lt;br /&gt;
You have to not have an adventure or fortress game active in order to use legend mode. Currently it doesn't support much. You can set up a fortress at a site you find in adventure mode, such as a [[cave]] or [[ruin.]]&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
'''The following are listed:'''&lt;br /&gt;
* Number of historical events left to discover&lt;br /&gt;
* Historical Figures&lt;br /&gt;
* Sites&lt;br /&gt;
&lt;br /&gt;
==== Exporting maps ====&lt;br /&gt;
Also, you can export the regional map and seed info by pressing '''p.'''&lt;br /&gt;
A highly detailed map can also be exported with '''d.''' Be warned, this can take a while and puts a highly detailed bitmap in your root ''Dwarf Fortress'' directory.&lt;br /&gt;
Both maps are 4112 by 4112, and are uncompressed, so take the same amount of space, even though one is more detailed. Each bitmap is 48.3 megabytes.&lt;br /&gt;
&lt;br /&gt;
'''Features in a high-detail map include:'''&lt;br /&gt;
*Different [[biomes]] are shown with different colors.&lt;br /&gt;
*Different shades show elevation, light being high and dark being low.&lt;br /&gt;
*The same shading is used for water depth.&lt;br /&gt;
*All rivers are shown, small streams and brooks are light blue, small rivers are blue, and large rivers are dark blue.&lt;br /&gt;
*The elevation shading overlaps the rivers, so they might appear quite dark near the ocean and it can be difficult to tell different river types apart.&lt;br /&gt;
*Points of interest are displayed as grey blocks on the world map.&lt;br /&gt;
&lt;br /&gt;
Both of these maps can be used to search for appropriate fortress sites, however the high detailed map might be more useful for seeing small details.&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21422</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21422"/>
		<updated>2008-07-28T01:20:48Z</updated>

		<summary type="html">&lt;p&gt;DDouble: I removed a joke that could be confusing for a newbie.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Across the world, '''trees''' can found littering the landscape. They are a great renewable source of [[wood]], and there are many different varieties that grow in different [[biomes]]. &lt;br /&gt;
&lt;br /&gt;
''Trees'' are a type of [[map tile]], not [[construction]]s, similar to solid [[rock]] or [[bush]]es. They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct dwarves with the woodcutter skill to grab an [[axe]] and begin chopping down the tree.&lt;br /&gt;
&lt;br /&gt;
Trees grow from saplings, which start growing randomly on outdoor soil tiles. Saplings can be destroyed by heavy [[traffic]]. To grow from a sapling to a tree takes three years.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one tile above look like coloured stone blocks floating in the air.&lt;br /&gt;
&lt;br /&gt;
Trees also gain names near elven settlements. Although it is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tree Name &lt;br /&gt;
| '''Habitat''' || '''Tile''' || '''Alignment''' || '''Density''' || '''Autumnal'''&lt;br /&gt;
|-&lt;br /&gt;
! Mangrove&lt;br /&gt;
| &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Mangrove Swamp (Wet)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Saguaro&lt;br /&gt;
| &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;╞&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Pine&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;↑&amp;lt;/font&amp;gt; || All || 560 || No&lt;br /&gt;
|-&lt;br /&gt;
! Cedar&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;↨&amp;lt;/font&amp;gt; || All || 380 || No&lt;br /&gt;
|-&lt;br /&gt;
! Oak&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 700 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Mahogany&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! Acacia&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Kapok&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Maple&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Temperate Grassland&amp;lt;br&amp;gt;Temperate Savanna&amp;lt;br&amp;gt;Temperate Shrubland&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 755 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Willow&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br&amp;gt;Any Tropical Forest&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br&amp;gt;Tropical Saltwater Swamp&amp;lt;br&amp;gt;Tropical Freshwater Marsh&amp;lt;br&amp;gt;Tropical Saltwater Marsh&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;⌠&amp;lt;/font&amp;gt; || All || 420 || No&lt;br /&gt;
|-&lt;br /&gt;
! Tower-cap&lt;br /&gt;
| &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean Water (Wet)(Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! Glumprong&lt;br /&gt;
| Not Freezing (Dry) || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;┤&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Evil&amp;lt;/font&amp;gt; || 1200 || No&lt;br /&gt;
|-&lt;br /&gt;
! Feather tree&lt;br /&gt;
| Not Freezing (Dry) || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good&amp;lt;/font&amp;gt; || 100 || No&lt;br /&gt;
|-&lt;br /&gt;
! Highwood&lt;br /&gt;
| Not Freezing (Dry) || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;¶&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Savage&amp;lt;/font&amp;gt; || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! Larch&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;↑&amp;lt;/font&amp;gt; || All || 590 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Chestnut&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 500 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Alder&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 410 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Birch&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 670 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Ash&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 620 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Candlenut&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Mango tree&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Rubber tree&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Cacao tree&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Palm&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43386</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43386"/>
		<updated>2008-07-16T03:36:16Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Percentage Beasts Dead for Stappage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page is a collection of the various advanced options available to costumize world generation. Please add as you experiment, but do so responsibly. I've also included a quick guide on how to receive feedback from rejects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploit&amp;diff=40580</id>
		<title>40d:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploit&amp;diff=40580"/>
		<updated>2008-07-12T01:45:41Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Bling Bolts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic.  Exploits are distinct from [[cheating]] because they occur within the game as written and do not need any external [[utilities]] or [[modding]].  Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, no one is actually harmed when you use an exploit.&lt;br /&gt;
&lt;br /&gt;
Some exploits are listed below.&lt;br /&gt;
&lt;br /&gt;
== Self-powered pumps ==&lt;br /&gt;
&lt;br /&gt;
It is possible to produce a perpetual motion water pump where the act of pumping actually powers itself!  See [[screw pump]] and [[water wheel]] for details.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
&lt;br /&gt;
A [[drawbridge]], when rapidly triggered on and off, can be used to crush anything beneath it.  Nothing, ranging from an [[elephant]] to an [[adamantine]] [[sword]] to a [[tentacle demon]] {{Verify}}, is capable of withstanding a drawbridge crush.&lt;br /&gt;
&lt;br /&gt;
== Trap fields ==&lt;br /&gt;
&lt;br /&gt;
Laying a field of [[trap]]s with a significant-enough depth can protect your fortress from all invaders with no need to maintain a [[military]].  Traps are somehow intelligent enough to distinguish between [[pet]]s and allies while being dangerous to enemies and wild animals.&lt;br /&gt;
&lt;br /&gt;
Many players do not consider this an exploit.&lt;br /&gt;
&lt;br /&gt;
== Get back to work! ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is &amp;quot;On Break&amp;quot;, it is possible to draft this civilian into the military and then undraft the civilian in order to get him to cancel the break.  This does give an unhappy [[thought]] (but only if the dwarf has no military and/or civilian skills), so it is not a significant exploit and some may consider it a perfectly acceptable gameplay method.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
By designating a garbage pit [[zone]] instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave.&lt;br /&gt;
&lt;br /&gt;
== Cooking alcohol ==&lt;br /&gt;
&lt;br /&gt;
[[Alcohol]] can be cooked without requiring many other ingredients, producing solid food that is eaten and not imbibed.  Doing so is a highly efficient means of producing food, as each plant produces five units of alcohol.&lt;br /&gt;
&lt;br /&gt;
Though undeniably an exploit, many people make use of this feature.  It will eventually be plugged with [http://www.bay12games.com/dwarves/dev_req_101-150.html Req129]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bling Bolts==&lt;br /&gt;
&lt;br /&gt;
Adding a [[decoration]] to a stack of [[bolt]]s causes a huge [[value]] increase. The value of the decoration is multiplied by the number of bolts in the stack. This is considered a [[bug]].&lt;br /&gt;
&lt;br /&gt;
==Bookkeeper Exercise Program==&lt;br /&gt;
&lt;br /&gt;
Changing your [[bookkeeper]]'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to [[legendary]]. &lt;br /&gt;
&lt;br /&gt;
==Nudist Fortress==&lt;br /&gt;
&lt;br /&gt;
Dwarves get a bad [[thought]] from having [[clothing]] [[wear]] out, but nothing happens if they can't find replacement clothes. As long as you don't make new clothes, they will happily go naked. This also avoids the problem of messy dwarves leaving clothing strewn around the fortress. &lt;br /&gt;
&lt;br /&gt;
==Recycling Archery Range==&lt;br /&gt;
&lt;br /&gt;
In an [[archery range]], [[bolt]]s that hit the target are are always destroyed, but bolts that miss can be saved. Build a [[channel]] between the [[archery target]] and the back wall of the range, and [[stairs]] to get into it. Amazingly, the bolts will no longer shatter on impact with the wall, but fall intact into the channel. Reclaim the bolts, and your dwarves will re-use them for target practice. This exploit has the unfortunate side effect of splitting up [[stack]]s of bolts, so your dwarves will make a separate trip for each individual bolt. &lt;br /&gt;
&lt;br /&gt;
This trick will work for a [[ballista]] as well. Be careful for friendly fire. &lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to cheat [[merchant]]s out of their cargo without seizing it. Tearing down the [[trade depot]] while the merchants are there is he easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), or items in room mode ({{key|t}}), lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=961</id>
		<title>ASCII art reward</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=961"/>
		<updated>2008-04-23T02:34:32Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* The Toad Preservation Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are sending a [[Dwarf_Fortress_Wiki:Site_support|donation]] to [http://www.bay12games.com/dwarves/ Bay12Games], they might send you an ASCII Art Reward in exchange. It is a small scene happening in the Dwarf Fortress world.  If the same donator gives more than one time, it is also possible that the bits of ASCII Art follow each other and form a story.&lt;br /&gt;
&lt;br /&gt;
Each piece of ASCII Art Reward belong to the donator who received it, but to appetize new potential donators, sharing them might be a good thing :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Laod|Laod]] 15 October 2006&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Qwip|qwip]]==&lt;br /&gt;
===(05 December 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;...@T@..###S#&lt;br /&gt;
&lt;br /&gt;
Taking a break from their duty, the two guards sat at a table with a scenic view of the chasm.&lt;br /&gt;
They did not notice as they drained their mugs that they were being watched from the shadows &lt;br /&gt;
by clusters of pale eyes.  A table by the chasm?! &amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Qwip|qwip]] 05 December 2006&lt;br /&gt;
&lt;br /&gt;
===(09 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.@......####&lt;br /&gt;
...T@@~S####&lt;br /&gt;
.......#####&lt;br /&gt;
&lt;br /&gt;
Dolan was chatting with Aliz about the health benefits of dwarven beer when Aliz disappeared.  &lt;br /&gt;
Dolan sprang to his feet and saw that Aliz was being dragged toward the chasm, a thick rope of&lt;br /&gt;
translucent silk wrapped around his left ankle.  At the lip of the chasm, a bloated form slowly&lt;br /&gt;
reeled the line in with her spindly legs.  &lt;br /&gt;
Dolan knew immediately -- it was the Wolf-Mother of Darkness.  &lt;br /&gt;
He grabbed his axe and ran toward Aliz, who was now only a few more pulls from the beast.&lt;br /&gt;
&lt;br /&gt;
As he was hauling ore to the magma smelter, the peasant Kogarak saw the situation, screamed,&lt;br /&gt;
dropping his load, and ran toward the barracks.  As he heard the sound of an axe ring against&lt;br /&gt;
stone behind him, he wondered if he would make it in time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
:&amp;amp;mdash; [[User:Qwip|Qwip]] 08:40, 9 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===(18 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@...@.####&lt;br /&gt;
@..T..@S####&lt;br /&gt;
.......#####&lt;br /&gt;
&lt;br /&gt;
The axe had scored the stone floor where it had severed the silk line.  The Wolf-Mother chittered&lt;br /&gt;
angrily and pounced at Dolan, moving with surprising quickness.  Dolan was knocked to the ground,&lt;br /&gt;
the enormous body of the foul creature pressing him into the stone.  His axe clanged some distance&lt;br /&gt;
away.  The blunt knobs at the end of the Wolf-Mother's forelegs dug into Dolan's ribs as her&lt;br /&gt;
dripping mandibles drew closer to his face.  He grabbed her head with both hands, trying&lt;br /&gt;
desperately to keep her at bay.  A foul-smelling spittle dripped on to his cheek.&lt;br /&gt;
&lt;br /&gt;
Aliz, still dazed from his initial fall, slowly made his way to his feet.  Seeing Dolan's desperate&lt;br /&gt;
struggle, he drew his sword and hacked at one of the Wolf-Mother's legs.  The bumpy skin was&lt;br /&gt;
incredibly tough, but the steel blade left the appendage hanging by tatters.  The Wolf-Mother&lt;br /&gt;
belched a grating rasp and rolled away from Aliz and faced the dwarves.  Dolan crawled toward his&lt;br /&gt;
axe, but the nauseating venom drenching his face and beard had left him almost powerless.  The&lt;br /&gt;
Wolf-Mother hesitated, her wound oozing white ichor as Aliz stood his ground.&lt;br /&gt;
&lt;br /&gt;
There were several sharp cracking noises, and the Wolf-Mother crumpled, several iron bolts &lt;br /&gt;
protruding from her many eyes.  In the distance stood Bomtek and the other marksdwarves, &lt;br /&gt;
accompanied by Kogarak.  Aliz rushed to Dolan.  The dwarf was breathing heavily.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My body feels like gravel.  I need a drink,&amp;quot; Dolan said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wolf-Mother is dead.  Brace up.  I'll bring you your mug.&amp;quot;  Aliz fetched Dolan's mug from&lt;br /&gt;
the table and brought it to the dwarf where he lay on the stone floor.  The mug was almost empty.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The brood,&amp;quot; Dolan whispered.  &amp;quot;The night brood will come.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:&amp;amp;mdash; [[User:71.230.107.222|71.230.107.222]] 12:28, 14 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==[[The Toad Preservation Society]]==&lt;br /&gt;
&lt;br /&gt;
Toady One and ThreeToe are continuously working on Dwarf Fortress since 4 years ago (well, when that was that written, in early 2007). On the same Idea, the Toad Preservation Society is trying to bring a very modest but continuous support. One result of this support is that ongoing series of art rewards. Slowly a story unfolds. Of course, the main target for the donation is not to get the reward, but to show the [[Bay12Games]] team that we love their project and value their effort. So let's consider each bit of that series as a nice present.&lt;br /&gt;
&lt;br /&gt;
===(11 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.M.@$.&lt;br /&gt;
&lt;br /&gt;
Deep in the fortress, a lava man springs an ambush on the treasurer, who is happily &lt;br /&gt;
counting coins.  Could this be the beginning of the end?!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--The Toad Preservation Society, 11 October 2006&lt;br /&gt;
&lt;br /&gt;
===(12 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
######.....M#~~~&lt;br /&gt;
@..@@@......M~~~&lt;br /&gt;
######..M%$.#~~~&lt;br /&gt;
&lt;br /&gt;
Hammered and burnt by molten fists, the treasurer collapsed.  That will teach him to&lt;br /&gt;
count coins near the magma flow.  More lava men erupt from the magma as a fortress patrol &lt;br /&gt;
enters the room, one of them the treasurer's wife.  Fighting back tears, she screams in&lt;br /&gt;
wild rage as the soldiers charge the beasts.  Will vengeance prevail this terrible day?! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--The Toad Preservation Society, 12 November 2006&lt;br /&gt;
&lt;br /&gt;
===(5 December 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..=#  #############~~~# %&lt;br /&gt;
[@.#########.%-.%.#~~~#  '&lt;br /&gt;
.=..........@.-....~~~#,&lt;br /&gt;
############..@%-.#~~~####&lt;br /&gt;
   ` '###########.=====........##&lt;br /&gt;
 %    #############~~~####&lt;br /&gt;
&lt;br /&gt;
Indeed, vengeance did prevail, though it was bought with the lives of soldiers.  &lt;br /&gt;
The Axedwarf Aloran, wife of the treasurer, grieves now over the charred body of her&lt;br /&gt;
husband, her grief-stricken face shining red in the magma's light.  Yet the lava men&lt;br /&gt;
were only driven forth by rumors deep within the earth, ever rumbling now, ever&lt;br /&gt;
approaching the lip of the glowing pit discovered by the miners not long after the&lt;br /&gt;
bridging of the magma.  The sound reached even the heart of the fortress, where &lt;br /&gt;
Regukar the Mason has begun a mysterious construction.  What fey mood has possessed&lt;br /&gt;
Regukar?!  Will Aloran's mourning be troubled by even greater dangers?! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--The Toad Preservation Society, 5 December 2006&lt;br /&gt;
&lt;br /&gt;
===(10 January 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[@.#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@..........-....~~~#,&lt;br /&gt;
###############...%-.#~~~########..&lt;br /&gt;
      ` '###########.=====....@.&amp;amp;.##&lt;br /&gt;
    %    #############~~~########..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A great crash echoed down the inward passageway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;More beasts deeper in the mines?&amp;quot; said Narol fearfully, a recruit, the only member of the patrol save Aloran to survive.  His right arm was burned horribly and he now held his axe in his left hand, weakly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell the Baron that lava men have entered the mines.  I'll remain here.&amp;quot;  Aloran unmoving eyes stared over the bridge toward the mines.  There would be no discussion.  Narol stumbled up the opposite passage to the workshops.&lt;br /&gt;
&lt;br /&gt;
Regukar was in the lower mason's shop, gazing into his hands, his face aglow with the light shining upward from his palms.  The Baron was there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is this?  Did I not commission an obsidian throne?  Why was this workshop built so near the magma flow if I'm to be seated on granite for the rest of my days?&amp;quot;  The Baron sounded annoyed, but he was also trying to stare over Regukar's shoulder to see the treasure.  The Baron reached for Regukar's wrist, and the mason turned violently and spat in the Baron's face just as Narol careened into the chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Stout Wheels have held the bridge, but lava men are in the mines!  Many are dead...  Aloran is guarding the mine entrance alone...&amp;quot;  Narol collapsed, breathing heavily.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Narol was gone, but Aloran did not notice.  &amp;quot;I will kill them all,&amp;quot; she said, and she walked down the bridge into the mines, leaving the bodies of her husband and the recruits behind.  As she descended into the mines, the magma's light faded and she was engulfed by the dimness in which she had spent most of her life.  Yet ahead she discerned an eerie glow.  The miners had located these pits not long ago as they hunted for hematite.  The lava men must be using them, accessing the mines away from the magma flow, Aloran thought, though she did not dwell on it long.  Soon her mind was focused again on death.&lt;br /&gt;
&lt;br /&gt;
Suddenly the light was blotted out, followed by a shaking that almost knocked Aloran from her feet.  &amp;quot;COAH!  So long I have waited for my master...  only to find this sweet hairy dumpling.  It must be time for the Great Feast.&amp;quot;  Aloran could discern its corpulence through the darkness.  A lardy bloated creature, like those that made raids from the river, yet more grotesque, covered with translucent boils -- and many times larger.  The thing croaked, &amp;quot;I sense...  COAH!  You have lost someone recently...  your husband.  Worry not, little dumpling!  You will be reunited in my innards when I am done feeding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aloran did not speak.  She would not entertain the creature -- she would have it dead.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 January 2007&lt;br /&gt;
&lt;br /&gt;
===(11 February 2007)===&lt;br /&gt;
&lt;br /&gt;
And it keeps going and growing !!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[..#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@.........@-....~~~#,&lt;br /&gt;
###############...%-.#~~~########&amp;amp;.&lt;br /&gt;
      ` '###########.=====@.@@.@%&amp;amp;##&lt;br /&gt;
    %    #############~~~########.&amp;amp; &lt;br /&gt;
&amp;lt;/pre&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Aloran hacked at the thing's wide belly with her battle axe.  It lurched backward, avoiding the full force of the strike, and crashed into the cavern wall.  Immediately, as if its lardy mass had bounced off the barrier, it leapt forward and knocked Aloran to the ground, pressing down on her shoulders with its great slimy hands.  Its mouth opened, and a slick lolling tongue poured out like thick syrup and covered Aloran's face.  It was going to swallow her whole!  Unable to breathe, Aloran fumbled around in her boot and pulled out a small pointed hammer.  Struggling to maintain consciousness, Aloran swung the hammer from her elbow.  The point pierced one of the great creature's eyes, which popped and drained a viscous pus over the dwarf.  The thing backed off of the warrior's body, its fat tongue dragging on the ground, leaving a broad swath of spittle.  Aloran stood, breathing heavily, her axe secure in her right hand.  She advanced on the retreating beast, her weapon lifted over her head.  She wound further backward, then brought the axe blade around in a sweeping arc down on the bloated fiend's tongue, forking it.&lt;br /&gt;
&lt;br /&gt;
Two more silhouettes appeared in the eerie glow above the beast's quivering form.  As they approached, she could see they were gray and glistening, partially encased in shimmering pale shells, each walking on four stumpy legs.  They look like cave oysters, Aloran thought.  She raised her axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aloran!&amp;quot;  Three recruits with swords rushed down the passageway.  &amp;quot;The Baron sent for us.  Are you all right?&amp;quot;  Aloran did not turn to face them as the demonic oysters crawled over their bleeding companion.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How dare you spit on me!  You'll receive two hammerstrikes for this!&amp;quot;  The Baron was livid.  He had called for a peasant to notify reinforcements for the mines, of course, but now he was free to chastize Regukar.  Narol was still only semi-conscious, resting on the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I created it!  It is mine!&amp;quot;  Regukar's eyes were glowing with a fierce light.  He shifted his weight from foot to foot and held his arms close to his body, the light of his creation showing through his interlocked fingers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothing is yours!  You used stone from the miners, the miners carved that stone out of the mountain, and the mountain belongs to me.  Now hand the object over for inspection, and your past transgression might be forgiven.&amp;quot;  The Baron held out his hand.&lt;br /&gt;
&lt;br /&gt;
Before the Baron could react, Regukar grabbed his chisel and brought it down into the Baron's forehead.  The Baron crumpled, hitting the stone floor hard.  Regukar chuckled and ambled off down the passageway toward the mines. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 11 February 2007&lt;br /&gt;
&lt;br /&gt;
===(13 March 2007)===&lt;br /&gt;
Even if Toady is now deep into its work and the malor works on maps/moving armies, he took time adding a new part to these now ongoing story... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[..#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@..........-....~~~#,&lt;br /&gt;
###############...%-.#~~~########..&lt;br /&gt;
      ` '###########.=====@.%%%-&amp;amp;%##&lt;br /&gt;
    %    #############~~~########.. &lt;br /&gt;
&amp;lt;/pre&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Aloran, still winded, faced the two oyster demons.  The recruits stood by her side in a line blocking off the passageway.  The beasts slid down the toad's massive body, landing before it with a splatter.  The fiends moved slowly, but they had almost reached the dwarves.&lt;br /&gt;
&lt;br /&gt;
Two of the recruits, Roal and Daron, cousins who had just began sparring two weeks ago, lifted their swords and assailed the creatures.  Roal brought his weapon down hard on the shell of one of the beasts, but it was deflected.  From the space between the shell plates, a massive slimy appendage burst forth, ringing Roal and dragging him inside.  His lower body dangled from the creature.  Daron grabbed his legs and pulled, but Roal would not budge.  The other oyster demon raised up on its back legs and came crashing down on Daron.  The dwarf's head slammed hard against the passage way and he went unconscious.  Roal's legs twitched as the second demon turned back to the remaining warriors.&lt;br /&gt;
&lt;br /&gt;
Aloran had regained her breath and charged with the other recruit, Nlan, a dwarf from the north burrow.  The recruit stabbed at the demon's body, sinking his sword deep into its flesh, while Aloran aimed low and hacked off one of its stubby legs with her axe.  As it toppled, the thing spit out a stream of goo onto Nlan's face, which began to steam.  The recruit chortled and fell to the ground, unrecognizable.  Aloran finished off the creature by hacking into its soft body repeatedly.&lt;br /&gt;
&lt;br /&gt;
The other demon had completed its meal.  Roal's lower body detached and fell to the ground, and the oyster beast let out a belching noise.  Another sound emanated from its shell soon after.  &amp;quot;I sense...  loss...  your husband...  reunite...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence, beast,&amp;quot; Aloran spat.  &amp;quot;The toad made the same promise and failed to keep it.  Your kind use hollow words.&amp;quot;  At that moment, the toad demon's bleeding body quivered, as if it were laughing.&lt;br /&gt;
&lt;br /&gt;
The oyster spoke again.  &amp;quot;Daron...  reunite...  Roal...&amp;quot;  The slimy appendage slid out and looped around Daron's right leg.  Aloran ran forward, swinging her axe down on the oozing tentacle.  It was cloven asunder and fell to the tunnel floor, pouring out a thick white paste.&lt;br /&gt;
&lt;br /&gt;
As the oyster backed into the toad demon's still quivering form, the entire tunnel filled with a blinding light.  Aloran turned and saw the vague form of a dwarf raising its hand, from which the radiance emanated.  The light faded just enough for Aloran to make out the details.  It was Regukar, the mason.  In his hand, he held a glowing schist mini-forge. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 13 March 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(16 April 2007)===&lt;br /&gt;
All right, the Reward continues (this is the same story):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@@.####&lt;br /&gt;
.@@++d+&lt;br /&gt;
@.@####&lt;br /&gt;
&amp;lt;/pre&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Captain Kogan stood with his dwarves on the stone road before the great arch, beard dripping from the drizzling rain that had been falling since the early morning.  No word had been sent from the Baron concerning the deep mining operation for nearly two weeks.  The King had grown impatient and the Captain had been sent to investigate.&lt;br /&gt;
&lt;br /&gt;
The soft patter of rain on stone was slowly drowned out by a series of whirs and chirps coming from within the fortress.  It was like nothing the Captain had heard before.  He had his soldiers position themselves before the entrance with the marksdwarves kneeling in front of the others.  The sounds drew closer, until a small shape could be discerned emerging from the shadows beyond the archway.&lt;br /&gt;
&lt;br /&gt;
It looked like a lizard, twisted into that form from rusted iron strips, but it walked on its rear legs with a jerking and uncertain gait.  In the center of its head, visible through the metal frame, was a drooping lump of granite that appeared to be molded around the iron.  The stone glowed with a faint red light.&lt;br /&gt;
&lt;br /&gt;
The dwarves watched awe-struck as the metallic creature continued advancing until it finally stopped under the great arch.  Its head swiveled back and forth, eventually settling on the group.  The lizard's body grated against itself, and from somewhere within, it emitted a piercing whistle and charged.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire, Bomtek!  Now!&amp;quot;  Kogan ordered.&lt;br /&gt;
&lt;br /&gt;
The marksdwarf shot a bolt at the creature.  It hit the granite lump, shattering it.  The iron strips collapsed into a pile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W.. what in the name of the Lordaxe was that?&amp;quot; Nunon stammered.  &amp;quot;Where are the guards?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your guess is as good as mine,&amp;quot; said Kogan.  He walked forward and pushed the remnants of the creature about with his hammer.  &amp;quot;Something sinister is afoot.  We'll scout as far as the upper meeting hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Captain Kogan and his dwarves passed under the arch and disappeared into the dimly lit fortress.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 16 April 2007&lt;br /&gt;
&lt;br /&gt;
===(10 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##################&lt;br /&gt;
   #++++++++++d+++++++..&lt;br /&gt;
####+@+O++O++O+dOd+&amp;amp;#&lt;br /&gt;
+++++@+++++++++d+++@#&lt;br /&gt;
####+@+O++O++O++Od++#&lt;br /&gt;
   #++++++++++d+d++@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get out of there!&amp;quot; Kogan screamed.  It was too late.  Lokar was lost.  Only Bomtek, Nunon and Captain Kogan himself remained.  The rest had been mauled beyond recognition by the metallic beasts.  The passage to the upper hall had seemed clear, but it was a ruse.  The walls had come alive.  The lizards were everywhere.&lt;br /&gt;
&lt;br /&gt;
Now Kogan and the others were running for lives, pursued by the iron fiends.  They could outrun them if they didn't stop to fight.  The dwarves were approaching the meeting hall, though Kogan held little hope for that place now.  The only way out of the outpost lay behind them, through a maelstrom of metal fangs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The upper hall!&amp;quot; Kogan shouted when he spotted a light ahead.  The torches were still lit?  Perhaps the guards were able to stand after all!  Kogan and the others ran on, the din of whirs and chirps behind them driving them forward.  At last, the tired soldiers crossed under the arch and entered the upper meeting hall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm so pleased you could join us!&amp;quot; a voice boomed from the back of the chamber.  Kogan looked out between the pillars.  There on a granite throne sat a dwarf, his face twisted in madness.  In his hand he held a glowing object.  The stone floor before him was crawling with the metal lizards.  On his right, a fire burned in the shape of a tall man, lighting the entire hall.  On his left, a dwarf woman was tied, struggling against her bonds, hatred in her eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you like my little friends?  Arshosh and I will make more, many, many more.  The miniforge is all-powerful!&amp;quot;  The crazed dwarf cackled.  &amp;quot;With it, I enslaved the spirit of fire, bound stone and metal to my will, and soon, soon!  Oh, yes.  Soon I will use the power of the miniforge to create a new race of dwarves!  Aloran will be the first!  Then all of you will join her!  And you shall call Regukar your master!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 April 2007&lt;br /&gt;
&lt;br /&gt;
===(June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ##################&lt;br /&gt;
   #+d+++++++%++++++++..&lt;br /&gt;
####d@dO++O++O%%O+%&amp;amp;#&lt;br /&gt;
++++d@d+++%%++++%%%%#&lt;br /&gt;
####d@dO+%O%+O+%O%%@#&lt;br /&gt;
   #+d+d+%++%%%+++%@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The soldiers had been quickly subdued, lashed to the floor by a writhing mass of metallic lizard bodies.  Regukar walked slowly to the place where Aloran was restrained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, Aloran, let us begin the ritual of transformation.&amp;quot;  Regukar held the shining miniforge near to the dwarf warrior's face as she continued to strain against the ropes.  The crazed mason lifted a tiny hammer and struck the minianvil once.  The fires of Arshosh rose to the ceiling of the great hall and twisted around its many granite pillars.  A tongue of flame engulfed the miniforge and the anvil began to glow even more brightly.&lt;br /&gt;
&lt;br /&gt;
Aloran felt her skin breaking.  The unbearable pain spread throughout her entire body.  Metal blades tore through the flesh of her arms and legs, and she felt a force trying to subdue her will.  &amp;quot;Regukar is your master.  Regukar is your master,&amp;quot; a voice in her mind whispered.  The ropes snapped as the blood-covered blades continued to rise.  The voice became louder and louder until it was all she could hear, drowning out her own screams.&lt;br /&gt;
&lt;br /&gt;
Through her tears she could see Regukar had buckled over, laughing uncontrollably, and the sight filled Aloran with an all-consuming hatred.  This contemptible dwarf could never be her master.  The pain and the voice faded away, and her animosity began to manifest itself in the power of her limbs.  The metal was part of her body now, and she felt its presence as surely as that of her own hands.&lt;br /&gt;
&lt;br /&gt;
Looking up, Regukar noticed Aloran's steady gaze, and worry crossed his face.  &amp;quot;My slave, the transformation is complete.  Call me master,&amp;quot; the mason stammered.  Aloran said nothing and punched Regukar in the face with her metal-bladed fist.  The knives stuck in his head, and the full weight of his dying body hung limply from Aloran's straight arm.  Regukar's mangled face slid slowly backward, and free from the blades the dwarf crumpled to the floor and lay unmoving on the stones.&lt;br /&gt;
&lt;br /&gt;
The tongue of flame slowly lifted the miniforge from the mason's clinging hand.  As the glowing object slipped from his grasp, his raised arm fell back to the ground, and he breathed his last.  The spirit of fire withdrew its flames, bringing the miniforge to the center of its translucent body.  The demon turned to Aloran and faded from sight.  There was a sudden crash as the metallic lizards fell to pieces. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, June 2007&lt;br /&gt;
&lt;br /&gt;
==TomTheHand==&lt;br /&gt;
&lt;br /&gt;
===(20 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..g#o@.%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shrolnak glared through the rusty iron bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat yer meat, ya hairy maggot,&amp;quot; the goblin snarled as it pushed the bowl back towards the dwarven child.  &amp;quot;It'll make yer beard longer.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Aliz kicked the bowl away again.  &amp;quot;I'm not eating until I get my mini-forge!&amp;quot;  Aliz crossed his arms above his plump little belly and turned away.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minnn..  what's yer mini-forge?&amp;quot;  The goblin was confused.  The only toy it had ever owned was a cracked elf skull. &lt;br /&gt;
&lt;br /&gt;
The dwarf child's eyes lit up.  &amp;quot;Uncle Kogan made it!  It glows in the dark!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glows in the dark, eh...  I'll poke around.&amp;quot;  The goblin scrambled away from the prison and disappeared around a corner.  In a few minutes, it returned, its hand cupped around something that glowed purple through its bony fingers. &lt;br /&gt;
&lt;br /&gt;
Aliz moved toward the bars, his wide eyes reflecting the eerie light.  The goblin held its right hand through the bar and dropped the glowing object into the child's waiting palms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now eat yer meat.&amp;quot;  The goblin wandered off. &lt;br /&gt;
&lt;br /&gt;
Aliz was still staring into his hands.  A sinister smile spread slowly over his face.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.T.g..@..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is the Soul of the Dark Power?!&amp;quot;  Arugor was screaming now.  He had fooled a dragon to obtain the wicked gem, and now it was nowhere to be found.  Shrolnak groveled before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master, I..  I don't know...&amp;quot;  Shrolnak had never truly adjusted to kneeling before the troll, but it couldn't be helped.  His master had been gifted with a cunning far beyond others of his kind, and Shrolnak was powerless before him. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lies!  Your hands still shine with its aura!  Where have you hidden my treasure?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;T.. that gem?  I thought that's all it was.  I... I let the dwarf child play with it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?!  Fool!  I must reclaim it before it is too late.&amp;quot;  Arugor was bothered that Shrolnak had somehow managed to avoid the intricate traps in the Soul Chamber, but he would leave that matter alone until the gem was reclaimed. &lt;br /&gt;
&lt;br /&gt;
Just as Arugor turned to leave, a plump dwarven child floated into the throne room, trailed by a billowing mist.  In his hands, he clutched a deep purple gem.  The hovering child had a wicked grin twisted into his bearded face.  Arugor and Shrolnak shielded their faces, helpless before the radiance of the wielded Soul. &lt;br /&gt;
&lt;br /&gt;
The child levitated higher, close to the ceiling, and looked down upon the quivering monsters.  &amp;quot;With my power, I shall build the greatest mini-forge the world has ever known!&amp;quot;  The dwarf was enveloped by the purple light and passed through the ceiling.&lt;br /&gt;
&lt;br /&gt;
==[[User:Spelguru|Spelguru]]==&lt;br /&gt;
===(19 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..@.M.~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The adventurer, transformed into a ghoul by strange forces, crawls toward the Everlasting River of Curing, barely clinging to his life, such as it had become.  Suddenly, from the ceiling dropped...  Adamantine Man!  Is there any hope?!&lt;br /&gt;
&lt;br /&gt;
===(19 December 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
...M.~~~~..&amp;quot;.&lt;br /&gt;
.....@~~~~...&lt;br /&gt;
....&amp;quot;~~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke and said, &amp;quot;Unfortunate stranger!  You wish to cast off your affliction?  Drink then, and be blessed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So the adventurer drank.  The soothing warmth of the water spread from the center of his body, out to his deformed fingers and toes.  Without pain, they shifted and were set in their proper places, along with the other marks of the affliction.  All was well. &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at Adamantine Man in awe and asked, &amp;quot;I am grateful, Adamantine Man, for I had been without hope.  For years unnumbered, my people have deemed the River unapproachable.  'Adamantine Man is there', they said, and yet, I have found naught here but a generous host and the cure to all that ailed me.  Tell me Adamantine Man, why are you so feared?  I am humbled by your graciousness, but am I truly free from danger?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a second time and said, &amp;quot;Indeed, be not afraid.  Your people regard me with terror, for they do not understand me, and verily, who among you can understand Adamantine Man, who does not understand himself?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer bowed his head and said, &amp;quot;It is true.  Even now I am unsettled, for though you have granted me renewed life asking for nothing, still, even now, I wish to leave and never return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a third time and said, &amp;quot;So it has always been.  Go now in peace.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer left without looking back.  Overjoyed, his family accepted him, no longer an outcast, and soon all in the land had heard that he who had once been tainted was made whole by the River.&lt;br /&gt;
&lt;br /&gt;
Some years later, a man, broken in body, came to the adventurer's abode.  &amp;quot;I seek your aid, for it is said that you who were once tainted were made whole by the River.  Tell me, where is the River, that I might be restored?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at the man, and he said, &amp;quot;Adamantine Man is there.  Be content now, as I shall never be again.&amp;quot;  The man departed, and the adventurer remained.&lt;br /&gt;
&lt;br /&gt;
===(25 March 2007)===&lt;br /&gt;
&lt;br /&gt;
The adamantine man story ended.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@-***=.T&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Pulson-9000 seared the sky trailing ion-energized purple lightning.  The XZ-Trollmech Mk7 didn't stand a chance.  Another contract, another payment.  Rogar was the last dwarf of his village, and after many hardships had fallen into the tough life of a mercenary warrior.  He had stolen his first fighting bot, but after three years he had enough money to build and repair his own.  He spent his offtime tinkering, which soothed his still-dwarven heart. &lt;br /&gt;
&lt;br /&gt;
For now though, he was in enemy territory.  True, the contract was complete, but he had fought his way deep into the personal citadel of the vile cyber-modded troll Vanquidor in order to blow his Mk7 body to pieces, and now he had to laze through the bodyguards and sentry droids he hadn't already obliterated.  The dwarf had very little ordinance remaining.  Rogar put on his shades.  Things were about to get hot, but he was cool as a sonic-fan.  Time to fire it up!  Yeah!&lt;br /&gt;
&lt;br /&gt;
==[[User:Rewolf31|Rewolf31]]==&lt;br /&gt;
===(13 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.B@.~~~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And so Alor, a wrestler of renown, found himself between a great boar and the wide river.  For six days they struggled, and as the sun descended behind the hills on the evening of the seventh day, Alor finally collapsed in exhaustion.  The boar spoke and said, &amp;quot;I too am tired.  The sun has fallen.  Let us rest.&amp;quot;  And so Alor and the boar slept, and the sun arose on the morning of the eighth day.&lt;br /&gt;
&lt;br /&gt;
===(21 July 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,B@~,~,~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whiskey?&amp;quot; Alor asked the boar, holding up his flask.  The wrestler had not spoken for a week.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gladly,&amp;quot; the boar said, taking the flask up in its mouth.  &amp;quot;You block my path to the river, and now you offer me your flask.  Strange are the ways of your people.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your path?  I was seeking to cross the river and found myself menaced,&amp;quot; Alor said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The squirrels tell me I am a terror to behold when I am thirsty,&amp;quot; the boar said as it drained the flask.  &amp;quot;Do I menace you now?&amp;quot;  The boar looked mild and plump.  Indeed, the gentle creature reminded Alor of his daughter. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, I am not menaced.  I am reminded of home,&amp;quot; Alor said fondly.  At that moment his stomach growled, for he had not eaten in some time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hopefully I do not remind you of your dinner table,&amp;quot; the boar laughed, &amp;quot;though it remains to be seen who would have the final mastery in our contest.&amp;quot;  Alor smiled broadly and the boar guided Alor to the ford, where they parted as friends.&lt;br /&gt;
&lt;br /&gt;
===(12 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@a@+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Daddy!  Daddy!&amp;quot; the little girl cried happily as she ran toward the mighty dwarf where he stood under the archway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I missed you, sweet pod!&amp;quot; Alor crouched down and lifted the child up to his shoulder, where she sat, beaming.  &amp;quot;Have you been good while I was away?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I made a puzzle box.  See!&amp;quot;  The girl held out a soapstone box.  The master craftsdwarf always started the young ones with the material since it required little strength to carve, though it crumbled easily.  Even so, the box was quite exquisite. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's beautiful.  Now let me see here...&amp;quot;  Alor pressed a button and the lid popped open.  There was nothing inside.  &amp;quot;Hey, where's my treasure?&amp;quot; he said in mock indignation.&lt;br /&gt;
&lt;br /&gt;
The girl took the box and made a series of complicated motions along the inside of the empty compartment.  A second lid opened, revealing a piece of dwarven sugar candy.  The child giggled and smiled broadly. &lt;br /&gt;
&lt;br /&gt;
Alor scratched his head and laughed.  Coren was only six, but she was already beyond him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you win, daddy?&amp;quot; Coren asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, the tournament?  Yes, sweet pod, there hasn't been a dwarf born yet that can beat your father,&amp;quot;  Alor looked at the puzzle box.  &amp;quot;At least not at wrestling.  And you know what else?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What else, daddy?  What else?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I met a talking boar and we became friends.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again?&amp;quot; Coren complained.  &amp;quot;I want to meet your animal friends soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'll invite them over for your party next month.  Until then, you have to work hard.  Do you have a lesson today?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes.  Mr. Goldlocket says he'll let me try marble today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marble, eh?  That's amazing.  You really are your mother's daughter.  I'll walk you to the shop.&amp;quot;  Together they strolled down the passageway.  Alor admired the carvings and architecture, occasionally pointing an engraving out and explaining its history, though his daughter had heard it all before.  It had been two months since he left for tournament, and the wrestler had missed his home very much. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The three of us should have a feast tonight.  What do you say?&amp;quot; Alor asked.  Coren did not respond.&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down.  His daughter was not there.  She was not in the passageway.  There was no sign of her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins!&amp;quot; A scream echoed through the tunnels.  &amp;quot;Goblins in the fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(18 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..|mBL@+++++++g+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm sure she's in there,&amp;quot; Alor said from his place behind the boulder where he looked down upon the rusted iron doors of Chatteltomb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must act now, while there's still time,&amp;quot; the boar urged.  This was the same boar that Alor had befriended by the riverbank, and it now came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The door is locked.  Even with our combined strength, I doubt we can force entry,&amp;quot; the leopard observed.  This was the same leopard that Alor had befriended in the high grasses, and it also came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry.  The guards were drunk in the ravine below,&amp;quot; the marmot announced as it scampered up the slope with the key in its mouth.  This was the same marmot that Alor had befriended on the mountainside, and it came to aid Alor after promises of food. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've only challenged the depths of this black pit once in my life.  It is a memory I have longed to forget, though it will serve me now,&amp;quot; Alor said.  &amp;quot;It sickens me that my daughter is kept there.  The way to the dungeons will not be heavily guarded, as fear of this place keeps all but the foolish at bay.  That said, the tower above is garrisoned with unnumbered horrors.  If the alarm is raised, escape will be impossible.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The group made their way down to the entrance.  With some effort, Alor forced the key into place.  The great doors swung open with a grating noise, exposing a palpable darkness that hung heavy in the stale air like a fog of soot.  The thick shadows were penetrated from beyond by sinister red lights which gave vague form to the smooth obsidian corridors. &lt;br /&gt;
&lt;br /&gt;
Once all had passed into the tower, they closed the door behind them.  &amp;quot;We can only hope it is not unusual for the doors to sound.  Do you see anything?&amp;quot; Alor whispered to the leopard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Several doors down, a goblin is standing,&amp;quot; the leopard spoke softly.  &amp;quot;It has turned to face us.  I don't think it can make us out yet, but its night eyes are almost as strong as my own.  It is coming this way.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Indeed, Alor could barely make out twin spots of crimson shining in the distance.  The dwarf felt the leopard slip from his side.  In a moment, the crimson spots disappeared from view.  No sound accompanied their departure.  Alor and the others padded quietly forward, approaching the stairway and the dungeons below.&lt;br /&gt;
&lt;br /&gt;
==[[User:Admin|Senso]]==&lt;br /&gt;
===(29 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;+@?++&amp;amp;~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wayward manager Aliz stepped quietly down the last flight of stairs into the lowest depths of the abandoned halls.  The air of the room was stale and warm.  The light of the dwarf's torch illuminated a stone pedestal, on which rested a gray book.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Tome of Suffering,&amp;quot; Aliz whispered.  In its blood-stained pages, the collected wisdom of countless outpost managers waited for his perusal.  Never again would his charges starve.  Never again would they complain for want of whiskey.  Never again would Aliz have to consult the half-baked scribblings of his uncle Toran.&lt;br /&gt;
&lt;br /&gt;
The ground shook and Aliz's ears were assailed by a deafening crash.  When the dust cleared, the entire chamber was illuminated by a sinister red glow.  In place of the far wall was a yawning pit filled with bubbling magma and flames.  From the inferno came a betusked fiend, ravening, its slavering maw belching foul vapors through which stared its cruel bulging eyes.  Its clawed hands kneaded the lardy folds of its corpulence as if it sought to make room for this latest morsel.&lt;br /&gt;
&lt;br /&gt;
Aliz was terrified.  The dwarf clutched the Tome to his chest.  The horrific beast crouched by the magma pool, muttering in a grating whisper:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will be eaten.  It will be eaten, the dwarf.  Eaten.  Eaten alive.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==[[User:md5i|md5i]]==&lt;br /&gt;
===(12 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||+++@+|&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;That ought to keep 'em out,&amp;quot; Doran said confidently, patting the granite&lt;br /&gt;
block which he had just slid into place.  Ever since the Baron had insisted&lt;br /&gt;
on mining out the gold vein in the wall, Doran had been dealing with the&lt;br /&gt;
rats.  It couldn't be helped.  Gold was gold after all, but it was just&lt;br /&gt;
Doran's luck that the miners had broken through to a large chasm not far&lt;br /&gt;
from the craftsdwarf's room.&lt;br /&gt;
&lt;br /&gt;
The dwarf laid down on his bed and began to think about the next project.  A&lt;br /&gt;
puzzlebox, perhaps, something challenging.  Just as Doran was drifting off&lt;br /&gt;
into dreams of the design, he heard a scratching on the block.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha!  Keep trying you little demons,&amp;quot; the dwarf chuckled.  The scratching&lt;br /&gt;
continued.  It was irritating, but the dwarf could block it out.  Then there&lt;br /&gt;
was a grating scrape as the block moved an inch.  The dwarf sat up and&lt;br /&gt;
stared at the wall in amazement.  Impossible, he thought.&lt;br /&gt;
&lt;br /&gt;
The block slid forward further.  Small, clawed fingers worked their way&lt;br /&gt;
around the stone until a gray, furry hand grasped one corner of the block.&lt;br /&gt;
The stone turned slightly.&lt;br /&gt;
&lt;br /&gt;
Doran seized his chisel from the nearby table and leapt toward the block,&lt;br /&gt;
stabbing downward.  The tool grazed the hand, leaving a spatter of blood on&lt;br /&gt;
the stone.  There was a shriek, and the bleeding hand disappeared into the&lt;br /&gt;
dark crack.&lt;br /&gt;
&lt;br /&gt;
The craftsdwarf pushed the block back into place and backed away, chisel in&lt;br /&gt;
hand.  After a moment, the scratching began anew.&lt;br /&gt;
===(07 Jun 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||%r%+@+|&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Leave me be, you fiend!&amp;quot;  Doran yelled, his chisel held toward the stone&lt;br /&gt;
block.  The scratching became louder and more persistent.&lt;br /&gt;
&lt;br /&gt;
Once again, the block moved, but this time no fingers poked through the&lt;br /&gt;
crack.  The beast had learned.  The slab of granite was being pushed&lt;br /&gt;
directly from behind, and it glided slowly toward Doran.  The dwarf backed&lt;br /&gt;
toward his bed.&lt;br /&gt;
&lt;br /&gt;
The block stopped sliding.  There was now enough space to allow something to&lt;br /&gt;
pass through the hole in the wall, but the block was large and Doran could&lt;br /&gt;
not see behind it.  For a long moment, nothing stirred.  The craftsdwarf&lt;br /&gt;
knelt and opened the chest by the foot of his bed, muttering.&lt;br /&gt;
&lt;br /&gt;
At once, a creature leapt from behind the block and faced Doran.  It was a&lt;br /&gt;
ratman, ravening, its long yellow incisors surrounded by froth, its&lt;br /&gt;
patchy-furred flesh stretched tight over its starved body.  The thing&lt;br /&gt;
hungered and would have Doran for its meal.&lt;br /&gt;
&lt;br /&gt;
The dwarf stood, a vial in his hand.  The ratman lunged forward and Doran&lt;br /&gt;
hurled the vial at the beast's face.  The glass shattered, and the creature&lt;br /&gt;
clutched its black protruding eyes as they steamed.  Doran rushed forward&lt;br /&gt;
and stabbed the ratman repeatedly with the chisel until it stopped moving.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pity about that.  I was going to ask Mul to do some etchings for me.&amp;quot;&lt;br /&gt;
===(15 Jul 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##===@=D####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Yes, I'm sorry, Mul, it would have been a thrilling project,&amp;quot; Doran said,&lt;br /&gt;
pausing to take another swig of whiskey.  &amp;quot;I can't believe how much trouble&lt;br /&gt;
we've been having with ratmen lately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perhaps there's a larger beast down in the chasm riling them up,&amp;quot; Mul&lt;br /&gt;
replied.  &amp;quot;Kogan's child was taken not long ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, surely something unusual is afoot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Kogan stood with his axe by the chasm bridge.  Ever since the boy&lt;br /&gt;
Aliz had been lost, the soldier had tirelessly patrolled the walkways along&lt;br /&gt;
the deepest parts of the rift, killing dozens of ratmen and a few large&lt;br /&gt;
spiders.  He would not be satisfied until the depths were devoid of life.&lt;br /&gt;
&lt;br /&gt;
A foul wind blew up from the chasm.  Kogan leaned to the side and peered&lt;br /&gt;
down over the edge of the bridge.  The impact was sudden and the dwarf was&lt;br /&gt;
knocked on his back in the middle of the bridge.  Kogan heard the sound of&lt;br /&gt;
stone being scraped without respect, and he.found himself staring into the&lt;br /&gt;
rotten eyes of a giant decaying reptile.&lt;br /&gt;
&lt;br /&gt;
==[[User:Peristarkawan|Peristarkawan]]==&lt;br /&gt;
===(16 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=@()++@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran stirred the bubbling pot of syrup.  It was ready!  &amp;quot;Pour, pour, pour!&amp;quot; the dwarf sang.  Into the molds the syrup flowed.  &amp;quot;Another batch,&amp;quot; the dwarf said, satisfied.&lt;br /&gt;
&lt;br /&gt;
Just then, he noticed somebody standing in the doorway.  &amp;quot;Ah, Glornol.  What brings you to the kitchens this early?  Come to try a sticky treat?  I have some Anvil Drops cooling now.  Just a moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Doran turned to the tray on the table when he was startled by Glornol's shouting.  &amp;quot;What is the meaning of this?  Isn't there a war on?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even soldiers need sticky treats, Glornol!&amp;quot;  Doran picked up two chocolate goblins and began to speak in a high-pitched throaty voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ooo, it's Glornol!&amp;quot; the first chocolate goblin said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glornol's scared of the mean, mean goblins!&amp;quot; the second chocolate goblin observed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's eat the dwarf!  Yummies for tummies!&amp;quot; the first chocolate goblin offered.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarf might eat me instead!  Oh no!&amp;quot; the second chocolate goblin replied.  Doran held the goblin out to Glornol.&lt;br /&gt;
&lt;br /&gt;
Glornol was not amused, but he snatched the candy from Doran's hand.  &amp;quot;Hrmph,&amp;quot; he grunted, and biting the goblin's head off, he walked out of the kitchen.&lt;br /&gt;
&lt;br /&gt;
==[[User:ergot|ergot]]==&lt;br /&gt;
===(14 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;w&amp;quot;w@%&amp;quot;w&amp;quot;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran shifted from foot to foot as he looked from side to side.  Eventually the dwarf's head dropped and he clutched his beard, his wide eyes wild, staring at the dirt.  They were everywhere. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cave weevils.  Cave weevils on my crops.  My pig tails, all of my pig tails are gone.  But this season will be different, mark my words, by the Lordaxe it will.&amp;quot;  The dwarf pulled a bulky glove from his belt.  The knuckles were studded with iron.  Doran slid the glove over his hand, his mouth twisting into a cruel smile.  The farmer's eyes grew dark. &lt;br /&gt;
&lt;br /&gt;
One of the foot-long insects crawled in front of the dwarf, and he hammered it into the earth with his fist, smashing the weevil until it was well-ground.  &amp;quot;Flat.  I'll pound 'em all flat.  We might not have cloth this year, but we'll have plenty of meal.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==[[User:beefx|beefx]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;++@k@++&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul stood near the steel cage.  The brown humanoid inside sat with its hands on its knees, rocking back and forth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Clearly, the kobold was molded from stone.&amp;quot;  Zolon stroked his black beard. He then glanced at Morul, raising an eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not so fast...  the yellow eyes glow.  Fire was involved.&amp;quot;  Morul was a slow thinker, but he was not easily moved.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stagis!  Bacabadabis!&amp;quot;  The kobold began to screech in its low tongue.  Zolon and Morul observed in silence until the creature quieted down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Was that the wind then?&amp;quot;  Zolon asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems the interplay of the elements is nuanced in this one, even if the final realization is... lacking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morul did not disdain the beast so much that he did not feed it, now that the trapper had entrusted it into his keeping.  The philosopher had left a few pieces of old venison in the cage and the creature now lifted one and inspected it.  After a few sniffs, the kobold pitched it through the steel bars.  The dwarves watched as the meat spun through the air and landed a few yards from the cage.  When they turned back around, the kobold was inches away from them, its face pressed against the bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Augis,&amp;quot; it moaned.  &amp;quot;Augis!&amp;quot;  Louder and louder it wailed.&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul covered their ears.  &amp;quot;And this is a tempest?&amp;quot;  Zolon said facetiously.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's adjourn until the storm passes.  Perhaps we can find a meal the thing will accept.&amp;quot;  Morul turned and walked down a nearby corridor, toward the kitchen.  Zolon followed close behind.&lt;br /&gt;
&lt;br /&gt;
After they had left, the kobold stopped moaning and sat back on its haunches.  Opening its small clawed fingers, the creature smiled.  On its palm rested an iron key. &lt;br /&gt;
&lt;br /&gt;
==[[User:Shanty|Shanty]]==&lt;br /&gt;
===(30 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@+U@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar spun again and again, staring into the darkness.  The scraping had begun all at once and it seemed to come from every direction.  Nothing could be seen beyond the limit of the flickering torchlight.&lt;br /&gt;
&lt;br /&gt;
There!  A shadow moved slowly out of the darkness.  It had the stature of a dwarf, but Rogar knew the outpost had been abandoned for decades.  After a moment, the warrior could see clearly.  The shuffling thing had no flesh.  The bones of its feet clacked and slid across the stones.  The dead were walking in this place.&lt;br /&gt;
&lt;br /&gt;
There were more, many more.  Rogar was completely surrounded.  He held up his sword and turned from threat to threat.  The dwarves were unarmed, with tatters of cloth hanging over their skeletal remains. Bits of beard were still visible stuck around their garments and their skulls.  The dead stopped short of Rogar's weapon and stood completely motionless.  There was no way the warrior could pass without forcing his way through.&lt;br /&gt;
&lt;br /&gt;
The skeleton he had seen first raised its bony hand slowly, curling all of its fingers save one into its palm.  Its index finger pointed toward Rogar.  From somewhere within its skull, it emitted a long, low moan which ended in a hiss and faded into silence.&lt;br /&gt;
&lt;br /&gt;
==[[User:Bott Maggot|Bott Maggot]]==&lt;br /&gt;
===(03 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+&amp;amp;=o=@+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You've come, Kogan.  The Lordaxe.  It is said you have a mighty constitution, but can you hold your own at my table?&amp;quot;  The demon slammed the great flagon down on to the center of the table.  A few dark drops splattered on the stone and smouldered. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can take whatever you offer, fiend, and I'll count you a poor host if that brew there on the table doesn't move me half as much as the whiskey of my homeland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, your homeland.  It will make a fine gateway to the Underworld someday.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wish I could say the dwarves would enjoy making a mine of this palace, but alas, your halls reek of filth.  It would be difficult to persuade them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Less talk, more drink.  You call yourself a dwarf?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Without another word, Kogan seized the flagon with his scarred fist.  He could feel the infernal heat emanating from the brew, and the smell was appalling.  Even so, he hefted the drink to his open mouth and downed it completely, setting the empty flagon on the table in triumph. &lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:SupSuper|SupSuper]]==&lt;br /&gt;
===(19 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+R@%+@+%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hya!  Hya!&amp;quot;  Kogan screamed as he careened around the corner astride Lomrin.  He had acquired the giant rat from the dungeon master for a vial of liquid fire.  It had been a barrel of laughs, especially after a mug or three. &lt;br /&gt;
&lt;br /&gt;
As they passed the foodpile, Lomrin stopped suddenly to inspect a large plump helmet biscuit.  Kogan flew over the rat's ears and landed on his beard, sliding to a stop at a pair of black leather boots.  Kogan waited a moment for his head to clear, and then he rolled back on his bottom and stared up at the face of Mul.  It had to be Mul. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;On a bender again, are we Kogan?&amp;quot;  Mul admonished.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We?  I swear I haven't given Lomrin a drop!&amp;quot;  Kogan said indignantly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wouldn't be so sure...&amp;quot;  Mul said, indicating the food stockpile with a nod of his head. &lt;br /&gt;
&lt;br /&gt;
Kogan turned his head.  Lomrin had pried the lid off of a whisky barrel.  Only her rear legs and tail were now visible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She takes after her uncle Kogan!&amp;quot;  Kogan beamed proudly.  Mul knocked him down to the ground with a push from his foot.&lt;br /&gt;
&lt;br /&gt;
==[[User:Trukkle|Trukkle]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%%@##B#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;There it goes!&amp;quot; Doran hollered as the bit of plump helmet sailed out into the darkness.  The mason had been at the whiskey all morning, and now he was dangling his legs over the chasm with his lunch, throwing mushroom pieces to the gray fliers.  One of the bats sailed silently into view and snatched the food as it fell. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A bat's a bat, and bats like mushrooms!&amp;quot; Doran slurred as he took another swig from the flagon.  &amp;quot;Let's try something a little larger.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf ripped the cap from one of his plump helmets and tossed it out into the abyss.  It dropped out of view, without any sign of the fliers.  Doran pouted. &lt;br /&gt;
&lt;br /&gt;
Suddenly, a great shape flew up from the chasm, right by Doran's face, blowing the braids of his beard back over his shoulders.  It looked like a gray flier, but many, many times larger, as large as one of the brown bears out in the forest.  He watched as it disappeared off above into the distance. &lt;br /&gt;
&lt;br /&gt;
Doran looked down at his lunch.  &amp;quot;I...  I guess I'll finish the rest myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Syndlig|Syndlig]]==&lt;br /&gt;
===(18 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;oU++@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
The man struggled against the chains.  The dwarves stared at him, smiling in satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That should ward you off our treasures, human.  Be glad we don't send for the Hammerer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The human scoffed.  &amp;quot;Ha!  I may be a thief, but at least I'm not a dwarf.  See how I tower above you!  I may not have a trade, I may not have any notable achievements whatsoever, but I am still a man.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The blackbearded dwarf turned to his companion.  &amp;quot;You know, Mul, I suppose we could call for the Hammerer.  The Baron will understand.  After all, it was the Baron's goblet we found in his pack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf named Mul considered this.  &amp;quot;The Hammerer could certainly give him a new perspective on life.  From two or three handspans lower down, at that.  Start at the ankles, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I always preferred the kneecaps, myself,&amp;quot; the blackbearded dwarf said as they turned to leave.  &amp;quot;It's really up to Rashok to decide though.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Mul hummed in disappointed affirmation.  &amp;quot;Hmm, Rashok gets to have all the fun doesn't he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait!  Don't leave, my little friends!&amp;quot; the man screamed as the dwarves disappeared through the iron gate. &lt;br /&gt;
&lt;br /&gt;
The blackbearded dwarf poked his head back into the dungeon.  &amp;quot;We'll spare some whiskey, don't worry!&amp;quot;  He disappeared again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Watered down, of course...&amp;quot; Mul could be heard saying as their footfalls faded away.&lt;br /&gt;
&lt;br /&gt;
==[[User:Furiousfish|Furiousfish]]==&lt;br /&gt;
===(14 July 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@g####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Tell me where the child is being taken and I'll let you live!&amp;quot; Kogan yelled down at the goblin, desperation marking his voice. Mul had shot this wretch in the leg, but the kidnapper had escaped. The goblin hanging by Kogan's hand over the chasm was just a bodyguard. The goblin smiled wickedly, taking delight in Kogan's distress. &amp;quot;Even now, your child is approaching the prison where he'll live out the next decade of his miserable life,&amp;quot; it spat. &amp;quot;And then, well...&amp;quot; The fiend began to chuckle. &amp;quot;Where is the child?&amp;quot; Kogan asked with finality. The goblin closed its eyes and was silent. Kogan let the creature drop away into the darkness.&lt;br /&gt;
&lt;br /&gt;
===(27 February 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;,&amp;quot;&amp;quot;.g%@.&amp;quot;,&amp;quot;&amp;quot;.&amp;quot;..&amp;lt;/pre&amp;gt;&lt;br /&gt;
Dorol struggled against the coarse sackcloth. The darkness was total,and it smelled even more foul than his uncle's rotten-toothed whiskeybreath. He had been playing with his miniforge by the cave river wheneverything had gone black. Dorol had heard a commotion shortly after,followed by terrible undwarven screaming, but afteward just the softfootfalls of somebody running quickly along with the rustling of thesack. At once, whoever was carrying him stopped and let the sack drop hardon the ground. There was a rustling, and the sack opened. It wasnighttime, and Dorol could see the face of his captor looking down athim. A goblin! The fiend pulled the cloth down far enough thatDorol's head stuck up out of the opening. The dwarf held tightly onto his toy, uncertain and afraid. &amp;quot;Here, eat this,&amp;quot; the goblin said, holding out something. Dorolworked one of his hands out of the sack and took the offering. It wasa piece of spoiled meat, crawling with diseased larvae. The childdropped it on the ground by the sack. &amp;quot;Hey, that's good meat,&amp;quot; the goblin complained, reaching down to pickit up. &amp;quot;The master gave it to me just for you.&amp;quot; The goblin loweredits voice and mumbled. &amp;quot;I'd eat it, but he is always watching me, andhe knows when I've been bad. &amp;quot;Now eat up,&amp;quot; the goblin drew closer and pushed the meat into thedwarf's face. Like a true smith, the dwarven child struck, smashingthe hammer of his miniforge into the goblin's eye! The goblin cringed, clutching his face. After a moment he shook hishead and looked up at the sack, but the dwarf was nowhere to be seen.Filling with rage, driven by fear of his master's torments, the goblinshouted, &amp;quot;You can't run, you hairy snot! I'll hunt you, and I'll findyou!&amp;quot; Snatching up the sack, the goblin ran off into the wilds.&lt;br /&gt;
&lt;br /&gt;
==[[User:Bombcar|Bombcar]]==&lt;br /&gt;
===(30 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++g~~U~~C+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblins in tattered rags pulled the chains with speed as the whips&lt;br /&gt;
cracked.  Slowly the gate rose revealing a grotesque creature bent on&lt;br /&gt;
destruction.  Its three eyes bounced on their stalks as the monster&lt;br /&gt;
pulled itself forward on two huge, muscular arms.  It came to a sudden&lt;br /&gt;
halt as Ameltoss the wizard stepped into its path.  Though he had&lt;br /&gt;
raised it from a stinking poisonous egg, the wizard knew not whether&lt;br /&gt;
he still commanded the beast.  This was the final test.  He raised his&lt;br /&gt;
staff and commanded the monster to return to its lair.  The creature's&lt;br /&gt;
lips peeled back to reveal ten rows of razor sharp teeth.  Ameltoss&lt;br /&gt;
swallowed hard and shouted his command once more.  Now was the moment&lt;br /&gt;
of truth.&lt;br /&gt;
&lt;br /&gt;
==[[User:Caeonosphere|Caeonosphere]]==&lt;br /&gt;
===(07 January 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U-.,.GT.&amp;lt;/pre&amp;gt;&lt;br /&gt;
The mighty barbarian clenched his teeth as he snapped the arrow&lt;br /&gt;
protruding from his chest.  He laughed as he bounded through the brush&lt;br /&gt;
after the cowardly ambusher.  Just another scar among many, proving&lt;br /&gt;
his manhood like all the rest.  The foolish goblin archer tried to&lt;br /&gt;
scale a tree to lose him.  Smiling with anticipation of the kill, the&lt;br /&gt;
barbarian took a throwing axe from his belt and hurled it at his&lt;br /&gt;
enemy.  The blade struck the goblin in the helmet, splitting it in&lt;br /&gt;
two.  As the stunned goblin sank to the base of the tree, the&lt;br /&gt;
barbarian approached him, grabbing him by the throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, my friend,&amp;quot; said the barbarian.  &amp;quot;It looks as if this game has&lt;br /&gt;
come to an end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25674</id>
		<title>40d Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25674"/>
		<updated>2008-04-18T00:27:51Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So what's the deal with named trees near elf settlements?  They seem to stop a short distance from the location of the closest elf.  I think I accidentally cut one down, but the elves haven't responded. [[User:Dolohov|Dolohov]] 10:48, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Underground tree farm ==&lt;br /&gt;
&lt;br /&gt;
Well, out of fear of goblin ambushes... and many dead dwarfs later. I decided to make my very own tree farm. Ive got it working, and theres trees growing, but there are rocks all over the place. Do I need to move these rocks to be able to designate these trees to be cut down? I would prefer not to move these 3 or 400 rocks, but what must be done, must be done. --Wafl&lt;br /&gt;
:You do have to move the rocks. You can use the Designate Dump [[Macros_and_keymaps|AutoHotkey script]] to quickly dump a large area of stone, though. --[[User:GreyMario|GreyMario]] 00:17, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Grow Time ==&lt;br /&gt;
In my current fortress, I've deforested the map. Then after it I dried the pools. This was in summer of 1055. Now is the late spring of 1057 and I have full-grown Mahogany in one of the pools. It matured in less than two years! Need to check this--[[User:Dorten|Dorten]] 08:27, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do items produced from different tree's wood have different value? Are there more valuable trees than others? --[[User:DDouble|DDouble]] 20:27, 17 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=36761</id>
		<title>40d Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=36761"/>
		<updated>2008-02-20T16:39:40Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;does a dwarf's [[preferences]] effect their thoughts? ie: will having a room made out of gold increase the happiness of a dwarf that loves gold more than a dwarf who loves copper?  --[[User:Kingzilla|Kingzilla]] 16:50, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What are the effects of marriage, or starting a grudge, or other additions in 176.38a? --[[User:DDouble|DDouble]] 11:39, 20 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=472</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=472"/>
		<updated>2008-02-18T03:01:33Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* German Translation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Foul_blendec&amp;diff=35261</id>
		<title>40d:Foul blendec</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Foul_blendec&amp;diff=35261"/>
		<updated>2008-02-16T17:32:49Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Description */  Cleaned up the grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=foul blendec|symbol=b|color=rgb(32, 32, 32)|&lt;br /&gt;
bones=?|chunks=?|meat=?|fat=?|skulls=?|skin=?|&lt;br /&gt;
biome=&lt;br /&gt;
*BIOME_FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
*BIOME_FOREST_TROPICAL_CONIFER&lt;br /&gt;
*BIOME_FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
A kind of corrupted satyr with a head of a goat and empty eye sockets.&lt;br /&gt;
&lt;br /&gt;
=Reference=&lt;br /&gt;
[http://www.bay12games.com/dwarves/story/tt_forest_befouled.html Forest Befouled] a story by Threetoe&lt;br /&gt;
&lt;br /&gt;
raw data = raw/objects/creature_standard.txt&lt;br /&gt;
{{Game_Data|[CREATURE:BLENDEC_FOUL]&lt;br /&gt;
 	[NAME:foul blendec:foul blendecs:foul blendec]&lt;br /&gt;
 	[TILE:'b'][COLOR:0:0:1]&lt;br /&gt;
 	[MODVALUE:2]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
 	[POPULATION_NUMBER:10:20]&lt;br /&gt;
 	[CLUSTER_NUMBER:3:5]&lt;br /&gt;
 	[LARGE_PREDATOR][EVIL]&lt;br /&gt;
 	[PETVALUE:250]&lt;br /&gt;
 	[GRASSTRAMPLE:0]&lt;br /&gt;
 	[BONECARN]&lt;br /&gt;
 	[PREFSTRING:goat heads]&lt;br /&gt;
 	[PREFSTRING:goat legs]&lt;br /&gt;
 	[PREFSTRING:rotten eye sockets]&lt;br /&gt;
 	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 	[BODY:HUMANOID:TAIL:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:2HEAD_HORN:HUMANOID_JOINTS:5FINGERS:MOUTH]&lt;br /&gt;
 	[EXTRAVISION]&lt;br /&gt;
 	[BODYGLOSS:HOOF]&lt;br /&gt;
 	[SIZE:7]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTOKEN:LHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTOKEN:RHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[CAN_LEARN]&lt;br /&gt;
 	[CAN_SPEAK]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[BIOME_FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
 	[BIOME_FOREST_TROPICAL_CONIFER]&lt;br /&gt;
 	[BIOME_FOREST_TROPICAL_DRY_BROADLEAF]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:50]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2536</id>
		<title>40d Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2536"/>
		<updated>2008-01-04T04:43:19Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* military skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Notes==&lt;br /&gt;
&lt;br /&gt;
;Miner&lt;br /&gt;
:Allows a Dwarf to strike the earth at a more rapid pace.&lt;br /&gt;
;Wood Cutter&lt;br /&gt;
;Carpenter&lt;br /&gt;
;Mason&lt;br /&gt;
;Engraver&lt;br /&gt;
;Building Designer&lt;br /&gt;
;Weaponsmith&lt;br /&gt;
;Bowyer&lt;br /&gt;
;Armorsmith&lt;br /&gt;
;Metalsmith&lt;br /&gt;
;Furnace Operator&lt;br /&gt;
;Wood Burner&lt;br /&gt;
;Metal Crafter&lt;br /&gt;
;Stone Crafter&lt;br /&gt;
;Wood Crafter&lt;br /&gt;
;Bone Carver&lt;br /&gt;
;Gem Cutter&lt;br /&gt;
;Gem Setter&lt;br /&gt;
;Mechanic&lt;br /&gt;
;Fisherdwarf&lt;br /&gt;
;Miller&lt;br /&gt;
;Thresher&lt;br /&gt;
;Grower&lt;br /&gt;
;Herbalist&lt;br /&gt;
;Brewer&lt;br /&gt;
;Cook&lt;br /&gt;
;Weaver&lt;br /&gt;
;Clothier&lt;br /&gt;
;Dyer&lt;br /&gt;
:Allows a dwarf to dye with honor.&lt;br /&gt;
;Trapper&lt;br /&gt;
;Ambusher&lt;br /&gt;
;Butcher&lt;br /&gt;
;Tanner&lt;br /&gt;
;Leatherworker&lt;br /&gt;
;Fish Dissector&lt;br /&gt;
;Animal Dissector&lt;br /&gt;
;Fish Cleaner&lt;br /&gt;
;Cheese Maker&lt;br /&gt;
;Milker&lt;br /&gt;
;Animal Trainer&lt;br /&gt;
;Animal Caretaker&lt;br /&gt;
;Soaper&lt;br /&gt;
;Lye Maker&lt;br /&gt;
;Potash Maker&lt;br /&gt;
;Glassmaker&lt;br /&gt;
;Wrestler&lt;br /&gt;
;Axedwarf&lt;br /&gt;
;Swordsdwarf&lt;br /&gt;
;Macedwarf&lt;br /&gt;
;Hammerdwarf&lt;br /&gt;
;Speardwarf&lt;br /&gt;
;Marksdwarf&lt;br /&gt;
;Shield User&lt;br /&gt;
;Armor User&lt;br /&gt;
;Siege Engineer&lt;br /&gt;
;Siege Operator&lt;br /&gt;
;Pump Operator&lt;br /&gt;
;Swimmer&lt;br /&gt;
:Gives you a small amount of hope that this dwarf will not drown.&lt;br /&gt;
;Persuader&lt;br /&gt;
;Negociator&lt;br /&gt;
:Typo in the game: ought to be &amp;quot;Negotiator.&amp;quot; ''(Note: Toady has openly noted to fixing this on his dev log.)''&lt;br /&gt;
;Liar&lt;br /&gt;
: &amp;quot;It's not a [[carp]], it's a gibbon, I swear!&amp;quot;&lt;br /&gt;
;Intimidator&lt;br /&gt;
;Judge of Intent&lt;br /&gt;
;Appraiser&lt;br /&gt;
;Organizer&lt;br /&gt;
;Record Keeper&lt;br /&gt;
;Conversationalist&lt;br /&gt;
;Comedian&lt;br /&gt;
;Flatterer&lt;br /&gt;
;Consoler&lt;br /&gt;
;Pacifier&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks Notes==&lt;br /&gt;
#Not Skilled, Dabbling&lt;br /&gt;
#Novice&lt;br /&gt;
#Named, Titular&lt;br /&gt;
#Competent&lt;br /&gt;
#Proficient&lt;br /&gt;
#etc.&lt;br /&gt;
&lt;br /&gt;
:It's looking like it's the same as before for rank names. --[[User:Shades|Shades]] 05:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
===User Notes and Changes===&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:01, 29 October 2007 (EDT)&lt;br /&gt;
:Moved this to the talk page for discussion on what should go on the main skills page [[User:Alfador]].  I hope you don't mind.  Anyone have ideas on how to categorize the all the skills?  Also, would making the list of skills in their place in the game time frame make since? Like founding skills vs. town skills?&lt;br /&gt;
&lt;br /&gt;
::It would make sense; Proficient and below are founding skills, Dabbling and anything above Proficient are fortress skills. (Also anything Adamantine-oriented if that's still in.) And of COURSE I don't mind, I'm ecstatic that someone more skilled in wiki format than I took it upon themselves to make something more useful out of my rudimentary list! [[User:Alfador|Alfador]] 23:02, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should we put lists of activities that improve a skill for every skill, or just for the ones that aren't immediately obvious like those new noble skills? --[[User:BahamutZERO|BahamutZERO]] 16:13, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's important to enumerate all the activities that give skill, and it would be nice to get numbers on the skill increases for these actions as well.  It's especially important to note ALL information for what gives or doesn't give skill points for the new noble skills, but everything is useful.  Like, for a miner, do ramps and channels give mining skill?  Do floodgates?  Does a fisherdwarf get fisherdwarf skill for constructing a fishery?  If we can enumerate all possible sources of skill points for a given skill, I think we should definately do so.  --[[User:Sowelu|Sowelu]] 16:52, 30 October 2007 (EDT)&lt;br /&gt;
:One thing we might also want is a listing of what skills are USED by what job tasks. For example: whatever skill is used by the &amp;quot;Strand Extraction&amp;quot; labor, which presumably fulfills &amp;quot;Extract Metal Strands&amp;quot; manager tasks... well, presumably that's the new version of the old Adamantine skills, Adamantine Smelting having been assumed to have been unified with other smelting skill. But whatever skill that is, it can't be had from the starting screen, and so is not listed here. This will naturally require LOTS of testing on the part of all of us, since we're no longer guaranteed to even have a magma flow in a given region, much less pits and adamantine. --[[User:Alfador|Alfador]] 10:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I almost think that that kind of data should be made into a separate list, as well as listed under each skill's individual page.  Lets's not clutter this one up that much.  Also, anyone FOUND pits/addy yet?  I'm almost certain it's too early for that, but one never knows.--[[User:Draco18s|Draco18s]] 05:07, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Also, anyone FOUND pits/addy yet?&amp;quot; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 Yes.] --[[User:Alfador|Alfador]] 09:10, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yes, and there's horrible things under it. Possibly also the adamantine-triggered monarch. --[[User:BahamutZERO|BahamutZERO]] 15:38, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should skills be a category?--[[User:BahamutZERO|BahamutZERO]] 19:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I made one anyway. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====This is too specific====&lt;br /&gt;
&lt;br /&gt;
This list is specific to Fortress Mode.  It's missing some of the Adventure Mode skills, like [[Bowman]] and such, and lists the dwarven names for skills. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== administrator ==&lt;br /&gt;
&lt;br /&gt;
Is there really such a profession? I have been trying to get a dwarf to gain this job title without luck so far. Has anyone managed to do it? [[User:VengefulDonut|VengefulDonut]] 15:22, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== military skills ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't the weapon skills be classified under their own color/military profession? A swordsdwarf is not a blue peasant, it's a colored military unit. Or is this only for un-drafted military units? It might confuse a newbie. --[[User:DDouble|DDouble]] 23:43, 3 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2535</id>
		<title>40d Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2535"/>
		<updated>2008-01-04T04:43:10Z</updated>

		<summary type="html">&lt;p&gt;DDouble: military skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Notes==&lt;br /&gt;
&lt;br /&gt;
;Miner&lt;br /&gt;
:Allows a Dwarf to strike the earth at a more rapid pace.&lt;br /&gt;
;Wood Cutter&lt;br /&gt;
;Carpenter&lt;br /&gt;
;Mason&lt;br /&gt;
;Engraver&lt;br /&gt;
;Building Designer&lt;br /&gt;
;Weaponsmith&lt;br /&gt;
;Bowyer&lt;br /&gt;
;Armorsmith&lt;br /&gt;
;Metalsmith&lt;br /&gt;
;Furnace Operator&lt;br /&gt;
;Wood Burner&lt;br /&gt;
;Metal Crafter&lt;br /&gt;
;Stone Crafter&lt;br /&gt;
;Wood Crafter&lt;br /&gt;
;Bone Carver&lt;br /&gt;
;Gem Cutter&lt;br /&gt;
;Gem Setter&lt;br /&gt;
;Mechanic&lt;br /&gt;
;Fisherdwarf&lt;br /&gt;
;Miller&lt;br /&gt;
;Thresher&lt;br /&gt;
;Grower&lt;br /&gt;
;Herbalist&lt;br /&gt;
;Brewer&lt;br /&gt;
;Cook&lt;br /&gt;
;Weaver&lt;br /&gt;
;Clothier&lt;br /&gt;
;Dyer&lt;br /&gt;
:Allows a dwarf to dye with honor.&lt;br /&gt;
;Trapper&lt;br /&gt;
;Ambusher&lt;br /&gt;
;Butcher&lt;br /&gt;
;Tanner&lt;br /&gt;
;Leatherworker&lt;br /&gt;
;Fish Dissector&lt;br /&gt;
;Animal Dissector&lt;br /&gt;
;Fish Cleaner&lt;br /&gt;
;Cheese Maker&lt;br /&gt;
;Milker&lt;br /&gt;
;Animal Trainer&lt;br /&gt;
;Animal Caretaker&lt;br /&gt;
;Soaper&lt;br /&gt;
;Lye Maker&lt;br /&gt;
;Potash Maker&lt;br /&gt;
;Glassmaker&lt;br /&gt;
;Wrestler&lt;br /&gt;
;Axedwarf&lt;br /&gt;
;Swordsdwarf&lt;br /&gt;
;Macedwarf&lt;br /&gt;
;Hammerdwarf&lt;br /&gt;
;Speardwarf&lt;br /&gt;
;Marksdwarf&lt;br /&gt;
;Shield User&lt;br /&gt;
;Armor User&lt;br /&gt;
;Siege Engineer&lt;br /&gt;
;Siege Operator&lt;br /&gt;
;Pump Operator&lt;br /&gt;
;Swimmer&lt;br /&gt;
:Gives you a small amount of hope that this dwarf will not drown.&lt;br /&gt;
;Persuader&lt;br /&gt;
;Negociator&lt;br /&gt;
:Typo in the game: ought to be &amp;quot;Negotiator.&amp;quot; ''(Note: Toady has openly noted to fixing this on his dev log.)''&lt;br /&gt;
;Liar&lt;br /&gt;
: &amp;quot;It's not a [[carp]], it's a gibbon, I swear!&amp;quot;&lt;br /&gt;
;Intimidator&lt;br /&gt;
;Judge of Intent&lt;br /&gt;
;Appraiser&lt;br /&gt;
;Organizer&lt;br /&gt;
;Record Keeper&lt;br /&gt;
;Conversationalist&lt;br /&gt;
;Comedian&lt;br /&gt;
;Flatterer&lt;br /&gt;
;Consoler&lt;br /&gt;
;Pacifier&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks Notes==&lt;br /&gt;
#Not Skilled, Dabbling&lt;br /&gt;
#Novice&lt;br /&gt;
#Named, Titular&lt;br /&gt;
#Competent&lt;br /&gt;
#Proficient&lt;br /&gt;
#etc.&lt;br /&gt;
&lt;br /&gt;
:It's looking like it's the same as before for rank names. --[[User:Shades|Shades]] 05:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
===User Notes and Changes===&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:01, 29 October 2007 (EDT)&lt;br /&gt;
:Moved this to the talk page for discussion on what should go on the main skills page [[User:Alfador]].  I hope you don't mind.  Anyone have ideas on how to categorize the all the skills?  Also, would making the list of skills in their place in the game time frame make since? Like founding skills vs. town skills?&lt;br /&gt;
&lt;br /&gt;
::It would make sense; Proficient and below are founding skills, Dabbling and anything above Proficient are fortress skills. (Also anything Adamantine-oriented if that's still in.) And of COURSE I don't mind, I'm ecstatic that someone more skilled in wiki format than I took it upon themselves to make something more useful out of my rudimentary list! [[User:Alfador|Alfador]] 23:02, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should we put lists of activities that improve a skill for every skill, or just for the ones that aren't immediately obvious like those new noble skills? --[[User:BahamutZERO|BahamutZERO]] 16:13, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's important to enumerate all the activities that give skill, and it would be nice to get numbers on the skill increases for these actions as well.  It's especially important to note ALL information for what gives or doesn't give skill points for the new noble skills, but everything is useful.  Like, for a miner, do ramps and channels give mining skill?  Do floodgates?  Does a fisherdwarf get fisherdwarf skill for constructing a fishery?  If we can enumerate all possible sources of skill points for a given skill, I think we should definately do so.  --[[User:Sowelu|Sowelu]] 16:52, 30 October 2007 (EDT)&lt;br /&gt;
:One thing we might also want is a listing of what skills are USED by what job tasks. For example: whatever skill is used by the &amp;quot;Strand Extraction&amp;quot; labor, which presumably fulfills &amp;quot;Extract Metal Strands&amp;quot; manager tasks... well, presumably that's the new version of the old Adamantine skills, Adamantine Smelting having been assumed to have been unified with other smelting skill. But whatever skill that is, it can't be had from the starting screen, and so is not listed here. This will naturally require LOTS of testing on the part of all of us, since we're no longer guaranteed to even have a magma flow in a given region, much less pits and adamantine. --[[User:Alfador|Alfador]] 10:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I almost think that that kind of data should be made into a separate list, as well as listed under each skill's individual page.  Lets's not clutter this one up that much.  Also, anyone FOUND pits/addy yet?  I'm almost certain it's too early for that, but one never knows.--[[User:Draco18s|Draco18s]] 05:07, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Also, anyone FOUND pits/addy yet?&amp;quot; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 Yes.] --[[User:Alfador|Alfador]] 09:10, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yes, and there's horrible things under it. Possibly also the adamantine-triggered monarch. --[[User:BahamutZERO|BahamutZERO]] 15:38, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should skills be a category?--[[User:BahamutZERO|BahamutZERO]] 19:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I made one anyway. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====This is too specific====&lt;br /&gt;
&lt;br /&gt;
This list is specific to Fortress Mode.  It's missing some of the Adventure Mode skills, like [[Bowman]] and such, and lists the dwarven names for skills. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== administrator ==&lt;br /&gt;
&lt;br /&gt;
Is there really such a profession? I have been trying to get a dwarf to gain this job title without luck so far. Has anyone managed to do it? [[User:VengefulDonut|VengefulDonut]] 15:22, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== military skills ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't the weapon skills be classified under their own color/military profession? A swordsdwarf is not a blue peasant, it's a colored military unit. Or is this only for un-drafted military units? It might confuse a newbie.&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Valley_herb&amp;diff=15948</id>
		<title>40d:Valley herb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Valley_herb&amp;diff=15948"/>
		<updated>2008-01-04T04:04:45Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Valley Herbs'''&lt;br /&gt;
&lt;br /&gt;
The valley herb is somewhat hard to obtain, for it grows only in [[temperate grasslands]], and only in spring. It is edible when cooked, and is rumored to be quite good, but its main use is in producing [[golden salve]]. It has no [[seeds]]. This plant can be collected by [[Gathering plants]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Value: 10&lt;br /&gt;
&amp;lt;br /&amp;gt;Alchemical product: [[Golden salve]]. Value of 100. (Five produced).&lt;br /&gt;
&amp;lt;br /&amp;gt;Seasons: Spring&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15041</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15041"/>
		<updated>2007-12-31T01:22:16Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant&amp;diff=33481</id>
		<title>40d:Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant&amp;diff=33481"/>
		<updated>2007-12-27T09:37:51Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Giant can be found in any [[cave]], including caves on a map the player is building a fort on. They are usually accompanied by bats dwelling in their [[cave]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant&amp;diff=33480</id>
		<title>40d:Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant&amp;diff=33480"/>
		<updated>2007-12-27T09:37:38Z</updated>

		<summary type="html">&lt;p&gt;DDouble: New page: A Giant can be found in any cave, including caves on a map the player is building a fort on. They are usually accompanied by bats dwelling in their cave.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Giant can be found in any [[cave]], including caves on a map the player is building a fort on. They are usually accompanied by bats dwelling in their [[cave]].&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calcareous_ooze&amp;diff=33476</id>
		<title>40d:Calcareous ooze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calcareous_ooze&amp;diff=33476"/>
		<updated>2007-12-27T09:34:35Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This type of layer is only found under [[Ocean]] tiles, far out from any embarkable site (verify). Thus, it can't be encountered in either [[Fortress mode]] or [[Adventure mode]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calcareous_ooze&amp;diff=33475</id>
		<title>40d:Calcareous ooze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calcareous_ooze&amp;diff=33475"/>
		<updated>2007-12-27T09:27:09Z</updated>

		<summary type="html">&lt;p&gt;DDouble: New page: This type of layer is only found under Ocean tiles, far out from any embarkable site (verify). Thus, it can't be encountered in either Fortress mode or Adventure mode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This type of layer is only found under [[Ocean]] tiles, far out from any embarkable site (verify). Thus, it can't be encountered in either [[Fortress mode]] or [[Adventure mode]].&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Food_haulers&amp;diff=32976</id>
		<title>Food haulers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Food_haulers&amp;diff=32976"/>
		<updated>2007-12-21T08:35:36Z</updated>

		<summary type="html">&lt;p&gt;DDouble: Redirecting to Hauling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect: [[hauling]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cook&amp;diff=9601</id>
		<title>40d:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cook&amp;diff=9601"/>
		<updated>2007-12-21T08:35:16Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Cook&lt;br /&gt;
| speciality = Cook&lt;br /&gt;
| profession = Farmer&lt;br /&gt;
| job name   = Cooking&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare Easy Meal&lt;br /&gt;
* Prepare Fine Meal&lt;br /&gt;
* Prepare Lavish Meal&lt;br /&gt;
* Render Fat&lt;br /&gt;
}}&lt;br /&gt;
Cooks combine ingredients at kitchens to produce finished meals. Dwarves with more [[skill]] at cooking work faster, and produce higher [[quality]] meals.&lt;br /&gt;
&lt;br /&gt;
Dwarven cooks use two, three, or four ingredients per meal, adding their quantities to produce the quantity of the finished product. This does have the potential to increase the total amount of food a fortress has access to, since some cookable items are not edible raw. (Quarry bush leaves, seeds, flour, and alcohol are examples.) Cooking these ingredients is an excellent way to cater to the tastes of dwarves who prefer foods that are inedible when raw. Examining a finished meal will allow you to view the ingredients it contains.&lt;br /&gt;
&lt;br /&gt;
Preparing easy meals will combine two ingredients, preparing fine meals will combine three, and lavish meals require four ingredients to prepare.  If you want your dwarves to gain skill as cooks you should only prepare easy meals, since this gives them the most practice per ingredient used.  If you want to maximize your [[storage]] space, use lavish meals, since these combine a large number of ingredients into a single stack.&lt;br /&gt;
&lt;br /&gt;
If food supplies are tight, [[Brewer|brewing]] plants into alcohol and subsequently cooking the alcohol will effectively multiply food stocks fivefold. Brewing the plants first will also yield seeds, which cooking plants destroys.&lt;br /&gt;
&lt;br /&gt;
Cooking can also turn raw ingredients, which never have quality, into high-quality meals, which increase dwarven happiness and often have a high monetary value.&lt;br /&gt;
&lt;br /&gt;
The cooking skill is also used to turn [[fat]] into [[tallow.]]&lt;br /&gt;
&lt;br /&gt;
===Hauling and Kitchens===&lt;br /&gt;
&lt;br /&gt;
When cooks have large stacks of ingredients to work with, [[kitchens]] get [[cluttered]] quickly. (When cooking large stacks of alcohol brewed from starting supplies or from skilled [[growers']] [[crops,]] it is not uncommon to end up with quantities such as &amp;quot;Dwarven Wine Stew [75].&amp;quot;) If they stay in the kitchen, finished meals like this will slow down your cooks' work, and may [[rot]] if left too long. It is worthwhile to keep an eye on kitchen clutter levels, and to micromanage [[food haulers]] if necessary, to ensure that everything ends up in a [[food stockpile]] quickly.&lt;br /&gt;
[[Category:Skills]][[Category:Food]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Flour&amp;diff=31967</id>
		<title>40d Talk:Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Flour&amp;diff=31967"/>
		<updated>2007-12-21T08:31:07Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should we have a flour page and a separate page for each *kind* of flour?  Might as well merge them unless anyone has a problem with it.&lt;br /&gt;
&lt;br /&gt;
For reference, [[dwarven wheat flour]], [[whip vine flour]], and [[longland flour]] are the pages I&amp;quot;m referring to. --Gotthard 18:36, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to know the difference in values between flours. What are the most valuable food ingredients, anyway?--[[User:DDouble|DDouble]] 03:31, 21 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22346</id>
		<title>40d:Miller</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22346"/>
		<updated>2007-12-21T08:27:33Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''miller''' is a dwarf who [[milling|mills]] [[crops|plants]] at either a [[quern]] or [[millstone]], placing the resulting goods into [[bag]]s.  A [[quern]] must be operated by the dwarf himself, while the [[millstone]] uses outside mechanical power (either a [[waterwheel]] or a [[windmill]]).&lt;br /&gt;
&lt;br /&gt;
:Profession: Farmer&lt;br /&gt;
&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=24387</id>
		<title>40d:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=24387"/>
		<updated>2007-12-21T08:23:50Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hauling is the process of bringing an object to its designated place, often a [[stockpile]]. Many larger fortresses use dwarves dedicated to hauling so that their other, more specialized dwarves will spend more time working and less time dragging whatever they made to the appropriate stockpile.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=24386</id>
		<title>40d:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=24386"/>
		<updated>2007-12-21T08:22:38Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hauling is the process of bringing an object to its designated place, often a [[stockpile]]. Many larger fortresses use dwarves dedicated to hauling so that their other, more specialized dwarves will spend more time working and less time dragging whatever they made to the appropriate stockpile.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Stub]]&lt;br /&gt;
[[Redirect:Item Hauling]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon_rack&amp;diff=32162</id>
		<title>40d Talk:Weapon rack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon_rack&amp;diff=32162"/>
		<updated>2007-12-16T19:30:07Z</updated>

		<summary type="html">&lt;p&gt;DDouble: New page: So the weapon and armor racks WILL be used to store weapons/armor if we do NOT have the appropriate stockpile? I thought they were broken in this new version. I'll have to try this, I like...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So the weapon and armor racks WILL be used to store weapons/armor if we do NOT have the appropriate stockpile? I thought they were broken in this new version. I'll have to try this, I like the idea of my racks being used, instead of just being decorative. --[[User:DDouble|DDouble]] 14:30, 16 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30758</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30758"/>
		<updated>2007-12-13T07:42:17Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure how important the number of dwarves is on the framerate.  I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves.  I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves.  The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive.  However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent.  You just have more load already and so don't notice a given amount of additional usage as much.  [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
::If this is the case, then I doubt there is a linear relationship associated with the FPS values.  The G_FPS might also impact this.  Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up.  I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back.  I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better.  I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30757</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30757"/>
		<updated>2007-12-13T07:42:10Z</updated>

		<summary type="html">&lt;p&gt;DDouble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure how important the number of dwarves is on the framerate.  I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves.  I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves.  The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive.  However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent.  You just have more load already and so don't notice a given amount of additional usage as much.  [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
::If this is the case, then I doubt there is a linear relationship associated with the FPS values.  The G_FPS might also impact this.  Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up.  I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back.  I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better.  I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
Can we confirm/disprove the effect of the economy on framerate?&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29786</id>
		<title>40d:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29786"/>
		<updated>2007-12-13T07:41:22Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Non-factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine.  The objective of this page is to help you reduce game lag, a crippling problem for many players.&lt;br /&gt;
&lt;br /&gt;
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, ToadyOne clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33c may not a few months later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33b, c, and d ==&lt;br /&gt;
&lt;br /&gt;
=== OpenGL ===&lt;br /&gt;
* If framerate is extremely slow with an otherwise cpu-friendly fortress and a decent machine, your graphic card's interaction with the OpenGL code used by the game may be at fault.  Updating your drivers usually works; you may also have to adjust some settings in your graphic card's control software, such as turning vsync off.&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
In the folder &amp;quot;\data\init&amp;quot; is a file named &amp;quot;init.txt&amp;quot;.  Edits to this file can greatly increase game speed.  Keep backups for safety and to save yourself having to re-enter values every time you upgrade.&lt;br /&gt;
&lt;br /&gt;
* [SOUND:OFF]:  Slightly increases speed.  Cost is lack of sounds.&lt;br /&gt;
* [FPS:YES], [FPS_CAP:100]:  Handy indicator of how fast your game is running.&lt;br /&gt;
* [G_FPS_CAP:15]:  Controls refresh rate.  Lower values often boost speed dramatically ... at the cost of less frequent visual updates, which can pose a problem during battles.&lt;br /&gt;
* [VSYNC:OFF]:  Attempting to synchronize refreshes can kill game speed for some players (depending on your OS, graphics card, and OpenGL settings).&lt;br /&gt;
* [PRIORITY:HIGH]: This option automatically makes the game run in high priority.  This will probably prevent your computer from effectively running anything at the same time as the game and, for some players, causes major lag in the DF interface as well.  Still worth a try, though.  [PRIORITY:REALTIME] devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  Increasing priority will make the game difficult to kill using task manager if it locks up.&lt;br /&gt;
* [TEMPERATURE:NO]:  Turning off temperature greatly increases speed.  It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&lt;br /&gt;
* [WEATHER:NO]:  Turning off weather increases speed noticeably.  No obvious disadvantages are known.&lt;br /&gt;
* [CAVEINS:NO]: Turning off cave-ins increases speed only fractionally.&lt;br /&gt;
* [POPULATION_CAP:40]:  Keep your population under control to prevent the game bogging down.  Pathfinding for numerous dwarves can bring even a fast machine to its knees.&lt;br /&gt;
&lt;br /&gt;
=== Fortress position ===&lt;br /&gt;
* Fluids are the major source of lag in most maps at game start.  Magma and (to a lesser extent) running water are CPU hogs in the current version.  If you haven't got the hardware to run DF with a magma site, suck it up and go without.  Aquifers (until tapped) seem not to cause major speed issues.&lt;br /&gt;
* Avoid elevation extremes.  The fewer the z-levels, the faster the game runs.&lt;br /&gt;
* Minimize map size.  Smaller maps get you substantially more speed.&lt;br /&gt;
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.&lt;br /&gt;
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.&lt;br /&gt;
&lt;br /&gt;
=== Non-factors ===&lt;br /&gt;
The following things ''don't'' have a significant effect on game speed, at least as tested.&lt;br /&gt;
&lt;br /&gt;
* Fullscreen or windowed (if OpenGL settings are compatible with the game - if they aren't, this can be important)&lt;br /&gt;
* use of graphics, choice of graphics tileset&lt;br /&gt;
* size of tiles&lt;br /&gt;
* Huge quantities of stone laying around{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33a ==&lt;br /&gt;
&lt;br /&gt;
*  Upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for earlier versions ==&lt;br /&gt;
&lt;br /&gt;
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.&lt;br /&gt;
&lt;br /&gt;
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.&lt;br /&gt;
*  Do not specify huge areas for mining or (especially) detailing.&lt;br /&gt;
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hardware- and OS-specific Advice ==&lt;br /&gt;
&lt;br /&gt;
=== Laptop computers ===&lt;br /&gt;
* Frame rate is higher when running off mains power.  This is because laptops reduce CPU performance to extend the battery life.&lt;br /&gt;
* You can disable that feature in MS Windows, at the expense of the battery running out much more quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29785</id>
		<title>40d:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29785"/>
		<updated>2007-12-13T07:40:48Z</updated>

		<summary type="html">&lt;p&gt;DDouble: /* Non-factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine.  The objective of this page is to help you reduce game lag, a crippling problem for many players.&lt;br /&gt;
&lt;br /&gt;
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, ToadyOne clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33c may not a few months later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33b, c, and d ==&lt;br /&gt;
&lt;br /&gt;
=== OpenGL ===&lt;br /&gt;
* If framerate is extremely slow with an otherwise cpu-friendly fortress and a decent machine, your graphic card's interaction with the OpenGL code used by the game may be at fault.  Updating your drivers usually works; you may also have to adjust some settings in your graphic card's control software, such as turning vsync off.&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
In the folder &amp;quot;\data\init&amp;quot; is a file named &amp;quot;init.txt&amp;quot;.  Edits to this file can greatly increase game speed.  Keep backups for safety and to save yourself having to re-enter values every time you upgrade.&lt;br /&gt;
&lt;br /&gt;
* [SOUND:OFF]:  Slightly increases speed.  Cost is lack of sounds.&lt;br /&gt;
* [FPS:YES], [FPS_CAP:100]:  Handy indicator of how fast your game is running.&lt;br /&gt;
* [G_FPS_CAP:15]:  Controls refresh rate.  Lower values often boost speed dramatically ... at the cost of less frequent visual updates, which can pose a problem during battles.&lt;br /&gt;
* [VSYNC:OFF]:  Attempting to synchronize refreshes can kill game speed for some players (depending on your OS, graphics card, and OpenGL settings).&lt;br /&gt;
* [PRIORITY:HIGH]: This option automatically makes the game run in high priority.  This will probably prevent your computer from effectively running anything at the same time as the game and, for some players, causes major lag in the DF interface as well.  Still worth a try, though.  [PRIORITY:REALTIME] devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  Increasing priority will make the game difficult to kill using task manager if it locks up.&lt;br /&gt;
* [TEMPERATURE:NO]:  Turning off temperature greatly increases speed.  It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&lt;br /&gt;
* [WEATHER:NO]:  Turning off weather increases speed noticeably.  No obvious disadvantages are known.&lt;br /&gt;
* [CAVEINS:NO]: Turning off cave-ins increases speed only fractionally.&lt;br /&gt;
* [POPULATION_CAP:40]:  Keep your population under control to prevent the game bogging down.  Pathfinding for numerous dwarves can bring even a fast machine to its knees.&lt;br /&gt;
&lt;br /&gt;
=== Fortress position ===&lt;br /&gt;
* Fluids are the major source of lag in most maps at game start.  Magma and (to a lesser extent) running water are CPU hogs in the current version.  If you haven't got the hardware to run DF with a magma site, suck it up and go without.  Aquifers (until tapped) seem not to cause major speed issues.&lt;br /&gt;
* Avoid elevation extremes.  The fewer the z-levels, the faster the game runs.&lt;br /&gt;
* Minimize map size.  Smaller maps get you substantially more speed.&lt;br /&gt;
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.&lt;br /&gt;
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.&lt;br /&gt;
&lt;br /&gt;
=== Non-factors ===&lt;br /&gt;
The following things ''don't'' have a significant effect on game speed, at least as tested.&lt;br /&gt;
&lt;br /&gt;
* Fullscreen or windowed (if OpenGL settings are compatible with the game - if they aren't, this can be important)&lt;br /&gt;
* use of graphics, choice of graphics tileset&lt;br /&gt;
* size of tiles&lt;br /&gt;
* Huge quantities of stone laying around(verify)&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33a ==&lt;br /&gt;
&lt;br /&gt;
*  Upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for earlier versions ==&lt;br /&gt;
&lt;br /&gt;
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.&lt;br /&gt;
&lt;br /&gt;
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.&lt;br /&gt;
*  Do not specify huge areas for mining or (especially) detailing.&lt;br /&gt;
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hardware- and OS-specific Advice ==&lt;br /&gt;
&lt;br /&gt;
=== Laptop computers ===&lt;br /&gt;
* Frame rate is higher when running off mains power.  This is because laptops reduce CPU performance to extend the battery life.&lt;br /&gt;
* You can disable that feature in MS Windows, at the expense of the battery running out much more quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>DDouble</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27235</id>
		<title>40d:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27235"/>
		<updated>2007-12-13T07:38:35Z</updated>

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