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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-29T01:54:35Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=236367</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=236367"/>
		<updated>2018-07-11T16:21:51Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living creatures animated through fel magic. These [[night creature|night creatures]] can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called Undead in-game, but they are also not considered animated dead (as they lack a corporeal form).&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin or even ''[[mussel]] shells''. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, neck, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again. Likewise, destroying the structural integrity of an animate body-part will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour. Some of the traits they generally possess are:&lt;br /&gt;
*Severely increased [[attribute|strength and toughness]] and reduced [[speed]];&lt;br /&gt;
*Opposition to life, will be hostile to any non-undead and non-inorganic creatures in their vicinity;&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath;&lt;br /&gt;
*Undead status ({{token|NOT_LIVING}}), sterility, and inability to attribute rust or gain.&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skins and hair can potentially become undead. These husks can be difficult to kill, but surrounding a butcher's shop with cage traps will help alleviate the problem. In addition, undead husks appear to retain the trading value of the original animal. &lt;br /&gt;
&lt;br /&gt;
Larger undead with who were [[building destroyer]]s in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie [[dragon]]s, however, still use their breath). Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[Tower (necromancy)|tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life. These creatures are referred to by the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-- for example, a ''stray guineahen unholy gloom husk''. The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying. Perhaps worst of all, they may still be contaminated with the material leading to the transformation, &amp;quot;infecting&amp;quot; those with whom they wrestle in a chain reaction that can rapidly destroy a fortress if they are not stopped immediately.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
The undead should in general be considered a serious threat, far beyond the average [[goblin]] garbage. They are far greater in strength and durability than the living, are tireless, feel no pain, have no useful articulations to damage, ignore injuries to their now-useless organs, do not fall unconscious, and are impervious to the effects of morale. All of these traits make the undead highly dangerous; one can compare the effect to fighting a smaller and somewhat more fragile [[bronze colossus]], albeit one that is not guaranteed to stay dead when slain.&lt;br /&gt;
&lt;br /&gt;
You would not wish to attempt to kill them with puncture wounds for this reason, and likewise, choking is ineffective against their lack of breath. Pulping or severing (&amp;quot;flies/sails off in an arc!&amp;quot; etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective weapons to use for animated corpses for they are not only less likely to sever off parts for further reanimation, but are likely to inflict pulping damage, mangling the zombies so badly that they cannot rise up again. Of those available to dwarves, [[Mace|maces]] are more efficient at pulping than [[War hammer|warhammers]]. [[Flail|Flails]] are better still if one can acquire them.  Beheading appears to sometimes work less reliably - this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. [[Crossbow]] bolts can kill the undead if one of the previously mentioned important body-parts is destroyed by the shot, but as shots cannot aim at specific organs this method often relies on chance. Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present. The more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants.&lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges should be treated with far more caution, as they can carry equipment. These are exceedingly dangerous, for their already heightened strength and toughness are further augmented by weapons-grade metal. You may want to eschew direct combat altogether in this situation, especially as necromancer sieges already tend to summon the walking dead in pages of a hundred, and one is enough to rout an entire squad.&lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may also require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice- Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them. It is not advised to directly fight a zombie horde that outnumbers your military, even a highly trained one. A legendary squad can take down zombies in roughly equal numbers, but a continuous onslaught of undead [[Fun|will quickly show a major disadvantage of living soldiers in over-exertion]]. [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general. The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again. Magma kills zombies fairly slowly though.&lt;br /&gt;
&lt;br /&gt;
[[Discipline]] is a big obstacle to directly confronting a zombie horde. Without enough discipline, a troop sent to fight them may instead decide to flee in terror from such abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place. However, there are also reports of undead wildlife being encountered in areas bordering such places.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Undead caught in [[cage trap]]s can be used for fortress defense and executions if you are able to recapture them afterwards. They are hostile to every living creature, including [[siege|siegers]], [[megabeast]]s, [[forgotten beast]]s, [[elf|hippies]], [[snatcher|pedophiles]], [[noble|annoying residents]], and [[cavern]] inhabitants. Build a cunning trap involving caged undead [[elephant]]s, and release them upon an unsuspecting victim! Zombie elephant insurance not included.&lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack vampires.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps that were known to them in life.&lt;br /&gt;
* Undead animals, even their animated body parts, retain their original animal value and can be traded to merchants for extra profit.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
* Enthralled dwarves in a fortress which is retired or abandoned can appear as part of a migrant wave, causing lots of [[Fun]].&lt;br /&gt;
* '''With the addition of jumping, they can jump over 2 thick moats'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Certain types of undead tissue such as hair and feathers cannot be damaged, nor can they damage dwarves. However, dwarves will be stuck fighting the undead hair till they die from over-exertion.{{bug|5356}}&lt;br /&gt;
* Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;br /&gt;
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nasnökor | elvish = senoanaÿa | goblin = rotûstru | human = obmuthro}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Miasma&amp;diff=181907</id>
		<title>v0.34:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Miasma&amp;diff=181907"/>
		<updated>2013-03-05T07:52:05Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: /* Rotten items */ style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:14, 1 April 2011 (UTC)}}&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|500px|right]]&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Miasma''' is a cloud of purple stench that makes your [[dwarves]] unhappy. It only occurs in subterranean areas (specifically, &amp;quot;Dark Subterranean&amp;quot; tiles; whether a tile is &amp;quot;Inside&amp;quot; or &amp;quot;Outside&amp;quot; makes no difference), and is caused by rotting items. It does not pass through doors.&lt;br /&gt;
&lt;br /&gt;
== Rotten items ==&lt;br /&gt;
&lt;br /&gt;
A '''rotten''' [[item]] is a corpse, body part or an item of food that has spoiled, either from not being in a stockpile (if food) or just over time (if a corpse or body part).&lt;br /&gt;
&lt;br /&gt;
Often a job in a [[kitchen]], [[still]] or [[farmer's workshop]] will be canceled with the announcement &amp;quot;''...needs '''unrotten''' (item)''&amp;quot;.  That doesn't mean you only have rotten ones, it means there is not an appropriate item that is available. Items that are [[forbid]]den, marked for [[dump]]ing, or that have no [[path]] will be disregarded for workshop tasks.&lt;br /&gt;
&lt;br /&gt;
Body parts of living dwarves may also be marked as rotten if they are affected by a [[syndrome]] that causes necrosis. The afflicted body part produces miasma from time to time.&lt;br /&gt;
&lt;br /&gt;
== Food rot ==&lt;br /&gt;
&lt;br /&gt;
Prepared food will rot the same as [[meat]], plants, cheese, eggs, and prepared fish, though plants will wither instead of producing miasma.  The only places where food will not rot are in a stockpile, in a trade depot, in the embark wagon, when used as a reaction component, or while being carried by a dwarf, caravan pack animal, or wagon.  Additionally, eggs will not rot in a [[nest box]].  It does not matter if the food is in a container; a barrel or pot full of meat left in a corridor will eventually rot.&lt;br /&gt;
&lt;br /&gt;
While you'd expect [[milk]], [[fat]], and [[tallow]] to rot, it seems that they do not.  Nor do any of the other categories of food, including [[flour]]s, [[drink]]s, [[seed]]s, and [[rock nut paste]].  A raw fish will rot no matter where it is stored, which is why it's important to prepare fish as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
== Avoiding miasma ==&lt;br /&gt;
&lt;br /&gt;
To avoid miasma, either keep anything rotten above ground or alternatively have a subterranean [[refuse]] pile on its own in a room with several [[door]]s; this should halt the miasma's advance (although the room itself will still stink up). It will also not spread diagonally, so one possible solution is to have the only entrance be diagonal.&lt;br /&gt;
&lt;br /&gt;
Alternately, excavate the roof of your refuse pile/butcher's shop/fishery so that it is open to the surface, then build a floor over it. The tiles underneath will forever count as &amp;quot;Light Above Ground&amp;quot; and therefore will not generate miasma. See [[Tile attributes|tile attributes]] for more information.&lt;br /&gt;
&lt;br /&gt;
Another option is to have a long garbage chute where refuse is [[dump]]ed down. If it is long enough the miasma will not be able to reach all the way to the top, preventing your dwarves from getting unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
A creative way of constructing garbage chutes is to separate the garbage area and dumping area (where dwarves are) with [[hatch]]es linked to a [[pressure plate]]. That way garbage will land on the hatch, which will open (triggered by dwarf returning to his duties stepping on a plate), letting it fall down and then close, keeping all the miasma inside. This allows one to construct a short, yet non-smelly chute.&lt;br /&gt;
&lt;br /&gt;
Another option for a short non-smelly chute is to let the chute be seperated diagonally from the dumping square(s). Since miasma does not travel across corners, this allows a chute stretching across 2 z-levels to be completly miasma free, without needing additional mechanisms.&lt;br /&gt;
&lt;br /&gt;
 Example #1&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Wall&lt;br /&gt;
 WWWWWOW   .=Floor&lt;br /&gt;
 ....-WW   O=Channel&lt;br /&gt;
 WWWWWWW   -=Floor with dumping zone&lt;br /&gt;
&lt;br /&gt;
 Example #2&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Regular Wall                         .=Regular floor&lt;br /&gt;
 WWWWMQW   M=Wall with dumping zone&lt;br /&gt;
 ....--W   Q=Channel with dumping zone&lt;br /&gt;
 WWWWWWW   -=Floor with dumping zone&lt;br /&gt;
&lt;br /&gt;
Of course, if you have easy access to [[magma]], you can simply dump any unwanted garbage in there, destroying it before it has a chance to rot.&lt;br /&gt;
&lt;br /&gt;
== Related bugs ==&lt;br /&gt;
&lt;br /&gt;
Note that dwarves interrupted in the middle of a meal will abandon their food. Food abandoned in this manner can never be interacted with (picked up, stored, or dumped) by any dwarf ever again, including the dwarf who abandoned it. {{Bug|1299}} If the food is abandoned underground, it will eventually rot and generate miasma. This is an especially frequent occurrence with soldiers, who will often be interrupted while consuming their rations when a training class begins.  One workaround for soldiers is to use the military supplies tab to prevent them from carrying food.&lt;br /&gt;
&lt;br /&gt;
The utility [[Utilities#DFHack|DFHack]] includes a command &amp;quot;cleanowned&amp;quot; to clear ownership and dump all owned items that are on the floor or rotting. This can help if you're dealing with miasma from this bug.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Raven&amp;diff=168016</id>
		<title>v0.34:Raven</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Raven&amp;diff=168016"/>
		<updated>2012-03-19T02:32:03Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|02:32, 19 March 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Ravens are relatively benign birds that appear in flocks in most biomes.  Ravens are often too small to be [[butcher|butchered]], but can be a source of [[egg|eggs]] if captured and tamed.  They also have a decent pet value, though they sometimes have the disconcerting habit of tapping on your [[bedroom|chamber]] [[door]]s.&lt;br /&gt;
&lt;br /&gt;
In combat, they are unable to deal any significant damage to anything with so much as clothes on, but the incessant pecking of a consistent swarm of them can greatly annoy targets without means to fight back against flying creatures, and can utterly tear to shreds small animals such as [[weasel]]s and [[dingo]]es.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kea&amp;diff=168015</id>
		<title>v0.34:Kea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kea&amp;diff=168015"/>
		<updated>2012-03-19T02:30:55Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|02:30, 19 March 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Keas are flying pests that like to steal shiny or colourful things. They are especially attracted to cloth, gems and metal bars.  &lt;br /&gt;
&lt;br /&gt;
Kea are often too small to be [[butcher|butchered]], but may be a source of [[egg|eggs]] if captured and tamed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Remains&amp;diff=168014</id>
		<title>v0.34:Remains</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Remains&amp;diff=168014"/>
		<updated>2012-03-19T02:28:30Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|02:28, 19 March 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The [[Corpse|corpses]] of vermin are called 'remains'. Remains automatically disappear after a given time to simulate decomposition.&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Barn_owl&amp;diff=168013</id>
		<title>v0.34:Barn owl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Barn_owl&amp;diff=168013"/>
		<updated>2012-03-19T02:26:45Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|02:26, 19 March 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Barn owls are relatively benign birds that are often too small to be [[butcher|butchered]], but can be a source of [[egg|eggs]] if captured and tamed.  &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Phantom_spider&amp;diff=168012</id>
		<title>v0.34:Phantom spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Phantom_spider&amp;diff=168012"/>
		<updated>2012-03-19T02:23:25Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Phantom spiders''' are [[vermin]] that occur in [[Region#surroundings|evil]] forest [[biome]]s. They are closely related to [[cave spider]]s; they produce webs that can be collected and woven into [[thread]] at a [[loom]], and bite [[creature]]s to inject a venom which causes numbness and dizziness for approximately one [[time|month]]. Note that stripping an area of available [[tree]]s reduces the amount of webbing present due to dwarves trampling it.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=149838</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=149838"/>
		<updated>2011-06-01T18:48:10Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: strikethrough on fixed bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Milk''' is a product {{L|extract}}ed from milkable {{L|creatures}}. Milk can be made into {{L|cheese}}, used in {{L|cook}}ing {{L|prepared meal}}s or consumed as is (counts as food, not drink).&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. In order to perform milking, you must have a dwarf assigned to Milking, a Farmer's Workshop, an empty bucket, an empty barrel (or available space in an existing milk barrel), and a mature, non-pet, milkable animal. &lt;br /&gt;
&lt;br /&gt;
Confirmed to be milkable:&lt;br /&gt;
&lt;br /&gt;
*{{L|Camel}}, both {{L|One-humped camel|one-humped}} and {{L|Two-humped camel|two-humped}}.&lt;br /&gt;
*{{L|Cow}}&lt;br /&gt;
*{{L|Donkey}}&lt;br /&gt;
*{{L|Horse}}&lt;br /&gt;
*{{L|Purring maggot}}&lt;br /&gt;
*{{L|Pig}}&lt;br /&gt;
*{{L|Sheep}}&lt;br /&gt;
*{{L|Goat}}&lt;br /&gt;
*{{L|Water buffalo}}&lt;br /&gt;
*{{L|Reindeer}}&lt;br /&gt;
*{{L|Yak}}&lt;br /&gt;
*{{L|Llama}}&lt;br /&gt;
*{{L|Alpaca}}&lt;br /&gt;
&lt;br /&gt;
Order your {{L|Farmer's workshop}} to Milk Creature. The milker will not necessarily pick the closest animal available. Caging or restraining the milkable creatures near the workshop is recommended, but not mandatory.  The animal must also have milk available.&lt;br /&gt;
&lt;br /&gt;
You cannot use [R]epeat to alternate between Milk Creature and Make Cheese if you only have one animal available to milk.  Setting up two workshops (one for Milk Creature (R) and the other for Make Cheese (R)) works fairly well.&lt;br /&gt;
&lt;br /&gt;
Once milked, the creature will be free to roam.  If the creature was previously caged or restrained, some dwarf will be assigned the job of taking it back.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is marked in the RAW files with the tag [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. In this case, it is a cow and the time period is 20000 ticks, at roughly 1200 ticks per day. All creatures currently have this tag set to 20000, so there is no reason to favor one milkable creature over another, other than preference.&lt;br /&gt;
&lt;br /&gt;
Because milk is considered a food and not a drink, dwarves will not drink it, even if they are dying of [[thirst]].&lt;br /&gt;
&lt;br /&gt;
An excellent strategy at embark is to take a minimum of 1 of each kind of milk. Milk costs only 1 point at embark, and comes with a seperate barrel for each type, which means you can start with more food and can be more efficient with wood supplies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
* &amp;lt;s&amp;gt;Sometimes two dwarves will have a tug-of-war over a creature if one decides it should be milked and the other wants to cage it. If you find your milking orders are taking ages, watch to see if this is occurring. It seems less likely to occur the closer the animal starts to the farmer's workshop, since the shorter route gives less time for the 'cage animal' job to be generated&amp;lt;/s&amp;gt;. This bug has been fixed in &amp;lt;sup&amp;gt;31.20&amp;lt;/sup&amp;gt;, thankfully.&lt;br /&gt;
* It is unclear why pets cannot be milked; this seems to be a bug because milking is a requirement for some animals and presumably the Animal Care dwarf would be aware of this and oversee their regular milking. Perhaps there should be an option to assign a cage or restraint to milking so that it will be used automatically for pet animals?&lt;br /&gt;
* Tamed {{L|purring maggot}}s can't be milked. {{Bug|3670}}&lt;br /&gt;
* After being milked, {{L|purring maggot}}s are left inside the workshop as an item. {{Bug|3668}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dimple_cup&amp;diff=149837</id>
		<title>v0.31:Dimple cup</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dimple_cup&amp;diff=149837"/>
		<updated>2011-06-01T18:42:49Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: no comma is needed before a conjunction unless there are two independent clauses (i.e. 'subject verbs, and subject verbs')&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:20, 9 June 2010 (UTC)}}&lt;br /&gt;
{{plantlookup/0|uses=&lt;br /&gt;
* {{L|Dye}}&lt;br /&gt;
|other_products=&lt;br /&gt;
* {{L|Dimple dye}} (Mill)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dimple cup''' is a {{L|underground|subterranean}} {{L|crop}}. It can be {{L|farming|grown}} year-round and can be {{L|milling|milled}} into {{l|dye|blue dimple dye}}.&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500{{verify}}&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Midnight Blue&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149835</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149835"/>
		<updated>2011-06-01T18:30:23Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: Tired of editing this line; just rewrote it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Butcher's shop&lt;br /&gt;
|key=u&lt;br /&gt;
|job=*{{L|Butcher|Butchery}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Butchery}}&lt;br /&gt;
*{{L|Small animal dissection}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Bone}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Skull}}&lt;br /&gt;
* {{L|Scale}}&lt;br /&gt;
* {{L|Hooves}}&lt;br /&gt;
* {{L|Ivory}}&lt;br /&gt;
* {{L|Tooth}}&lt;br /&gt;
* {{L|Hair}}&lt;br /&gt;
* {{L|Wool}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is used to butcher {{L|Tame animals|tame animals}}, corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a '''refuse''' stockpile nearby beforehand.&lt;br /&gt;
&lt;br /&gt;
A butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Meat}} and {{L|Prepared organs}}&lt;br /&gt;
|Eaten raw or {{L|kitchen|cooked}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fat}}&lt;br /&gt;
|{{L|kitchen|Cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skull}}&lt;br /&gt;
|Crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Bone|Bones}}&lt;br /&gt;
|Crafting bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}, {{L|Horn}}s, {{L|Shell}}s, {{L|Nail}}s,{{L|Tooth|Teeth}}&lt;br /&gt;
|Used for {{L|crafts}} or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|Skin, Scale, and Chitin &lt;br /&gt;
|Tanned into {{L|Leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}} &lt;br /&gt;
|Spun into {{L|thread}}, but not weaved into {{L|cloth}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Nervous tissue&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Feather&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Wool&lt;br /&gt;
|Spun into {{L|Yarn}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Butcher's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s. Usually used on animals that your {{L|hunter}} brings back, or tame animals you chose for slaughter.&lt;br /&gt;
&lt;br /&gt;
*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged {{L|fire snake}}, {{L|cave spider}}, or {{L|phantom spider}} and {{L|Animal dissector|animal dissection}}. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces {{L|Fire snake|liquid fire}} and {{L|venom}}, respectively.&lt;br /&gt;
&lt;br /&gt;
*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an {{L|animal trap}} and {{L|trapping}}.&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Produce meat for food.&lt;br /&gt;
*Produce skin for leather.&lt;br /&gt;
*Produce bones for bolts.&lt;br /&gt;
&lt;br /&gt;
==Helpful Strategies==&lt;br /&gt;
&lt;br /&gt;
=== Hauling and stockpile considerations ===&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.&lt;br /&gt;
&lt;br /&gt;
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what &amp;quot;close enough&amp;quot; is, in either case.&lt;br /&gt;
&lt;br /&gt;
=== Clutter Reduction and Rotting Prevention ===&lt;br /&gt;
&lt;br /&gt;
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.&lt;br /&gt;
To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A butcher's shop is operated by any dwarf with the 'butchery' {{L|labor}} enabled.&lt;br /&gt;
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).&lt;br /&gt;
*Partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
*You can't butcher vermin fish, that is done at the [[Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.&lt;br /&gt;
*Tamed animals that die of starvation seem to be unbutcherable, although those that die of old age may be butchered.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
:*{{L|Creature}} pages for butchering results.&lt;br /&gt;
:*{{L|Meat industry}}&lt;br /&gt;
:*{{L|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149834</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149834"/>
		<updated>2011-06-01T18:24:58Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: conjugation error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Butcher's shop&lt;br /&gt;
|key=u&lt;br /&gt;
|job=*{{L|Butcher|Butchery}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Butchery}}&lt;br /&gt;
*{{L|Small animal dissection}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Bone}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Skull}}&lt;br /&gt;
* {{L|Scale}}&lt;br /&gt;
* {{L|Hooves}}&lt;br /&gt;
* {{L|Ivory}}&lt;br /&gt;
* {{L|Tooth}}&lt;br /&gt;
* {{L|Hair}}&lt;br /&gt;
* {{L|Wool}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is used to butcher {{L|Tame animals|tame animals}}, corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a '''refuse''' stockpile nearby beforehand.&lt;br /&gt;
&lt;br /&gt;
A butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Meat}} and {{L|Prepared organs}}&lt;br /&gt;
|Eaten raw or {{L|kitchen|cooked}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fat}}&lt;br /&gt;
|{{L|kitchen|Cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skull}}&lt;br /&gt;
|Crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Bone|Bones}}&lt;br /&gt;
|Crafting bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}, {{L|Horn}}s, {{L|Shell}}s, {{L|Nail}}s,{{L|Tooth|Teeth}}&lt;br /&gt;
|Used for {{L|crafts}} or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|Skin, Scale, and Chitin &lt;br /&gt;
|Tanned into {{L|Leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}} &lt;br /&gt;
|Spun into {{L|thread}}, but not weaved into {{L|cloth}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Nervous tissue&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Feather&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Wool&lt;br /&gt;
|Spun into {{L|Yarn}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Butcher's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s. Usually used on animals that your {{L|hunter}} brings back, or tame animals you chose for slaughter.&lt;br /&gt;
&lt;br /&gt;
*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged {{L|fire snake}}, {{L|cave spider}}, or {{L|phantom spider}} and {{L|Animal dissector|animal dissection}}. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces {{L|Fire snake|liquid fire}} and {{L|venom}}, respectively.&lt;br /&gt;
&lt;br /&gt;
*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an {{L|animal trap}} and {{L|trapping}}.&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Produce meat for food.&lt;br /&gt;
*Produce skin for leather.&lt;br /&gt;
*Produce bones for bolts.&lt;br /&gt;
&lt;br /&gt;
==Helpful Strategies==&lt;br /&gt;
&lt;br /&gt;
=== Hauling and stockpile considerations ===&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.&lt;br /&gt;
&lt;br /&gt;
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what &amp;quot;close enough&amp;quot; is, in either case.&lt;br /&gt;
&lt;br /&gt;
=== Clutter Reduction and Rotting Prevention ===&lt;br /&gt;
&lt;br /&gt;
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.&lt;br /&gt;
To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A butcher's shop is operated by any dwarf with the 'butchery' {{L|labor}} enabled.&lt;br /&gt;
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).&lt;br /&gt;
*Partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
*You can't butcher vermin fish, that is done at the [[Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.&lt;br /&gt;
*Some tamed animals may seem to be unbutcherable, such as those that die of starvation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
:*{{L|Creature}} pages for butchering results.&lt;br /&gt;
:*{{L|Meat industry}}&lt;br /&gt;
:*{{L|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:War&amp;diff=149833</id>
		<title>v0.31:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:War&amp;diff=149833"/>
		<updated>2011-06-01T18:23:12Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: altered an awkward phrase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:39, 8 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
War is a state of conflict between two {{L|civilization}}s. During Dwarf Fortress mode, it's a bottomless pit of {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
==World Gen==&lt;br /&gt;
War is common during world gen. During world-gen war, civilizations will attack each other's settlements, occasionally destroying a site and occasionally taking it over.&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress Mode==&lt;br /&gt;
In dwarf fortress mode, war will cause {{L|siege}}s to arrive and bring you {{L|fun}} and [[Goblinite|presents]].&lt;br /&gt;
The hostile nation may attack very occasionally or every year, so be well prepared. Civilizations whom you are at war with may occasionally send a diplomat to try and end the war, you will have the option to agree to the peace treaty, or dismiss the diplomat and continue the war.&lt;br /&gt;
You can see if you are at war with a civilization on the {{k|c}}ivilization screen.&lt;br /&gt;
&lt;br /&gt;
===At Embark===&lt;br /&gt;
When embarking, one can check to see which races their civ is at war with. Different civs may be at war with different races. Goblins are considered to be in a constant minor conflict with dwarves, instead of a real war.&lt;br /&gt;
&lt;br /&gt;
===Causing War===&lt;br /&gt;
The following events will make a civilization unhappy, eventually leading to war:&lt;br /&gt;
*The death of a trader (regardless of the cause of death) while visiting your fortress.&lt;br /&gt;
*Failing to keep to the harvesting limit the {{L|elves}} set, if any.&lt;br /&gt;
*Seizing Caravans&lt;br /&gt;
*Annoying traders (such as offering the &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; {{L|elves}} wood products repeatedly).&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149216</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149216"/>
		<updated>2011-05-14T18:25:11Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: /* Notes */ awkward phrase and unnecessary comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Butcher's shop&lt;br /&gt;
|key=u&lt;br /&gt;
|job=*{{L|Butcher|Butchery}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Butchery}}&lt;br /&gt;
*{{L|Small animal dissection}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Bone}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Skull}}&lt;br /&gt;
* {{L|Scale}}&lt;br /&gt;
* {{L|Hooves}}&lt;br /&gt;
* {{L|Ivory}}&lt;br /&gt;
* {{L|Tooth}}&lt;br /&gt;
* {{L|Hair}}&lt;br /&gt;
* {{L|Wool}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is used to butcher {{L|Tame animals|tame animals}}, corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a '''refuse''' stockpile nearby beforehand.&lt;br /&gt;
&lt;br /&gt;
A butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Meat}} and {{L|Prepared organs}}&lt;br /&gt;
|Eaten raw or {{L|kitchen|cooked}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fat}}&lt;br /&gt;
|{{L|kitchen|Cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skull}}&lt;br /&gt;
|Crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Bone|Bones}}&lt;br /&gt;
|Crafting bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}, {{L|Horn}}s, {{L|Shell}}s, {{L|Nail}}s,{{L|Tooth|Teeth}}&lt;br /&gt;
|Used for {{L|crafts}} or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|Skin, Scale, and Chitin &lt;br /&gt;
|Tanned into {{L|Leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}} &lt;br /&gt;
|Spun into {{L|thread}}, but not weaved into {{L|cloth}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Nervous tissue&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Feather&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Wool&lt;br /&gt;
|Spun into {{L|Yarn}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Butcher's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s. Usually used on animals that your {{L|hunter}} brings back, or tame animals you chose for slaughter.&lt;br /&gt;
&lt;br /&gt;
*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged {{L|fire snake}}, {{L|cave spider}}, or {{L|phantom spider}} and {{L|Animal dissector|animal dissection}}. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces {{L|Fire snake|liquid fire}} and {{L|venom}}, respectively.&lt;br /&gt;
&lt;br /&gt;
*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an {{L|animal trap}} and {{L|trapping}}.&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Produce meat for food.&lt;br /&gt;
*Produce skin for leather.&lt;br /&gt;
*Produce bones for bolts.&lt;br /&gt;
&lt;br /&gt;
==Helpful Strategies==&lt;br /&gt;
&lt;br /&gt;
=== Hauling and stockpile considerations ===&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.&lt;br /&gt;
&lt;br /&gt;
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what &amp;quot;close enough&amp;quot; is, in either case.&lt;br /&gt;
&lt;br /&gt;
=== Clutter Reduction and Rotting Prevention ===&lt;br /&gt;
&lt;br /&gt;
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.&lt;br /&gt;
To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A butcher's shop is operated by any dwarf with the 'butchery' {{L|labor}} enabled.&lt;br /&gt;
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).&lt;br /&gt;
*Partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
*You can't butcher vermin fish, that is done at the [[Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.&lt;br /&gt;
*Some tamed animals may seems to be unbutcherable, such as those that die of starvation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
:*{{L|Creature}} pages for butchering results.&lt;br /&gt;
:*{{L|Meat industry}}&lt;br /&gt;
:*{{L|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=145812</id>
		<title>v0.31 Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=145812"/>
		<updated>2011-04-14T18:52:46Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: /* Imported lye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Is Soap needed? ==&lt;br /&gt;
&lt;br /&gt;
More specifically what happens if your hospital zone has no soap?&lt;br /&gt;
:Wounded dwarves won't be cleaned, which (probably) leads to an infection which is very bad. --[[Special:Contributions/dUMBELLS|dUMBELLS]] 05:31, 14 April 2010 (UTC)&lt;br /&gt;
::Actually they will be cleaned but only with water. It probably is more likely they will get an infection without soap. --[[Special:Contributions/202.124.123.107|202.124.123.107]] 03:01, 12 May 2010 (UTC)&lt;br /&gt;
:::Yeah, this happened to me, where I had a legendary mason who was injured in a cave-in, and was all patched up and casted at the hospital, but went from faint to pale and then died while resting. The announcement said he died from infection. I decided to try making soap after that one.&lt;br /&gt;
::::There's the infection fighting properties, but also dwarfs can get a &amp;quot;wonderful soapy bath&amp;quot; good thought --[[Special:Contributions/69.151.63.186|69.151.63.186]] 19:39, 12 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Soap Quality Question==&lt;br /&gt;
&lt;br /&gt;
Does soap have quality modifiers (like food and statues) or not (like coke and cut gems)? That is to say, do I need to pay attention to the skill levels of my soapmakers?&lt;br /&gt;
&lt;br /&gt;
Well soap is a type of bar, so like other bars, it shouldn't have a quality level. [[Special:Contributions/94.9.171.251|94.9.171.251]] 22:40, 26 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Buckets? ==&lt;br /&gt;
My dwarves put lye in buckets, but the soaper cancels, asking for lye bearing '''barrel'''.&lt;br /&gt;
&lt;br /&gt;
Will they fill the lye in barrels when i have 5? or 10? --[[Special:Contributions/92.202.121.225|92.202.121.225]] 00:02, 10 April 2010 (UTC)&lt;br /&gt;
:They'll do it once there's an empty (or lye-containing) barrel sitting in a Food stockpile which accepts lye, though it may take a while before a dwarf takes the initiative to actually '''do''' it. A single barrel should be able to hold up to 100 units of lye, assuming it hasn't changed since 40d. --[[User:Quietust|Quietust]] 00:06, 10 April 2010 (UTC)&lt;br /&gt;
::I think I've discovered a bit of a bug in regards to this.  Dwarves use buckets to clean patients and provide water to wounded &amp;amp; prisoners... but this doesn't use up the entire bucket of water, leaving you with a bucket containing &amp;quot;stagnant water [x]&amp;quot;.  Lye-makers don't care that the bucket has water in it, so they go ahead and put lye into it, giving you a bucket with both water and lye.  Then, said bucket sits in your ashery.  Why?  Dwarves who want to empty out the lye see the water and forget it, while dwarves who want to use up the water see the lye and forget that.  It might've been fixed after .31.04 (what I'm playing with right now). --[[User:DeMatt|DeMatt]] 21:52, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm running .12 and have the same problem.  [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:37, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: And again in .14 an .15 (though I hadn't figured out how the buckets were getting filled). What's worse, you can't dump the liquid any more than you can dump blood or ichor out of a barrel. --[[User:Romeofalling|Romeofalling]] 07:24, 4 October 2010 (UTC)&lt;br /&gt;
::::Still an issue in .16; I'm attempting to get around this by designating a burrow containing an ash stockpile, an empty barrel stockpile, and an empty bucket stockpile, in addition to the ashery, wood furnace, and carpenter's shop.  We'll see how this works. [[User:Ademrudin|Ademrudin]] 04:52, 3 November 2010 (UTC)&lt;br /&gt;
:::::Note: I believe this is fixed in .18 [[User:Ademrudin|Ademrudin]] 19:08, 8 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Response to the note up there: no, its not fixed, i run the .18, and i have tons of bucket with both (lye and water) sitting in my lye workshop. :/&lt;br /&gt;
&lt;br /&gt;
::::::Right, same with me.. Eventually used the Manager option and spammed Barrels, Ash, and Buckets until it worked.  Lots (20-30) of errors about no lye-bearing barrels even while waiting for the Manager option.  Seems bugged to me.  I think there should be a note on this page, if someone can find a citation in the DF Forums.  [[Special:Contributions/71.181.41.95|71.181.41.95]]&lt;br /&gt;
&lt;br /&gt;
:A straight-forward fix for this problem is simply purchasing the finished barrels of lye from the embark and the caravan menus. [[Special:Contributions/71.181.41.95|71.181.41.95]] 01:20, 18 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
&lt;br /&gt;
I have several pets (cats and racoons seen so far) carrying around bars of soap in their mouths. I am not sure if it is their &amp;quot;cleaning&amp;quot; task or if it is something else. [[User:Matakuka|Matakuka]] 13:04, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==how much soap is used==&lt;br /&gt;
After using some soap does it get used up?&lt;br /&gt;
&lt;br /&gt;
==Still bugged?==&lt;br /&gt;
I'm having no problems with soap in my fortress, I've got soap, I've got dorfs and pets, but no error message spam.  I am getting an unable to reach area clean self error, but I'm pretty sure that's cause I need another well or ten, since there's only two tiles that can access my current well.&lt;br /&gt;
&lt;br /&gt;
As far as the lye bucket/barrel issue, I usually use magma forges, so I prefer not to burn wood anyways(not an elf or anything, just would rather use the results of my clearcutting for furniture and cages etc), I just embark with 10 to 25 lye, and request it each time from the caravan, and I've never needed to make any. I'm not even sure of all the steps actually.&lt;br /&gt;
&lt;br /&gt;
I'm using the latest release.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
: The &amp;quot;Urist cancels Clean Self: Area Inaccessible&amp;quot; ''is'' the error message spam currently associated with soap. [[User:Niveras|Niveras]] 01:27, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I'm noticing now, I was confused by the talk about pets carrying soap in their mouth because the mouth was the only part needing cleaned on the dwarfs generating messages. Then I saw some bloody eyeballs etc too. I have still not seen it from pets, but I'm using cages to keep FPS up so maybe I'm just missing them. Hmmm, makes me wonder if dwarfs have an aversion to washing thier mouths out with soap. I know I wouldn't want to. Great, now we need toothpaste too. Come on guys, you're dwarves that blood in your mouth, that's for next time you get thirsty, haven't you ever gone adventuring. --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
&lt;br /&gt;
I wasn't getting these messages but I've started getting them. It's obviously associated with specific dirty areas.--[[Special:Contributions/58.122.40.118|58.122.40.118]] 13:38, 6 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Imported lye==&lt;br /&gt;
It seems that when I get traders to bring me lye they bring it in stacks of then in a barrel (i.e. lye [10]). Unfortunately the create soap job seems to use the whole stack of 10, while when I make lye myself the lye never stacks and each job only uses one unit. I just thought I'd put this somewhere in case someone cares. Also if someone wants to verify that I'm not just insane that would be nice. --[[User:Dapanman|Dapanman]] 01:07, 10 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Confirmed.  It's been doing this for me for the last 5 or so releases.  I haven't checked homemade lye yet (due to a huge lack of coal, meaning my trees go to more important things), but for imported lye the stack gets used up all at once, only to make a single unit of soap.  Also, I've only done this recently with rock nut oil, not tallow, but the first time I tried, I used tallow and got the same results.  --[[Special:Contributions/68.232.113.106|68.232.113.106]] 12:50, 10 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: As far as I remember, homemade lye comes in one unit per stack. In any case, this works as expected. [[User:Qwertyu|Qwertyu]] 17:05, 10 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Still exists in .25. The workaround I use is a lye-only food stockpile with barrels disabled. Buckets of one lye each will be stockpiled there, and they work just fine for potash/soap production --[[Special:Contributions/69.151.63.186|69.151.63.186]] 19:41, 12 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Will your dwarves split imported (lye [10]) into stacks of 1 in order to store them in buckets? Or are speaking strictly of homemade lye? If they split the stacks this is a pretty important workaround. I will try it out next time I get a chance (though if I am completely honest I rarely have success with lye stockpiles anyway). --[[User:Dapanman|Dapanman]] 18:52, 14 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tetrahedrite&amp;diff=145811</id>
		<title>v0.31:Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tetrahedrite&amp;diff=145811"/>
		<updated>2011-04-14T18:45:37Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: The 'and only if' is superfluous. Unless one uses tetrahedrite 's smelting availability to check if they have other silver ores around, rather than checking stocks, the biconditional is necessary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Tetrahedrite''' is an ore of both {{L|copper}} and {{L|silver}}. {{l|Smelter|Smelting}} tetrahedrite will always produce a copper {{l|bar}} and has an additional 20% chance of producing a silver bar. &lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can be used in all reactions requiring a copper ore, but will only be used as ''silver'' ore if no other silver ores are available. Two tetrahedrite ores can be smelted together to make two {{l|billon}} bars if you have no other silver ores, or have [[forbidden]] them.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=145337</id>
		<title>v0.31 Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=145337"/>
		<updated>2011-04-10T01:07:24Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Is Soap needed? ==&lt;br /&gt;
&lt;br /&gt;
More specifically what happens if your hospital zone has no soap?&lt;br /&gt;
:Wounded dwarves won't be cleaned, which (probably) leads to an infection which is very bad. --[[Special:Contributions/dUMBELLS|dUMBELLS]] 05:31, 14 April 2010 (UTC)&lt;br /&gt;
::Actually they will be cleaned but only with water. It probably is more likely they will get an infection without soap. --[[Special:Contributions/202.124.123.107|202.124.123.107]] 03:01, 12 May 2010 (UTC)&lt;br /&gt;
:::Yeah, this happened to me, where I had a legendary mason who was injured in a cave-in, and was all patched up and casted at the hospital, but went from faint to pale and then died while resting. The announcement said he died from infection. I decided to try making soap after that one.&lt;br /&gt;
&lt;br /&gt;
==Soap Quality Question==&lt;br /&gt;
&lt;br /&gt;
Does soap have quality modifiers (like food and statues) or not (like coke and cut gems)? That is to say, do I need to pay attention to the skill levels of my soapmakers?&lt;br /&gt;
&lt;br /&gt;
Well soap is a type of bar, so like other bars, it shouldn't have a quality level. [[Special:Contributions/94.9.171.251|94.9.171.251]] 22:40, 26 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Buckets? ==&lt;br /&gt;
My dwarves put lye in buckets, but the soaper cancels, asking for lye bearing '''barrel'''.&lt;br /&gt;
&lt;br /&gt;
Will they fill the lye in barrels when i have 5? or 10? --[[Special:Contributions/92.202.121.225|92.202.121.225]] 00:02, 10 April 2010 (UTC)&lt;br /&gt;
:They'll do it once there's an empty (or lye-containing) barrel sitting in a Food stockpile which accepts lye, though it may take a while before a dwarf takes the initiative to actually '''do''' it. A single barrel should be able to hold up to 100 units of lye, assuming it hasn't changed since 40d. --[[User:Quietust|Quietust]] 00:06, 10 April 2010 (UTC)&lt;br /&gt;
::I think I've discovered a bit of a bug in regards to this.  Dwarves use buckets to clean patients and provide water to wounded &amp;amp; prisoners... but this doesn't use up the entire bucket of water, leaving you with a bucket containing &amp;quot;stagnant water [x]&amp;quot;.  Lye-makers don't care that the bucket has water in it, so they go ahead and put lye into it, giving you a bucket with both water and lye.  Then, said bucket sits in your ashery.  Why?  Dwarves who want to empty out the lye see the water and forget it, while dwarves who want to use up the water see the lye and forget that.  It might've been fixed after .31.04 (what I'm playing with right now). --[[User:DeMatt|DeMatt]] 21:52, 8 June 2010 (UTC)&lt;br /&gt;
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:::I'm running .12 and have the same problem.  [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:37, 3 October 2010 (UTC)&lt;br /&gt;
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::: And again in .14 an .15 (though I hadn't figured out how the buckets were getting filled). What's worse, you can't dump the liquid any more than you can dump blood or ichor out of a barrel. --[[User:Romeofalling|Romeofalling]] 07:24, 4 October 2010 (UTC)&lt;br /&gt;
::::Still an issue in .16; I'm attempting to get around this by designating a burrow containing an ash stockpile, an empty barrel stockpile, and an empty bucket stockpile, in addition to the ashery, wood furnace, and carpenter's shop.  We'll see how this works. [[User:Ademrudin|Ademrudin]] 04:52, 3 November 2010 (UTC)&lt;br /&gt;
:::::Note: I believe this is fixed in .18 [[User:Ademrudin|Ademrudin]] 19:08, 8 December 2010 (UTC)&lt;br /&gt;
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::::::Response to the note up there: no, its not fixed, i run the .18, and i have tons of bucket with both (lye and water) sitting in my lye workshop. :/&lt;br /&gt;
&lt;br /&gt;
::::::Right, same with me.. Eventually used the Manager option and spammed Barrels, Ash, and Buckets until it worked.  Lots (20-30) of errors about no lye-bearing barrels even while waiting for the Manager option.  Seems bugged to me.  I think there should be a note on this page, if someone can find a citation in the DF Forums.  [[Special:Contributions/71.181.41.95|71.181.41.95]]&lt;br /&gt;
&lt;br /&gt;
:A straight-forward fix for this problem is simply purchasing the finished barrels of lye from the embark and the caravan menus. [[Special:Contributions/71.181.41.95|71.181.41.95]] 01:20, 18 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
&lt;br /&gt;
I have several pets (cats and racoons seen so far) carrying around bars of soap in their mouths. I am not sure if it is their &amp;quot;cleaning&amp;quot; task or if it is something else. [[User:Matakuka|Matakuka]] 13:04, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==how much soap is used==&lt;br /&gt;
After using some soap does it get used up?&lt;br /&gt;
&lt;br /&gt;
==Still bugged?==&lt;br /&gt;
I'm having no problems with soap in my fortress, I've got soap, I've got dorfs and pets, but no error message spam.  I am getting an unable to reach area clean self error, but I'm pretty sure that's cause I need another well or ten, since there's only two tiles that can access my current well.&lt;br /&gt;
&lt;br /&gt;
As far as the lye bucket/barrel issue, I usually use magma forges, so I prefer not to burn wood anyways(not an elf or anything, just would rather use the results of my clearcutting for furniture and cages etc), I just embark with 10 to 25 lye, and request it each time from the caravan, and I've never needed to make any. I'm not even sure of all the steps actually.&lt;br /&gt;
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I'm using the latest release.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
: The &amp;quot;Urist cancels Clean Self: Area Inaccessible&amp;quot; ''is'' the error message spam currently associated with soap. [[User:Niveras|Niveras]] 01:27, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I'm noticing now, I was confused by the talk about pets carrying soap in their mouth because the mouth was the only part needing cleaned on the dwarfs generating messages. Then I saw some bloody eyeballs etc too. I have still not seen it from pets, but I'm using cages to keep FPS up so maybe I'm just missing them. Hmmm, makes me wonder if dwarfs have an aversion to washing thier mouths out with soap. I know I wouldn't want to. Great, now we need toothpaste too. Come on guys, you're dwarves that blood in your mouth, that's for next time you get thirsty, haven't you ever gone adventuring. --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
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I wasn't getting these messages but I've started getting them. It's obviously associated with specific dirty areas.--[[Special:Contributions/58.122.40.118|58.122.40.118]] 13:38, 6 December 2010 (UTC)&lt;br /&gt;
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==Imported lye==&lt;br /&gt;
It seems that when I get traders to bring me lye they bring it in stacks of then in a barrel (i.e. lye [10]). Unfortunately the create soap job seems to use the whole stack of 10, while when I make lye myself the lye never stacks and each job only uses one unit. I just thought I'd put this somewhere in case someone cares. Also if someone wants to verify that I'm not just insane that would be nice. --[[User:Dapanman|Dapanman]] 01:07, 10 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=101907</id>
		<title>v0.31 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=101907"/>
		<updated>2010-05-01T22:00:31Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor raw changes==&lt;br /&gt;
Main armor types have been renamed to &amp;quot;breastplate&amp;quot; and &amp;quot;mail shirt&amp;quot; respectively.&lt;br /&gt;
Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.&lt;br /&gt;
&lt;br /&gt;
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.&lt;br /&gt;
&lt;br /&gt;
:The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results.  The current best description is to say that, for armor, adamantine&amp;gt;steel&amp;gt;bronze(bismuth or not)&amp;gt;iron&amp;gt;=copper&amp;gt;everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations).  Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --[[User:PencilinHand|PencilinHand]] 00:09, 11 April 2010 (UTC)&lt;br /&gt;
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::Having worked on the problem some I must point out that there is an important difference between having no LBSTEP or UBSTEP and having zero LBSTEP and UBSTEP.  A lot of work still needs to be done, especially with regards to how materials work with armor.  Also, could everybody remember to sign their work [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal# like Zorro?]  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
==New armor layering rules==&lt;br /&gt;
I added the new rules for layering armor.  It is kind of complicated and I only typed it up so it will need to be presented in a more user friendly format at some point but it is past 2 am here so I am going to bed now.  Also, we need to confirm that these rules hold for fortress mode.  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --[[User:Dapanman|Dapanman]] 22:00, 1 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26617</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26617"/>
		<updated>2009-08-31T21:36:13Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: /* No King (or Queen rather) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
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I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
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:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
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::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
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::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
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I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
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I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
 :: is there a screen that displays the value of roads? --[[User:Loganis|Loganis]] 16:34, 6 August 2009 (UTC)&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
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Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
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So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
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:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
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==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
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==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
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== Do I want this guy? ==&lt;br /&gt;
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im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
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:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
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:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
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== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
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This also happened to me. Queen was marked as Friendly and sidestepped her entrance point to let her guards through. Her advisor also arrived and was marked as &amp;quot;Visitor&amp;quot;. I reloaded to see if it would happen again or if it was just her location. She arrived on the same day in a different location with no change, after everyone else went inside (even her 'visitor' advisor) she remained there even after her imigrant status faded (at which point she went and maced a hoary marmot in the face and returned to her position. She also doesn't appear on the nobles screen or as someone that I can assign rooms to, which is too bad because I built my entire fortress around her throne room, including an artifact throne with an engraving of her on it... --[[User:Dapanman|Dapanman]] 20:10, 12 August 2009 (UTC)&lt;br /&gt;
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:this happened to me as well.  I thought the friendly setting was a result of him being an elf (see my entry below).  But other than that everything you describe above is almost exactly like what I had happen.  Maybe this friendly setting is a bug?  Anyone else have this happen?--[[User:Jpwrunyan|Jpwrunyan]] 03:36, 13 August 2009 (UTC)&lt;br /&gt;
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::An update on my Queen: since she wouldn't move from her spot at the edge of the map I decided to channel under her, dropping her a level then covering the hole with a floor. I dug over to her spot from underground and she wandered slightly, remaining in her tunnel (her advisor with the &amp;quot;visitor&amp;quot; status in the 'u'nit screen had already left to my meeting hall). Eventually in the spring a year after she arrived an elven diplomat came and she ran off to the dining hall to meet with him (the human diplomat met witht he mayor and the dwarves didn't send one because I had gotten the Queen. So my next plan was to try to find some adamantine to see if that might fix her, but that failed (after countless tunnels into my mountain I gave in and used reveal.exe to learn there was no adamatine) so that is inconclusive. After I abandoned that fortress our of boredom I returned in adventure mode to find good old Kulet Yearlabor and her wraslean' advisor Servesh fighting off some critters that had spawned there. I must say this was the first time visiting an old fortress after recieving the King/Queen so I don't know if that is normal or specific to my case due to her 'Friendly' status. If I had to guess why it happened to my queen I would say she probably came from a neighboring civilization (whether that be another dwarven civ or elf/hummie/goblin civ I don't know) and rose up the ranks in mine much like your elf king did in your civ.&lt;br /&gt;
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== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
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He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
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I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
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==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
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==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
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==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
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This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
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==Still trading with previous mountainhome==&lt;br /&gt;
&lt;br /&gt;
I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
&lt;br /&gt;
What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== elf king?! ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids--[[User:CrazyMcfobo|CrazyMcfobo]] 07:37, 6 August 2009 (UTC)&lt;br /&gt;
::Well, the article does state that you can have kings from another race. And chances are that this &amp;quot;Elf king&amp;quot; is an elf that rose to the rank of king of the Dwarves. Of course, only a sissy dwarf would ever recognize that king as the real king. Now go and kill him so you get a better king instead! [[User:Shardok|Shardok]] 19:49, 6 August 2009 (UTC)&lt;br /&gt;
:::I'm the one who edited the article to include information about non-dwarven kings... but I added the above comment just so people looking at the log would know what prompted me to add the information.  And no, I did not edit the raws in any way.  I am a total vanilla purist at the moment.  I've suspended the game until I get around to taking screen shots or... doing SOMETHING with it.  And as far as titles, the titles for a noble are dependent on the civilization and not the race.  I think the reason all my other nobles were dwarves and not elves is because I believe they get spawned on demand (as opposed to getting created during world generation) and when they get spawned, they are created according the default race of their civilization.  I could be totally wrong, but I doubt it.  If dwarven immigrants (including nobles) weren't created from thin air, then it should be possible for a player to do something crazy like deplete a civilization 7 dwarves at a time by embarking in the artic and getting killed by polar bears.  Eventually, that civ wouldn't have 7 dwarves left to start a new outpost.  Crazy.  But probably not the case.  Anyway, to get back on track, the King would be an exception since we know about him (and some other NPC's) from world generation and from the civilization screen.--[[User:Jpwrunyan|Jpwrunyan]] 10:44, 8 August 2009 (UTC)&lt;br /&gt;
:Just use tile edit to drop 1/7 lava on him, and then when he's gone remove it. Get a dwarf king that works in the next wave. [[User:Rkyeun|Rkyeun]] 15:32, 12 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
&lt;br /&gt;
In my announcements page, I saw &amp;quot;Melbil Ozkakkeskal, King has a new demand.&amp;quot;. Upon checking the Nobles page, he showed up with [DEMAND] in brown and, when viewing his info, the line &amp;quot;Demands: cabinet in Dining Room&amp;quot; was present. So yes, they '''do''' make demands. My queen consort also demanded a cabinet in her tomb a while ago, but she recently forgot it. --[[User:Quietust|Quietust]] 18:11, 22 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Phantom_spider&amp;diff=29460</id>
		<title>40d Talk:Phantom spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Phantom_spider&amp;diff=29460"/>
		<updated>2009-08-14T20:38:33Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not going to change anything back, but I've not had a single problem with being poisoned, or attacked in general by them.  The only times I've seen them have been in colder climates, although I guess I could have been lucky.  They also seem to occur with great frequency with werewolves, I've been able to pick the last 3 maps with both of them consistently. --[[User:Gotthard|Gotthard]] 19:19, 26 November 2007 &lt;br /&gt;
&lt;br /&gt;
:Well, they have similiar tags to cave spiders, and people do have trouble with those, so it seems you did get lucky. They occur in both temperate and tropical forests. They probably occur with werewolves because werewolves have the EVIL and ANY_TEMPERATE_FOREST tags, too. I don't mean to shoot you down or anything, I'm just stating what the game definition says about them. If one of your dwarves does get bitten, let us know how long the effect lasts...purely in the interest of science, of course. ;-) [[User:Turgid Bolk|Turgid Bolk]] 14:39, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yeah, I'm not familiar with the raws, but given the case of bauxite (I think) which seems to show up intermittently even with raw editing, I'm wondering if Phantom spiders/werewolves have this same problem.  Perhaps I am lucky, or terrifying cold has less creatures than terrifying temperate, making it more likely werewolves and phantom spiders show up, I'm not sure.  Just thought it was a wierd coincidence.  Has anyone actually been bitten by one of them?  I seem to be able to wander the map with hapless abandon; not a single casualty or warning message.&lt;br /&gt;
&lt;br /&gt;
Is it possible to embark on a site with both phantom and cave spiders?  It seems to me like phantom spiders only generate in evil forest ''regions,'' not biomes, which don't contain underground pools/rivers.  --[[User:Syff|Syff]] 03:53, 14 December 2008 (EST)&lt;br /&gt;
:I am currently on a map with phantom spiders in the corner I made my entrance in, the map also contains an underground pool, but no cave nor cave spiders. I believe the mountain part of my map is a &amp;quot;wilderness&amp;quot; biome while the bottom corner that spawns werewolves and phantom spiders is terrifying. --[[User:Dapanman|Dapanman]] 20:38, 14 August 2009 (UTC)&lt;br /&gt;
=Tamed Spiders=&lt;br /&gt;
Do tamed Phantom Spiders still weave webs?  I was thinking it might be neat to tame 10-15 of them and have a self-contained silk factory in the fortress. --[[User:ThunderClaw|ThunderClaw]] 10:18, 19 January 2009 (EST)&lt;br /&gt;
:I am testing this first chance I get.  A silk factory is too awesome an idea to pass up.  Especially if the spiders are tame and therefore non-aggressive.  Also, a side note to the above conversation: if what the main page says is to be believed, their poison is only really dangerous if there's other predators lurking about, otherwise it just slows production.  --[[User:Smartmo|Smartmo]] 04:43, 11 May 2009 (UTC)&lt;br /&gt;
I tried this some time ago with two spiders locked in a room. It worked and I didn't have any problems with escaping spiders, although I can't really be sure can I. Being small vermin and all. &lt;br /&gt;
&amp;lt;br /&amp;gt;Either way if they do get lost, order a dwarf to put it in a cage. The hard part of catching a spider was that once caught, the dwarves feed it to the wounded. --[[User:Katieness|Katieness]] 02:26, 5 August 2009 (UTC)&lt;br /&gt;
:I was also able to catch tame and isolate some spiders for a time but they all eventually dissapeared at least one was in a locked, tightly sealed room at the time of his dissapearance. I think it may have something to do with the winter to spring transition and critter respawns. Also I seem to have noticed that webs outside tend to kill the assorted vermin that cross them. --[[User:Dapanman|Dapanman]] 20:38, 14 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Leader&amp;diff=48997</id>
		<title>40d Talk:Leader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Leader&amp;diff=48997"/>
		<updated>2009-08-12T22:20:24Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per the discussion on the &amp;quot;[[Expedition leader]]&amp;quot; page, I've combined that page and &amp;quot;[[Mayor]]&amp;quot;, to combine the many elements the two have in common.  Those who wish to see the back-history of edits for this topic are suggested to seek them there, separately.&lt;br /&gt;
&lt;br /&gt;
I chose to combine the two under &amp;quot;Leader&amp;quot; as opposed to either one or the other because neither seemed like a perfect umbrella for the other, while &amp;quot;Leader&amp;quot; is the commonly used term, and one that makes the most sense to me - a relative measurement.  No perfect solution, but this is my &amp;quot;best compromise&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If I could have, I would have put the &amp;quot;duties in common&amp;quot; subsection first (or last), but due to the short sub-sections and the long side-bars, either of those configurations would destroy the formatting - they overlap and line up partially side by side, crush the lower sub-section, and it's a disaster either way.&lt;br /&gt;
&lt;br /&gt;
I'm sure that now that they're together and in the spotlight, errours will be noticed - fire away. I have no confidence in a good deal of what I copied/pasted.--[[User:Albedo|Albedo]] 08:12, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, I've had a difficult time trying to find mayors in any of the pre-fab settlements on the map.  The best I've been able to do is a Dwarven king and a Dwarven mayor, on two different maps, and neither of them had a quest. --[[User:FJH|FJH]] 16:46, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Often the mayors are also legendary in some weapon skill and will display as Human Axelord/Pikemaster/Master Lasher/etc instead of 'Mayor' so if you see any of those characters upstairs in the tavern/town hall ask them for quests, they should have some. --[[User:Dapanman|Dapanman]] 22:20, 12 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26613</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26613"/>
		<updated>2009-08-12T20:11:02Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: /* No King (or Queen rather) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
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::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
 :: is there a screen that displays the value of roads? --[[User:Loganis|Loganis]] 16:34, 6 August 2009 (UTC)&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
This also happened to me. Queen was marked as Friendly and sidestepped her entrance point to let her guards through. Her advisor also arrived and was marked as &amp;quot;Visitor&amp;quot;. I reloaded to see if it would happen again or if it was just her location. She arrived on the same day in a different location with no change, after everyone else went inside (even her 'visitor' advisor) she remained there even after her imigrant status faded (at which point she went and maced a hoary marmot in the face and returned to her position. She also doesn't appear on the nobles screen or as someone that I can assign rooms to, which is too bad because I built my entire fortress around her throne room, including an artifact throne with an engraving of her on it... --[[User:Dapanman|Dapanman]] 20:10, 12 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
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==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
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==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
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== Old age ==&lt;br /&gt;
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I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
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This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
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==Still trading with previous mountainhome==&lt;br /&gt;
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I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
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==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
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:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
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== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
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What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
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:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
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== elf king?! ==&lt;br /&gt;
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Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids--[[User:CrazyMcfobo|CrazyMcfobo]] 07:37, 6 August 2009 (UTC)&lt;br /&gt;
::Well, the article does state that you can have kings from another race. And chances are that this &amp;quot;Elf king&amp;quot; is an elf that rose to the rank of king of the Dwarves. Of course, only a sissy dwarf would ever recognize that king as the real king. Now go and kill him so you get a better king instead! [[User:Shardok|Shardok]] 19:49, 6 August 2009 (UTC)&lt;br /&gt;
:::I'm the one who edited the article to include information about non-dwarven kings... but I added the above comment just so people looking at the log would know what prompted me to add the information.  And no, I did not edit the raws in any way.  I am a total vanilla purist at the moment.  I've suspended the game until I get around to taking screen shots or... doing SOMETHING with it.  And as far as titles, the titles for a noble are dependent on the civilization and not the race.  I think the reason all my other nobles were dwarves and not elves is because I believe they get spawned on demand (as opposed to getting created during world generation) and when they get spawned, they are created according the default race of their civilization.  I could be totally wrong, but I doubt it.  If dwarven immigrants (including nobles) weren't created from thin air, then it should be possible for a player to do something crazy like deplete a civilization 7 dwarves at a time by embarking in the artic and getting killed by polar bears.  Eventually, that civ wouldn't have 7 dwarves left to start a new outpost.  Crazy.  But probably not the case.  Anyway, to get back on track, the King would be an exception since we know about him (and some other NPC's) from world generation and from the civilization screen.--[[User:Jpwrunyan|Jpwrunyan]] 10:44, 8 August 2009 (UTC)&lt;br /&gt;
:Just use tile edit to drop 1/7 lava on him, and then when he's gone remove it. Get a dwarf king that works in the next wave. [[User:Rkyeun|Rkyeun]] 15:32, 12 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26612</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26612"/>
		<updated>2009-08-12T20:10:42Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: /* No King (or Queen rather) */&lt;/p&gt;
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&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
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I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
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:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
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::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
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::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
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I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
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I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
 :: is there a screen that displays the value of roads? --[[User:Loganis|Loganis]] 16:34, 6 August 2009 (UTC)&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
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Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
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So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
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:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
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==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
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==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
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From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
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== Do I want this guy? ==&lt;br /&gt;
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im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
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:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
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:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
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== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
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== No King (or Queen rather) ==&lt;br /&gt;
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I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
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I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
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Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
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(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
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This also happened to me Queen was marked as Friendly and sidestepped her entrance point to let her guards through. Her advisor also arrived and was marked as &amp;quot;Visitor&amp;quot;. I reloaded to see if it would happen again or if it was just her location. She arrived on the same day in a different location with no change, after everyone else went inside (even her 'visitor' advisor) she remained there even after her imigrant status faded (at which point she went and maced a hoary marmot in the face and returned to her position. She also doesn't appear on the nobles screen or as someone that I can assign rooms to, which is too bad because I built my entire fortress around her throne room, including an artifact throne with an engraving of her on it... --[[User:Dapanman|Dapanman]] 20:10, 12 August 2009 (UTC)&lt;br /&gt;
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== How long does it take for this guy to get here? ==&lt;br /&gt;
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I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
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==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
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He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
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I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
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==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
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==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
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==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
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== Old age ==&lt;br /&gt;
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I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
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This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
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==Still trading with previous mountainhome==&lt;br /&gt;
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I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
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==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
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:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
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== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
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What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
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:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
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== elf king?! ==&lt;br /&gt;
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Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids--[[User:CrazyMcfobo|CrazyMcfobo]] 07:37, 6 August 2009 (UTC)&lt;br /&gt;
::Well, the article does state that you can have kings from another race. And chances are that this &amp;quot;Elf king&amp;quot; is an elf that rose to the rank of king of the Dwarves. Of course, only a sissy dwarf would ever recognize that king as the real king. Now go and kill him so you get a better king instead! [[User:Shardok|Shardok]] 19:49, 6 August 2009 (UTC)&lt;br /&gt;
:::I'm the one who edited the article to include information about non-dwarven kings... but I added the above comment just so people looking at the log would know what prompted me to add the information.  And no, I did not edit the raws in any way.  I am a total vanilla purist at the moment.  I've suspended the game until I get around to taking screen shots or... doing SOMETHING with it.  And as far as titles, the titles for a noble are dependent on the civilization and not the race.  I think the reason all my other nobles were dwarves and not elves is because I believe they get spawned on demand (as opposed to getting created during world generation) and when they get spawned, they are created according the default race of their civilization.  I could be totally wrong, but I doubt it.  If dwarven immigrants (including nobles) weren't created from thin air, then it should be possible for a player to do something crazy like deplete a civilization 7 dwarves at a time by embarking in the artic and getting killed by polar bears.  Eventually, that civ wouldn't have 7 dwarves left to start a new outpost.  Crazy.  But probably not the case.  Anyway, to get back on track, the King would be an exception since we know about him (and some other NPC's) from world generation and from the civilization screen.--[[User:Jpwrunyan|Jpwrunyan]] 10:44, 8 August 2009 (UTC)&lt;br /&gt;
:Just use tile edit to drop 1/7 lava on him, and then when he's gone remove it. Get a dwarf king that works in the next wave. [[User:Rkyeun|Rkyeun]] 15:32, 12 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ogre&amp;diff=42876</id>
		<title>40d:Ogre</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ogre&amp;diff=42876"/>
		<updated>2009-08-12T18:09:22Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Ogre|symbol=O|color={{COLOR:7:0:0}}|butcher=no|&lt;br /&gt;
bones=9|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* [[Temperate]] and [[tropical]] [[shrubland]]&lt;br /&gt;
* Temperate and tropical [[savanna]]&lt;br /&gt;
* Temperate and tropical [[grassland]]&lt;br /&gt;
}}&lt;br /&gt;
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'''Ogre''' is an evil creature that lives in [[temperate]] and [[tropical]] [[biomes]] with little [[tree]]s. It will wander around your site trying to kill all [[dwarves]] it encounters. It can also eat your [[bone]]s from your [[refuse]] pile. In [[adventure mode]], [[mayor]]s will occasionally ask you to kill them.&lt;br /&gt;
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&lt;br /&gt;
{{Game_Data|[CREATURE:OGRE]&lt;br /&gt;
	[NAME:ogre:ogres:ogre]&lt;br /&gt;
	[TILE:'O'][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3]&lt;br /&gt;
	[LARGE_ROAMING][EVIL][DIFFICULTY:2][FREQUENCY:50]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:low howls]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&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;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40389</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40389"/>
		<updated>2009-08-10T22:54:41Z</updated>

		<summary type="html">&lt;p&gt;Dapanman: /* Arrival conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
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My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
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My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
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Count was finally promoted after 3 years of being past 140 and 30k. He was promoted in the spring after the elven caravan left; Population 216 (200 cap got migrants at 207, oddly) Exported wealth: 54k, Created 2m, Imported 450k. I was also still a city until he got promoted even though I was well past 140 for a while. All caravans have survived to this point, I've not struck Adamantine, I get sieged regularly by about 40 mounted gobbos (and win handily). ~~--[[User:Dapanman|Dapanman]] 22:54, 10 August 2009 (UTC)&lt;br /&gt;
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== Examples of counts becoming dukes ==&lt;br /&gt;
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I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
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In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
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It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
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Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
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I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;br /&gt;
EDIT: oh, and I just noticed that even though I have the count, the status screen still says I am a city. do I need the latest version?--[[User:Destor|Destor]] 13:13, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am about to make an... experiment. Currently have 1296k created, 926k imported and 114k exported. Current population at 122, cap set at 139. Should provide more insight into population requirement. --[[User:Liqum|Liqum]] 02:16, 9 February 2009 (EST)&lt;br /&gt;
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::Well this experiment was a huge failure! Even though I had set the pop limit to 139 I somehow got my pop up to 146 in the previous immigration wave. And the countess did not turn into a duchess either. --[[User:Liqum|Liqum]] 16:05, 9 February 2009 (EST)&lt;br /&gt;
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:::It struck me that the current age of the fortress may be of relevance. Mine has existed for 9 years so far (no duke yet). --[[User:Liqum|Liqum]] 16:32, 9 February 2009 (EST)&lt;br /&gt;
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::::And BAM! I just got my countess to become a duchess. The human caravan had just left, not sure if that is related however. 1136k created wealth, 1045k imported, 114k exported, population of 146, 9 year old fortress. --[[User:Liqum|Liqum]] 17:32, 9 February 2009 (EST)&lt;br /&gt;
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== From Baroness to Duchess ==&lt;br /&gt;
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After finally getting the exported wealth amount above 10k (3 sieges in a single year, skipping winter or course) my Baroness showed up the next spring with the first migrant wave. Come summer and the human caravan my exported wealth jumped to 50,768 (from about 11k) and no sooner had the last merchant left then I became a Duchy (completely skipping Count). 30k sounds about right based on past games, either way its definitely 50k or under. [[User:Lando242|Lando242]] 14:40, 3 January 2009 (EST)&lt;br /&gt;
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== Maximum Number of Dukes/consorts? ==&lt;br /&gt;
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Anyone have any idea how many dukes and consorts a fort can max out at, or if there's a maximum at all?  so far, I've gotten three dukes (no nobles deaths in the fort) and consorts, along with every other noble that comes... --[[User:Sukasa|Sukasa]] 18:05, 29 March 2009 (UTC)&lt;br /&gt;
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: 3 Dukes? That is 2 more than you should have. Normally you get 1 Baron/Count/Duke and most times a consort (unless they are not married). Generally you should get a Baron, who then promotes to a Count, who than premotes to a Duke. It all depends on what requirements you have met, sometimes you might be behind on a few requirements and ahead on others so you get a Count or Duke strait off when you finally meet the basic requirements, but you shouldn't have more than one at a time, although you can end up with excess consorts if the noble died and the replacement also cam with a consort. [[User:Lando242|Lando242]] 10:42, 27 June 2009 (UTC)&lt;br /&gt;
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::Unless he is having [[fun]] with them. In which case new ones will come to replace the old every season or so.--[[User:Kwieland|Kwieland]] 01:42, 28 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dapanman</name></author>
	</entry>
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