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	<updated>2026-06-14T06:45:35Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=235854</id>
		<title>Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=235854"/>
		<updated>2018-05-05T02:53:03Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: /* Disadvantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:58, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders.&lt;br /&gt;
*Allows workshop profiles to be set.&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''manager''' is a [[noble]] that allows players to create multiple production orders. Players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. The manager also lets a player set up profiles for workshops.&lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
A certain set of skills are relevant for any manager. Furthermore, certain [[personality trait]]s influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attribute’s cross training. The ones relevant for a manager are as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for manager)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain social skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by social skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Organizer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                                             Social awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardness (Honesty)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation (Compromising)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social awareness&lt;br /&gt;
|}&lt;br /&gt;
The better match with the skills, traits and attributes in the table above, the better manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in the [[dining room]] will suffice.&lt;br /&gt;
&lt;br /&gt;
To set up a dwarf to be the manager and give him an office:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|n}} to enter the Nobles screen&lt;br /&gt;
#Select Manager and hit {{K|Enter}}. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.&lt;br /&gt;
#Build a [[chair]] somewhere or locate an existing chair.&lt;br /&gt;
#Use the {{K|q}} command and place the cursor on the chair. Select the option to make the area into an [[Office]] and assign your manager as the owner of the office.&lt;br /&gt;
&lt;br /&gt;
At this point the red {{DFtext|[REQUIRE]|4:1}} under &amp;quot;Manager&amp;quot; should have disappeared from the {{K|n}}obles screen and you should be able to queue up work orders.&lt;br /&gt;
&lt;br /&gt;
It is trivially easy for a manager to get experience in the [[organizer]] skill. Just queue a lot of jobs to produce 30 of something, such as [[loom|Collect Webs]], which appears first on the list.  The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it is validated if you wish.&lt;br /&gt;
&lt;br /&gt;
{{a|The manager screen}}&lt;br /&gt;
&lt;br /&gt;
== Work orders ==&lt;br /&gt;
Creating a '''work order''' works like this:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|j}}-{{K|m}} or {{K|u}}-{{K|m}} to enter the Manager screen.&lt;br /&gt;
#Press {{K|q}} to create a new work order&lt;br /&gt;
#Start typing (part of) the name of the item you want to produce. This will cause menu options that don't match the string you type to disappear from the menu.&lt;br /&gt;
#Use the directional keys to select the specific type of item you want.&lt;br /&gt;
#Enter the quantity of items you want to produce (0 for a perpetual order).&lt;br /&gt;
#Your work order will appear in the list.&lt;br /&gt;
&lt;br /&gt;
If there are at least 20 dwarves total then the manager will need to go to his office to &amp;quot;validate&amp;quot; each work order before it is acted on. If a manager is somehow occupied with other things then this might take a while, so in larger forts you might want to make sure your manager is not overly burdened with other labors. (For example, disabling hauling and cleaning for the manager might be a good idea.) The manager will also not perform his or her duties if socializing, drinking, eating, asleep or otherwise incapacitated (perhaps due to wounds). Managers don't require writing materials such as [[paper]] or [[scroll]]s to validate production orders.&lt;br /&gt;
&lt;br /&gt;
To see if an order is validated, check the manager screen &amp;amp;mdash; validated orders will have a green checkmark, while invalidated orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office. An order can have the prefix of 'Ready', 'Checking' or 'Active'. A 'Ready' order only needs to be validated by the manager to become 'Active'. A 'Checking' order is waiting for its conditions to be satisfied: it will then become 'Active'.&lt;br /&gt;
&lt;br /&gt;
An order can be set as a One-time order, or as a Repeating order that can restart when completed (conditions checked daily, monthly, seasonally or yearly), in the conditions menu.&lt;br /&gt;
&lt;br /&gt;
You can edit the order in several ways: You can {{K|r}}emove it, raise its {{K|p}}riority, make it max ({{K|t}}op) priority, change its {{K|c}}onditions or {{K|d}}etails, or {{K|Enter}} limit the amount of workshops the order can be assigned to.&lt;br /&gt;
&lt;br /&gt;
Conditions can be added to a work order by pressing {{K|c}}, and can either be based on the amount of an item in your fortress, or can depend on a currently ongoing work order.&lt;br /&gt;
&lt;br /&gt;
'''Item conditions:''' To make life easier you can add item conditions from either the {{K|r}}eagents/materials or {{K|p}}roducts, or you can even {{K|a}}dd a new item condition yourself. When an item condition is selected, the following can be changed: The type (cabinets, bins etc.), material (obsidian, Acacia etc.), the traits (food-storage items, nearby items, empty items etc.), the number of the items (though this does not count items that are forbidden, built into something, or owned) and the inequality (at least, at most, greater than, less than, exactly, not). &lt;br /&gt;
&lt;br /&gt;
'''Order conditions:''' The condition can depend on another order being completed, or another order becoming active. &lt;br /&gt;
&lt;br /&gt;
The details of an order specify the type of material used in the making of the item (if applicable). Setting the max number of workshops that the order applies to can be especially useful to ensure that multiple orders for the same type of workshop (e.g. a Mason's Workshop) are worked on at the same time. After a production order is validated and Active, corresponding tasks will be automatically added to applicable workshops until the production quota has been met.An [[announcement]] appears when each order is completed. For repeating orders, the order then becomes inactive and the manager checks at the selected time interval for the conditions to become true again before restarting the order.&lt;br /&gt;
&lt;br /&gt;
In repeating work orders, the quantity of items is treated as a batch size rather than a target number for total items to be produced. The quantity is set when creating the work order, and cannot be changed without redoing the entire order, conditions and all. A repeating work order will not abort mid-batch due to job cancellation or failed conditions. It must wait until the end of the batch before stopping. Be forewarned that perpetual (infinite) orders ''only check their conditions the first time they become true'', since the (infinitely-sized) batch never completes. This can lead to confusion and frustration, as the order ''will '''never''' stop, regardless of failed conditions''!&lt;br /&gt;
&lt;br /&gt;
A guide to setting up functional work orders may be found in [http://www.bay12forums.com/smf/index.php?topic=158287.0 this thread].&lt;br /&gt;
&lt;br /&gt;
== Setting workshop profiles==&lt;br /&gt;
The manager also allows players to change a [[workshop]]'s &amp;quot;Profile&amp;quot;. To edit a workshop's Profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
&lt;br /&gt;
The workshop Profile enables players to restrict the dwarves that can use it and the minimum and maximum [[skill]] level required to use the workshop. They can choose who specifically can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
&lt;br /&gt;
Additionally, using the Work Orders tab on the Profile screen will allow the manager to queue work orders specific to that workshop. Pressing Enter on the Work Orders tab will toggle whether or not the workshop will accept general work orders or only those set through the workshop's Profile.&lt;br /&gt;
&lt;br /&gt;
Dwarves with strange moods seem to be able to claim a workshop even if they do not meet the profile criteria.&lt;br /&gt;
&lt;br /&gt;
A note of caution: workshop profiles persist&amp;lt;sup&amp;gt;v0.31.12&amp;lt;/sup&amp;gt; even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarves permitted into the workshop die or are reassigned. Furthermore, workshop profiles seem to be slightly buggy. Adequate (rusty) weaponsmiths have been seen using a forge with the skill min/max both set to &amp;quot;Dabbling&amp;quot;. This may be somewhat irritating if peasants are undergoing training.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, the bins may not be produced until ''all'' of the barrels are done. Additionally, should another order be given at a carpenter's workshop, the existing tasks may need to be canceled or suspended. These problems are avoidable as long as the manager is not used too heavily, and if production orders are of relatively small amounts.&lt;br /&gt;
&lt;br /&gt;
A useful trick to quickly clear the queue of a [[workshop]] is to slate the workshop for removal and then cancel this action.&lt;br /&gt;
&lt;br /&gt;
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the profile of specific workshops and moving to the Work Orders menu; setting &amp;quot;general work orders cannot task this shop&amp;quot; will prevent the manager from assigning tasks.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MANAGER]&lt;br /&gt;
		[NAME:manager:managers]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:MANAGE_PRODUCTION]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:160]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[REQUIRED_OFFICE:1]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219248</id>
		<title>Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219248"/>
		<updated>2015-05-31T17:57:54Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: /* Flour Varieties */ Added tiles for three crops I could confirm ingame.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:01, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:cave-wheat-flour.jpg|thumb|right|A burlap [[bag]] filled with flour.]]&lt;br /&gt;
'''Flour''' is an ingredient in [[cooking]], made by [[milling]] one of the many available [[Crops|grains]] at a [[millstone]] or [[quern]]. Milling involves grinding the grains beneath the wheel, rendering it from an inedible plant to an edible [[powder]] suitable for cooking. Milling plants needs one [[bag]] for every job, and one plant will be processed to make one bag of flour. Flour in [[bag]]s or [[barrel|mill barrels]] do not [[Wear|wither]] like crops, and possess an indefinite shelf life if kept free of [[vermin]]. It is also a very efficient use of space, since a single barrel can store up to ten bags of flour. Given these attributes, flour serves as an excellent foodstuff. A relatively small [[stockpile]] can sustain a number of dwarves during a [[siege]] or the first few months of a new outpost. &lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Flour will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. Flour is more valuable than the raw [[crop]], (20☼ per unit for cave wheat flour and longland flour, 25☼ per unit for whip vine flour), and prepared meals made with flour have a higher value. Bags and barrels of flour are often quite [[Item value|valuable]] and suitable for export or import with [[caravan]]s; a single barrel of flour can easily be worth more than 200☼. A stack of plants size ''n'' produces a bag with ''n'' flour and ''n'' seeds. Barrels of prepared meals made with valuable flour products can be worth thousands, if made by a skilled [[cook]].&lt;br /&gt;
&lt;br /&gt;
== Flour Varieties ==&lt;br /&gt;
The following crops can be made into flour:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|cprice=4|fname=Dwarven wheat flour}}&lt;br /&gt;
{{flour table row|name=Longland grass|tile=τ|colour=6:1|cprice=4|fname=Longland flour}}&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
{{flour table row|name=Single-grain wheat}}&lt;br /&gt;
{{flour table row|name=Two-grain wheat}}&lt;br /&gt;
{{flour table row|name=Soft wheat}}&lt;br /&gt;
{{flour table row|name=Hard wheat}}&lt;br /&gt;
{{flour table row|name=Spelt}}&lt;br /&gt;
{{flour table row|name=Barley}}&lt;br /&gt;
{{flour table row|name=Buckwheat}}&lt;br /&gt;
{{flour table row|name=Oats|fname=Oat flour}}&lt;br /&gt;
{{flour table row|name=Rye}}&lt;br /&gt;
{{flour table row|name=Sorghum}}&lt;br /&gt;
{{flour table row|name=Rice}}&lt;br /&gt;
{{flour table row|name=Maize}}&lt;br /&gt;
{{flour table row|name=Quinoa|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Kaniwa}}&lt;br /&gt;
{{flour table row|name=Pendant amaranth}}&lt;br /&gt;
{{flour table row|name=Blood amaranth}}&lt;br /&gt;
{{flour table row|name=Purple amaranth}}&lt;br /&gt;
{{flour table row|name=Pearl millet}}&lt;br /&gt;
{{flour table row|name=White millet}}&lt;br /&gt;
{{flour table row|name=Finger millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Foxtail millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Fonio}}&lt;br /&gt;
{{flour table row|name=Teff}}&lt;br /&gt;
{{flour table row|name=Flax}}&lt;br /&gt;
{{flour table row|name=Hemp}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Flax]] and [[hemp]] are unique among flour-producing plants in that they also produce [[plant fiber]]; that is, it is possible to make both the flour and the containers that hold it from one plant.&lt;br /&gt;
&lt;br /&gt;
== Associated Technology ==&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarven science continues to research improvements in the milling process. Dwarven histories give many examples of new and innovative [[Artifact|quern and millstone designs]], few of which are reproducible on an industrial scale, as well as [[Stupid dwarf trick|elaborate mechanical schemes]]. Research dwarves continue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as &amp;quot;bread&amp;quot; - some sort of solid beer - but they have been promising to produce this miracle substance for years and have not yet shown any progress.&lt;br /&gt;
&lt;br /&gt;
No self-respecting dwarf (even when motivated by starvation) will lower themselves to eating what promised to be perfectly good beer. Many cunning chefs in the mountainhomes have, however, been known to serve a meal made entirely of the stuff to both haulers and nobles alike, claiming it to be 'masterfully ground' cave wheat. Elven and human traders are similarly duped much to the pleasure of the kitchen staff.&lt;br /&gt;
&lt;br /&gt;
The few human traders to make any comparison between cave wheat flour biscuits and the nigh-legendary solid beer found themselves suffering [[unfortunate accident|from terrible, sudden misfortune]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_fiber&amp;diff=219240</id>
		<title>Plant fiber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_fiber&amp;diff=219240"/>
		<updated>2015-05-31T04:23:43Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|13:04, 22 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Plant fiber''' is a type of [[thread]], created from harvested plants by a [[thresher]] at a farmer's workshop. It can then be [[dyeing|dyed]], used to create [[cloth]], or used by a [[suturer]] in a [[hospital]]. Producing plant fiber threads will also create seeds for the corresponding crop.&lt;br /&gt;
&lt;br /&gt;
There are currently eight crops which can be used for textile production: [[rope reed|rope reeds]], [[pig tail|pig tails]], [[hemp]], [[cotton]], [[ramie]], [[flax]], [[jute]] and [[kenaf]]. Pig tails are the only fiber-producing crop which can be grown [[underground]]; the others are all above-ground crops. The value of the plant fiber does not change depending on the crop used.&lt;br /&gt;
&lt;br /&gt;
When used to create cloth, all plant fibres have a material value of 12☼, twice as much as [[wool]] and low-value [[silk]], but half as much as the precious [[giant cave spider]] silk.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Yarn]]&lt;br /&gt;
* [[Textile industry]]&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219239</id>
		<title>Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219239"/>
		<updated>2015-05-31T04:00:58Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: /* Flour Varieties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:01, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:cave-wheat-flour.jpg|thumb|right|A burlap [[bag]] filled with flour.]]&lt;br /&gt;
'''Flour''' is an ingredient in [[cooking]], made by [[milling]] one of the many available [[Crops|grains]] at a [[millstone]] or [[quern]]. Milling involves grinding the grains beneath the wheel, rendering it from an inedible plant to an edible [[powder]] suitable for cooking. Milling plants needs one [[bag]] for every job, and one plant will be processed to make one bag of flour. Flour in [[bag]]s or [[barrel|mill barrels]] do not [[Wear|wither]] like crops, and possess an indefinite shelf life if kept free of [[vermin]]. It is also a very efficient use of space, since a single barrel can store up to ten bags of flour. Given these attributes, flour serves as an excellent foodstuff. A relatively small [[stockpile]] can sustain a number of dwarves during a [[siege]] or the first few months of a new outpost. &lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Flour will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. Flour is more valuable than the raw [[crop]], (20☼ per unit for cave wheat flour and longland flour, 25☼ per unit for whip vine flour), and prepared meals made with flour have a higher value. Bags and barrels of flour are often quite [[Item value|valuable]] and suitable for export or import with [[caravan]]s; a single barrel of flour can easily be worth more than 200☼. A stack of plants size ''n'' produces a bag with ''n'' flour and ''n'' seeds. Barrels of prepared meals made with valuable flour products can be worth thousands, if made by a skilled [[cook]].&lt;br /&gt;
&lt;br /&gt;
== Flour Varieties ==&lt;br /&gt;
The following crops can be made into flour:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|cprice=4|fname=Dwarven wheat flour}}&lt;br /&gt;
{{flour table row|name=Longland grass|tile=τ|colour=6:1|cprice=4|fname=Longland flour}}&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
{{flour table row|name=Single-grain wheat}}&lt;br /&gt;
{{flour table row|name=Two-grain wheat}}&lt;br /&gt;
{{flour table row|name=Soft wheat}}&lt;br /&gt;
{{flour table row|name=Hard wheat}}&lt;br /&gt;
{{flour table row|name=Spelt}}&lt;br /&gt;
{{flour table row|name=Barley}}&lt;br /&gt;
{{flour table row|name=Buckwheat}}&lt;br /&gt;
{{flour table row|name=Oats|fname=Oat flour}}&lt;br /&gt;
{{flour table row|name=Rye}}&lt;br /&gt;
{{flour table row|name=Sorghum}}&lt;br /&gt;
{{flour table row|name=Rice}}&lt;br /&gt;
{{flour table row|name=Maize}}&lt;br /&gt;
{{flour table row|name=Quinoa}}&lt;br /&gt;
{{flour table row|name=Kaniwa}}&lt;br /&gt;
{{flour table row|name=Pendant amaranth}}&lt;br /&gt;
{{flour table row|name=Blood amaranth}}&lt;br /&gt;
{{flour table row|name=Purple amaranth}}&lt;br /&gt;
{{flour table row|name=Pearl millet}}&lt;br /&gt;
{{flour table row|name=White millet}}&lt;br /&gt;
{{flour table row|name=Finger millet}}&lt;br /&gt;
{{flour table row|name=Foxtail millet}}&lt;br /&gt;
{{flour table row|name=Fonio}}&lt;br /&gt;
{{flour table row|name=Teff}}&lt;br /&gt;
{{flour table row|name=Flax}}&lt;br /&gt;
{{flour table row|name=Hemp}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Flax]] and [[hemp]] are unique among flour-producing plants in that they also produce [[plant fiber]]; that is, it is possible to make both the flour and the containers that hold it from one plant.&lt;br /&gt;
&lt;br /&gt;
== Associated Technology ==&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarven science continues to research improvements in the milling process. Dwarven histories give many examples of new and innovative [[Artifact|quern and millstone designs]], few of which are reproducible on an industrial scale, as well as [[Stupid dwarf trick|elaborate mechanical schemes]]. Research dwarves continue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as &amp;quot;bread&amp;quot; - some sort of solid beer - but they have been promising to produce this miracle substance for years and have not yet shown any progress.&lt;br /&gt;
&lt;br /&gt;
No self-respecting dwarf (even when motivated by starvation) will lower themselves to eating what promised to be perfectly good beer. Many cunning chefs in the mountainhomes have, however, been known to serve a meal made entirely of the stuff to both haulers and nobles alike, claiming it to be 'masterfully ground' cave wheat. Elven and human traders are similarly duped much to the pleasure of the kitchen staff.&lt;br /&gt;
&lt;br /&gt;
The few human traders to make any comparison between cave wheat flour biscuits and the nigh-legendary solid beer found themselves suffering [[unfortunate accident|from terrible, sudden misfortune]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219238</id>
		<title>Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219238"/>
		<updated>2015-05-31T03:57:18Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: /* Flour Varieties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:01, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:cave-wheat-flour.jpg|thumb|right|A burlap [[bag]] filled with flour.]]&lt;br /&gt;
'''Flour''' is an ingredient in [[cooking]], made by [[milling]] one of the many available [[Crops|grains]] at a [[millstone]] or [[quern]]. Milling involves grinding the grains beneath the wheel, rendering it from an inedible plant to an edible [[powder]] suitable for cooking. Milling plants needs one [[bag]] for every job, and one plant will be processed to make one bag of flour. Flour in [[bag]]s or [[barrel|mill barrels]] do not [[Wear|wither]] like crops, and possess an indefinite shelf life if kept free of [[vermin]]. It is also a very efficient use of space, since a single barrel can store up to ten bags of flour. Given these attributes, flour serves as an excellent foodstuff. A relatively small [[stockpile]] can sustain a number of dwarves during a [[siege]] or the first few months of a new outpost. &lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Flour will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. Flour is more valuable than the raw [[crop]], (20☼ per unit for cave wheat flour and longland flour, 25☼ per unit for whip vine flour), and prepared meals made with flour have a higher value. Bags and barrels of flour are often quite [[Item value|valuable]] and suitable for export or import with [[caravan]]s; a single barrel of flour can easily be worth more than 200☼. A stack of plants size ''n'' produces a bag with ''n'' flour and ''n'' seeds. Barrels of prepared meals made with valuable flour products can be worth thousands, if made by a skilled [[cook]].&lt;br /&gt;
&lt;br /&gt;
== Flour Varieties ==&lt;br /&gt;
The following crops can be made into flour:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|cprice=4|fname=Dwarven wheat flour}}&lt;br /&gt;
{{flour table row|name=Longland grass|tile=τ|colour=6:1|cprice=4|fname=Longland flour}}&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
{{flour table row|name=Single-grain wheat}}&lt;br /&gt;
{{flour table row|name=Two-grain wheat}}&lt;br /&gt;
{{flour table row|name=Soft wheat}}&lt;br /&gt;
{{flour table row|name=Hard wheat}}&lt;br /&gt;
{{flour table row|name=Spelt}}&lt;br /&gt;
{{flour table row|name=Barley}}&lt;br /&gt;
{{flour table row|name=Buckwheat}}&lt;br /&gt;
{{flour table row|name=Oats|fname=Oat flour}}&lt;br /&gt;
{{flour table row|name=Rye}}&lt;br /&gt;
{{flour table row|name=Sorghum}}&lt;br /&gt;
{{flour table row|name=Rice}}&lt;br /&gt;
{{flour table row|name=Maize}}&lt;br /&gt;
{{flour table row|name=Quinoa}}&lt;br /&gt;
{{flour table row|name=Kaniwa}}&lt;br /&gt;
{{flour table row|name=Pendant amaranth}}&lt;br /&gt;
{{flour table row|name=Blood amaranth}}&lt;br /&gt;
{{flour table row|name=Purple amaranth}}&lt;br /&gt;
{{flour table row|name=Pearl millet}}&lt;br /&gt;
{{flour table row|name=White millet}}&lt;br /&gt;
{{flour table row|name=Finger millet}}&lt;br /&gt;
{{flour table row|name=Foxtail millet}}&lt;br /&gt;
{{flour table row|name=Fonio}}&lt;br /&gt;
{{flour table row|name=Teff}}&lt;br /&gt;
{{flour table row|name=Flax}}&lt;br /&gt;
{{flour table row|name=Hemp}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Associated Technology ==&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarven science continues to research improvements in the milling process. Dwarven histories give many examples of new and innovative [[Artifact|quern and millstone designs]], few of which are reproducible on an industrial scale, as well as [[Stupid dwarf trick|elaborate mechanical schemes]]. Research dwarves continue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as &amp;quot;bread&amp;quot; - some sort of solid beer - but they have been promising to produce this miracle substance for years and have not yet shown any progress.&lt;br /&gt;
&lt;br /&gt;
No self-respecting dwarf (even when motivated by starvation) will lower themselves to eating what promised to be perfectly good beer. Many cunning chefs in the mountainhomes have, however, been known to serve a meal made entirely of the stuff to both haulers and nobles alike, claiming it to be 'masterfully ground' cave wheat. Elven and human traders are similarly duped much to the pleasure of the kitchen staff.&lt;br /&gt;
&lt;br /&gt;
The few human traders to make any comparison between cave wheat flour biscuits and the nigh-legendary solid beer found themselves suffering [[unfortunate accident|from terrible, sudden misfortune]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219237</id>
		<title>Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219237"/>
		<updated>2015-05-31T03:56:56Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: /* Flour Varieties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:01, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:cave-wheat-flour.jpg|thumb|right|A burlap [[bag]] filled with flour.]]&lt;br /&gt;
'''Flour''' is an ingredient in [[cooking]], made by [[milling]] one of the many available [[Crops|grains]] at a [[millstone]] or [[quern]]. Milling involves grinding the grains beneath the wheel, rendering it from an inedible plant to an edible [[powder]] suitable for cooking. Milling plants needs one [[bag]] for every job, and one plant will be processed to make one bag of flour. Flour in [[bag]]s or [[barrel|mill barrels]] do not [[Wear|wither]] like crops, and possess an indefinite shelf life if kept free of [[vermin]]. It is also a very efficient use of space, since a single barrel can store up to ten bags of flour. Given these attributes, flour serves as an excellent foodstuff. A relatively small [[stockpile]] can sustain a number of dwarves during a [[siege]] or the first few months of a new outpost. &lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Flour will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. Flour is more valuable than the raw [[crop]], (20☼ per unit for cave wheat flour and longland flour, 25☼ per unit for whip vine flour), and prepared meals made with flour have a higher value. Bags and barrels of flour are often quite [[Item value|valuable]] and suitable for export or import with [[caravan]]s; a single barrel of flour can easily be worth more than 200☼. A stack of plants size ''n'' produces a bag with ''n'' flour and ''n'' seeds. Barrels of prepared meals made with valuable flour products can be worth thousands, if made by a skilled [[cook]].&lt;br /&gt;
&lt;br /&gt;
== Flour Varieties ==&lt;br /&gt;
The following crops can be made into flour:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|cprice=4|fname=Dwarven wheat flour}}&lt;br /&gt;
{{flour table row|name=Longland grass|tile=τ|colour=6:1|cprice=4|fname=Longland flour}}&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
{{flour table row|name=Single-grain wheat}}&lt;br /&gt;
{{flour table row|name=Two-grain wheat}}&lt;br /&gt;
{{flour table row|name=Soft wheat}}&lt;br /&gt;
{{flour table row|name=Hard wheat}}&lt;br /&gt;
{{flour table row|name=Spelt}}&lt;br /&gt;
{{flour table row|name=Barley}}&lt;br /&gt;
{{flour table row|name=Buckwheat}}&lt;br /&gt;
{{flour table row|name=Oats|fname=Oat flour}}&lt;br /&gt;
{{flour table row|name=Rye}}&lt;br /&gt;
{{flour table row|name=Sorghum}}&lt;br /&gt;
{{flour table row|name=Rice}}&lt;br /&gt;
{{flour table row|name=Maize}}&lt;br /&gt;
{{flour table row|name=Quinoa}}&lt;br /&gt;
{{flour table row|name=Kaniwa}}&lt;br /&gt;
{{flour table row|name=Pendant amaranth}}&lt;br /&gt;
{{flour table row|name=Blood amaranth}}&lt;br /&gt;
{{flour table row|name=Purple amaranth}}&lt;br /&gt;
{{flour table row|name=Pearl millet}}&lt;br /&gt;
{{flour table row|name=White millet}}&lt;br /&gt;
{{flour table row|name=Finger millet}}&lt;br /&gt;
{{flour table row|name=Foxtail millet}}&lt;br /&gt;
{{flour table row|name=Fonio}}&lt;br /&gt;
{{flour table row|name=Teff}}&lt;br /&gt;
{{flour table row|name=Flax}}&lt;br /&gt;
{{flour table row|name=Hemp}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Associated Technology ==&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarven science continues to research improvements in the milling process. Dwarven histories give many examples of new and innovative [[Artifact|quern and millstone designs]], few of which are reproducible on an industrial scale, as well as [[Stupid dwarf trick|elaborate mechanical schemes]]. Research dwarves continue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as &amp;quot;bread&amp;quot; - some sort of solid beer - but they have been promising to produce this miracle substance for years and have not yet shown any progress.&lt;br /&gt;
&lt;br /&gt;
No self-respecting dwarf (even when motivated by starvation) will lower themselves to eating what promised to be perfectly good beer. Many cunning chefs in the mountainhomes have, however, been known to serve a meal made entirely of the stuff to both haulers and nobles alike, claiming it to be 'masterfully ground' cave wheat. Elven and human traders are similarly duped much to the pleasure of the kitchen staff.&lt;br /&gt;
&lt;br /&gt;
The few human traders to make any comparison between cave wheat flour biscuits and the nigh-legendary solid beer found themselves suffering [[unfortunate accident|from terrible, sudden misfortune]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219236</id>
		<title>Template:Flour table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219236"/>
		<updated>2015-05-31T03:52:48Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template used for the table on the [[Flour]] page. Takes the following parameters:&lt;br /&gt;
&lt;br /&gt;
* '''name''': Name of the crop.&lt;br /&gt;
* '''tile''': Tile character.&lt;br /&gt;
* '''colour''': Colour of the tile.&lt;br /&gt;
* '''cprice''': Price of the raw crop. Defaults to 2, by far the most common value.&lt;br /&gt;
* '''fname''': Name of the processed flour. Defaults to the name value followed by &amp;quot;flour&amp;quot;.&lt;br /&gt;
* '''fprice''': Price of the processed flour. Defaults to 20, by far the most common value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[{{{name| }}}]]&lt;br /&gt;
| style=&amp;quot;background:black;&amp;quot;|{{Tile|{{{tile|?}}}|{{{colour|0:0}}}}}&lt;br /&gt;
| {{{cprice|2}}}☼&lt;br /&gt;
| {{{fname|{{{name|???}}} flour}}}&lt;br /&gt;
| {{{fprice|20}}}☼&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219235</id>
		<title>Template:Flour table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219235"/>
		<updated>2015-05-31T03:51:50Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template used for the table on the [[Flour]] page. Takes the following parameters:&lt;br /&gt;
&lt;br /&gt;
* '''name''': Name of the crop.&lt;br /&gt;
* '''tile''': Tile character.&lt;br /&gt;
* '''colour''': Colour of the tile.&lt;br /&gt;
* '''cprice''': Price of the raw crop.&lt;br /&gt;
* '''fname''': Name of the processed flour. Defaults to the name value followed by &amp;quot;flour&amp;quot;.&lt;br /&gt;
* '''fprice''': Price of the processed flour. Defaults to 20, by far the most common value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[{{{name| }}}]]&lt;br /&gt;
| style=&amp;quot;background:black;&amp;quot;|{{Tile|{{{tile|?}}}|{{{colour|0:0}}}}}&lt;br /&gt;
| {{{cprice|?}}}☼&lt;br /&gt;
| {{{fname|{{{name|???}}} flour}}}&lt;br /&gt;
| {{{fprice|20}}}☼&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219234</id>
		<title>Template:Flour table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219234"/>
		<updated>2015-05-31T03:47:16Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template used for the table on the [[Flour]] page. Takes the following parameters:&lt;br /&gt;
&lt;br /&gt;
* '''name''': Name of the crop.&lt;br /&gt;
* '''tile''': Tile character.&lt;br /&gt;
* '''colour''': Colour of the tile.&lt;br /&gt;
* '''cprice''': Price of the raw crop.&lt;br /&gt;
* '''fname''': Name of the processed flour. Defaults to the name value followed by &amp;quot;flour&amp;quot;.&lt;br /&gt;
* '''fprice''': Price of the processed flour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[{{{name| }}}]]&lt;br /&gt;
| style=&amp;quot;background:black;&amp;quot;|{{Tile|{{{tile|?}}}|{{{colour|0:0}}}}}&lt;br /&gt;
| {{{cprice|?}}}☼&lt;br /&gt;
| {{{fname|{{{name|???}}} flour}}}&lt;br /&gt;
| {{{fprice|0}}}☼&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219233</id>
		<title>Template:Flour table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219233"/>
		<updated>2015-05-31T03:46:57Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template used for the table on the [[Flour]] page. Takes the following parameters:&lt;br /&gt;
&lt;br /&gt;
* '''name''': Name of the crop.&lt;br /&gt;
* '''tile''': Tile character.&lt;br /&gt;
* '''colour''': Colour of the tile.&lt;br /&gt;
* '''cprice''': Price of the raw crop.&lt;br /&gt;
* '''fname''': Name of the processed flour. Defaults to the name value followed by &amp;quot;flour&amp;quot;.&lt;br /&gt;
* '''fprice''': Price of the processed flour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|price=1|fprice=25}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[{{{name| }}}]]&lt;br /&gt;
| style=&amp;quot;background:black;&amp;quot;|{{Tile|{{{tile|?}}}|{{{colour|0:0}}}}}&lt;br /&gt;
| {{{cprice|?}}}☼&lt;br /&gt;
| {{{fname|{{{name|???}}} flour}}}&lt;br /&gt;
| {{{fprice|0}}}☼&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219232</id>
		<title>Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=219232"/>
		<updated>2015-05-31T03:39:27Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:01, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:cave-wheat-flour.jpg|thumb|right|A burlap [[bag]] filled with flour.]]&lt;br /&gt;
'''Flour''' is an ingredient in [[cooking]], made by [[milling]] one of the many available [[Crops|grains]] at a [[millstone]] or [[quern]]. Milling involves grinding the grains beneath the wheel, rendering it from an inedible plant to an edible [[powder]] suitable for cooking. Milling plants needs one [[bag]] for every job, and one plant will be processed to make one bag of flour. Flour in [[bag]]s or [[barrel|mill barrels]] do not [[Wear|wither]] like crops, and possess an indefinite shelf life if kept free of [[vermin]]. It is also a very efficient use of space, since a single barrel can store up to ten bags of flour. Given these attributes, flour serves as an excellent foodstuff. A relatively small [[stockpile]] can sustain a number of dwarves during a [[siege]] or the first few months of a new outpost. &lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Flour will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. Flour is more valuable than the raw [[crop]], (20☼ per unit for cave wheat flour and longland flour, 25☼ per unit for whip vine flour), and prepared meals made with flour have a higher value. Bags and barrels of flour are often quite [[Item value|valuable]] and suitable for export or import with [[caravan]]s; a single barrel of flour can easily be worth more than 200☼. A stack of plants size ''n'' produces a bag with ''n'' flour and ''n'' seeds. Barrels of prepared meals made with valuable flour products can be worth thousands, if made by a skilled [[cook]].&lt;br /&gt;
&lt;br /&gt;
== Flour Varieties ==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
The following crops can be made into flour:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|price=4|fname=Dwarven wheat flour|fprice=20}}&lt;br /&gt;
{{flour table row|name=Longland grass|tile=τ|colour=6:1|price=4|fname=Longland flour|fprice=20}}&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|price=1|fname=Longland flour|fprice=25}}&lt;br /&gt;
|}&lt;br /&gt;
== Associated Technology ==&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarven science continues to research improvements in the milling process. Dwarven histories give many examples of new and innovative [[Artifact|quern and millstone designs]], few of which are reproducible on an industrial scale, as well as [[Stupid dwarf trick|elaborate mechanical schemes]]. Research dwarves continue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as &amp;quot;bread&amp;quot; - some sort of solid beer - but they have been promising to produce this miracle substance for years and have not yet shown any progress.&lt;br /&gt;
&lt;br /&gt;
No self-respecting dwarf (even when motivated by starvation) will lower themselves to eating what promised to be perfectly good beer. Many cunning chefs in the mountainhomes have, however, been known to serve a meal made entirely of the stuff to both haulers and nobles alike, claiming it to be 'masterfully ground' cave wheat. Elven and human traders are similarly duped much to the pleasure of the kitchen staff.&lt;br /&gt;
&lt;br /&gt;
The few human traders to make any comparison between cave wheat flour biscuits and the nigh-legendary solid beer found themselves suffering [[unfortunate accident|from terrible, sudden misfortune]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219231</id>
		<title>Template:Flour table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219231"/>
		<updated>2015-05-31T03:38:17Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template used for the table on the [[Flour]] page. Takes the following parameters (which default to the descriptor of [[Cave wheat]]):&lt;br /&gt;
&lt;br /&gt;
* '''name''': Name of the crop.&lt;br /&gt;
* '''tile''': Tile character.&lt;br /&gt;
* '''colour''': Colour of the tile.&lt;br /&gt;
* '''cprice''': Price of the raw crop.&lt;br /&gt;
* '''fname''': Name of the processed flour.&lt;br /&gt;
* '''fprice''': Price of the processed flour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[{{{name|Cave wheat}}}]]&lt;br /&gt;
| style=&amp;quot;background:black;&amp;quot;|{{Tile|{{{tile|τ}}}|{{{colour|7:0}}}}}&lt;br /&gt;
| {{{cprice|4}}}☼&lt;br /&gt;
| {{{fname|Dwarven wheat flour}}}&lt;br /&gt;
| {{{fprice|20}}}☼&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219230</id>
		<title>Template:Flour table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Flour_table_row&amp;diff=219230"/>
		<updated>2015-05-31T03:37:41Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Created page with &amp;quot;&amp;lt;noinclude&amp;gt; Template used for the table on the Flour page. Takes the following parameters (which default to the descriptor of Cave wheat):  * '''name''': Name of the c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template used for the table on the [[Flour]] page. Takes the following parameters (which default to the descriptor of [[Cave wheat]]):&lt;br /&gt;
&lt;br /&gt;
* '''name''': Name of the crop.&lt;br /&gt;
* '''tile''': Tile character.&lt;br /&gt;
* '''colour''': Colour of the tile.&lt;br /&gt;
* '''cprice''': Price of the raw crop.&lt;br /&gt;
* '''fname''': Name of the processed flour.&lt;br /&gt;
* '''fprice''': Price of the processed flour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[{{{name|Cave wheat}}}]]&lt;br /&gt;
| style=&amp;quot;background:black;&amp;quot;|{{Tile|{{{tile|τ}}}|{{{colour|7:0}}}}}&lt;br /&gt;
| {{{cprice|4}}}☼&lt;br /&gt;
| {{{fname|Dwarven wheat flour}}}&lt;br /&gt;
| {{{fprice|20}}}☼&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=144855</id>
		<title>v0.31:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=144855"/>
		<updated>2011-04-07T04:15:28Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:59, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For area blocks of 48x48 tiles on a game map, see {{L|Region}}.''&lt;br /&gt;
:''For &amp;quot;blocking&amp;quot; in combat, see {{L|Armor}}.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''block''' is a type of building material. {{L|Stone}} and {{L|wood}} can be shaped into blocks at a {{L|mason's workshop}} or {{L|carpenter's workshop}}.  {{L|Glass}} can be formed as blocks at a {{L|glass furnace}}, {{L|ceramic}} blocks can be made at a {{L|kiln}}, and {{L|metal}} blocks can be made at a {{L|forge}} from a single metal {{L|bar}} (or, in the case of {{L|adamantine}}, from '''four''' wafers).  Blocks do not have {{L|quality}} levels.&lt;br /&gt;
&lt;br /&gt;
A single block is required in order to build a {{L|well}}, {{L|screw pump}}, or {{L|ashery}}. Blocks can also be used in place of raw stone or wood in {{L|road}}s, {{L|bridge}}s, {{L|workshop}}s and {{L|construction}}s (but not in items like {{L|craft}}s or {{L|furniture}}).  Stone blocks are sometimes used as materials during {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
==Blocks vs Rocks==&lt;br /&gt;
&lt;br /&gt;
Building a bridge out of blocks instead of rocks cuts the building time by two thirds, independent of clearing and hauling time.  This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks.&lt;br /&gt;
&lt;br /&gt;
Blocks, unlike raw stone or wood, can stack in {{L|bin}}s in bar/block {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
Blocks are more valuable than rocks.  Blocks have a {{L|Value#Items with material but without quality|base value}} of 5, compared to the raw material value of 3 for stone, wood or glass.  Metal bars already have a base value of 5.&lt;br /&gt;
&lt;br /&gt;
{{L|Bridge}}s, {{L|pillar}}s, {{L|road}}s, and {{L|construction}}s built from rocks are called &amp;quot;rough&amp;quot; while the same built from blocks are not given that adjective.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to build workshops from blocks instead of rocks to avoid a surprising feature of forbidding.  Players often want to control which types of stones their workers use, especially at {{L|mason's workshop}}s and {{L|mechanic's workshop}}s, to control the color of the resulting furniture.  One way to achieve that control is by mass forbidding whole types of rocks from the {{L|stocks}} menu.  But if you forbid the stone (or block) that a workshop is made of, then that workshop will no longer function.  So a player forbidding stones to produce a particular color of chair or lever is often surprised when other workshops suddenly stop working.  Building workshops exclusively from blocks allows the player to mass forbid rocks from the stocks screen without encountering this problem. Building out of blocks also increases the value of the workshop, which increases the {{l|wealth}} of your fortress.&lt;br /&gt;
&lt;br /&gt;
Blocks of {{L|flux}} '''cannot''' be used for making {{L|pig iron}} or {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=144854</id>
		<title>v0.31:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=144854"/>
		<updated>2011-04-07T04:14:59Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:59, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For area blocks of 48x48 tiles on a game map, see {{L|Region}}.''&lt;br /&gt;
:''For &amp;quot;blocking&amp;quot; in combat, see {{L|Armor}}.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''block''' is a type of building material. {{L|Stone}} and {{L|wood}} can be shaped into blocks at a {{L|mason's workshop}} or {{L|carpenter's workshop}}.  {{L|Glass}} can be formed as blocks at a {{L|glass furnace}}, {{L|pottery}} blocks can be made at a {{L|kiln}}, and {{L|metal}} blocks can be made at a {{L|forge}} from a single metal {{L|bar}} (or, in the case of {{L|adamantine}}, from '''four''' wafers).  Blocks do not have {{L|quality}} levels.&lt;br /&gt;
&lt;br /&gt;
A single block is required in order to build a {{L|well}}, {{L|screw pump}}, or {{L|ashery}}. Blocks can also be used in place of raw stone or wood in {{L|road}}s, {{L|bridge}}s, {{L|workshop}}s and {{L|construction}}s (but not in items like {{L|craft}}s or {{L|furniture}}).  Stone blocks are sometimes used as materials during {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
==Blocks vs Rocks==&lt;br /&gt;
&lt;br /&gt;
Building a bridge out of blocks instead of rocks cuts the building time by two thirds, independent of clearing and hauling time.  This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks.&lt;br /&gt;
&lt;br /&gt;
Blocks, unlike raw stone or wood, can stack in {{L|bin}}s in bar/block {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
Blocks are more valuable than rocks.  Blocks have a {{L|Value#Items with material but without quality|base value}} of 5, compared to the raw material value of 3 for stone, wood or glass.  Metal bars already have a base value of 5.&lt;br /&gt;
&lt;br /&gt;
{{L|Bridge}}s, {{L|pillar}}s, {{L|road}}s, and {{L|construction}}s built from rocks are called &amp;quot;rough&amp;quot; while the same built from blocks are not given that adjective.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to build workshops from blocks instead of rocks to avoid a surprising feature of forbidding.  Players often want to control which types of stones their workers use, especially at {{L|mason's workshop}}s and {{L|mechanic's workshop}}s, to control the color of the resulting furniture.  One way to achieve that control is by mass forbidding whole types of rocks from the {{L|stocks}} menu.  But if you forbid the stone (or block) that a workshop is made of, then that workshop will no longer function.  So a player forbidding stones to produce a particular color of chair or lever is often surprised when other workshops suddenly stop working.  Building workshops exclusively from blocks allows the player to mass forbid rocks from the stocks screen without encountering this problem. Building out of blocks also increases the value of the workshop, which increases the {{l|wealth}} of your fortress.&lt;br /&gt;
&lt;br /&gt;
Blocks of {{L|flux}} '''cannot''' be used for making {{L|pig iron}} or {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=144839</id>
		<title>v0.31 Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=144839"/>
		<updated>2011-04-07T01:49:02Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Metal Bars==&lt;br /&gt;
Is the forge only requiring 1 metal bar, or is it only '''using''' 1 bar due to [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|this]] bug? --[[User:Quietust|Quietust]] 12:43, 15 April 2010 (UTC)&lt;br /&gt;
:I've just checked this myself - I built a metalsmith's forge, made some fuel, then ordered an iron bin to be forged while I didn't have any iron bars. &amp;quot;Urist cancels Construct Iron Bin: Needs '''3''' iron bars.&amp;quot; When something differs significantly from the previous version, it helps to make sure that it isn't a bug. --[[User:Quietust|Quietust]] 12:49, 15 April 2010 (UTC)&lt;br /&gt;
::Yep. Found that bug at bugtracker and reproduced it. Well, then I'll add a bugs sections --[[User:Peregarrett|Peregarrett]] 13:04, 15 April 2010 (UTC)&lt;br /&gt;
:::Anyone can report a bug on the tracker. People report ESC replacing space as a bug.&amp;lt;br&amp;gt;&lt;br /&gt;
:::So to evaluate reports for wiki purposes, one needs to look if Toady has acknowledged or confirmed it, or commented on it. Or, if not Toady, then at least Footkerchief or another manager. Plus if a lot of people have confirmed it.--[[User:Confused|Confused]] 20:53, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Artifact Bins==&lt;br /&gt;
One of my carpenters produced an artifact bin during a strange mood, and while it works perfectly for storage it, like all other artifacts, cannot be moved to the depot. This has the unfortunate side-effect of preventing you from trading the items inside it; the only solution I have found is to forbid the bin after dumping its contents. Any ideas?[[User:Fishsicles|Fishsicles]] 01:49, 7 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=144835</id>
		<title>v0.31 Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=144835"/>
		<updated>2011-04-07T01:00:34Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Metal Bars==&lt;br /&gt;
Is the forge only requiring 1 metal bar, or is it only '''using''' 1 bar due to [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|this]] bug? --[[User:Quietust|Quietust]] 12:43, 15 April 2010 (UTC)&lt;br /&gt;
:I've just checked this myself - I built a metalsmith's forge, made some fuel, then ordered an iron bin to be forged while I didn't have any iron bars. &amp;quot;Urist cancels Construct Iron Bin: Needs '''3''' iron bars.&amp;quot; When something differs significantly from the previous version, it helps to make sure that it isn't a bug. --[[User:Quietust|Quietust]] 12:49, 15 April 2010 (UTC)&lt;br /&gt;
::Yep. Found that bug at bugtracker and reproduced it. Well, then I'll add a bugs sections --[[User:Peregarrett|Peregarrett]] 13:04, 15 April 2010 (UTC)&lt;br /&gt;
:::Anyone can report a bug on the tracker. People report ESC replacing space as a bug.&amp;lt;br&amp;gt;&lt;br /&gt;
:::So to evaluate reports for wiki purposes, one needs to look if Toady has acknowledged or confirmed it, or commented on it. Or, if not Toady, then at least Footkerchief or another manager. Plus if a lot of people have confirmed it.--[[User:Confused|Confused]] 20:53, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Artifact Bins==&lt;br /&gt;
One of my carpenters produced an artifact bin during a strange mood, and while it works perfectly for storage it, like all other artifacts, cannot be moved to the depot. This has the unfortunate side-effect of preventing you from trading the items inside it; the only solution I have found is to forbid the bin after dumping its contents. Any ideas?&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Catsplosion&amp;diff=139745</id>
		<title>v0.31 Talk:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Catsplosion&amp;diff=139745"/>
		<updated>2011-03-23T19:12:01Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: forgot to sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugbatsplosion==&lt;br /&gt;
First there was the catsplosion, then came the [http://www.bay12forums.com/smf/index.php?topic=39522.0 camelsplosion] and the [http://www.bay12forums.com/smf/index.php?topic=41778.0 crocsplosion]. My fort is currently falling victim to a {{L|bugbat}}splosion - a swarm of 14 entered the map, one made a beeline for my fortress (had it briefly exposed) and got caged, and the rest have been sitting at the map edge for over a year and are now breeding... --[[User:Quietust|Quietust]] 03:42, 5 September 2010 (UTC)&lt;br /&gt;
:Rather curiously, once I slaughtered the one bugbat I had captured and tamed, all of the other bugbats in the caverns (including the pups) started flying around and eventually exited off the edge of the map where they entered. --[[User:Quietust|Quietust]] 19:44, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Rabbitsplosion==&lt;br /&gt;
Yeah, embarking with minimal required supplies and a lot of livestock has worked out wonderfully... until I spent those last twelve points on six rabbits. The little bastards will chew up a max-size pasture of their own after a few years.[[User:Fishsicles|Fishsicles]] 19:12, 23 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Catsplosion&amp;diff=139744</id>
		<title>v0.31 Talk:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Catsplosion&amp;diff=139744"/>
		<updated>2011-03-23T19:10:06Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugbatsplosion==&lt;br /&gt;
First there was the catsplosion, then came the [http://www.bay12forums.com/smf/index.php?topic=39522.0 camelsplosion] and the [http://www.bay12forums.com/smf/index.php?topic=41778.0 crocsplosion]. My fort is currently falling victim to a {{L|bugbat}}splosion - a swarm of 14 entered the map, one made a beeline for my fortress (had it briefly exposed) and got caged, and the rest have been sitting at the map edge for over a year and are now breeding... --[[User:Quietust|Quietust]] 03:42, 5 September 2010 (UTC)&lt;br /&gt;
:Rather curiously, once I slaughtered the one bugbat I had captured and tamed, all of the other bugbats in the caverns (including the pups) started flying around and eventually exited off the edge of the map where they entered. --[[User:Quietust|Quietust]] 19:44, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Rabbitsplosion==&lt;br /&gt;
Yeah, embarking with minimal required supplies and a lot of livestock has worked out wonderfully... until I spent those last twelve points on six rabbits. The little bastards will chew up a max-size pasture of their own after a few years.&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=139692</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=139692"/>
		<updated>2011-03-23T00:52:30Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after {{L|World generation|generating a world}}), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
= Choosing a Site =&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civ is too small, you will first recognize after the 2nd winter that you won't get more immigrants, which can be {{L|Fun|extremely fun}}. Your home civilization will need more than one dwarven place on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being three views of the land at three different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory, the size of your save files, and correspondingly, will dramatically affect the save and load times for your map, potentially make pathfinding more resource-intensive, and may generally slow your game down.  As such, smaller maps are recommended, especially for less powerful computers.  Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Broadleaf Forest&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Oily Forest&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}.&lt;br /&gt;
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=== Climate ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Hot&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.  Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
=== Plant Life ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Tree|trees}} and {{L|Shrub|shrubs}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Heavily Forested&amp;quot; and &amp;quot;Other Vegetation: Thick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the {{L|wood}} they provide, and wood is a basic building material, important for being the only material that beds can be made of, and, as metal bins and barrels require three times as much of less common metal resources as wood bins and barrels do, they are preferred materials for that, as well.  Wood is also a renewable source for {{L|charcoal}}, the {{L|fuel}} used in forges to make metal products in smelters or forges that are not magma-powered, and is needed to make steel even when you have magma forges.  Wood is finally also useful in making {{L|potash}} for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
In spite of wood's many uses, it is entirely possible to play in this version without any trees in your biomes, as trees can be farmed in muddied underground areas regardless of how barren the surface is.  Due to the inexpensive nature of wood, it is possible to simply embark with enough wood to last until you are ready to set up tree farming operations underground.  Wood is also a common good that elves, humans, and dwarves alike will sell to you.  &lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the {{L|herbalism}} skill, {{L|still|brewable materials}}, and {{L|seeds}} for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|surroundings}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as, &amp;quot;Surroundings: Calm&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. &lt;br /&gt;
&lt;br /&gt;
There are two axis for surroundings: Savagery and alignment.  Calm and neutral savagery are functionally identical.  Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals, for example you might have a {{L|Tigerman}} instead of &amp;quot;merely&amp;quot; a {{L|tiger}} in a savage jungle. &lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like {{L|pixie}}s, {{L|fluffy wambler}}s, or {{L|unicorn}}s, and are generally no more dangerous than neutral biomes.  Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
=== Layers ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Layer}}, {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view is the data on stone layers, displaying the top eight layers of stone or soil.  &lt;br /&gt;
&lt;br /&gt;
Each type of layer stone has certain kinds of ores, gems, and other minerals that will appear within that form of layer.  Layers are color-coded by the type of rock they are, with brown indicating {{L|soil}} (useless for raw materials, but easy to dig through), white indicating a {{L|sedimentary layer}} (indispensable for producing {{L|steel}}), light grey indicating a {{L|metamorphic layer}} (good for gems, and may contain marble to use as {{L|flux}}) or an {{L|igneous intrusive layer}}, and dark grey indicating an {{L|igneous extrusive layer}} (which may indicate magma pools in the caverns, as well as being good for various metal ores).  Igneous extrusive layers will never be found in the same biome as sedimentary layers, but it is possible to have both in the same map by embarking over two or more different biomes.&lt;br /&gt;
&lt;br /&gt;
It is very difficult to produce {{L|steel}} without a {{L|sedimentary layer}}.  ({{L|Steel}} makes nearly the {{L|Metal#Weapon_.26_Armor_Quality|best weapons and armor}}, and the materials are fairly easy to acquire if you have sedimentary layers.)  For steel, ideally, look for a site with {{L|chalk}}, {{L|limestone}}, or {{L|dolomite}}, which are not only sedimentary stones, but {{L|flux}} stones as well.  Any site showing some sedimentary stone should contain all of the necessary ingredients, however.&lt;br /&gt;
&lt;br /&gt;
To forge {{L|steel}}, you will need {{L|iron}} ore, {{L|flux}} stone, and {{L|fuel}}.  The three ores of {{L|iron}} (hematite, magnetite, and limonite) can only be found in sedimentary layers, with the exception of hematite, which can occasionally be found in {{L|igneous extrusive}} layers.  Furthermore, four of the five {{L|flux}} stones (calcite, chalk, dolomite, and limestone) are also only found in sedimentary layers, as well as both {{L|coal}} ores (bituminous coal and lignite) for making {{L|coke}} fuel.&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers, your only hope to make steel is with:&lt;br /&gt;
* hematite in {{L|igneous extrusive}} layers&lt;br /&gt;
* marble in {{L|metamorphic}} layers&lt;br /&gt;
* wood for making {{L|charcoal}} fuel&lt;br /&gt;
Even if you find and exploit magma for your furnaces, you'll still need the fuel in the smelting process, so you'll be cutting down two trees and burning them to make charcoal for every unit of hematite you are lucky enough to find.&lt;br /&gt;
&lt;br /&gt;
=== Aquifer ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). These are represented with ≈≈≈≈≈ symbols in the soil layers. Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
== Changing Views ==&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;  If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location.  Embarking on an {{l|island}}, or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no {{l|migrants}} or {{l|trade}} with your home civilization.  (If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes.)  Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks.  In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations (and if you choose your starting civilization in the &amp;quot;Your Civilization&amp;quot; screen, they may not be at war with you).&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. It may be worth looking at your choice of starting civilizations in {{l|Legends}} Mode before embarking, as there is much information about your civilization that is not shown directly at embark, and there is no way short of abandoning a fort to change your civilization once you have embarked.  Civilization choice will affect who is at war with you, what goods are available for trade (Dwarven caravans will only have the goods in the region of the city that is trading with your fort.  These will be the same goods that are available for you to purchase at embark.  Metals or stones, for example, that are not available for you to purchase in the &amp;quot;Prepare Carefully&amp;quot; screen will never be available for trade with the dwarven caravan.), who your regent will be (considering {{L|Cacame Awemedinade|one might be surprised by who turns out to be one's regent}}, this might be of note, but is only viewable in Legends Mode), and if there are any surviving members of your civilization left to migrate to or trade with your fort.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.  Unless you have turned erosion off, then, with the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans.&lt;br /&gt;
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== Reclaiming a fortress ==&lt;br /&gt;
&lt;br /&gt;
If you reclaim the site of an abandoned fortress you may see goods, materials, and corpses left from the previous effort.  These items will initially be {{L|forbid|forbidden}} and you will have to {{L|reclaim}} them before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse {{L|stockpile}}.&lt;br /&gt;
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= Creating Your Settlers =&lt;br /&gt;
&lt;br /&gt;
== Play Now! ==&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
Updated for 0.31.13:&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter, Bowyer&lt;br /&gt;
* Woodcutter: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, Potash Maker&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&lt;br /&gt;
From 0.31.12: The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
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Note:  In 0.31.13, you no longer embark with any medical skills.&lt;br /&gt;
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== Prepare Carefully ==&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
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=== Skills ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
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From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter.&lt;br /&gt;
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=== Supplies ===&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
:* 2 Copper {{l|pick}}s&lt;br /&gt;
:* 2 Copper battle {{l|axe}}s&lt;br /&gt;
:* 1 Iron {{l|anvil}} &lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 6 bags containing 5x dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush {{l|seed}}s&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber thread&lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bags&lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden buckets &lt;br /&gt;
:* 3 wooden splints &lt;br /&gt;
:* 3 wooden crutches&lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 1 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
== Embark Strategies ==&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
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=== Picking the Right Location ===&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt (and Its Inverse)''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.  Remember, the embark screen only lists the first eight layers, and the total number of layers is highly random. More dirt does not necessarily mean less stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which with careful management can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine. Although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
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=== Preparation Strategies ===&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of {{L|sand}} costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
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'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be problematic if you are unlucky and the caravan does not bring an anvil.  &lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone, some bars of copper, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the {{L|miner}}s and an axe for {{L|wood cutter}}s. Medical supplies should be unnecessary to start with, because if you need them you're screwed. You may want to bring some rope (or just thread) along though. You can start your fortress with just 124☼ worth of items (iron anvil - 100☼, 3 copper nuggets for 2 picks and an axe - 18☼, 2 logs to become coal to smelt a nugget and forge the axe - 6☼).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - &amp;lt;s&amp;gt;never&amp;lt;/s&amp;gt; don't leave without alcohol unless you have a {{L|brewer}} and a way to gather plants early (untrained {{L|herbalist}}s designated after embarking are enough) or safe water source (preferably flowing).&lt;br /&gt;
&lt;br /&gt;
=== Skill Sets ===&lt;br /&gt;
Here are some sample skill distribution sets. And remember, ''The value of a rank is subject to further scrutiny given the early-game value, or lack thereof''. A proficient miner is always welcomed as a valuable addition to a fortress, but just how valuable is a proficient carpenter, compared to a dabbling one? Slightly higher quality level, produced slightly faster. It may be wise to spend those points elsewhere, perhaps on a diagnostician, or noble's skill. Something not so easily trained.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activities. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stonecrafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and wood burner (remove wood burner if you have magma)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookkeeper/appraiser/etc.&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, plant processing and brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that might change, as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weaving and tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
'''Cronus'''&lt;br /&gt;
*Miners/Mechanics: 2 dwarfs with max points in mining and mechanics; get the fort, then those traps, up quickly. &lt;br /&gt;
*Woodcutter/Carpenter: points in woodcutting and carpentry; chop during initial dig then start pumping out beds and barrels&lt;br /&gt;
*Farmer/Brewer: points in farming and brewing; get the wheat and helmets in and brew during the off-season. Can also serve as butcher in a pinch.&lt;br /&gt;
*Crafter: points dispersed into stonecrafting, bonecarving, weaving, and leatherworking. &lt;br /&gt;
*Mason/Architect: points into masonry and building design. Allows a focus on walls, doors, and bridges.&lt;br /&gt;
*Leader/Trader: spread points among appraisal, negotiator, conversationalist, consoler, and comedian.&lt;br /&gt;
&lt;br /&gt;
'''Jake Grey'''&lt;br /&gt;
* The Hunter: Ambusher, Marksdwarf, Hammerdwarf, Shield/Armour User, Dodger. Number two source of protein and useful military backup.&lt;br /&gt;
* The Catering Team: One Grower/Butcher/Fish Cleaner/Tanner and one Grower/Cook/Brewer/Plant Gatherer/Thresher. Usually get the Record Keeper and Appraiser points as well, since they have probably the safest jobs, and some points in mining to get things dug faster.&lt;br /&gt;
* The Artisans: One Carpenter/Woodcutter/Bone Carver, one Miner/Mason/Stone Crafter/Architect and one Miner/Metalsmith/Weaponsmith/Armoursmith/Furnace Operator. The blacksmith usually gets the Organiser points, as I don't embark with an anvil.&lt;br /&gt;
* &amp;quot;Dr Fisher&amp;quot;: Adequate Diagnostician, Wound Dresser, Suturer, Bone Doctor, Surgeon, Novice Fisherdwarf. The world's happiest on-call GP, feeds the fortress almost single-handed while waiting for someone to get injured.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
*New players may find the {{L|Quickstart guide}} useful.&lt;br /&gt;
*The {{L|Starting build|Starting Build}} article has more detailed embark strategies.&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=139484</id>
		<title>v0.31:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=139484"/>
		<updated>2011-03-22T19:26:41Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:13, 6 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant olm&lt;br /&gt;
|symbol=O|color=7:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean seas}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''giant olm''' (not to be confused with the {{L|Olm man}}) is obviously a very large version of a regular {{L|olm}}. They are amphibious predators, which appear near {{L|Caverns|subterranean}} {{L|water}}. Aside from being bigger and meaner, they're essentially the same as regular olm. They can dive, and breathe underwater with their gills. While real olms do have eyes, they are supposed to be heavily underdeveloped leaving them essentially blind, but there is nothing in the raws to make the in-game olms hunt through scent or sound, so their eyes work fine and they can be blinded. Real olms spend their entire lives underwater, but the in-game giant variety have absolutely no trouble crawling (snaking?) their way onto land and into your fortress, causing havoc and unexpected &amp;lt;s&amp;gt;death&amp;lt;/s&amp;gt; {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
Can be used as a mount by {{L|goblin}} siegers. While this will allow the siegers to travel through water, it will '''not''' permit them to swim - if they remain underwater for too long, they will drown.&lt;br /&gt;
&lt;br /&gt;
Giant olms, like {{L|Cave crocodile}}s, {{L|Giant_cave_spider}}s, and {{L|Giant_toad}}s, are &amp;quot;annoying&amp;quot; {{L|building destroyer}}s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=139483</id>
		<title>v0.31:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=139483"/>
		<updated>2011-03-22T19:26:31Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:13, 6 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant olm&lt;br /&gt;
|symbol=O|color=7:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean seas}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''giant olm''' (not to be confused with the {{L|Olm man}}) is obviously a very large version of a regular {{L|olm}}. They are amphibious predators, which appear near {{L|Caverns|subterranean}} {{L|water}}. Aside from being bigger and meaner, they're essentially the same as regular olm. They can dive, and breathe underwater with their gills. While real olms do have eyes, they are supposed to be heavily underdeveloped leaving them essentially blind, but there is nothing in the raws to make the in-game olms hunt through scent or sound, so their eyes work fine and they can be blinded. Real olms spend their entire lives underwater, but the in-game giant variety have absolutely no trouble crawling (snaking?) their way onto land and into your fortress, causing havoc and unexpected &amp;lt;s&amp;gt;death&amp;lt;/s&amp;gt; {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
Can be used as a mount by {{L|goblin}} siegers. While this will allow the siegers to travel through water, it will '''not''' permit them to swim - if they remain underwater for too long, they will drown.&lt;br /&gt;
&lt;br /&gt;
Giant olms, like {{L|Cave crocodile}}s, {{L|Giant_cave_spider}}s, and {{L|Giant_toad}}s, are &amp;quot;annoying&amp;quot; {{L|building destroyers}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=139482</id>
		<title>v0.31:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=139482"/>
		<updated>2011-03-22T19:26:00Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:13, 6 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant olm&lt;br /&gt;
|symbol=O|color=7:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean seas}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''giant olm''' (not to be confused with the {{L|Olm man}}) is obviously a very large version of a regular {{L|olm}}. They are amphibious predators, which appear near {{L|Caverns|subterranean}} {{L|water}}. Aside from being bigger and meaner, they're essentially the same as regular olm. They can dive, and breathe underwater with their gills. While real olms do have eyes, they are supposed to be heavily underdeveloped leaving them essentially blind, but there is nothing in the raws to make the in-game olms hunt through scent or sound, so their eyes work fine and they can be blinded. Real olms spend their entire lives underwater, but the in-game giant variety have absolutely no trouble crawling (snaking?) their way onto land and into your fortress, causing havoc and unexpected &amp;lt;s&amp;gt;death&amp;lt;/s&amp;gt; {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
Can be used as a mount by {{L|goblin}} siegers. While this will allow the siegers to travel through water, it will '''not''' permit them to swim - if they remain underwater for too long, they will drown.&lt;br /&gt;
&lt;br /&gt;
Giant olms, like {{L|Cave crocodile}}s, {{L|Giant_cave_spider}}s, and {{L|Giant_toad}}s, are &amp;quot;annoying-version&amp;quot; building destroyers.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=138516</id>
		<title>v0.31 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=138516"/>
		<updated>2011-03-18T03:37:09Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My local human civ sent a diplomat. I was ecstatic, as this was the first time I'd had a fort live this long. He died immediately. Probably due to old age, just like what happened the first time I tried Adventurer mode...&lt;br /&gt;
&lt;br /&gt;
A year or two later, the humans sent a squad or two to &amp;quot;besiege&amp;quot; me; they have a campfire on the map border and are just sitting there. They aren't taking any bait I throw at them, and they aren't entering via my industrial strength siege entrance. I guess this means their siege behavior from 40d is still there.&lt;br /&gt;
&lt;br /&gt;
By the way, the announcement I received when they arrived was different from the &amp;quot;vile force of darkness&amp;quot; text. I don't remember what it was, exactly, as I immediately went to work scrambling my defenses and populating my burrows. I'm sure they'll send another siege later, in which case I can transcribe it.&lt;br /&gt;
&lt;br /&gt;
I will happily tick off the Elves to get them to send a siege if that'd be helpful, since I have a food economy and they don't want my plant barrels... While they don't seem to mind when their caravans die in a freak flooding accident that only affects my trade depot, I'm sure I can be a bit more offensive if I put my mind to it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Solra Bizna|Solra Bizna]] 07:49, 8 July 2010 (UTC)&lt;br /&gt;
:The message you got was probably &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;, the same as in 40d. --[[User:Quietust|Quietust]] 12:40, 8 July 2010 (UTC)&lt;br /&gt;
::Yes, that was it, more or less exactly. --[[User:Solra Bizna|Solra Bizna]] 18:17, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just had a human siege, they idled at the corner of the map for quite some time (not exactly sure, roughly a full season), then they started moving. EDIT: They just patrolled around a bit, now they have returned to the edge and are idling, again.--[[Special:Contributions/92.231.165.116|92.231.165.116]] 01:16, 4 August 2010 (UTC)&lt;br /&gt;
:I have a goblin siege exhibiting the same behavior. Little bastards are just sitting there, watching me...&lt;br /&gt;
&lt;br /&gt;
Probably not very important - I had a siege, and an enemy on a retracting bridge landed on a tree. Couldn't build to it (interrupted by goblin spearman), and gave up on figuring out how to use rangers, so I left it. Because the goblin didn't leave, the siege tag didn't either. Then another siege started, and ended, finally deleting the siege tag. Kind of normal method of tracking sieges - turn on when starts, turn off when ends. Turn on when on does nothing. There are never two sieges. Sieges can start while others are still going (although I don't know if there is any other mechanism, like a minimum time delay between sieges).--[[User:Peglegpenguin|Peglegpenguin]] 04:43, 12 August 2010 (UTC)&lt;br /&gt;
:&amp;quot;There are never two sieges.&amp;quot; About two weeks ago I had a human and goblin siege going on at once. At first I just figured it was the humans starting while the goblins ended, but I waited it out for a full season and they both were still there, and even intermingled without fighting.[[User:Psychobones|Psychobones]] 00:13, 29 August 2010 (UTC)&lt;br /&gt;
::Are you sure that the humans weren't part of the goblin civilization? Often goblins kidnap human children, raise them, and then put them in their military. Also, when I said there were never two sieges, I meant that the game acts like there's one siege, regardless of how many are occurring at once. When any one siege ends, the siege tag goes away, even if ten other sieges are still going on. Also, sieges are probably always separated out in the legends, just with overlapping dates if sieges occur simultaneously.--[[User:Peglegpenguin|Peglegpenguin]] 17:05, 31 August 2010 (UTC)&lt;br /&gt;
:::I'm positive that this happened to me.  In a perfect storm, I had a goblin siege, a giant, multiple kobold ambushes, and humans siege all at the same time.  The humans arrived first and gave a different message than &amp;quot;A vile force of darkness has arrived!&amp;quot;  Instead it was &amp;quot;The enemy have come and are laying siege to the fortress.&amp;quot;  Ten real-minutes later I got the usual &amp;quot;A vile force of darkness has arrived!&amp;quot; when the goblins showed.  As Psychobones reports, they coexisted peacefully.  The siege tag was not lifted until the humans had been dealt with, though the goblin siege had been broken long before that.  This was in a vanilla .12 game.  --[[User:Jwest23|Jwest23]] 19:44, 31 August 2010 (UTC)&lt;br /&gt;
::::I've also had multiple sieges (human and goblin) at the same time, coexisting peacefully.  They also seem to ignore ambushers and thieves.  However, when I had a Hydra show up in the middle of a human siege, the humans attacked the Hydra. [[Special:Contributions/71.192.119.21|71.192.119.21]] 17:42, 20 October 2010 (UTC)  &lt;br /&gt;
:::::Confirmation on having active human and goblin sieges. Except in my case, they're killing each other.&lt;br /&gt;
&lt;br /&gt;
== Killing Their Young ==&lt;br /&gt;
Just now I observed something pretty peculiar. One of the humans' mounts in a long term siege, a war grizzly bear, gave birth to a cub... Then the entire group proceeded to tear it apart! As soon as it was born, the siege jumped the poor newborn cub. Presumably, even the mother joined in the melee. I'd assume that because the cub was born on my map, it registered as one of my animals? Or perhaps they didn't want to bring a newborn grizzly back with them? Either way, very interesting behavior. UPDATE: They've killed 4 camel calves and 2 bears now. It seems like all of their mounts are pregnant. --[[User:Aussiemon|Aussiemon]] 01:06, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ramping Up Numbers? ==&lt;br /&gt;
Does anybody know about the increases in the besieging army size over time? With goblins, there have been more each time. Is it a linear increase or exponential? I just barely held off 85 goblins and trolls (my army had been decimated by suffocation for unknown reasons and all I had was 10 military and weak front door defenses) and I'm wondering if the next time will be 100 or 150. (Currently the dwarves are working on a drawbridge next to the archers tower, which should work, unless the goblins learn to fly on mounts or bring building destroyers. Fun for all!) --[[User:Dwarvenjames|Dwarvenjames]] 20:16, 13 November 2010 (UTC)&lt;br /&gt;
:Eh, ok it didn't ramp up too much at all (thank Toady for drawbridges!). But I did get a second goblin siege in the middle of the first. I have no functioning military anymore, and over 20% of the dwarves are in the hospital... Oh, Urist McInjured, grow some new legs like cave lobsters do already!--[[User:Dwarvenjames|Dwarvenjames]] 01:31, 15 November 2010 (UTC)&lt;br /&gt;
:The intensity seems to have gone up. I got three snatching attempts, two ambushes, and a siege in the same month. All Goblins.17:22, 26 February 2011 (UTC)~&lt;br /&gt;
&lt;br /&gt;
== Waiting for the sieges ==&lt;br /&gt;
I've been playing for about 5-6 years, and, although several caravans, and kobold thieves have come and go, I've never seen a single goblin snatcher or any siege at all. Elves also apparently do not exist. Is this because goblins were not in my world in worldgen or something? I'm sure I created it with &amp;quot;INVADERS:ON&amp;quot; &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:201.29.167.214|201.29.167.214]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It's possible you embarked in an area that just doesn't have Elves/Goblins.  This frequently happens if you embark on a smaller island with no connection to the mainland.  --[[User:MisterB777|MisterB777]] 00:10, 18 December 2010 (UTC)&lt;br /&gt;
::I've even seen it on large continents where some areas are cut off by 'impassible' mountains.17:21, 26 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tower&amp;diff=138185</id>
		<title>v0.31:Tower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tower&amp;diff=138185"/>
		<updated>2011-03-11T21:47:01Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:47, 11 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A tower is a player-built construction consisting of multiple levels of a similar shape stacked on top of each other, usually connected by stairs. A large tower serves the same role as a below-ground fortress, but without the drawbacks of {{L|cave adaptation}}: all of its tiles being [[Tile_attributes|Light Above Ground]], so the dwarves will always be exposed to sunlight. However, it takes a large amount of resources (usually {{L|stone}} and {{L|wood}}) to construct a tower; while a source of {{L|clay}} or {{L|green glass}} can alleviate this, it is still much less efficient than carving out a fortress entirely beneath the earth.&lt;br /&gt;
&lt;br /&gt;
Usually, a tower is built from [[Construction|constructed]] {{L|wall}}s, {{L|floor}}s, and {{L|stairs}}, although on some levels (such as those being used for the {{L|barracks}}) walls may be replaced by {{L|fortification}}s.&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tower&amp;diff=138184</id>
		<title>v0.31:Tower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tower&amp;diff=138184"/>
		<updated>2011-03-11T21:46:43Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A tower is a player-built construction consisting of multiple levels of a similar shape stacked on top of each other, usually connected by stairs. A large tower serves the same role as a below-ground fortress, but without the drawbacks of {{L|cave adaptation}}: all of its tiles being [[Tile_attributes|Light Above Ground]], so the dwarves will always be exposed to sunlight. However, it takes a large amount of resources (usually {{L|stone}} and {{L|wood}}) to construct a tower; while a source of {{L|clay}} or {{L|green glass}} can alleviate this, it is still much less efficient than carving out a fortress entirely beneath the earth.&lt;br /&gt;
&lt;br /&gt;
Usually, a tower is built from [[Construction|constructed]] {{L|wall}}s, {{L|floor}}s, and {{L|stairs}}, although on some levels (such as those being used for the {{L|barracks}}) walls may be replaced by {{L|fortification}}s.&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tower&amp;diff=138183</id>
		<title>v0.31:Tower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tower&amp;diff=138183"/>
		<updated>2011-03-11T21:44:26Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A tower is a player-built construction consisting of multiple levels of a similar shape stacked on top of each other, usually connected by stairs. A large tower serves the same role as a below-ground fortress, but without the drawbacks of {{L|cave adaptation}}: all of its tiles being [[Tile_attributes|Light Above Ground]], so the dwarves will always be exposed to sunlight.&lt;br /&gt;
&lt;br /&gt;
Usually, a tower is built from [[Construction|constructed]] {{L|wall}}s, {{L|floor}}s, and {{L|stairs}}, although on some levels (such as those being used for the {{L|barracks}}) walls may be replaced by {{L|fortification}}s.&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138181</id>
		<title>v0.31:Flood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138181"/>
		<updated>2011-03-11T21:38:06Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:38, 11 March 2011 (UTC)}}{{av}}&lt;br /&gt;
Flooding refers to filling a chamber with a liquid, traditionally [[water]], for a variety of reasons. This is achieved through numerous methods, with varying degrees of [[fun]]. For more information as to why on &amp;lt;insert world name here&amp;gt; any dwarf would want to do this, see [[irrigation]], [[trap design]]. and [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
=Flooding with Water=&lt;br /&gt;
==Floodgate and River/Brook==&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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The simplest way to achieve controlled flooding is tunneling right up to a riverbed and placing a floodgate to stop the flow when the water is initially released. Then, pull the lever to let the water enter the chamber under your careful eye. In order to do this safely, it is recommended that you channel into the riverbed from above instead of puncturing it from the tunnel, and then pull the lever that activates the floodgate. Having a [[pressure plate]] somewhere in the room assures a controlled shutoff.&lt;br /&gt;
&lt;br /&gt;
==Screw Pump and Reservoir/Aquifer==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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When the water in question is one Z-level below the desired level (for more than one level, see Pump Stack and Variable Pump Stack below), particularly in the case of an aquifer, it can be very easy just to set up a dwarf-powered [[screw pump]] near a channel to flood rooms when necessary.&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138177</id>
		<title>v0.31:Flood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138177"/>
		<updated>2011-03-11T19:58:09Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:27, 11 March 2011 (UTC)}}{{av}}&lt;br /&gt;
Flooding refers to filling a chamber with a liquid, traditionally [[water]], for a variety of reasons. This is achieved through numerous methods, with varying degrees of [[fun]]. For more information as to why on &amp;lt;insert world name here&amp;gt; any dwarf would want to do this, see [[irrigation]], [[trap design]]. and [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
=Flooding with Water=&lt;br /&gt;
==Floodgate and River/Brook==&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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The simplest way to achieve controlled flooding is tunneling right up to a riverbed and placing a floodgate to stop the flow when the water is initially released. Then, pull the lever to let the water enter the chamber under your careful eye. In order to do this safely, it is recommended that you channel into the riverbed from above instead of puncturing it from the tunnel, and then pull the lever that activates the floodgate. Having a [[pressure plate]] somewhere in the room assures a controlled shutoff.&lt;br /&gt;
&lt;br /&gt;
==Screw Pump and Reservoir/Aquifer==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
When the water in question is one Z-level below the desired level (for more than one level, see [[Screw_pump#Pump_stack|pump stack]]), particularly in the case of an aquifer, it can be very easy just to set up a dwarf-powered [[screw pump]] near a channel to flood rooms when necessary.&lt;br /&gt;
 &lt;br /&gt;
== Pressure Flooding ==&lt;br /&gt;
&lt;br /&gt;
Pressure flooding refers to using {{L|pressure}} mechanics to push water from a source, through a channel, and up into an area. Unless the destination room is above the source's pressure output level (usually the level of the source; see [[Pressure#Water_in_a_U-Bend these examples]] for more information), no pumps are necessary. Other than moving the water through a U-bend instead of a straight channel, it functions almost identically to the river/floodgate method.&lt;br /&gt;
&lt;br /&gt;
= Flooding with Magma =&lt;br /&gt;
Be warned: Magma is inherently more {{L|fun}} than water. Screw pumps and floodgates must be made of {{L|magma-safe}} materials, and a failure to account for {{L|pressure}} can result in [[fun|hilarious antics]].&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138176</id>
		<title>v0.31:Flood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138176"/>
		<updated>2011-03-11T19:32:02Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:27, 11 March 2011 (UTC)}}{{av}}&lt;br /&gt;
Flooding refers to filling a chamber with a liquid, traditionally [[water]], for a variety of reasons. This is achieved through numerous methods, with varying degrees of [[fun]]. For more information as to why on &amp;lt;insert world name here&amp;gt; any dwarf would want to do this, see [[irrigation]], [[trap design]]. and [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
=Flooding with Water=&lt;br /&gt;
==Floodgate and River/Brook==&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
The simplest way to achieve controlled flooding is tunneling right up to a riverbed and placing a floodgate to stop the flow when the water is initially released. Then, pull the lever to let the water enter the chamber under your careful eye. In order to do this safely, it is recommended that you channel into the riverbed from above instead of puncturing it from the tunnel, and then pull the lever that activates the floodgate. Having a [[pressure plate]] somewhere in the room assures a controlled shutoff.&lt;br /&gt;
&lt;br /&gt;
==Screw Pump and Reservoir/Aquifer==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╔|7:0:1}}&lt;br /&gt;
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&lt;br /&gt;
When the water in question is one Z-level below the desired level (for more than one level, see [[Screw_pump#Pump_stack|pump stack]]), particularly in the case of an aquifer, it can be very easy just to set up a dwarf-powered [[screw pump]] near a channel to flood rooms when necessary.&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138175</id>
		<title>v0.31:Flood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138175"/>
		<updated>2011-03-11T19:30:59Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:27, 11 March 2011 (UTC)}}{{av}}&lt;br /&gt;
Flooding refers to filling a chamber with a liquid, traditionally [[water]], for a variety of reasons. This is achieved through numerous methods, with varying degrees of [[fun]]. For more information as to why on &amp;lt;insert world name here&amp;gt; any dwarf would want to do this, see [[irrigation]], [[trap design]]. and [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
=Flooding with Water=&lt;br /&gt;
==Floodgate and River/Brook==&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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The simplest way to achieve controlled flooding is tunneling right up to a riverbed and placing a floodgate to stop the flow when the water is initially released. Then, pull the lever to let the water enter the chamber under your careful eye. In order to do this safely, it is recommended that you channel into the riverbed from above instead of puncturing it from the tunnel, and then pull the lever that activates the floodgate. Having a [[pressure plate]] somewhere in the room assures a controlled shutoff.&lt;br /&gt;
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==Screw Pump and Reservoir/Aquifer==&lt;br /&gt;
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When the water in question is one Z-level below the desired level (for more than one level, see [[{{L|Screw_pump#Pump_stack}}|pump stack]]), particularly in the case of an aquifer, it can be very easy just to set up a dwarf-powered [[screw pump]] near a channel to flood rooms when necessary.&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138174</id>
		<title>v0.31:Flood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flood&amp;diff=138174"/>
		<updated>2011-03-11T19:27:58Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
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&lt;div&gt;{{quality|Fine|19:27, 11 March 2011 (UTC)}}{{av}}&lt;br /&gt;
Flooding refers to filling a chamber with a liquid, traditionally [[water]], for a variety of reasons. This is achieved through numerous methods, with varying degrees of [[fun]]. For more information as to why on &amp;lt;insert world name here&amp;gt; any dwarf would want to do this, see [[irrigation]], [[trap design]]. and [[unfortunate accident]].&lt;br /&gt;
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=Flooding with Water=&lt;br /&gt;
==Floodgate and River/Brook==&lt;br /&gt;
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The simplest way to achieve controlled flooding is tunneling right up to a riverbed and placing a floodgate to stop the flow when the water is initially released. Then, pull the lever to let the water enter the chamber under your careful eye. In order to do this safely, it is recommended that you channel into the riverbed from above instead of puncturing it from the tunnel, and then pull the lever that activates the floodgate. Having a [[pressure plate]] somewhere in the room assures a controlled shutoff.&lt;br /&gt;
&lt;br /&gt;
==Screw Pump and Reservoir/Aquifer==&lt;br /&gt;
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When the water in question is one Z-level below the desired level (for more than one level, see Pump Stack and Variable Pump Stack below), particularly in the case of an aquifer, it can be very easy just to set up a dwarf-powered [[screw pump]] near a channel to flood rooms when necessary.&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Joining_the_Succession_League&amp;diff=137965</id>
		<title>Bloodline Talk:Joining the Succession League</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Joining_the_Succession_League&amp;diff=137965"/>
		<updated>2011-03-09T03:58:09Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
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&lt;div&gt;I had NO IDEA there was still this much interest. This project was put on hold for two reasons:&lt;br /&gt;
1) A severe falling off of interest in all succession and community games during the last few months pre-2010 release.&lt;br /&gt;
2) A crippling inability for the Wiki to properly serve as the home for this project. The code makes what should be a quick update process a matter of hours (really) for the simplest things, even once you've gotten used to it. It's also nearly impossible to maintain communications (notice all of the red links for names?).&lt;br /&gt;
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The Bay12 forum proved to be even worse, as I can't mass email there (limit a couple of emails per hour, to 10 players at a time, means that it became impossible for me to work with back when we hit around 30 players).&lt;br /&gt;
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It appears there is once again a rising need for /interest in an organized and accessible community of succession games and players. The problem now is that the wiki is truly incapable of serving as its home, and so is the current Bay12. I'll start asking around for help again, but I'm a busy person with work, college, and social life. It will happen at a crawl unless someone can step in. Even ideas would be helpful. [[User:The Architect|The Architect]] 06:24, 22 April 2010 (UTC)&lt;br /&gt;
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=Join=&lt;br /&gt;
Post your decision to join, along with your wiki stamp if you have one, or just a nickname you can be known by. A Bay12 forum name is acceptable as well, and should be posted to the appropriate thread linked to the main joining page.&lt;br /&gt;
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This sounds very fun!  I would love to join.  I can only commit to about an hour’s worth of play per day due to real life stuff, but I think that should be plenty.  I’ve been playing the game now for a couple of years off and on and I think I have a handle on the basics. [[User:Frewfrux|Frewfrux]] 20:21, 23 November 2009 (UTC)&lt;br /&gt;
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I'd like to join too, I am very familiar with dwarf fortress and really want to try this out--[[User:Supercharazard|Supercharazard]] 19:23, 18 October 2009 (UTC)&lt;br /&gt;
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I'd like to join, but I'm on a Mac, so I guess I'd have to be in a separate league for any pass-along-the-savefile games, and possibly any worldgenned games?  Compatibility across various versions/platforms is not well documented. [[User:Cheepicus|Cheepicus]] 02:29, 9 October 2009 (UTC) (&amp;quot;fleacircus&amp;quot; on forums)&lt;br /&gt;
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I would also like to join.  I'm totally new to Dwarf fortress.  But I can see the potential for much fun and [[fun]] with a succession game.  However I have the same problem as above; I'm using a Mac.  --[[User:Kelsa|Kelsa]] 20:19, 11 October 2009 (UTC)  (also &amp;quot;kelsa&amp;quot; on the forums)&lt;br /&gt;
: For what it's worth, I have the Mac and PC versions of Dwarf Fortress set up in the same folder on my thumb drive so I can play the same saved games on both platforms. So far this has worked fine. --[[User:HebaruSan|HebaruSan]] 03:31, 20 October 2009 (UTC)&lt;br /&gt;
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Very interested in joining. I'm familiar with Dwarf Fortress, on a PC with Vista. Nothing much else on my mind to ask/say! --[[User:Rogabeetah|Rogabeetah]] 12:44, 12 October 2009 (UTC) (now registered as &amp;quot;Rogabeetah&amp;quot; on the forums *15 October 2009*)&lt;br /&gt;
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I'm interested in joining. I' not exactly new to Dwarf Fortress, also I can write eloquently and design forts very well.  -- [[User:DJ Work Safety|DJ Work Safety]] 3:57, 12 October 2009 (UTC) (Same name on forums)&lt;br /&gt;
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I too find an opportunity to participate enthralling. I play dwarf fortress a good bit and am pretty skilled at managing dem dorfs. I'm not gonna be a jerk and run the fort into the ground and leave you with one engraver in the fort's lowest level with nothing to do but engrave until he drowns either. --[[User:Qcrane|Qcrane]] 8:22. 12 October 2009 (UTC)(not registered on the forums)&lt;br /&gt;
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:Hey, I only did that ONCE. -- DJ Work Safety&lt;br /&gt;
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::Wow, I need to apologize to all of you. Sorry, but I somehow failed to Watch this page and thus had no idea people were responding like this. You will all be added promptly, and if you need an email let me know. Also let me know what kind of games you want to see and if you need help starting them.&lt;br /&gt;
--[[User:The Architect|The Architect]] 14:28, 17 October 2009 (UTC)&lt;br /&gt;
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I'm interested in joining. I posted on the forums under the same name. I'm somewhat new to DF (I've been at it for about a month) but I'm ready to try a few succession games.&lt;br /&gt;
--[[User:Chicken Launcher|Chicken Launcher]] 18:27, 18 October 2009 (UTC)&lt;br /&gt;
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I am very interested in playing a bloodline game. --[[User:Notquitethere|Notquitethere]] 01:30, 20 October 2009 (UTC)&lt;br /&gt;
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I think I'd like to get in on this. My school work kinda waxes and wanes, so I should be around at least a decent amount of time. I go by Vicas on Bay12 and that works or here, too. I'm familiar with DF (been playing since the 2D version) but I'm very rusty, since I haven't played in a little under a year. - Vicas&lt;br /&gt;
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I would love to join this! I made an account just for that. I'm interested in any kind of game, fun is present in most of them! --[[User:Jokim|Jokim]] 01:46, 3 November 2009 (UTC)&lt;br /&gt;
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This sounds awesome and I would like to join. I've played DF quite a bit and at least know how not to cause a fortress to die immediately. I would be interested in pretty much any sort of game. --[[User:Hyperbox|Hyperbox]] 21:59, 4 November 2009 (UTC)&lt;br /&gt;
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well iam quite new to dwarf fortress but iam following the tuttorials and would be very interested in playing a succession game :] &lt;br /&gt;
. --[[User:Denisol|Denisol]] 15:23 , 17 december 2009&lt;br /&gt;
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Ever since I read the legendary tales of Boatmurdered and Nist Akath (even though Nist Akath wasn't a succession game) I've wanted to try this.  Count on me, I know what it takes to get a fort up and running smoothly and in good order.  Please sign me up!&lt;br /&gt;
--[[User:Xvareon|Xvareon]]  10:26 PM, 25 December 2009&lt;br /&gt;
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I would love to join this. I've played DF for awhile and I think I have it all down up to the dwarven economy and noble swarms. [[User:Bentusi16|Bentusi16]] 5:00 PM, 27 December 2009&lt;br /&gt;
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Sign me up! I'm pretty knowledgable, general fortress defence, dealing with water, magma, nobles, military, above ground construction etc...&lt;br /&gt;
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I would NOT say I'm an expert though, just up for a good laugh! -- [[User:Melek|Melek]] 17:55, 31 December 2009 (UTC)&lt;br /&gt;
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:Well, for those interested I got bored waiting and have decided to start two games of my own. Check my user page for more info! -- [[User:Melek|Melek]] 19:35, 4 February 2010 (UTC)&lt;br /&gt;
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::I'm up for this :D --[[User:Defiance|Defiance]] 21:22, 7 January 2010 (UTC)&lt;br /&gt;
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Count me in. --[[User:Gyron|Gyron]] 14:13, 12 January 2010&lt;br /&gt;
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I'm in. --[[User:Schiller|Schiller]] 20:26, 14 February 2010 (UTC)&lt;br /&gt;
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All for having lots and lots of [[fun]] :D --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:21, 23 February 2010 (UTC)&lt;br /&gt;
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Sign me up and ship me off, lets play! --[[User:Dissimulation|Dissimulation]] 16:47, 12 March 2010 (UTC)&lt;br /&gt;
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I wish I had known about this earlier... I'm definitely interested in joining, and I already have my own succession game started [http://www.bay12games.com/forum/index.php?topic=52361.0 here]. I'm willing to join any others, as well. --[[User:AzureShadow|AzureShadow]] 01:59, 5 April 2010 (UTC)&lt;br /&gt;
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I'd like to join - I usually use Linux, but I can dual boot into windows if needed for compatibility. --[[User:Bdunderscore|Bdunderscore]] 01:58, 9 April 2010 (UTC)&lt;br /&gt;
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That sounds great, I always wanted to participate in a Succession game. I´m really interested in other players building-style. Sign me up! :3 ~ [[User:Felcis|Felcis]] 12:06, 19 April 2010 (UTC)&lt;br /&gt;
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I'd like to join too, I've been playing DF for a while now and I'd like to try a succession game. I'm not familiair with talking trough a wiki so please tell me if there is anything I'm doing wrong now (like not having a user tag, how and where do I make one?). For now you can call me Vex.&lt;br /&gt;
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I'm definitely interested.  On the Bay12 forum I'm &amp;quot;Chaoseed&amp;quot;. By the way, what's needed for this community?  The ability to send mass emails?  Is that truly necessary?  What technical features are holding us back?&lt;br /&gt;
--[[User:JohnEvans|JohnEvans]] 02:39, 16 May 2010 (UTC)&lt;br /&gt;
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Hi, I would like to join b12 forum nick is Nishi.&lt;br /&gt;
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New and frankly stink, but would like to join. [[User:Linkhyrule5|Linkhyrule5]] 17:14, 23 May 2010 (UTC)&lt;br /&gt;
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I'd love to join. Bloodline/Succession games are awesome :D Oh, my name is Briggs, btw. [[User:Briggs|Briggs]] 12:28, 11 July 2010&lt;br /&gt;
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I would like to join the Succession League.  I need more practice at working with weird DF setups, rather than my &amp;quot;I'll just make things easy on myself&amp;quot; attitude.--[[User:DeMatt|DeMatt]] 07:22, 12 July 2010 (UTC)&lt;br /&gt;
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Interested! Though I'm  new, I have figured out how to navigate the menus! --[[User:toescs|toescs]] 13 July 2010&lt;br /&gt;
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Finally willing to play with others. I started playing about Sept of 2009, and still prefer 40d, but have experience in both it and DF2010. I take great care not to lose dwarfs, unless that is they deserve it. One note; I'm on an EEE PC, meaning that a population over say, 40, is enough to crush my very soul. Experienced dwarfer with plenty of time to spare. --[[User:Ripple in Eternity|Ripple in Eternity]] 17:04, 20 July 2010 (UTC)&lt;br /&gt;
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Very interested in participating in bloodline or succession games. System can handle 100+ citizens. [[User:Tzalumen|Tzalumen]] July 31 2010&lt;br /&gt;
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Ooh! Let me join! Let me join! --[[User:Waladil|Waladil]] 06:15, 2 August 2010 (UTC)&lt;br /&gt;
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I've been an avid DF player since around the time it came out, before the wiki was anything close to useful (boy, that was a steep learning curve).  A bloodline game has always interested me, and hopefully I can apply my wealth of experience (useful or otherwise) to the fun. --[[User:Slu cronus|Slu cronus]] 02:24, 11 August 2010 (UTC)&lt;br /&gt;
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This looks like [[fun]]. By the way, will we be doing updates in the epic style of the legendary Boatmurdered? [[User:Zero|Zero]]&lt;br /&gt;
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I'm Commander Shepard, and this is my favourite user signing up for a succession league: RedItchies&lt;br /&gt;
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I'm interested in joining a succession game. I've been playing on 40d and DF2010 for a while, but I'm still somewhat of a novice (I can't figure out the DF2010 military system!). Still, it looks like FUN. [[User:Edio|Edio]]&lt;br /&gt;
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I'm looking for a random bag of unlabeled save games of forteresses I can reclaim from its dead owners. Due to the 'unlabeled' requirement I can't just grab a BoatMurdered save off forums, because then I'd know what to expect!&lt;br /&gt;
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Forteresses would be listed by player surprise count and surprise strenght; no other information save for forteress location is allowed. Bonus points if it's been part of a blind reclamation game a few times already so it has all kinds of stacked surprises from a hidden cat explosion generator to a magma project gone unintentionally wrong to the timed drawbridge of unexpected catapulting!&lt;br /&gt;
&lt;br /&gt;
Players 'win' them by sucessfully reclaiming the forteress long enough for them to have time to prepare more fun for the next player, or play the regular way until the bitter end (which usually leaves 5 to 12 unlabeled switches to figure out, including the one which doomed the place by accident).&lt;br /&gt;
&lt;br /&gt;
Bonus point if there are multiple empty forteresses to reclaim and some of them have ...active... timed thingies!&lt;br /&gt;
&lt;br /&gt;
P.S.: walling the outer perimeter of the world is a dead giveaway, be more subtle.&lt;br /&gt;
&lt;br /&gt;
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Join! Me! Join! Actually can't say anything more interesting. It's somewhat quiet, I hope soon we make a game? [[User:Reks888|Reks888]] 17:14, 22 November 2010&lt;br /&gt;
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definately joining this, this should be &amp;quot;fun&amp;quot; [[User:woots|woots]] 10:50 27 November 2010&lt;br /&gt;
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Sounds like a blast, i just finished reading the saga of boatmurdered and something like this could be 'fun' shoot me an email alecmeadowsr@yahoo.com&lt;br /&gt;
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I'd love to be a part of this.  I'd like to be known as Spitemaster.  bennerguy@gmail.com&lt;br /&gt;
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&lt;br /&gt;
I would really love playing some succession games. Heard about this when i read Boatmurdered. Email me at konsta.hirsimaki@luukku.com&lt;br /&gt;
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I could try this, sounds fun. Email fishsicles@gmail.com; [[User:Fishsicles|Fishsicles]] 03:58, 9 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water_wheel&amp;diff=137210</id>
		<title>v0.31 Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water_wheel&amp;diff=137210"/>
		<updated>2011-02-28T20:32:53Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Perpetual Motion==&lt;br /&gt;
Done a few quick tests. Waterwheels and screw pumps still have the same numbers for power. Built a perpetual motion machine using the #3 reactor design which works as before. [[User:Doctorzuber|Doctorzuber]] 19:10, 2 April 2010 (UTC)&lt;br /&gt;
:Also tested the Dwarven Water Reactor, as well as a mini variant.  Both function fully and are repeatable.  Thus, I added the two designs into the page. [[User:Jjdorf|Jjdorf]] 09:27, 20 April 2010 (UTC)&lt;br /&gt;
::The Dwarven Water Reactor is working splendidly for me, although I subsequently discovered a siege engineer standing on the intake grate, apparently just staring at it... until, to my utter astonishment, he rather self-satisfiedly wandered off with a turtle fished out of the running device!  Apparently they're good for more than just power. --[[User:Onul Rigothzas|Onul Rigothzas]] 11:57, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a weird one; i built a 5 waterwheel reactor to power a waterfall, with hatches over the pump uptake spots. I closed the hatches to stop the reactor, but it is still running. the lower level is all 7 water, and the upper level is dry, but the system keeps pumping out 500 power.&lt;br /&gt;
anyone else seen this? [[User:Dangerous Beans|Dangerous Beans]] 10:23, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion if Goldberg were a dwarf... ==&lt;br /&gt;
&lt;br /&gt;
I had a need to pump water out of my artificial underground lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
I could have just built a windmill, but I figured that since I was pumping out the water anyway, I may as well have some fun with it.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here is what I plan to build.  I'll let you know how it goes...&lt;br /&gt;
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'''&amp;lt;span style=&amp;quot;color:#080&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:#0F0&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;''' = '''Pumps from south'''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;''' = '''Floodgate'''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#777;&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt;''' = '''Gear assembly'''&lt;br /&gt;
&lt;br /&gt;
Math as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
Water wheels generate: 90 power x 4 wheels = 360 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Gears consume: 5 power x 5 gears = 25 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Pumps consume: 10 power x 3 pumps = 30 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Net power produced: 305 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Assuming a windmill starter motor:&amp;lt;br/&amp;gt;&lt;br /&gt;
Dead weight = (2 pump x 10) + (5 gears x 5) + (4 wheels x 10) = 85 power&amp;lt;br/&amp;gt;&lt;br /&gt;
3 windmills at full output for 120 power or 5 at half output for 100 power.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you can't generate 85 units of wind power, add another lever to the middle of the top three gears to drop the load to 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
If you think you're going to restart them often, consider a second independent water reactor running connected to the first, to enable them to jump start each other and avoid the dodgy windmills..&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Some notes...'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The water source on the left of the lower two layers is the top of a larger lake.  The retaining wall is there to contain the top layer.  You may not need this wall, if you have other measures in place to properly control the level of the main body of water.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The top layer of the construction, if you can arrange it, should probably be the first layer below ground.  This has the advantage of letting you connect windmills, should you feel the need.  I wouldn't recommend putting the gearing itself on the surface... I expect it to scream target at more destructive monsters.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The red gear assemblies and floodgates are all connected to levers.  I will be linking them all to separate levers, but this may be over kill for your situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
The upshot of this linking is that you can turn the output power on and off without closing down the pumps, drain or fill the various component sections for maintainance, or selectively disable waterwheels (maybe shutdown one to build an extension?)&amp;lt;br/&amp;gt;&lt;br /&gt;
As I say, it may be overkill.&amp;lt;br/&amp;gt;&lt;br /&gt;
Although the system is self contained, and thus shouldn't be too subject to overflows, you should still take the usual precautions with the levers... in case of mad dwarf disease ;)&lt;br /&gt;
&lt;br /&gt;
Should this design prove functional to specs, I'll move it to the article.&amp;lt;br/&amp;gt;&lt;br /&gt;
Should this design prove utterly borked up, I'll report back with revised plans.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 21:00, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
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Revision 1:&amp;lt;br/&amp;gt;&lt;br /&gt;
It has been pointed out to me that 1 pump is unlikely to handle the flow generated.  Extra pumps and wheels added to ensure flow.&amp;lt;/br&amp;gt;&lt;br /&gt;
Additionally, think out how you intend to start this contraption if you want to build one.  The plans leave the pumps inaccessible (for good reason on my map), so you can't manually start them or dump water in to get it going.  I plan to use a windmill for a starter motor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, and I fixed the questionable math :p&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 22:13, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== must be hanging? ==&lt;br /&gt;
&lt;br /&gt;
According to the tower reactor diagram, it looks like the wheels were build on solid ground. Am I mistaken? Do they work this way?[[User:Uzu Bash|Uzu Bash]] 16:27, 28 October 2010 (UTC)&lt;br /&gt;
:No, they are not built on solid ground. I just made a tower reactor the other day. All three tiles under the wheel are channeled out. The wheels are suppported by the gear assemblies to the side. The pump sucks from under the closest wheel tile. Power was horribly intermittent, I don't think the upper wheels were generating power at all. In fact, I don't see how they can. I was trying to use it as a self-powered waterfall, and it worked for that, sort of. But you couldn't power anything off of it, constant job cancellations occur. As it depowers, water starts flowing back down the stack, powering the upper wheels which aren't actually powered when it is pumping, because the pumps above are sucking water out as fast as it goes in, and the upper tunnels never fill with water. Maybe I just didn't have enough water in the contraption, but too much water means a flooding waterfall. I finally built a mini-reactor connected by a gear to a conventional pump stack, that makes a perfect waterfall. [[User:GhostDwemer|GhostDwemer]] 17:25, 28 October 2010 (UTC)&lt;br /&gt;
::You're right, the design currently there doesn't work.  I'm gonna replace it with my own design, once I get it built and tested.  Just offhand, though, I don't think it'll be any more useful than a separate &amp;quot;pump stack plus water reactor&amp;quot; arrangement. --[[User:DeMatt|DeMatt]] 18:56, 29 October 2010 (UTC)&lt;br /&gt;
::Hrumph.  Well, I'm glad I said &amp;quot;tested&amp;quot;.  Here's the design I thought up:&lt;br /&gt;
&amp;lt;pre&amp;gt;Z=0:        Z+1:        Z+2:        Z+3:&lt;br /&gt;
 ╔═╗         ╔═╗            ╔═╗         ╔═╗&lt;br /&gt;
 ║*╚═╗       ║o║          ╔═╝*║         ║o║&lt;br /&gt;
╔╝*=*╚═╗    ╔╩═╩═══╗    ╔═╝*=*╚╗    ╔═══╩═╩╗&lt;br /&gt;
║WWWxX≈║    ║≈≈≈Xx~║    ║≈XxWWW║    ║~xX≈≈≈║&lt;br /&gt;
╚══════╝    ╚══════╝    ╚══════╝    ╚══════╝&amp;lt;/pre&amp;gt;&lt;br /&gt;
:: Where the northernmost gears and vertical shafts are all lined up above one another.  It does, sort of, work... but the water doesn't spread fast enough to keep it running smoothly.  So wheels kick on and off, sometimes it freezes up until the water sloshes back under enough water wheels, etc. etc.  So I'm gonna just trash that section - it's much less headache-inducing just to build some separate DWR's to power a simple pump stack. --[[User:DeMatt|DeMatt]] 06:24, 3 November 2010 (UTC)&lt;br /&gt;
::: I agree, no reason for it to be listed if it doesn't work right, the problem is inherent in the design. To work, the water would need to flow through each water wheel in turn, which means the pumps could not be in a vertical stack, which means incredibly complicated gearing and axles to make the whole thing work, which means it won't be as efficient as any other DWR. Just put in a standard DWR and a pump stack. That being said, I believe the best way to connect a DWR to a pump stack is vertically, so you do not have to worry about water flowing from the DWR to the stack through the axle tunnel. I have that problem on my current fort, it means that I need to refill the DWR every now and then. [[User:GhostDwemer|GhostDwemer]] 19:52, 3 November 2010 (UTC)&lt;br /&gt;
:::: I designed the original tower reactor; the early prototypes did not have the problems, and I have been too busy with things like class to correct them. I am in the final stages of testing for an improved design that should have less issues, and will probably post it on the forums in a week or so (not too much game time now, sadly...) [[User:Fishsicles|Fishsicles]] 20:32, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Waterwheel Reactors -DO- need southern walls ==&lt;br /&gt;
&lt;br /&gt;
I tried these things, and followed design to the letter. Turns out, it flooded the entire room. I'm editing this page to reflect that, but I'm surprised that the original author claimed that there was no danger of this. [[User:Jwguy|Jwguy]] 00:09, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm neither an expert at this stuff nor the original author, but it sounds to me like your brook or river must have been pressurised to the upper level, so the water just came bursting up through the space directly south of the water pump.  If that's the case, then what happened to you was not due to the reactor as such, but due to the ordinary behaviour of water under {{L|pressure}}.  In other words, the same thing would have happened if you hadn't built the pump or wheels.  It's hard to know for sure without knowing exactly how your water source was connected.  [[User:Bognor|Bognor]] 13:45, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Performance Issues ==&lt;br /&gt;
&lt;br /&gt;
I constructed a reactor farm of 11 reactors to move lava from the magma sea up to the surface and experienced a massive performance hit while the reactors running, but not engaged to the pump stack (I'm aware of the performance issues related to magma pump stacks, so I made sure that the power assembly was not running the stack while experimenting). When I stopped the reactor farm, performance improved again significantly.&lt;br /&gt;
&lt;br /&gt;
I would recommend using reactor farms only for providing a compact source of power for large mechanical constructions which are intended to be run intermittently rather than a construction which is intended to be run indefinitely. [[User:Grigarn|Grigarn]] 16:48, 3 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=130095</id>
		<title>v0.31:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=130095"/>
		<updated>2010-10-24T16:59:55Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Restraints''' can be built from {{L|chain}}s or {{L|rope}}s, despite the game asking for a chain, using the keys {{k|b}} + {{k|v}}. They can be used to tie up guard {{L|animals}}, prisoners, criminals or livestock.&lt;br /&gt;
&lt;br /&gt;
A restraint is (technically) a 1-tile large {{L|building}}, a chain or rope which is used to restrain a {{L|dog}}, {{L|dwarf}} or other {{L|creature}} to a certain very limited area of movement. Unlike a {{L|cage}}, a restraint can only hold one creature, and the creature can move within a range of one tile from the location of the restraint itself, including up and down if {{L|stairs}} or slopes are in this area. This gives them, at most, a 3x3x3 cube of movement, limited as normal by {{L|wall}}s, {{L|door}}s etc. Restraints do not block movement, including movement of {{L|wagon}}s. While an animal is assigned to it the same as with a cage, using the {{K|q}} menu, dwarves can and will only be assigned from within the justice system.  &lt;br /&gt;
&lt;br /&gt;
Restraints can be used to keep a [[{{L|dog}}|war dog]] or other animal near areas where you need constant vigilance and defense. Chained animals placed near the entrance to your fort will spot {{L|kobold}} thieves that can bypass {{L|trap}}s and other passive defenses, pausing the game and {{L|announcement|announcing}} their presence.  A pair of animals, placed opposite each other against the walls of a 3-wide corridor (so they cannot have more than 1 tile between them), are guaranteed to spot any {{L|thief}} that tries to enter, and (if combative) will similarly engage any hostile creature.&lt;br /&gt;
&lt;br /&gt;
Currently, due to a bug, a restrained animal will keep the restraint on their upper body if it's deconstructed while the animal is still restrained. This can be used to &amp;quot;equip&amp;quot; your beasts with decorations, such as spiked chain collars or lavish ropes, but has no in-game effect.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=130094</id>
		<title>v0.31:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=130094"/>
		<updated>2010-10-24T16:59:27Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Restraints''' can be built from {{L|chain}}s or {{L|rope}}s, despite the game asking for a chain, using the keys {{k|b}} + {{k|v}}. They can be used to tie up guard {{L|animals}}, prisoners, criminals or livestock.&lt;br /&gt;
&lt;br /&gt;
A restraint is (technically) a 1-tile large {{L|building}}, a chain or rope which is used to restrain a {{L|dog}}, {{L|dwarf}} or other {{L|creature}} to a certain very limited area of movement. Unlike a {{L|cage}}, a restraint can only hold one creature, and the creature can move within a range of one tile from the location of the restraint itself, including up and down if {{L|stairs}} or slopes are in this area. This gives them, at most, a 3x3x3 cube of movement, limited as normal by {{L|wall}}s, {{L|door}}s etc. Restraints do not block movement, including movement of {{L|wagon}}s. While an animal is assigned to it the same as with a cage, using the {{K|q}} menu, dwarves can and will only be assigned from within the justice system.  &lt;br /&gt;
&lt;br /&gt;
Restraints can be used to keep a [[{{L|dog}} war dog]] or other animal near areas where you need constant vigilance and defense. Chained animals placed near the entrance to your fort will spot {{L|kobold}} thieves that can bypass {{L|trap}}s and other passive defenses, pausing the game and {{L|announcement|announcing}} their presence.  A pair of animals, placed opposite each other against the walls of a 3-wide corridor (so they cannot have more than 1 tile between them), are guaranteed to spot any {{L|thief}} that tries to enter, and (if combative) will similarly engage any hostile creature.&lt;br /&gt;
&lt;br /&gt;
Currently, due to a bug, a restrained animal will keep the restraint on their upper body if it's deconstructed while the animal is still restrained. This can be used to &amp;quot;equip&amp;quot; your beasts with decorations, such as spiked chain collars or lavish ropes, but has no in-game effect.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Monarch&amp;diff=130072</id>
		<title>v0.31:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Monarch&amp;diff=130072"/>
		<updated>2010-10-23T22:49:40Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:49, 23 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Monarch&lt;br /&gt;
| office= Royal Throne Room&lt;br /&gt;
| quarters= Royal Bedroom&lt;br /&gt;
| dining= Royal Dining Room&lt;br /&gt;
| tomb= Royal Mausoleum &lt;br /&gt;
| stands=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| arrival=&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 5k in offerings to dwarven caravan&lt;br /&gt;
* 5k wealth in roads&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The monarch is the highest level {{L|noble}} that can come to a fortress.  Males are known as &amp;quot;king&amp;quot; and females are known as &amp;quot;queen&amp;quot;. They arrive with an opposite gendered &amp;quot;king consort&amp;quot; or &amp;quot;queen consort&amp;quot;. Unlike previous versions, the monarch will no longer come upon the discovery of {{L|adamantine}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|&lt;br /&gt;
[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Monarch&amp;diff=130071</id>
		<title>v0.31:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Monarch&amp;diff=130071"/>
		<updated>2010-10-23T22:49:16Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|12:49, 15 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Monarch&lt;br /&gt;
| office= Royal Throne Room&lt;br /&gt;
| quarters= Royal Bedroom&lt;br /&gt;
| dining= Royal Dining Room&lt;br /&gt;
| tomb= Royal Mausoleum &lt;br /&gt;
| stands=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| arrival=&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 5k in offerings to dwarven caravan&lt;br /&gt;
* 5k wealth in roads&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The monarch is the highest level {{L|noble}} that can come to a fortress.  Males are known as &amp;quot;king&amp;quot; and females are known as &amp;quot;queen&amp;quot;. They arrive with an opposite gendered &amp;quot;king consort&amp;quot; or &amp;quot;queen consort&amp;quot;. Unlike previous versions, the monarch will no longer come upon the discovery of {{L|adamantine}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|&lt;br /&gt;
[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Unicorn&amp;diff=130069</id>
		<title>23a:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Unicorn&amp;diff=130069"/>
		<updated>2010-10-23T22:47:06Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Unicorn|symbol=U|color=7:0:1|align=Good|butcher=no|bones=9|fat=5|skin=yes|skulls=1|chunks=9|meat=9|biome=* Any Land}}&lt;br /&gt;
{{av}}{{Quality|Tattered|09:14, 30 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
The Unicorn is a creature found in Good areas.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_tactics&amp;diff=130068</id>
		<title>v0.31:Military tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_tactics&amp;diff=130068"/>
		<updated>2010-10-23T22:46:06Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:46, 23 October 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
'''Military Tactics''' is a {{L|military}} {{L|skill}} first introduced in 0.31.14. Presumably, this skill relates to choices made during combat, and is valuable for survival. However, players have collected too little information about this skill to know for sure. Indeed, it is not clear even how to train this skill.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_Tactics&amp;diff=130067</id>
		<title>Military Tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_Tactics&amp;diff=130067"/>
		<updated>2010-10-23T22:45:43Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Redirected page to DF2010:Military Tactics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Military Tactics]]&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_Tactics&amp;diff=130066</id>
		<title>Military Tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_Tactics&amp;diff=130066"/>
		<updated>2010-10-23T22:45:10Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Created page with 'redirect:DF2010: Military Tactics'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[redirect:DF2010: Military Tactics]]&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_tactics&amp;diff=130065</id>
		<title>v0.31:Military tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_tactics&amp;diff=130065"/>
		<updated>2010-10-23T22:44:23Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
'''Military Tactics''' is a {{L|military}} {{L|skill}} first introduced in 0.31.14. Presumably, this skill relates to choices made during combat, and is valuable for survival. However, players have collected too little information about this skill to know for sure. Indeed, it is not clear even how to train this skill.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hammerman&amp;diff=130064</id>
		<title>v0.31:Hammerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hammerman&amp;diff=130064"/>
		<updated>2010-10-23T22:40:14Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:40, 23 October 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hammerman skill, called Hammerdwarf in the case of dwarves, is a military skill that involves the use of war hammers. It should be noted that unlike most military units, equipping Hammermen/dwarves with [[adamantine]] weapons greatly ''decreases'' their effectiveness; weapons testing has shown [[silver]] to be the most effective weapon material.&lt;br /&gt;
&lt;br /&gt;
War hammers are effective at dealing damage through [[armor]]; they are one of the few ways to reliably damage creatures with adamantine equipment.&lt;br /&gt;
&lt;br /&gt;
The silver war hammer is sometimes considered the best weapon in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hammerman&amp;diff=130063</id>
		<title>v0.31 Talk:Hammerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hammerman&amp;diff=130063"/>
		<updated>2010-10-23T22:39:22Z</updated>

		<summary type="html">&lt;p&gt;Fishsicles: Created page with 'I read somewhere about people considering the silver war hammer the &amp;quot;best weapon in the game&amp;quot; excluding arena-specific things like the slade warhammer and gold warhammer. I lack …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I read somewhere about people considering the silver war hammer the &amp;quot;best weapon in the game&amp;quot; excluding arena-specific things like the slade warhammer and gold warhammer. I lack the specific source, though; does someone else have it?&lt;br /&gt;
[[User:Fishsicles|Fishsicles]] 22:39, 23 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Fishsicles</name></author>
	</entry>
</feed>