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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=134369</id>
		<title>v0.31 Talk:Adventurer mode</title>
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		<summary type="html">&lt;p&gt;Freya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::There is a workaround... well, kind of. By replacing DEFAULT_SITE_TYPE and LIKES_SITE (latter could be an overkill) from CAVE_DETAILED to CITY in raw's &amp;quot;default_entity.txt&amp;quot; you can supply every dorf's civilization with human architector, who '''can''' design functioning shops and whistles (having bad habit of building things above the ground though)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
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== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
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Now DF .31.13, (alt-move, a, enter) lets you jump into river for a swim, and similarly climb out. --[[User:TomiTapio|TomiTapio]] 14:20, 16 September 2010 (UTC)&lt;br /&gt;
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==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
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Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
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mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
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maul a bigger mace,now hit stuff harder.&lt;br /&gt;
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flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
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'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
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scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
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== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
 &lt;br /&gt;
I definitely agree.  I've spent around half an hour trying to 'g'et prickleberries etc, starving to death while my human (who only started with copper spear and dagger, apparently due to hitting 'play now') merrily ignites everything. Getting a waterskin is nearly impossible, as there are no towns for miles in every direction from my starting place.  I'm not sure if this is a bug or not, but none of this really basic stuff is covered here.&lt;br /&gt;
* drink/lick the blood spatters off your clothes, for survival. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small Bugs - Conversations, Other little niggles ==&lt;br /&gt;
&lt;br /&gt;
What's the wiki's policy on minor bugs? I found that in adventurer mode, asking peasants their profession makes them reply &amp;quot;I am a .&amp;quot;, presumably because they have no job.  Should I post that here, or is that too small? I can imagine the list getting full quick otherwise.&lt;br /&gt;
&lt;br /&gt;
Ah - and apparently you can hold two things in one hand - although you need to juggle your inventory round to do it.  Weird.&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Does this mean that the companion limit has been decreased? &lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)&lt;br /&gt;
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&lt;br /&gt;
*The number of followers you can get is determined by your notoriety; when you first start out you'll only be able to get two warriors to join your band, but once you get some tasks under your belt and slay a dragon or two you can have upward of fifteen. More may be possible but I sort of figured 15 was enough and stopped there. [[Special:Contributions/72.230.201.43|72.230.201.43]] 20:41, 14 November 2010 (UTC)&lt;br /&gt;
*I am not able to get more than 19 companions, even after slaying lots of megabeasts. 19 seems to be the absolute maximum --[[User:Blur|Blur]] 13:32, 21 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;Adventurer&amp;gt; was guided by forces unknown&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
That says if you check out your dead adventurer in legends.&lt;br /&gt;
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tips and tricks in.31.17 ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Some vanilla .17 adventuring... this might be helpful to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. start a demigod adventurer. Buy agility and dodging. Surrounded == dead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. run away from bogeymen, leave the low-agility ones far behind.&amp;lt;br&amp;gt;&lt;br /&gt;
3. no adventurer can ever start with armor, it seems.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. try aimed (&amp;quot;A&amp;quot;) easy attacks, stab torso with sword. Or slash at foot/hand. Miss because bogeymen have very good dodging skills.&amp;lt;br&amp;gt;&lt;br /&gt;
5. use trees to force enemies into single file.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;C&amp;quot; change combat mode to strike instead of charge. Charging makes you trip and fall often.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8. one bogeyman is about as difficult as .16 's elephant/ogre/giant/marshtitan. Because of dodging skill.&amp;lt;br&amp;gt;&lt;br /&gt;
9. fighting skill may give you lots of nice counterstrikes. You might want to practice fighting with slow-moving wildlife (not camels!)&amp;lt;br&amp;gt;&lt;br /&gt;
10. &amp;quot;mortal wound&amp;quot; means internal organ bruising, not dangerous, unlike &amp;quot;CANT STAND&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11. haul bogeyman body parts to town to show off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
12. inside a crowded building, would need a &amp;quot;swap places with friendly&amp;quot; key so can move around.&amp;lt;br&amp;gt;&lt;br /&gt;
Quote from: Miko19:   You can press &amp;quot;s&amp;quot; to lay on the ground, and then you can move on the same tile as an other person is&amp;lt;br&amp;gt;&lt;br /&gt;
Oookay... crawl under the moronic humans who cower inside their houses, check.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
13. goblins and dwarven bandits are nothing compared to bogeymen. (Or my skills got really high already.)&amp;lt;br&amp;gt;&lt;br /&gt;
14. cross the rivers and streams in travel mode, not with swimming.&amp;lt;br&amp;gt;&lt;br /&gt;
15. go thank Toady for adding bandits and &amp;quot;The quest for armor&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
16. some humans are morons and block doorways for hours on end.&amp;lt;br&amp;gt;&lt;br /&gt;
17. wear shirt, dress, dress, dress, robe for &amp;quot;protection&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
18. ask the cyan-coloured humans (who have no profession) to join you.&amp;lt;br&amp;gt;&lt;br /&gt;
19. your human companions will have a longer sight range than you, at least at night when the felines attack.&amp;lt;br&amp;gt;&lt;br /&gt;
20. wear one more dress. And two togas.&amp;lt;br&amp;gt;&lt;br /&gt;
21. the red-cross-blinking cyan @ draws you eye away from the brown, dirt-coloured @. And the companion will crawl miles and miles, matching your speed, faithfully following you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Q for quest log, z to see where the quest target is. Esc to exit quest log.&amp;lt;br&amp;gt;&lt;br /&gt;
Z, d, enter to sleep the night.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== .31.17 peasant/hero/demigod, thoughts ==&lt;br /&gt;
About the adventurer... think of &amp;quot;peasant&amp;quot; as &amp;quot;joe average who was the worst learner in the whole county&amp;quot;. Novice in seven skills after many years of trying.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;hero&amp;quot; could be a circus strongman, strong and tough, or a tumbler (acrobat) with superior agility and above average patience and focus, adequate in eight skills due to 1-2 years of training as a teenager.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;demigod&amp;quot; is one in a thousand, competent in nine skills, perhaps a former soldier with five years of experience. Or proficient in 4.5 skills (not even a legendary in fortress mode, that soldier.)--[[User:TomiTapio|TomiTapio]] 11:43, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Info on diff. between Adv Mode &amp;amp; Dwarf Mode ==&lt;br /&gt;
In adding some minor information to the Quick Start guide, I fell upon a conundrum. In that article I wanted to add a fair bit more information, but I wasn't sure that it belonged there (likely not as part of a quick start guide). Indeed, I'm not sure where to put them at all, whether they deserved their own page. I am thinking about: attributes and skills, which deserves more depth than what is necessary for dwarf mode (such as suggested skills to invest in, and the function of such skills and attributes in adventure mode); the benefits of the various races (which is not even covered in this article); probably known &amp;quot;quirks&amp;quot;, such as the virtual non-existance of &amp;quot;small&amp;quot; equipment for use by dwarves and that goblins are a source; among other things. Should they simply get their own page so they can belong specifically to an Adventure Mode category, or perhaps add an &amp;quot;In Adventure Mode&amp;quot; section to the relevant pages in order to detail those differences? &amp;lt;br&amp;gt;&lt;br /&gt;
I ask this question here since this seem to be a bit of catch all discussion area for adventure mode. Seemed better suited to it than the Quick Start discussion page, anyway.&lt;br /&gt;
: [[User:Niveras|Niveras]] 02:21, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is weird. I thought demigods were not allowed starting companions like heroes -- I tested it with two different demigods and the townspeople consistently gave me &amp;quot;I would....rather not&amp;quot; when asked about joining before I had completed any quest, and edited the page to reflect that. Yet, someone changed the edit back saying they *always* take two companions when playing demigod. Can anyone else test?&lt;br /&gt;
Is that right? Am I subject to a bug? &lt;br /&gt;
: Anonymous, Nov 15&lt;br /&gt;
&lt;br /&gt;
::I'm the one who made that edit, I think your problem is you were trying to recruit regular townspeople; look around towns/hamets for some actual fighters, or head to a fortress and try to recruit them there.  It takes a while before you can get non-fighters to come with you, because whether they join you or not doesn't depend on how much stronger you are than them like in previous versions, but by how famous you are for being a hero, and they know they're weak and probably just cannonfodder unless you're a legend. Or at least that's my theory.  I do admit that I haven't played any Peasant-class or Hero-class adventurers yet, so I can't say there is ''no'' difference between their abilities to recruit, but I can say for sure that I can get two swordsmen before I do a quest with my demigods. [[Special:Contributions/72.230.201.43|72.230.201.43]] 19:55, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghost towns? ==&lt;br /&gt;
&lt;br /&gt;
Is it a bug that I found ghost towns? Towns where there were no surviving inhabitants, but the stores are still stocked (and the items owned so I couldn't purchase anything without theft.) Was everyone just out in the fields or something?&lt;br /&gt;
&lt;br /&gt;
(Also, I found a phantom hamlet, which I'm pretty sure *is* a bug. It showed up on the world map, but not the travel map. The local map had a pointer to the town, and as I walked there I hit the center but there were no buildings or people. It was safe to sleep, though, thankfully, 'cause I'd just lost all my companions to a troll attack and the sun had gone down.)&lt;br /&gt;
&lt;br /&gt;
 -- Anonymous, November 14, 7:08 pm pacific time&lt;br /&gt;
&lt;br /&gt;
== Difficulty settings ==&lt;br /&gt;
&lt;br /&gt;
What exactly are the differences between Peasant, Hero, and Demigod difficulties?&lt;br /&gt;
:I am fairly sure the only difference between them are the number of points you begin with to divide among your attributes and skills. [[Special:Contributions/72.230.201.43|72.230.201.43]] 02:17, 17 November 2010 (UTC)&lt;br /&gt;
::Further testing may be needed. I've gone through a spate of demigods who died suddenly, while my current character, a peasant, has developed very well through skill training and has lived long enough to get a nearly full set of steel armor in dwarf size. I don't know if he's been plain lucky, or I'm getting better, or if there's some mitigating factor in the code that takes it easier on peasants than demigods. -Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Starting Armor ==&lt;br /&gt;
&lt;br /&gt;
From 31.17 and continuing in 31.18, is it correct that adventurers only start with leather clothes and never any metal armor except for a shield? - Anonymous, 18 November 2010, 3:14 UTC&lt;br /&gt;
:Having played about a dozen characters, this appears to be true. Currently you've got to find armor in shops, lairs, caves, and bandit camps. - Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Equipping ==&lt;br /&gt;
&lt;br /&gt;
I cannot find a way to equip a weapon.... And i searched all over the wiki and i still cannot find any place where it tells me how to equip a weapon. Any help??? -- Anonymous 198.53.163.246, 08:27 UTC, 28 November 2010&lt;br /&gt;
&lt;br /&gt;
:Anything held in your hands is an available weapon. Drop what's in your hands on the ground (or 'p'ut it in a container if you have one that has room) and then get your weapon -- either 'g'etting it off the ground or 'r'emoving it from a container. It will automatically go into your primary hand (depending on handedness; DF has a lot of lefties) and be used as a weapon. Then grab your shield if you use one, or offhand weapon if you're training another skill, or leave that hand empty for choking throats if you like. -- Anonymous 74.37.93.115, 28 Nov 2010&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
==This article is terrible==&lt;br /&gt;
it doesnt describe much of any of the specifics of adventure mode, its all generalized ideas on the basic concept of it, with a sprinkling of various outdated versions thrown in for &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; measure. There needs to be a section on the (Q)uest section (which even i dont really get that still, companions, basic combat strategy's, and a whole crap load of other st00f. --[[User:Dudemcman|Dudemcman]] 05:18, 3 December 2010 (UTC)&lt;br /&gt;
:Alright i'll have time to work on this page in about a week. In the meantime suggestions anybody? [[User:LightBearer|LightBearer]] 18:23, 12 December 2010 (UTC)&lt;br /&gt;
::Edit I know I said I'd be working on this by now but im still working on testing for a new jewelry page so maybe ill have time in another week...[[User:LightBearer|LightBearer]] 06:36, 20 December 2010 (UTC)&lt;br /&gt;
:::I've started to work on it, but don't hold your breath. . . [[User:Freya|Freya]] 12:56, 3 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions choose the innocent over you. ==&lt;br /&gt;
&lt;br /&gt;
In my experiences, attacking civilians will cause your companions to turn on you, but they still flash blue (i use maydays graphics, so its blue for me atleast), and try to kill you, im not sure how they react if you attack a soldier in a castle, or a town. more testing needed. --[[User:Dudemcman|Dudemcman]] 05:22, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They still attack you. I dare you to kill a lord/lady/other royal person. Everyone'll be out to get you. --[[User:ANormalUsername1|ANormalUsername1]] 21:14, 12 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Backpacks ==&lt;br /&gt;
&lt;br /&gt;
It seems that if you are caught in frost wyrm breath, your backpack will be damaged and disappear. Also, removing one's backpack (in an effort to leave it outside the lair and pick it back up when exiting) causes it to disappear as well.&lt;br /&gt;
:what mod is this? also leave the backpack just inside the lair. Anything left Anywhere that is not A in a lair, B in a camp or C in a cave will disappear forever. and sign your talk [[User:LightBearer|LightBearer]] 06:03, 15 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Freya&amp;diff=134342</id>
		<title>User:Freya</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Freya&amp;diff=134342"/>
		<updated>2011-01-03T01:30:20Z</updated>

		<summary type="html">&lt;p&gt;Freya: Created page with '''Freya was a deity that occurs in the myths of the Old Norse. Freya was most often depicted as a female human and was associated with love, fertility, gold, and death. '''&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Freya was a deity that occurs in the myths of the Old Norse. Freya was most often depicted as a female human and was associated with love, fertility, gold, and death.&lt;br /&gt;
''&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Justice&amp;diff=134341</id>
		<title>v0.31:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Justice&amp;diff=134341"/>
		<updated>2011-01-03T01:27:14Z</updated>

		<summary type="html">&lt;p&gt;Freya: I understand that you're mad at the justice system, but it is more appropriate for the talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:20, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Justice is available in the game once a {{L|Sheriff}} or {{L|Captain of the guard|Captain of the Guard}} has been appointed through the {{L|Noble|{{k|n}}obles}} screen, and is used to deal with dwarves violating mandates, breaking furniture, starting fights, etc. The dwarven justice screen shows details of crimes and punishments, and is available through the {{k|z}}-status screen.&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
Dwarves have a limited number of crimes:&lt;br /&gt;
* Violated an export ban.&lt;br /&gt;
* Ignored a production {{L|mandate}}.&lt;br /&gt;
* Vandalism - destroyed furniture, doors, or buildings.&lt;br /&gt;
* Attacked a dwarf or tame animal.&lt;br /&gt;
* Killed a fellow dwarf or tame animal.&lt;br /&gt;
The most common crime in a well-managed fortress is &amp;quot;violating an export ban&amp;quot; - the dwarf carelessly carried a banned item to the trade depot, and a merchant left the map with it. It often happens when a noble decides to ban an export - AFTER you've traded away a relevant item.&lt;br /&gt;
&lt;br /&gt;
Less well-managed fortresses might see dwarves throwing {{L|tantrum|tantrums}}.  Then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess. Often instead of punches, they'll use the weapons they're carrying.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a sheriff has been assigned.  In increasing order of severity:&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Beating by a {{L|fortress guard}}.&lt;br /&gt;
# Hammering by the {{L|Hammerer}}.&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the Sheriff, or by a member of the Fortress Guard. If the crime calls for imprisonment, then the guard will try to fit the prisoner to a restraint; however, if no restraints are available, the guard will upgrade the punishment to a beating. Beatings or incarceration will give a dwarf an unhappy thought. Note that it is usually not a good idea to train this squad to physical perfection and equip them with adamantine weapons if you want your dwarves to survive the beating. Adamantine hammers, on the other hand, are a good choice, as the guards might as well assault the criminal with an overfluffed pillow. Or, obviously, an execution from the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===Cages and Chains===&lt;br /&gt;
Metal cages, metal chains, and ropes can be built and designated as {{l|jail}}s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. Depending on how strong the imprisoned dwarf is, it may be possible for them to escape from their incarceration. It is recommended that there be food and booze stockpiles next to the chain.&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jewelry&amp;diff=133867</id>
		<title>v0.31:Jewelry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jewelry&amp;diff=133867"/>
		<updated>2010-12-21T20:32:25Z</updated>

		<summary type="html">&lt;p&gt;Freya: removed abbreviations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[DF2010: Finished goods|Crafts]] that can be worn in [[DF2010: adventurer mode|adventurer mode]] are considered '''jewelry''', these include amulets, crowns, bracelets, earrings and rings. Jewelry provides no [[armor|protection]] in combat and is only for show. With the exception of crowns wearing jewelry does not interfere with wearing other items. __NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Types of Jewelry==&lt;br /&gt;
&lt;br /&gt;
===Amulets===&lt;br /&gt;
Amulets are worn on the head, presumably this models things worn around the neck in the real world like necklaces. An infinite number of amulets can be worn.&lt;br /&gt;
&lt;br /&gt;
===Crowns===&lt;br /&gt;
Crowns are worn on the head. Only one crown can be worn at a time. They are the only kind of jewelry that interferes with wearing other items.  Wearing a crown prevents the wearing of a helmet.&lt;br /&gt;
&lt;br /&gt;
===Bracelets===&lt;br /&gt;
Bracelets are worn on the hands. An infinite number of bracelets can be worn on one hand. Because there is no limit to the number of bracelets that can fit on the right hand none will ever be put on the left hand.&lt;br /&gt;
&lt;br /&gt;
===Earrings===&lt;br /&gt;
Eleven earrings can fit on each ear. Earrings will be put on the right ear until that ear is full and then on the left ear.&lt;br /&gt;
&lt;br /&gt;
===Rings===&lt;br /&gt;
Rings can be worn on the fingers and toes. Eleven rings can fit on each digit. Rings will be put first on the thumb, right hand until that part is full then on thumb, left hand, then on first finger, right hand, then on first finger, left hand, and so on. Once all the fingers are full rings will be put on the toes starting with the first toe, right foot.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Sometimes during [[DF2010: world generation|world generation]] when one [[legends|historical figure]] kills another historical figure that figure will be wearing a piece of jewelry made from the figure it killed when you encounter it in [[DF2010: adventurer mode|adventurer mode]] or [[DF2010: dwarf fortress mode|fortress mode]]. For example the goblin general leading invaders to attack your fortress might be wearing a +dwarf tooth ring+ from the hapless dwarfish soldier he struck down fifty years ago. Or while in adventure mode you may meet an elf wearing a -human hair crown- from the peasant it killed and ate over a century ago during a war over the eating of sapient creatures. The trophy behavior is controlled by an [[DF2010: Ethics|ethics]] tag in the entity raws.&lt;br /&gt;
&lt;br /&gt;
{{Category:Items}}&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Microcline&amp;diff=133557</id>
		<title>v0.31 Talk:Microcline</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Microcline&amp;diff=133557"/>
		<updated>2010-12-17T02:44:59Z</updated>

		<summary type="html">&lt;p&gt;Freya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Microcline magma-safe? ==&lt;br /&gt;
It seems to be magma safe as I have a fortress with a microcline door holding back the magma resevoir--[[User:Scout890|Scout890]] 22:02, 13 November 2010 (UTC)&lt;br /&gt;
:That's because you haven't '''opened''' the door yet - tiles ''adjacent'' to magma only heat up to 10075, while tiles ''containing'' magma heat up all the way to 12000. --[[User:Quietust|Quietust]] 22:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cyan versus Blue ==&lt;br /&gt;
I think it's worth noting how disgusting microcline is. Surely I'm not the only person who thinks this? &amp;quot;You have struck microcline!&amp;quot; to me, brings only a sigh, as I send in the masons to cover this blight.. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:86.181.51.26|86.181.51.26]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:But what if you like blue? [[User:Freya|Freya]] 08:11, 11 December 2010 (UTC)&lt;br /&gt;
::Oh, blue's nice. But, microcline isn't really blue.. It's cyan and cyan is UGLY! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:86.181.51.26|86.181.51.26]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::So you like royal blue over sky-blue?  Or are you a navy fan? --[[User:DeMatt|DeMatt]] 16:24, 14 December 2010 (UTC)&lt;br /&gt;
::::Royal Blue all the way.. :D&lt;br /&gt;
:::::Well, it's nice if you're building a palace out of ice or something. [[User:Freya|Freya]] 02:44, 17 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Microcline&amp;diff=133403</id>
		<title>v0.31 Talk:Microcline</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Microcline&amp;diff=133403"/>
		<updated>2010-12-11T08:11:54Z</updated>

		<summary type="html">&lt;p&gt;Freya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems to be magma safe as I have a fortress with a microcline door holding back the magma resevoir--[[User:Scout890|Scout890]] 22:02, 13 November 2010 (UTC)&lt;br /&gt;
:That's because you haven't '''opened''' the door yet - tiles ''adjacent'' to magma only heat up to 10075, while tiles ''containing'' magma heat up all the way to 12000. --[[User:Quietust|Quietust]] 22:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think it's worth noting how disgusting microline is. Surely I'm not the only person who thinks this? &amp;quot;You have struck microline!&amp;quot; to me, brings only a sigh, as I send in the masons to cover this blight..&lt;br /&gt;
:But what if you like blue? [[User:Freya|Freya]] 08:11, 11 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flux&amp;diff=133334</id>
		<title>v0.31:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flux&amp;diff=133334"/>
		<updated>2010-12-09T21:10:58Z</updated>

		<summary type="html">&lt;p&gt;Freya: adding missing footnote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{L|Stone}}s which are classified as '''flux''' materials can be used in the creation of {{L|pig iron}} and {{L|steel}} at a {{L|smelter}}. All flux has a material {{L|value}} of 2, which is twice that of common stone (material value 1), making it preferable for {{L|workshop}}s, {{L|construction}}, and most all stone products.  ''(Only {{L|obsidian}} and some higher-value {{L|ore}}s have a higher material value for stonework.)''&lt;br /&gt;
&lt;br /&gt;
Note that {{L|block}}s made out of flux materials ''cannot'' be used in the production of pig iron or steel.&lt;br /&gt;
&lt;br /&gt;
The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:* {{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}} {{L|Calcite}} &lt;br /&gt;
:* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} {{L|Chalk}}&lt;br /&gt;
:* {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}} {{L|Dolomite}}&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Limestone}}&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Marble}}&lt;br /&gt;
&lt;br /&gt;
All flux stones form {{L|layer}}s, except for {{L|calcite}}, which exists as small clusters within other flux layers. Therefore, whether or not a site has flux can be determined from the pre-embark screen. {{L|Limestone}}, {{L|dolomite}} and {{L|chalk}} form {{L|sedimentary}} layers, which can have large deposits of {{L|iron}}-bearing ore. {{L|Marble}} is a {{L|metamorphic layer}}, so it can be found within almost any {{L|biome}}; notably, marble can be found in the same biome as {{L|igneous extrusive layer}}s (i.e. near {{L|volcano}}es), unlike sedimentary layers*.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* What this means is that it's very unusual for a map to have all three of magma, flux and high-iron-bearing sedimentary layers together.  It can happen, and larger maps increase the chances of such, but it's unexpected when found close to each other.)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trading for flux ===&lt;br /&gt;
&lt;br /&gt;
If your map has no flux on it (which is a common situation), then you can request it from the {{L|dwarf|dwarven}} traders (assuming the traders have access to flux, which is not guaranteed*). Make sure you order (flux material) ''stone'', which is in the material section, since you can't use flux'' blocks'' to create steel.&lt;br /&gt;
&lt;br /&gt;
:* If you are able to bring flux stone at {{L|embark}}, you will be able to request it from the {{L|caravan}} in meetings with the {{L|liaison}} (as with pretty much everything else), but they aren't likely to bring much, generally 3 or 4 stones of each type. Your {{L|steel}} industry may be better served by requesting steel bars directly or by buying up everything they have that's made of steel, especially toys, instruments, and crafts, and {{L|melt}}ing it all down.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* {{L|steel}}&lt;br /&gt;
:* {{L|pig iron}}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bars&amp;diff=133107</id>
		<title>v0.31 Talk:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bars&amp;diff=133107"/>
		<updated>2010-12-07T10:05:07Z</updated>

		<summary type="html">&lt;p&gt;Freya: signing a post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;I am confused now which of bar/bars to use. Before (40d) bars referred to the floor/vertical bars), and bar referred to a metal/ash/coal/soap bar. Now, both seem to change to the second meaning.  Please de-confuse me! [[User:Matakuka|Matakuka]] 09:43, 17 April 2010 (UTC) (running around babbling)&amp;lt;/s&amp;gt;&lt;br /&gt;
:De-confused now. I think. Maybe not. Or else. Anyway. [[User:Matakuka|Matakuka]] 10:11, 17 April 2010 (UTC)&lt;br /&gt;
::There is no &amp;quot;right&amp;quot; and &amp;quot;wrong&amp;quot;, only &amp;quot;better&amp;quot; and &amp;quot;best&amp;quot;.  So the question is whether or not the 40d names were &amp;lt;s&amp;gt;&amp;quot;wrong&amp;quot;&amp;lt;/s&amp;gt; not &amp;quot;best&amp;quot;. Two wiki policies are relevant: one is to use '''in-game terms''' for articles whenever possible, and also not to use plural article names '''unless''' the term is &amp;quot;always&amp;quot; plural.  Metal is measured in &amp;quot;bars&amp;quot; (''always'' plural) - there is no &amp;quot;bar&amp;quot; found in the game anywhere (only informally, in forums/etc.).  If you smelt 1 copper ore, you get &amp;quot;1 copper bars&amp;quot; - that's what it says.  There are also &amp;quot;vertical bars&amp;quot; and &amp;quot;floor bars&amp;quot; (constructed from 1 metal bars).  So the question is... ''What does &amp;quot;bars&amp;quot; best refer to?'' I believe it ''best'' refers to &amp;quot;metal bars&amp;quot;, and &amp;quot;vertical bars&amp;quot; and &amp;quot;floor bars&amp;quot; should be one combined article. Other editors believe that metals bars should be under &amp;quot;bar&amp;quot; and that &amp;quot;bars&amp;quot; best refers to &amp;quot;vertical/floor bars&amp;quot;. &lt;br /&gt;
::I feel that the 40d article names were not &amp;quot;best&amp;quot;, and this is a good opportunity to correct that errour, and so moved the article names. Others disagreed and reversed it back (and at that point, changing it back without discussion is an &amp;quot;edit war&amp;quot; and against the Rules.)  So... if you feel that it's &amp;quot;better&amp;quot; the way it is, that's fine - no need to comment, it stays by default.  Otoh, if you feel that either &amp;quot;bars&amp;quot; or &amp;quot;bar&amp;quot; is better as metal bars, and &amp;quot;vertical/floor bars&amp;quot; should be distinct, then feel free to comment, and that will start a discussion, and we'll figure it out.--[[User:Albedo|Albedo]] 20:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==strikethrough?==&lt;br /&gt;
&lt;br /&gt;
What's with the strikethrough on this whole article? If it's a typo, fix it; if the info's bad, excise it. --[[User:Zombiejustice|Zombiejustice]] 14:38, 20 April 2010 (UTC)&lt;br /&gt;
:Probably a way of signifying that the information hasn't been properly verified - once it's checked, the strikethrough can be removed. --[[User:Quietust|Quietust]] 15:06, 20 April 2010 (UTC)&lt;br /&gt;
::Correct - When it was moved to a diff name, it had not been proof-read, and a comment to that effect was added. When returned here (see above discussion), that comment was removed, but the strike through the uncertain material remained. Screen it for cv accuracy, and remove the strike, in whole or part.--[[User:Albedo|Albedo]] 20:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Furniture Hauling?==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Both Floor Bars and Vertical Bars are built with one metal bar by any dwarf with the '''Furniture Hauling''' labor enabled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm assuming this should be changed to some list of metal working and/or crafting skills. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:12.133.178.5|12.133.178.5]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Making blind assumptions is a bad idea, especially since that particular assumption is wrong - building vertical bars is done using furniture hauling, just like building beds, tables, chairs, doors, and other types of furniture. --[[User:Quietust|Quietust]] 19:07, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Allowing Passage==&lt;br /&gt;
&lt;br /&gt;
Do vertical bars allow creatures through them?? I know this article says not, however i was using vertical bars to create a drowning trap (water flowed through the vertical bars and would trap creatures behind them) and the creatures would keep ending up on the opposite side of the bars. I see no way for them to get there unless they got through the vertical bars. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:75.155.52.95|75.155.52.95]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=133106</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=133106"/>
		<updated>2010-12-07T09:57:59Z</updated>

		<summary type="html">&lt;p&gt;Freya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--[[User:Birthright|Birthright]] 15:31, 23 May 2010 (UTC)&lt;br /&gt;
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)&lt;br /&gt;
::::Quote from: Dr. A - &amp;quot;Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting&amp;quot;&lt;br /&gt;
::::Reply from: Toady One - &amp;quot;I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.&amp;quot; from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098&lt;br /&gt;
::::I shall give this some testing over the next few days to see if a farm on top of a soil wall will allow planting of underground crops without being muddied first.--[[User:Malibu Stacey|Malibu Stacey]] 21:32, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.&lt;br /&gt;
&lt;br /&gt;
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --[[User:Tatterdemalian|Tatterdemalian]] 22:09, 22 May 2010 (UTC)&lt;br /&gt;
:Have same problem... did you dig out the level below your &amp;quot;aboveground&amp;quot; farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC)&lt;br /&gt;
::I just encountered this issue (version 31.04) but in a slightly different context.  I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are &amp;quot;No seeds available for this location&amp;quot;, despite having just embarked with many seeds.  Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC)&lt;br /&gt;
:::DF2010 requires farms to have mud whether on rock or soil layers. Cheers--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:50, 16 June 2010 (UTC)&lt;br /&gt;
::::Technically, it’s the bug that requires it (if I’m reading all the information correctly).  It seems that DF 2010 is supposed to allow farms on soil regardless of mud.  (Am I right, or is this actually intended behaviour?)  I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case.  You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built.&lt;br /&gt;
::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC)&lt;br /&gt;
:::::I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --[[Special:Contributions/99.67.238.66|99.67.238.66]] 22:00, 16 June 2010 (UTC)&lt;br /&gt;
::::::Hmmm.  I thought that the only reason mud was needed for the underground trees was because they were on rock, not soil.  Regardless, after testing it out, here's what I found:&lt;br /&gt;
::::::- You can *build* a farm on any soil (above ground or below)&lt;br /&gt;
::::::- Only the farm built above ground will &amp;quot;see&amp;quot; any available seeds (assuming no mud)&lt;br /&gt;
::::::- You can build an underground farm on soil and muddy the ground *afterward*&lt;br /&gt;
::::::- You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.&lt;br /&gt;
::::::- Water both provides mud *and* washes it away.  If you build an underground room with a hole in the ceiling and mark that hole with a &amp;quot;pond&amp;quot; zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen).&lt;br /&gt;
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 above-ground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. Above-ground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.'' - This isn't exactly true. I just found out that if the top left square of the farm doesn't have mud, then NONE of the farm will activate. I muddied my farm plot, but missed two squares in the top left. rebuilt the farm and it didn't work; rebuilt the farm slightly smaller so that the top left corner was muddied and the farm turned on. [[Special:Contributions/71.202.179.67|71.202.179.67]] 19:29, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;br /&gt;
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)&lt;br /&gt;
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page.  This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Farming describes the concept, plant uses, importance, possibilities and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.&lt;br /&gt;
:As far as I can tell, yeah, it's still accurate. I haven't run into any changes in this part of the game, and I've always found this chart to be exceedingly helpful... Though a little messy. Perhaps we could do up a cleaner version of it for the new page? --Kydo 07:43, 16 October 2010 (UTC)&lt;br /&gt;
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]&lt;br /&gt;
:::There is a similar table in [[DF2010:Crop]]. A table/chart for farming should preferably illustrate the processes of farming and not (re)iterate the specific crops and products. --[[User:Nahno|Nahno]] 12:52, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I didn't even know that page existed! Considering it has a superior version of a chart that was always far more useful han the page it was on, shouldn't it be more readily available? I mean, there's just one off-handed link in the article, and another in the related articles section. --Kydo 15:07, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'd say that the only improvement old farming process flowchart could utilize is grouping plants, drinks and products that have all options identical into blocks and not just color-coding by type and an arrow to uses. It may be harder to do with partially-overlapping groups though.--[[User:Another|Another]] 13:29, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set &amp;quot;Only Farmers harvest&amp;quot;).--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)&lt;br /&gt;
: I gather that's less of a problem if you have at least one dedicated farmer per x# of tiles, but I would like to read a recommendation for how many 'x' should be.[[User:Uzu Bash|Uzu Bash]] 17:52, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Indication of buggy behaviour ==&lt;br /&gt;
&lt;br /&gt;
It's been reverted multiple times whenever someone adds the &amp;quot;due to a bug&amp;quot; statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC)&lt;br /&gt;
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with farm plot sending jobs ==&lt;br /&gt;
&lt;br /&gt;
I made a 22 tile farm plot on muddied sand, a single tile in the corner was not muddied. It still let me build the plot, but until I resized the plot to make it not include that tile, my farm plot would not send jobs out.-[[User:Wafl|Wafl]] 21:53, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== maximum stack size ==&lt;br /&gt;
&lt;br /&gt;
What is the max size of a crop stack? Does high enough growing skill make potash irrelevant? [[User:Uzu Bash|Uzu Bash]] 17:45, 21 October 2010 (UTC)&lt;br /&gt;
:Not sure about 0.31, but back in 40d the maximum crop stack size was 6 (with a lot of luck and a highly skilled farmer), and according to Toady you could boost that all the way to 11 using potash. --[[User:Quietust|Quietust]] 19:44, 21 October 2010 (UTC)&lt;br /&gt;
:: 11? That's ridiculous. That's not even funny.&lt;br /&gt;
&lt;br /&gt;
== Harvest Apathy ==&lt;br /&gt;
&lt;br /&gt;
Has anyone encountered a bug wherein your planters go on seeding farm plots, but no one is willing to harvest anything? No one will touch the withered plants either (unless they're designated for dumping). &lt;br /&gt;
&lt;br /&gt;
I switched between harvest options during different seasons, left plots fallow, rotated crops and so on to no effect. &lt;br /&gt;
&lt;br /&gt;
Halp?&lt;br /&gt;
&lt;br /&gt;
: You probably accidentally turned on &amp;quot;Dwarves Ignore Food.&amp;quot; o-f to re-enable. [[User:Niveras|Niveras]] 02:48, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::I've done that before in the past, so that was the first thing I checked. They've still got &amp;quot;Dwarves Gather Food&amp;quot;. However, a third save/quit just fixed the problem. The only messages in my errorlog.txt are pathing-related. I don't know what the deal was. I'm going to try to reproduce the problem now.&lt;br /&gt;
&lt;br /&gt;
:: I just saw that happen for three seasons in a row after a big Depot run, and noticed that everyone with Farming enabled would put planting ahead in priority when crops were still in the field. I turned some of them off and confined them all to burrow, and they finally caught during the next caravan. [[User:Uzu Bash|Uzu Bash]] 13:23, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Are there any attributes that affect farming? Where in the raws would you check to find out?--[[User:Mrdudeguy|Mrdudeguy]] 00:12, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not all squares being used ==&lt;br /&gt;
&lt;br /&gt;
{{Farming|Farm plots in action}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no explanation of why this happens, or how to avoid it. I still have this problem to this day. Do one of the farming skills affect how many tiles of land a dwarf can maintain? Or is this caused by tiles not being muddied? I have over 200 plump helmet spawn, but only 4-5 tiles of my 6x6 grid of farm is being planted in. I am unsure why, inspecting the tiles describes they are all muddied or have a dusting of mud, and they are all the same material (sandy loam).&lt;br /&gt;
&lt;br /&gt;
One way I avoid this is by farming in caverns. I've actually started to use caverns alone because of this suspected bug. Someone please shed some light on this issue, hopefully it's something simple. I know I am not alone, my friend asked me the same question and I was unable to answer him. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RadGH|RadGH]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze&amp;diff=133087</id>
		<title>v0.31 Talk:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze&amp;diff=133087"/>
		<updated>2010-12-07T00:00:12Z</updated>

		<summary type="html">&lt;p&gt;Freya: answering a question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can I smelt bronze bars? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Trepach|Trepach]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compaison  to iron ==&lt;br /&gt;
&lt;br /&gt;
Are Bronze Weapons better than iron ones?&lt;br /&gt;
Armor? Ammunition? Please, tell me! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Trepach|Trepach]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Next time, read the article. Also, after you edit anything on a talk page, please put four tildes (~) after what you write. Yes, bronze is better than iron. [[User:Freya|Freya]] 00:00, 7 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze&amp;diff=133086</id>
		<title>v0.31 Talk:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze&amp;diff=133086"/>
		<updated>2010-12-06T23:51:34Z</updated>

		<summary type="html">&lt;p&gt;Freya: signing someone's comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can I smelt bronze bars? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Trepach|Trepach]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compaison  to iron ==&lt;br /&gt;
&lt;br /&gt;
Are Bronze Weapons better than iron ones?&lt;br /&gt;
Armor? Ammunition? Please, tell me! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Trepach|Trepach]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=133083</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=133083"/>
		<updated>2010-12-06T23:22:14Z</updated>

		<summary type="html">&lt;p&gt;Freya: signing someone's comment&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;
&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;
&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;
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== 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;
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== 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;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=133041</id>
		<title>v0.31 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=133041"/>
		<updated>2010-12-06T05:21:37Z</updated>

		<summary type="html">&lt;p&gt;Freya: Come on, ~~~~ shouldn't be that hard &amp;gt;.&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs fixed in the current version  ==&lt;br /&gt;
&lt;br /&gt;
Just because it was true a version ago doesn't mean it's true now. Here are some bygone issues of Dwarven Healthcare:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; People have reported mixed results with bandaging wounds.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.04}} {{bug|474}}''.&lt;br /&gt;
*&amp;lt;s&amp;gt; Surgery will never complete if the Surgeon cannot lift his patient.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.07}} {{bug|318}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Patients requiring traction benches will never use them.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.07}} {{bug|1244}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Some wounds may heal before treatment, preventing the surgery job from completing, making your dwarf invalid forever.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.04}} {{bug|168}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Traction bench is broken.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1244}}''&lt;br /&gt;
* &amp;lt;s&amp;gt;Bone setting is broken.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1244}}''&lt;br /&gt;
* &amp;lt;s&amp;gt;Wounded dwarves in hospital but not in beds die of thirst&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1035}}''&lt;br /&gt;
&lt;br /&gt;
== Rest to death ==&lt;br /&gt;
&lt;br /&gt;
Be aware that once you have a hospital zone defined - all your injured dwarves will immediately run there at top speed and start to &amp;quot;Rest&amp;quot; there. &amp;quot;Rest&amp;quot; job can not be interrupted by any other job because a resting dwarf gains &amp;quot;unconscious&amp;quot; state. If you have no uninjured dwarves to bring food and water all patients will eventually get thirsty and dehydrate to death. Insanity breaks the &amp;quot;rest&amp;quot; job and the mad dwarf will wake up and wander around but it isn't helping.&lt;br /&gt;
&lt;br /&gt;
If all your dwarves are injured to some extent - don't designate hospital zones.&lt;br /&gt;
&lt;br /&gt;
:Not sure if this is still an issue. But if it is, a workaround I've used in the past is to deconstruct the bed the Unconscious dwarf is on. This will wake them up and hopefully convince them to go seek food/drink.--[[User:EvilGrin|EvilGrin]] 20:06, 4 August 2010 (UTC)&lt;br /&gt;
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== Starving to death in the hospital? ==&lt;br /&gt;
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I had a few injured dwarves; they ended up starving to death in the hospital while a surgeon tried to perform surgery. Do I need to put food stockpiles in the hospital? Does it need a well? --[[User:Bombcar|Bombcar]] 16:46, 3 April 2010 (UTC)&lt;br /&gt;
:Were all your other dwarves busy?  As &amp;quot;bring food/water to injured&amp;quot; is like a well job and will only occur when no other order is deemed more important.[[User:Kenji 03|Kenji 03]] 11:24, 5 April 2010 (UTC)&lt;br /&gt;
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:: There was a bug. See &amp;quot;Wounded dwarves in hospital but not in beds die of thirst&amp;quot; at {{Bug:1035}}. The dwarves were dying because without a &amp;quot;Bed&amp;quot; they were not hitting the &amp;quot;Rest&amp;quot; state and the dwarves were never brought food.--[[User:Falldog|Falldog]] 01:42, 8 July 2010 (UTC)&lt;br /&gt;
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== Splints, crutches and buckets no longer stored ==&lt;br /&gt;
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I had a hospital zone with everything stored but plaster. I removed all the containers and took away the hospital zone. Then I made the zone again, put all the containers back. Those three items didn't come back. I replaced the hospital zone and it's still not stocking them again. [[User:Richards|Richards]] 12:16, 13 July 2010 (UTC)&lt;br /&gt;
== Nearby pond/pool of water ==&lt;br /&gt;
&lt;br /&gt;
I think it's very important to make note that a pond or pool be located inside or at least in a room adjacent to the hospital.  See my user page if you want details, but the basics is that doctors (and possibly other dwarves) will run to the nearest water source to clean an injured/resting dwarf if they're dirty/muddy/bloody/whatever.  The problem is both sieges and distance.  During a siege, your doctor's going to get killed, plain and simple.  Yeah, other dwarves will get killed bringing water to dwarves, too, so it's important anyway.  Another thing is distance.  Say you have a bloody dwarf with a badly dented chest, and another dwarf with a mangled, broken head gushing blood.  For whatever reason, your doctor decides to diagnose Urist McDentedChest first.  The next course of action is cleaning.  Your doctor then grabs the nearest bucket from your hospital coffers, runs up the stairs to the nearest murky pool, brook, or river and halfway back to the fortress gate, UristMcGushingBloodOutHisHeadHemorrhage bleeds to death.&lt;br /&gt;
&lt;br /&gt;
On another note, dwarves do seem to clot very well now compared to old 40d.  UristMcGushingHead in my fort has stopped bleeding, and even gone from extreme pain to faint to pale, and now he's back to only fainting, but if you go into battle with multiple wounded dwarves, you're going to have your doctors making multiple runs outside.  Inside water needs to be made an important point.  With the irrigation technique required at the moment, it shouldn't be too hard to explain since a similar technique is used. --[[User:Ryun|Ryun]] 21:51, 3 April 2010 (UTC)&lt;br /&gt;
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         Would a well suffice?&lt;br /&gt;
&lt;br /&gt;
::It should, but I have not yet gotten to the point of making a well so I can't say I've tested it.  With the abundance of underground pools, it shouldn't be difficult to make.  I had suggested a pool initially because they would be easy to set up (except a little difficult to get full) for a new fort.  I assume they should, anyhow.  Once I bend my head around the technique of getting down to those pools multiple z-levels below, I'll test it. &lt;br /&gt;
&lt;br /&gt;
::After several stupid mining errors (&amp;quot;Let's use the channel ramps to mine instead of digging out the topmost staircase and get stuck forever!&amp;quot;) it appears that wells do indeed work for supplying dwarves water.  However, I would like a recommendation that the hospital is put on the z-level as closest as possible to an underground pool if that is the water source.  Dwarves take a fairly long time to get water when the distance the bucket must travel exceeds greater than 3 z-levels. Prep with multiple wells as well, of course, especially if you must place the well a long distance from the water source.--[[User:Ryun|Ryun]] 22:03, 13 April 2010 (UTC)&lt;br /&gt;
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::I chose to run stream water down to my hospital.  I channeled out a cistern one level deeper than the hospital level, connected ''diagonally'' to a shaft that ran to the stream.  The [[DF2010:Pressure#Diagonal_Flow|diagonal connection]] &amp;lt;!-- could someone tell me how to link from a talk page to the main pages as {L|DF2010:Pressure#Diagonal_Flow}} does not work --&amp;gt;kills the water pressure.  I crossed my fingers, channeled out the last tile connecting the shaft to the stream, and it worked perfectly, so I permitted use of the door to the cistern.  (I've not flooded a fort since the Second Magma Incident of 2007.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:11, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::A well works fine. Sadly my dwarves don't use my bewdiful balineae right across from the hospital to fill buckets. Maybe because of all the soap in the water. (Okay, I'll be honest, never seen a dwarf with soap there, but they do get nice thoughts from 'having a bath') --[[User:Old Ancient|Old Ancient]] 20:27, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::A well works for cleaning patients and giving them water, but if Urist McBonedoctor needs water for plaster casts, he'll stand by the well with an empty bucket and do nothing.  This happened in v0.31.10 at a well inside the hospital and at a well outside the hospital.&lt;br /&gt;
&lt;br /&gt;
:::::My well goes 14 z-levels down, but channeling a single tile to designate pond keeps it filled. It does get contaminated with mud, but no patients have died of infections. Every dwarf in the upper fort still uses it to get clean, and gets a happy bath thought.[[User:Uzu Bash|Uzu Bash]] 13:30, 13 October 2010 (UTC)&lt;br /&gt;
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== Traction bench bug? ==&lt;br /&gt;
&lt;br /&gt;
My medical dwarves seem unable to move patients onto the traction bench. I've seen mine spend most of a year on &amp;quot;Place In Traction&amp;quot;, standing over the victim, not accomplishing anything. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 05:09, 18 April 2010 (UTC)&lt;br /&gt;
:I cannot confirm, for I have not even seen any of my hospital workers (with surgery enabled) use the things, and all the wounded recover just fine, regardless. --[[User:Bronzebeard|Bronzebeard]] 00:11, 1 May 2010 (UTC)&lt;br /&gt;
::i had the same &amp;quot;place on traction bench&amp;quot; problem; my doctor was stood over the patient for what seemed like an eternity with that job description, but nothing was happening. as he started to starve himself, i removed the traction bench and he went to get some grub. i then tried the bench in a different position (away from any walls), but that didnt work either; had the same job, both in the same positions, but nothing was happening... i've ended up just scrapping the traction bench altogether, and have had no problems since :]--[[User:DJ Devil|DJ Devil]] 02:20, 1 June 2010 (UTC)&lt;br /&gt;
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::: If playing on a Save made prior to .08 remove every traction bench and every table, everywhere on the map. This will remove the medical dwarves from the stalled loop that happens when they are unable to lift a patient and carry him to surgery. As of .08, the surgeons will be able to carry new patients if they are not already stuck in the loop. --[[User:Falldog|Falldog]] 04:28, 21 June 2010 (UTC)&lt;br /&gt;
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== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
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what does this mean?&lt;br /&gt;
&lt;br /&gt;
:I guess it refers to the more general bug of dwarves not respecting property of caravans in some situations; supposedly they will steal food and booze if there's none in the fortress piles and they r hungry. So in this case they try to fulfill the thread, cloth and so on requests, ordered in the hospital H menu. Haven't encountered this myself though. --[[Special:Contributions/92.202.18.240|92.202.18.240]] 20:33, 27 April 2010 (UTC)&lt;br /&gt;
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::I've seen it happen with dwarves who ''do'' have a valid depot.  As soon as I opened the gates to let the caravan in, they stole everything the hospital needed from the caravan. [[Special:Contributions/64.255.180.66|64.255.180.66]] 02:23, 5 August 2010 (UTC)&lt;br /&gt;
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== Surgery bugged? ==&lt;br /&gt;
&lt;br /&gt;
It worked fine for me: it took a heckuva long time because my surgeon was incompetent; several surgery jobs and some ancillary damage later, rediagnosis - no more surgery required!  So it looks like a bad surgeon will take lots of attempts to get there but will eventually succeed.  [[User:Soundandfury|soundandfury]] 22:55, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Surgery Workaround Suggestions ===&lt;br /&gt;
&lt;br /&gt;
* if a dwarf is left lying on a table due to interrupted surgery, and is not 'resting' (i.e. is hungry or thirsty) but has not been moved back to bed, it may be necessary to destroy the bed the dwarf had been resting in.  This will cause someone to recover him to a new hospital bed.&lt;br /&gt;
&lt;br /&gt;
* if a doctor keeps attempting surgery on a table then moving the patient without doing anything, remove ALL tables and force the surgery in a bed, seems to be an issue with the Surgery Cancelled: Patient is Not Resting &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:27.33.150.75|27.33.150.75]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital beds ==&lt;br /&gt;
I had a soldier who required suturing and since suturing is bugged, he never healed. Despite doing his duty and fighting, he kept returning to the hospital, showing rest instead of sleep, racking up bad thoughts from not being in his room and bed and possibly didn't even eat or drink, only getting what others brought him. So I thought, meh, remove the beds. this made him sleep on the floor in the hospital. So eventually I removed the hospital and in no time he is back to ecstatic, sleeping in his room, eating in the hall, making new friends, taking a bath. His wound and the suture and dressing requests are still there and are performed (to no avail) in his room.&lt;br /&gt;
&lt;br /&gt;
My recommendation for now (31.04 should fix some hospital bugs): Don't have a hospital and first check if doctors work fine without it. --[[Special:Contributions/92.202.10.116|92.202.10.116]]&lt;br /&gt;
&lt;br /&gt;
=='Clean Patient'==&lt;br /&gt;
What labour relates to this? ..awh, he just died of infection.. but for future use, does anyone know? is it an automatic part of the diagnosis progress, done by the diagnostician? is it done by anyone with a healthcare skill? and can we have the answer on the page, please?--[[User:DJ Devil|DJ Devil]] 19:40, 26 May 2010 (UTC)&lt;br /&gt;
: It makes sense that wound dressing wound be part of this, but you'd have to check, it might just be cleaning skill.  Ya need soap btw. [[Special:Contributions/71.134.230.146|71.134.230.146]] 04:55, 31 May 2010 (UTC)&lt;br /&gt;
::'need' is such a false word. it's not 'need'-ed. it just helps fight infection, so i'm told. i still havent made any, though :p  nor plan on it. ^-^   and i think it's part of the diagnosis progress, but i've not had much injury of late, and i only have one specialized doctor with all the relative labours enabled, so my guess is as good as anyone's ^-^   i shall change some labours during the next megabeast attack and try to pin it to one of them (or all of them?)--[[User:DJ Devil|DJ Devil]] 02:27, 1 June 2010 (UTC)&lt;br /&gt;
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== Two dwarves in one bed? ==&lt;br /&gt;
&lt;br /&gt;
I was trying to ignore all the injured dwarves in my fortress for awhile, but it wasn't doing to well for me, so i opened a hospital. then 2 dwarves immediately went (as patients)and started resting in the same bed. what the deuce? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dudemcman|Dudemcman]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: At a loose guess, they both detected the same bed at the same time, and didn't detect each other heading for it. &lt;br /&gt;
: Were the two dwarves married to each other, or romantically involved? 21:37, 2 August 2010 (UTC)&lt;br /&gt;
--[[User:DeMatt|DeMatt]] 19:11, 3 June 2010 (UTC)&lt;br /&gt;
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== Bug: overlapping office with hospital zone prevents bag/chest filling ==&lt;br /&gt;
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I had a hospital zone with 10 chests, and my dwarves would not put anything in them- cloth, thread, splints, etc.&lt;br /&gt;
This was because my Chief Medical Dwarf's office overlapped the hospital. Once I deconstructed his office chair, dwarves came to fill the hospital chests with supplies.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:03, 3 June 2010 (UTC)&lt;br /&gt;
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== Single hospital versus multiple hospitals ==&lt;br /&gt;
&lt;br /&gt;
So... after I've gotten the hang of actually building a hospital, I've been wondering.  Can multiple dwarves work in the same hospital simultaneously, so you can store all the supplies in one central location?  Or is it better for efficiency to have several small but fully-equipped hospitals, so that each hospital can have a doctor working in it? --[[User:DeMatt|DeMatt]] 19:14, 3 June 2010 (UTC)&lt;br /&gt;
:Well, after watching two dwarves get simultaneously patched up in the same mini-hospital (ignoring the others), I'm fairly sure that multiple hospitals offer no benefit over singletons.  Besides being able to locate them in different spots, that is. --[[User:DeMatt|DeMatt]] 23:46, 6 June 2010 (UTC)&lt;br /&gt;
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== Which medical skills affect outcome? ==&lt;br /&gt;
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Do we know whether skill levels at wound dressing, suturing, surgery, etc. affect the chance of a successful outcome?  The articles on these skills didn't mention.  I think I remember Toady's devlog talking about dabbling surgeons being bad at surgery?  -- [[User:Creidieki|Creidieki]] 15:59, 16 June 2010 (UTC)&lt;br /&gt;
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== Whats the deal with rot? ==&lt;br /&gt;
&lt;br /&gt;
In the latest version .10 I've been pretty satisfied with healthcare; seems far more efficient and I even saw a cast get applied once (still won't show up in hospital information though);&lt;br /&gt;
however, my surgeons seem incapable of dealing with rot.  One of my militia commanders has a rotten lower arm from a forgotten beast attack, and every time my accomplished surgeon performs surgery he then &amp;quot;excises rotten tissue&amp;quot;; and when that is completed I can see what was listed as &amp;quot;advanced rot&amp;quot; is now &amp;quot;minor rot&amp;quot;.  However the wounded dwarf then requires another diagnosis and while my surgeon continues surgery the rot advances to moderate then back to advanced.  At which point the surgeon excises rotten tissue and the loops begins anew.  I thought it kinda useful for training up my surgeon, but really wtf is going on?  Looks like I have to wall off another hospital patient so they can die suffering and save my doctors time and all my supplies of soap (they re-clean the patient after every tissue excision).&lt;br /&gt;
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== How do I get rot off of my adventurer? ==&lt;br /&gt;
The same way you perform surgery on yourself in the real world. You don't. --[[User:TomiTapio|TomiTapio]] 14:18, 5 August 2010 (UTC)&lt;br /&gt;
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== How do I get my doctor to apply a cast? ==&lt;br /&gt;
If your doctor is stuck trying to fill a bucket with water while applying cast you can use the following workaround.&lt;br /&gt;
# Create a pond zone&lt;br /&gt;
# Allow a dwarf to fill a bucket with water&lt;br /&gt;
# Forbid the filled bucket and remove the pond&lt;br /&gt;
# Claim the bucket&lt;br /&gt;
# Forbid and reclaim the bucket the doctor is using&lt;br /&gt;
&lt;br /&gt;
The doctor should now return the cloth and plaster to a stockpile and restart the apply cast job; this time using the bucket filled with water. Tested in v0.31.12. --[[User:Kaustic|Kaustic]] 13:13, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Slightly different method ===&lt;br /&gt;
&lt;br /&gt;
Almost the same as above.&lt;br /&gt;
&lt;br /&gt;
* Make the pit two tiles deep.&lt;br /&gt;
* Build a well on top of the pit.&lt;br /&gt;
* Make a pump continuously pump 7/7 water from the lower tile of the pit into the upper part of the pit. (waterwheel + pump = perpetual motion) NOTE: not strictly needed, a constant water input and a constant drain will suffice in any way, but that's the easiest one.&lt;br /&gt;
* Once every few minutes, the water level will drop below 7/7 and a dwarf will be assigned to &amp;quot;fill pond&amp;quot; before the water level returns to 7/7. The dwarf will take a bucket of water to the well, and drop it, since the well is already full.&lt;br /&gt;
* IF this bucket is the nearest bucket available to the hospital, the next time the bone doctor requires one, he will take this one.&lt;br /&gt;
* ELSE you will still have to forbid the bone doctor's empty bucket.&lt;br /&gt;
&lt;br /&gt;
Critical points:&lt;br /&gt;
* It is currently unclear what factors in the chance of getting a dwarf to fill the invalid pond. For me it happens once every few minutes, which is not enough when you have many broken dwarves.&lt;br /&gt;
&lt;br /&gt;
== Infection can be healed ==&lt;br /&gt;
Should it be mentioned in the article that infected wounds can actually heal? One of my dwarves had both upper legs broken and smashed open. They became infected short time later. After a quarter year, the infections vanished. --[[User:Blur|Blur]] 21:31, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I too can confirm that I have had a dwarf heal from infected wounds. This dwarf had 2 smashed bones which were cleaned with water then set, and about a month after he got out of bed he was completely healed.&lt;br /&gt;
[[User:UberNube|UberNube]] 13:29, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Forbidden&amp;quot; Bolts not being removed from injured dwarves bodies? ==&lt;br /&gt;
&lt;br /&gt;
OK, please forgive me for asking what may just be a newb question.  I just realized (after 2 game years) that one of my axedwarfs wasn't healing because the bolts that had shot him were never removed because, apparently, they were forbidden thanks to the default forbidding of ammo after it has been shot.  Is this a new phenomenon, or just something I never thought of before... --[[Special:Contributions/98.185.254.172|98.185.254.172]] 00:13, 18 August 2010 (UTC)&lt;br /&gt;
:It was like that in 40d as well.  The typical solution is to go into the dwarf's inventory, and un-forbid the bolt and mark it for Dumping.  Someone should come along to dump the bolt then (assuming you have an active dump zone somewhere, and the refuse labors enabled), which will allow the wound to properly heal.&lt;br /&gt;
&lt;br /&gt;
==Bit too expensive sutures?==&lt;br /&gt;
After a heated battle with a forgotten beast, one of my dwarves got wounded perhaps everywhere in his body. Checking his treatment history, I noticed that the doctors were using ADAMANTITE sutures. I'd rather go for some less-important material, so is there any way to select what kind of sutures are used? --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
:I think if you put the container with the casts on a stockpile you can view the contents and then dump the adamantine casts. Not a pretty fix but it should work.--[[Special:Contributions/71.59.132.217|71.59.132.217]] 14:55, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== medical officer ==&lt;br /&gt;
&lt;br /&gt;
The chief isn't the only one who can diagnose for treatment, I have two other doctors with diagnosis job enabled, and they seem to screw off less often so they tend to be the ones to do it. It looks like the position only enables the health overview in z-menus. [[User:Uzu Bash|Uzu Bash]] 03:21, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Order of medicine ==&lt;br /&gt;
&lt;br /&gt;
I've finally had my first injury in DF2010, after about 5 years: a broken foot, and a broken rib. The diagnosis set up requirements for suture, bone setting, wound dressing and immobilization, so I made sure all the appropriate doctors were on call for the job.&lt;br /&gt;
&lt;br /&gt;
It appears that the jobs are scheduled strictly in the order they appear in the {{l|health screen}}, from left to right: suture, then bone-setting, then wound dressing (twice), then the plaster cast. Now that all those jobs are done, I guess someone will eventually get around to addressing the infection that set in during all that. Jobs to give water and food were interspersed as needed, and I suspect the medical jobs were deferred at those times.&lt;br /&gt;
&lt;br /&gt;
If others can confirm this strict order, I think it'd be useful info for the article. [[User:Hv|Hv]] 09:00, 19 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Which medical skills produce better results when higher? ==&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
    * Diagnosis (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
    * Wound Dressing (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
    * Suturing (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
    * Surgery (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
    * Setting Bones (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all? &lt;br /&gt;
&lt;br /&gt;
Does a higher diagnosis skill affect the actual diagnosis? Or speed of it?&lt;br /&gt;
What does a higher wound dressing skill do?&lt;br /&gt;
And so on. If you're making a starting dwarf a doctor, what skills does he actually need? Is he just as effective if he's a novice in all skills?--[[User:Richards|Richards]] 03:26, 25 November 2010 (UTC)&lt;br /&gt;
:Bad surgery skill can kill the patient with additional blood loss. Other skills seem to only affect the speed for now. (A dwarf with 20 medium wounds may very well die waiting for 20 separate successive &amp;quot;suture&amp;quot; jobs and of 5 simultaneously wounded dwarfs 1 will not get diagnosed in time.) My dabbling doctors repaired quite a number of nasty compound fractures and the like with total patient recovery where nerves were not touched. No medical skill can produce a masterwork patient.--[[User:Another|Another]] 14:32, 25 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Food&amp;diff=133037</id>
		<title>v0.31 Talk:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Food&amp;diff=133037"/>
		<updated>2010-12-06T03:36:28Z</updated>

		<summary type="html">&lt;p&gt;Freya: again with the signing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes== &lt;br /&gt;
Ok, I'm wondering what has changed about food in 31.01? I know that there are some relevant bugs, but is there anything new? [[User:Garanis|Garanis]] 03:31, 8 April 2010 (UTC)&lt;br /&gt;
:Aside from the bugs, the main difference is that when you butcher an animal, you can now eat all of the organs instead of just the meat.--[[User:Morlark|Morlark]]&lt;br /&gt;
::It seems to me that the main difference is that you cannot prepare a meal out of alcohol alone. --[[User:Doub|Doub]] 10:36, 8 April 2010 (UTC)&lt;br /&gt;
:::boozecooking, also alc. alone, is still possible, but seems to be bugged, or produces much less food than it used to. Better stay clear or test carefully. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 22:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is the the rate that dwarfs eat food changed? Like, will several hundred units of food last about as long as they usually do? --[[User:Sysice|Sysice]] 06:41, 10 April 2010 (UTC)&lt;br /&gt;
:My impression is that cooking is much more time-consuming, but it doesn't seem dwarves eat more. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 22:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How much does a dwarf consume? ==&lt;br /&gt;
This should be in the wiki, telling how much per year a dwarf eats and drinks. [[User:AngleWyrm|- AngleWyrm]] 07:28, 2 September 2010 (UTC)&lt;br /&gt;
:I believe that one unit of food is enough to feed a single dwarf for one month. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:75.155.52.95|75.155.52.95]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambush&amp;diff=133036</id>
		<title>v0.31 Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambush&amp;diff=133036"/>
		<updated>2010-12-06T03:32:07Z</updated>

		<summary type="html">&lt;p&gt;Freya: signing someone's comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No More Ambushes ==&lt;br /&gt;
As soon as I had my first goblin siege, their ambushes stopped appearing. Feature, bug, or result of not going outside much anymore? [[User:Aussiemon|Aussiemon]] 23:09, 28 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
---It probably isn't not going outside much- as all hostile units will automatically path towards the nearest dwarf/animal. Unless you have a rediculous amount of weapon/stonefall traps that kill them without noticing, you should be getting ambushed.&lt;br /&gt;
&lt;br /&gt;
== Factors Determining Likelihood of Ambush? ==&lt;br /&gt;
Does anyone know what factors determine the chance of an Ambush? Does distance to enemy civs matter? Number of dwarfs? Wealth produced and/or exported?&lt;br /&gt;
*oopsie, forgot to sign that. Some more data: I just ran three games through spring of '52. In all of them, I focused solely on defense, creating very little wealth except for armor and weapons. In two of those, Goblins were the closest civ besides Dwarfs, and I was ambushed directly after the first Elven caravan showed up in the spring, by two squads of six or so each, one squad being crossbowgoblins. In the third, Goblins were the furthest civ, it is now autumn of '52 and I haven't even seen a Goblin snatcher yet, just Kobold thieves. [[User:GhostDwemer|GhostDwemer]] 22:12, 29 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ambush Frequency==&lt;br /&gt;
I am currently into my 6th in game year and I just got my first ambush (or any sign of enemies) now (it was 3 ambushes and a kidnapper in 1).&lt;br /&gt;
Is this normal? because it seemed that i had to wait quite a while till i saw any sign of goblins.&lt;br /&gt;
Also i started the game with no generated history (started at year 1) could this be the cause?&lt;br /&gt;
:Maybe it has something to do with your chosen fortress's proximity to the goblin empire?  If you build far enough away, perhaps it takes a while for them to first show up?  --[[User:Frewfrux|Frewfrux]] 12:55, 30 November 2010 (UTC)&lt;br /&gt;
::Possible when i was playing it in adventure mode the only goblin civilization is on the other side of the world &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:75.155.52.95|75.155.52.95]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spawning Points==&lt;br /&gt;
I designed my fortress to be completely sealed from the outside world and used the &amp;quot;air lock&amp;quot; method to engage in trade.  At no point after my outer wall was finished was an entrance into the fort ever opened, except when accepting migrants who came in through a tunnel gaurded by war dogs.  I had not dug down deep enough to open up any caverns.&lt;br /&gt;
&lt;br /&gt;
Imagine my surprise (and frustration) when I got the announcement that there was an ambush...in the very bowels of my fort.  A lone goblin lasher spawned within my fortress walls and in the center of a group of dwarves.  I checked all the entrance points to the fort and there were none (unless he somehow slipped past a completely submerged floodgate).  He had to have spawned there.  I did not realize this was possible.  Is this a bug?&lt;br /&gt;
&lt;br /&gt;
(Just to reiterate, there was NO ENTRY point into the fort AT ALL.  This was evidenced by the fact that there were, at the time of this ambush, two other ambushes looking to gain entrance who were just wondering around outside because they couldn't get in.) --[[User:Frewfrux|Frewfrux]] 12:52, 30 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=133033</id>
		<title>v0.31 Talk:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=133033"/>
		<updated>2010-12-06T03:22:53Z</updated>

		<summary type="html">&lt;p&gt;Freya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== monarch bug ==&lt;br /&gt;
&lt;br /&gt;
The monarch showed up before promotion to duchy, and simply sat on the edge of the map with her consort. Her entourage joined, including various legendary weapon masters. When I used Runesmith to move her inside, she and her consort ran all the way back to the border. Sounds similar to the old 'non-dwarven king' bug.[[User:Uzu Bash|Uzu Bash]] 15:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Arrival of the king==&lt;br /&gt;
This might be a stupid question, but I don't really get the &amp;quot;wealth in roads&amp;quot;-part of the arrival condition. Does it mean exports, building paved roads or something else? [[User:Aavemursu|Aavemursu]] 28 October 2010&lt;br /&gt;
    The Wealth In Roads is just the worth of the items you used to build paved roads. You can use Steel bars to     fulfill the requirement really fast.&lt;br /&gt;
&lt;br /&gt;
==Death of a King==&lt;br /&gt;
What happens to the state of the world if your monarch dies at your fortress? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:70.76.91.114|70.76.91.114]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Freya</name></author>
	</entry>
</feed>