<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gairabad</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gairabad"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Gairabad"/>
	<updated>2026-07-29T17:44:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10725</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10725"/>
		<updated>2009-09-09T19:42:56Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Garbage Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To define a water source, place a zone next to a constructed or natural [[pool]], [[river]], or [[channel]] full of ''[[Water#Salt_Water|fresh]]'' water.  If the water is fresh, each ground tile within the zone adjacent to the water is considered a water source tile, and that number of water-tiles will be seen in the sub-menu - if you see none, that water is not fresh.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water. Water sources can also be placed over [[grate]]s and floor [[bars]], as well as directly on top of a [[brook]].&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To define a fishing zone, place a zone over ground tiles adjacent to an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing unless it is on top of a [[brook]] tile or above a [[grate]] or floor [[bars]].&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife. Note that a fishing zone is required for dwarves ordered to &amp;quot;Catch live fish&amp;quot; from a [[Fishery]] - if no zones are present, they will simply stand around and do nothing.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[Activity zone#Pit/Pond|pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used for [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
Dumping can be used as an effective siege defense tactic, as when you tell dwarves to stay inside, the dwarves currently outside will stay there unless they have work to do, so when you get a siege make a large dumping designation on those useless stones of yours then just reclaim them if you need them back.&lt;br /&gt;
&lt;br /&gt;
Since falling objects do not hurt dwarves, garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing into that open space, even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are travelling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
It may also be advisable to disable the hauling of furniture from the [[Orders]] menu while filling a pond, as otherwise the buckets used to fill the pond will be immediately tasked for storage in a stockpile, resulting in numerous task cancellations.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to [[meeting hall]]s.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Area zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. A meeting area filled with [[On break|idle]] dwarves rubbing shoulders quickly increases the [[social skill]]s of [idlers which may give them [[attribute]] boosts. It makes idle dwarves a little less idle, and makes selecting a replacement [[broker]] (if the old one dies) easier.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall.  The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;.  [[Statue garden]]s and [[zoo]]s are intrinsically meeting halls, as are rooms defined from a [[well]].  However, you can also create a [[Meeting hall|Meeting Hall]].&lt;br /&gt;
&lt;br /&gt;
Because every dwarf will gather at the meeting hall every so often, it is an ideal place to site objects that give them happy thoughts.  Interesting animals in cages perhaps designated as a [[zoo]], a waterfall with [[mist]], and high-quality [[statues]] and other objects can each improve the quality of life in your fortress.  A meeting hall placed in a place with sunshine will ensure that dwarves do not become [[cave adaptation|cave adapted]].&lt;br /&gt;
&lt;br /&gt;
If you do not have a designated meeting hall, dwarves will congregate around the site where your wagon arrived at the fortress.  This occurs even if the wagon has long since been disassembled.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming [[friend]]s. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10724</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10724"/>
		<updated>2009-09-09T19:22:35Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Garbage Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To define a water source, place a zone next to a constructed or natural [[pool]], [[river]], or [[channel]] full of ''[[Water#Salt_Water|fresh]]'' water.  If the water is fresh, each ground tile within the zone adjacent to the water is considered a water source tile, and that number of water-tiles will be seen in the sub-menu - if you see none, that water is not fresh.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water. Water sources can also be placed over [[grate]]s and floor [[bars]], as well as directly on top of a [[brook]].&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To define a fishing zone, place a zone over ground tiles adjacent to an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing unless it is on top of a [[brook]] tile or above a [[grate]] or floor [[bars]].&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife. Note that a fishing zone is required for dwarves ordered to &amp;quot;Catch live fish&amp;quot; from a [[Fishery]] - if no zones are present, they will simply stand around and do nothing.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[Activity zone#Pit/Pond|pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used for [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
Dumping can be used as an effective siege defense tactic, as when you tell dwarves to stay inside, the dwarves currently outside will stay there unless they have work to do, so when you get a siege make a large dumping designation on those useless stones of yours then just reclaim them if you need them back.&lt;br /&gt;
&lt;br /&gt;
Since falling objects do not hurt dwarves, garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
It may also be advisable to disable the hauling of furniture from the [[Orders]] menu while filling a pond, as otherwise the buckets used to fill the pond will be immediately tasked for storage in a stockpile, resulting in numerous task cancellations.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to [[meeting hall]]s.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Area zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. A meeting area filled with [[On break|idle]] dwarves rubbing shoulders quickly increases the [[social skill]]s of [idlers which may give them [[attribute]] boosts. It makes idle dwarves a little less idle, and makes selecting a replacement [[broker]] (if the old one dies) easier.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall.  The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;.  [[Statue garden]]s and [[zoo]]s are intrinsically meeting halls, as are rooms defined from a [[well]].  However, you can also create a [[Meeting hall|Meeting Hall]].&lt;br /&gt;
&lt;br /&gt;
Because every dwarf will gather at the meeting hall every so often, it is an ideal place to site objects that give them happy thoughts.  Interesting animals in cages perhaps designated as a [[zoo]], a waterfall with [[mist]], and high-quality [[statues]] and other objects can each improve the quality of life in your fortress.  A meeting hall placed in a place with sunshine will ensure that dwarves do not become [[cave adaptation|cave adapted]].&lt;br /&gt;
&lt;br /&gt;
If you do not have a designated meeting hall, dwarves will congregate around the site where your wagon arrived at the fortress.  This occurs even if the wagon has long since been disassembled.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming [[friend]]s. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45777</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45777"/>
		<updated>2009-03-23T01:26:04Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Overdrive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]).&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below)&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, not in cages, and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cages]] and [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species are not currently in [[cage]]s then sooner or later the male will impregnate the female, regardless of distance, physical obstacles, number of males (beyond the first), and even ownership. It is theorised that creatures in the dwarf fortress universe propagate via some kind of spores with built in homing devices and, in some cases, microscopic [[pickaxe]]s. Either that, or telepathy. But everyone knows there's no such thing as telepathy!&lt;br /&gt;
&lt;br /&gt;
Caged animals will not breed, although animals on a [[restraint]] will.  It is recommended that you rope down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, it is recommended that you cage all your young because the neither breed nor give the same amount of bones, meat, and fat as adults. Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not affect processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using cage traps judiciously can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter''&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for clothing and armor, and bones for armor, ammunition, and trade goods.  The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bone carving===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to {{k|s}}earch for them.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Tanning ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stockpiled in any refuse shop, they will instantly be designated for hauling to the appropriate stockpile. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned it goes into the leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Gairabad&amp;diff=45945</id>
		<title>User:Gairabad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Gairabad&amp;diff=45945"/>
		<updated>2009-02-26T05:20:26Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: added depreciation notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== NOTICE ==&lt;br /&gt;
&lt;br /&gt;
A lot of the stuff on this page is fairly obsolete in that I have found more efficient ways of doing things (mostly in the realm of isolated workshops.)  If you leave a request on my talk page, I'll probably tell you the major differences, but it's more fun to play the game for yourself right?  Anyway, it's great to finally be over my Dwarf Fortress addiction :-)&lt;br /&gt;
&lt;br /&gt;
Also, if you have a way of putting a fortress together that you believe to be more efficient than mine, I'd be interested in hearing about it.  So far I haven't seen any other players focusing on efficiency.  (It's not very much fun; I wouldn't recommend it.  Part of the reason I quit: instead of playing the game, my dwarf fortress sessions often consisted of refining a fortress blueprint.  And then when the execution wasn't up to par I'd have to restart.)&lt;br /&gt;
&lt;br /&gt;
One last thing: Joyous Wilds are totally underrated.  For your next game, I recommend you generate a custom world and modify the parameters to maximize their occurrence.&lt;br /&gt;
&lt;br /&gt;
== Workshop Structure ==&lt;br /&gt;
&lt;br /&gt;
A standard fortress workshop floor looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;WWW&amp;lt;WWW&amp;lt;&lt;br /&gt;
&amp;gt;WWW&amp;gt;WWW&amp;gt;&lt;br /&gt;
&amp;lt;WWW&amp;lt;WWW&amp;lt;&lt;br /&gt;
&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;gt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&lt;br /&gt;
&amp;lt;WWW&amp;lt;WWW&amp;lt;&lt;br /&gt;
&amp;gt;WWW&amp;gt;WWW&amp;gt;&lt;br /&gt;
&amp;lt;WWW&amp;lt;WWW&amp;lt;&lt;br /&gt;
&amp;gt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
&lt;br /&gt;
* Excellent mobility.  Workshop users have good access to fourteen adjacent workshops (four on their own floor, and five on each of the floors above and below them.)&lt;br /&gt;
* Excellent stockpile access.  Simply designate stockpiles right on top of the stairway tiles.&lt;br /&gt;
* A mixture of up and down stairways prevents deadly ten-story falls.&lt;br /&gt;
&lt;br /&gt;
Things to watch for:&lt;br /&gt;
&lt;br /&gt;
* Workshops also have moderately good access to twelve more workshops that are diagonally adjacent.  Although walking diagonally takes just as long as walking in the four cardinal directions, I try to avoid diagonal relationships (e.g. making a fishery diagonally adjacent to a kitchen) for several reasons:&lt;br /&gt;
&lt;br /&gt;
:*Since diagonal travel is often the most efficient way to cross the fortress, having regular diagonal trips between two workshops puts extra pressure on a traffic area that's already in high demand.&lt;br /&gt;
&lt;br /&gt;
:*There's no convenient stockpile space right between the two workshops.&lt;br /&gt;
&lt;br /&gt;
* Certain items experience wear when dwarves traffic over them.  Thus you might not want to use stairway stockpiles for items you suspect to be in this category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced Workshop Structure ==&lt;br /&gt;
&lt;br /&gt;
A butcher's workshop is likely to produce miasma at some point or another.  You should consider walling it off and channeling access through doors to prevent miasma spread.&lt;br /&gt;
&lt;br /&gt;
There are a bunch more workshops that can benefit from being &amp;quot;lockable&amp;quot;.  This will allow you to make sure that a dwarf uses a particular material or decorates a particular item.&lt;br /&gt;
&lt;br /&gt;
I don't recommend making every workshop like this lockable.  Just one or two of each type, so you have the flexibility to micromanage as necessary.&lt;br /&gt;
&lt;br /&gt;
Useful for specifying materials to use:&lt;br /&gt;
&lt;br /&gt;
* Mason&lt;br /&gt;
* Mechanic&lt;br /&gt;
* Stone Crafter&lt;br /&gt;
* Bone Carver&lt;br /&gt;
* Leather Works&lt;br /&gt;
* Clothier&lt;br /&gt;
&lt;br /&gt;
Useful for specifying items to be decorated:&lt;br /&gt;
&lt;br /&gt;
* Jeweler&lt;br /&gt;
* Bone Carver&lt;br /&gt;
* Leather Works&lt;br /&gt;
* Clothier&lt;br /&gt;
&lt;br /&gt;
Here is how I implement lockable workshops:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;╫▓╫▓╫▓╫&amp;lt;&lt;br /&gt;
&amp;gt;▓++&amp;gt;++▓&amp;gt;&lt;br /&gt;
&amp;lt;╫+WWW+╫&amp;lt;&lt;br /&gt;
&amp;lt;▓&amp;lt;WWW&amp;lt;▓&amp;lt;&lt;br /&gt;
&amp;lt;╫+WWW+╫&amp;lt;&lt;br /&gt;
&amp;gt;▓++&amp;gt;++▓&amp;gt;&lt;br /&gt;
&amp;lt;╫▓╫▓╫▓╫&amp;lt;&lt;br /&gt;
&amp;gt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that you will have to place hatch covers over the four inner stairways if you want to achieve full isolation.  For the upward stairway, you will have to go to the level above to place the hatch cover.&lt;br /&gt;
&lt;br /&gt;
I implement kennels similarly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;+++++++&amp;lt;&lt;br /&gt;
&amp;gt;+WWWWW+&amp;gt;&lt;br /&gt;
&amp;lt;+WWWWW+&amp;lt;&lt;br /&gt;
&amp;lt;+WWKWW+&amp;lt;&lt;br /&gt;
&amp;lt;+WWWWW+&amp;lt;&lt;br /&gt;
&amp;gt;+WWWWW+&amp;gt;&lt;br /&gt;
&amp;lt;+++++++&amp;lt;&lt;br /&gt;
&amp;gt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don't use siege engines (I prefer underground entrances with adjacent marksdwarf bunkers, to make good use of my [[Fortress Guard]].)  But the plan will obviously work for a siege workshop as well.&lt;br /&gt;
&lt;br /&gt;
== Deepcolumn ==&lt;br /&gt;
&lt;br /&gt;
NOTE: This plan is somewhat out of date already--I found several ways to modify the upper layers for greater efficiency.  Unfortunately my word processor uses a different tabbing system than this wiki, so I can't copy and paste without having to do a lot of fixing up.  At some point I plan to take screenshots or a [http://mkv25.net/dfma/ map archive].&lt;br /&gt;
&lt;br /&gt;
Site Features:&lt;br /&gt;
* Flux'd&lt;br /&gt;
* On a mountain tile&lt;br /&gt;
* Possessing an underground river&lt;br /&gt;
* In a savage area&lt;br /&gt;
* Magma-free&lt;br /&gt;
* 1 layer of Black Sand; the rest are all stone layers.&lt;br /&gt;
&lt;br /&gt;
Fortress Features:&lt;br /&gt;
* Micromanaged&lt;br /&gt;
* Decompartmentalized&lt;br /&gt;
* No siege engines&lt;br /&gt;
* Placed such that I can see most of the fortress at once&lt;br /&gt;
* Waterfalls powered by dwarven muscle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Overview	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1										Fishing&lt;br /&gt;
Row 2		Trade Enter				&lt;br /&gt;
Row 3										Wood Sources&lt;br /&gt;
Row 4					&lt;br /&gt;
Row 5					&lt;br /&gt;
&lt;br /&gt;
Level 0	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1		W. Craft	Grass		Sunshine	Rope Reed	Fishery&lt;br /&gt;
Row 2		Grass		Windmill	Blade Weed	Rope Reed	Food&lt;br /&gt;
Row 3		Sunshine	Grass		Windmill	Rope Reed	Sunshine&lt;br /&gt;
Row 4		Brew		Food		Blade Weed	Food		Brew&lt;br /&gt;
Row 5		W. Craft	Brew		Food		Brew		W. Craft&lt;br /&gt;
&lt;br /&gt;
Level -1	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1		G. Furnace	Cave Wheat	Still		Plump H.	Kitchen&lt;br /&gt;
Row 2		Cave Wheat	Mill		Pig Dimple	F. Workshop	Plump H.&lt;br /&gt;
Row 3		Still		Sweet Pod	Mill		Pig Dimple	Still&lt;br /&gt;
Row 4		Sweet Pod	F. Workshop	Kitchen		F. Workshop	Q. Bush	&lt;br /&gt;
Row 5		G. Furnace	Sweet Pod	Still		Q. Bush		G. Furnace	&lt;br /&gt;
&lt;br /&gt;
Level -2	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1		G. Furnace	Jeweler		Jeweler		Stone Craft	Ashery&lt;br /&gt;
Row 2		Stone Craft	Kitchen		Dyer's Shop	Jeweler		Jeweler&lt;br /&gt;
Row 3		Jeweler		Clothier	Loom		G. Furnace	G. Furnace&lt;br /&gt;
Row 4		Jeweler		Clothier	Clothier	Kiln		G. Furnace&lt;br /&gt;
Row 5		G. Furnace	Clothier	Clothier	G. Furnace	Ashery&lt;br /&gt;
&lt;br /&gt;
Level -3	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1		Bone Bolts	Kitchen		Soaper		Ashery		W. Furnace&lt;br /&gt;
Row 2		Butcher		Butcher		Crossbow	W. Craft	Carpenter&lt;br /&gt;
Row 3		Butcher		Butcher		Bone Bolts	G. Furnace	Carpenter&lt;br /&gt;
Row 4		Tanner		Leather		Leather		G. Furnace	Carpenter&lt;br /&gt;
Row 5		Leather		Leather		Leather		Ashery		W. Furnace&lt;br /&gt;
&lt;br /&gt;
Level -4	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1		Skull Totems				&lt;br /&gt;
Row 2		Trade Enter	Trade Depot	Trade Depot	Trade Depot	&lt;br /&gt;
Row 3				Trade Depot	Trade Depot	Trade Depot	&lt;br /&gt;
Row 4				Trade Depot	Trade Depot	Trade Depot	&lt;br /&gt;
Row 5					&lt;br /&gt;
&lt;br /&gt;
Level -5	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1				Water Feed	Mason		Mason	&lt;br /&gt;
Row 2		Bone Carver	Bone Carver	Mason		Mason		Water Feed&lt;br /&gt;
Row 3		Bone Carver	Bone Carver	Ditch		Stone Craft	Stone Craft&lt;br /&gt;
Row 4		Water Feed	Mason		Mason		Stone Craft	Stone Craft&lt;br /&gt;
Row 5				Mason		Mason		Water Feed	&lt;br /&gt;
&lt;br /&gt;
Level -6	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1				Water Feed	Jeweler		Jeweler	&lt;br /&gt;
Row 2		Mechanic	Mechanic	Jeweler		Jeweler		Water Feed&lt;br /&gt;
Row 3		Mechanic	Mechanic	Ditch		Kennels		Kennels&lt;br /&gt;
Row 4		Water Feed	Jeweler		Jeweler		Kennels		Kennels&lt;br /&gt;
Row 5				Jeweler		Jeweler		Water Feed	&lt;br /&gt;
&lt;br /&gt;
Level -7	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 2		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 3		Meeting Hall	Meeting Hall	DINING		Meeting Hall	Meeting Hall&lt;br /&gt;
Row 4		Meeting Hall	Meeting Hall	ROOM		Meeting Hall	Meeting Hall&lt;br /&gt;
Row 5		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
&lt;br /&gt;
Level -8	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 2		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 3		Meeting Hall	Meeting Hall	ZOO		Meeting Hall	Meeting Hall&lt;br /&gt;
Row 4		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 5		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
&lt;br /&gt;
Level -9	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 2		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 3		Meeting Hall	Meeting Hall	SCULPTURE	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 4		Meeting Hall	Meeting Hall	GARDENS		Meeting Hall	Meeting Hall&lt;br /&gt;
Row 5		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
&lt;br /&gt;
Level -10	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 2		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 3		Meeting Hall	Meeting Hall	SCULPTURE	Meeting Hall	Meeting Hall&lt;br /&gt;
Row 4		Meeting Hall	Meeting Hall	GARDENS		Meeting Hall	Meeting Hall&lt;br /&gt;
Row 5		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall&lt;br /&gt;
&lt;br /&gt;
Level -11	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 5				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
&lt;br /&gt;
Level -12	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 5				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
&lt;br /&gt;
Level -13	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 5				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
&lt;br /&gt;
Level -14	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 5				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
&lt;br /&gt;
Level -15	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 5				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
&lt;br /&gt;
Level -16	Column 1	Column 2	Column 3	Column 4	Column 5&lt;br /&gt;
Row 1				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms&lt;br /&gt;
Row 5				Bedrooms	Bedrooms	Bedrooms	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The Trade Depot is surrounded by drawbridges.&lt;br /&gt;
* The areas marked Water Feed may be used in artificial waterfalls that fall through the Meeting Hall levels.&lt;br /&gt;
* The areas marked Meeting Hall will be a mixture of zoos, statue gardens, and dining rooms.  Levers will also be placed on those levels.&lt;br /&gt;
* The areas at the corners of levels -5 through -16 are spaces reserved for workshops that produce mining products.  Diagonal movement is just as efficient as cardinal-direction movement in Dwarf Fortress.  Most of the ground tiles in the map will have one of my fortress's corners as a closest point.&lt;br /&gt;
* Areas marked Bedrooms may also contain jails, hospitals, offices, personal dining rooms, and water feeds.&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45773</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45773"/>
		<updated>2009-02-02T03:58:12Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Overdrive */ Added a note about butchers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]).&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below)&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, not in cages, and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cages]] and [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species are not currently in [[cage]]s then sooner or later the male will impregnate the female, regardless of distance, physical obstacles, number of males (beyond the first), and even ownership. It is theorised that creatures in the dwarf fortress universe propagate via some kind of spores with built in homing devices and, in some cases, microscopic [[pickaxe]]s. Either that, or telepathy. But everyone knows there's no such thing as telepathy!&lt;br /&gt;
&lt;br /&gt;
Caged animals will not breed, although animals on a [[restraint]] will.  It is recommended that you rope down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, it is recommended that you cage all your young because the neither breed nor give the same amount of bones, meat, and fat as adults. Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not affect processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using cage traps judiciously can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter''&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite possible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get crowded really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for clothing and armor, and bones for armor, ammunition, and trade goods.  The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bone carving===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to {{k|s}}earch for them.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Tanning ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], , and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned it goes into the leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=37551</id>
		<title>40d:On break</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=37551"/>
		<updated>2009-01-17T21:42:10Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* How to stop breaks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, dwarves do have days off; all dwarfs will go '''on break''' for some time sooner or later. There is nothing you can do to stop it happening, but it's less annoying than [[Parties]] at least.&lt;br /&gt;
&lt;br /&gt;
==How to stop breaks==&lt;br /&gt;
They will take more breaks if they are thirsty or have no access to alcohol. Give them lots of booze to keep them active.&lt;br /&gt;
&lt;br /&gt;
You can cancel dwarves breaks by drafting them into the military and then immediately releasing them. This causes an unhappy thought if the dwarf has no military skills at novice or better. Some players consider this an exploit, while others think it is balanced by the unhappy thought.  If all your dwarves have dabbling in even a single military skill, however, there will be no unhappy thought.  You could rationalize this as having &amp;quot;military culture&amp;quot; at your fort if you wanted though.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10025</id>
		<title>40d:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10025"/>
		<updated>2009-01-01T02:01:28Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: I ♥ unicorns!1!1!1!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Unicorn|symbol=U|color={{COLOR:7:0:1}}|butcher=yes|bones=9|fat=5|skin=yes|skulls=1|chunks=9|meat=9|biome= * Good [[taiga]]&lt;br /&gt;
* Good [[Temperate]]/[[Tropical]] [[forest]]&lt;br /&gt;
* Good [[Temperate]]/[[Tropical]] shrubland}}&lt;br /&gt;
&lt;br /&gt;
A preliminary report suggests that, at least in Adventure Mode, these [[creatures]] may have taken the initiative to become the new [[King of beasts|King of the Beasts]] (at least as far as DF is concerned).  While the mighty [[elephant]]s appear to have had their aggressive tendencies curbed somehow, the unicorn, once as equally peaceful when undisturbed, now appears to have become a predator, attacking peasants, [[Child|children]] and [[elf|elves]] without any warning and, apparently, without any provocation.  Wildlife preservationist groups warn players to not be hasty and that not all elves are trustworthy sources of information, but this reporter isn't going to be visiting any more joyful forests anytime soon (at least, not without some good old fashioned [[metal]] around). &lt;br /&gt;
&lt;br /&gt;
In Fortress mode, it appears that the unicorn does not actively seek to murder [[dwarves]] without provocation, but it is possible that something will cause them to go on a rampage.  It's probably worth the risk if you like hunting though, because items from unicorns are ten times as valuable than items from more boring animals like [[deer]].&lt;br /&gt;
&lt;br /&gt;
Unicorns cannot be tamed unless you manually mod it's game data files to include: [PET] or [PET_EXOTIC].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:UNICORN]&lt;br /&gt;
	[NAME:unicorn:unicorns:unicorn]&lt;br /&gt;
	[TILE:'U'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[PREFSTRING:horns]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:HEAD_HORN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF][MOUNT]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:HEAD_HORN:stab:stabs:1:6:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[DIURNAL][GOOD]&lt;br /&gt;
	[BIOME:FOREST_TAIGA]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Unicorn&amp;diff=41336</id>
		<title>40d Talk:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Unicorn&amp;diff=41336"/>
		<updated>2009-01-01T01:59:52Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Unicorns rock!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the opening paragraph for this, and other creatures, should describe what the unicorn looks like, their demeanor, and where they are found. The current paragraph refers to the old version of the game. Advice on how players should handle creatures hunt/ignore/barricade) is more useful to readers of the wiki. Does anyone agree? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
:It looks like a white U. There's a picture on the right. The places where it's found are there too. The main text goes into its demeanor (at least for adventure mode). Where does it reference the old version? Are you looking at the same page? [[User:Anydwarf|Anydwarf]] 16:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cage Escapes? ==&lt;br /&gt;
&lt;br /&gt;
The creature data says &amp;quot;Benign&amp;quot; but I'm not sure.  In a fortress, I had spammed a few cage traps around an area in which Unicorns once freely ran, and they kept running into them, so I had a nice fine stockpile of the useless things.  However, they seemed to slip their cages somehow, because suddenly I had a half dozen Unicorns prancing around in my fort.  Didn't seem hostile though, and some marksdwarves took care of it.  Anyone else know if they typically escape cages?  (wooden ones at least?)--[[User:Dadamh|Dadamh]] 14:13, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It may just be another &amp;quot;squad&amp;quot; of unicorns... they tend to spawn when all the other animals are killed / captured. Not only nicorn, but all commons animals in fact. [[User:Timst|Timst]] 16:27, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elves and Unicorns ==&lt;br /&gt;
&lt;br /&gt;
Elves ride unicorns when ambushing (version 0.28.181.39e, no mods). Not entirely sure if that should be noted here or elsewhere? -[[User:Namako|Namako]] 14:06, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butcherable ==&lt;br /&gt;
&lt;br /&gt;
In an unmodified version of Dwarf Fortress v39e, I had a hunter hunt down, kill, and butcher a Unicorn, producing 9 Unicorn Chunks, 9 Unicorn Meat, 5 Unicorn Fat, 9 Unicorn Bones, Unicorn Skin, and a Unicorn Skull. Awaiting second source of corroboration before main article is altered. --[[User:Stryc9fuego|Stryc9fuego]] 06:49, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes I can confirm they are now butcherable. --[[User:Bouchart|Bouchart]] 23:01, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unicorns rock! ==&lt;br /&gt;
&lt;br /&gt;
Unicorns have a modvalue of 10, meaning their bones, fat, and leather are unusually valuable.  Furthermore, they seem to appear in abundance.  I'm gonna modify the article to give them a more positive spin.  [[User:Gairabad|Gairabad]] 20:59, 31 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11491</id>
		<title>40d Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11491"/>
		<updated>2009-01-01T01:51:37Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Conglomerate?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Toady mentioned somewhere that, at the moment, only subterrainian water sources can grow towercaps. He then explicitly mentioned underground rivers and lakes, but would an aquifer work as well? If so, given the scarcity of underground water sources, this would provide another bonus to having an aquifer.[[User:Thexor|Thexor]] 20:10, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I don't believe they count.  AFAIK, it applies only to standing water. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
== My plan for dealing with an aquifer ==&lt;br /&gt;
&lt;br /&gt;
The DF Map Archive has never worked for me, so I was unable to make use of the link to the example.&lt;br /&gt;
Also, I was playing on a map entirely covered in a layer of aquifer, so I couldn't mine any stone for mechanism purposes.&lt;br /&gt;
Fortunately, I had tons and tons of wood (if you're gonna be on an aquifer map, you might as well get a heavily forested one)&lt;br /&gt;
I discovered that because of the way mechanical buildings are handled, you can use a pump as a pretty reasonable surrogate for gear assemblies - and currently, you don't need stone to make pumps, because wood blocks can be used in place of stone blocks.&lt;br /&gt;
&lt;br /&gt;
So, here's how I dealt with the aquifer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
          &lt;br /&gt;
Legend: &lt;br /&gt;
&lt;br /&gt;
  |&lt;br /&gt;
^,V,&amp;lt;-,-&amp;gt;: Pumps, oriented to pump from dash to &amp;quot;arrow&amp;quot; point for clarity&lt;br /&gt;
|&lt;br /&gt;
w: water-filled channel&lt;br /&gt;
&amp;gt;: down stairway&lt;br /&gt;
&amp;lt;: up stairway&lt;br /&gt;
X: up/down stairway&lt;br /&gt;
=,ǁ: horizontal axles&lt;br /&gt;
#: normal walls&lt;br /&gt;
*: banks of waterwheels (with channels dug under them, of course. &lt;br /&gt;
Build the horizontal axle first so they'll hang off it)&lt;br /&gt;
&lt;br /&gt;
A note: the amount of effort it takes to wall off a square with this method &lt;br /&gt;
is pretty much constant with regard to size, which means that it's better to build a great&lt;br /&gt;
big aquifer-free area and not need most of it than to build a small one and realize you're &lt;br /&gt;
gonna have to expand it. Also, great big ridiculous projects are more fun!&lt;br /&gt;
&lt;br /&gt;
So, to build one wall of the new floor (I ended up doing both parallel walls at the same time):&lt;br /&gt;
&lt;br /&gt;
##########################&lt;br /&gt;
#.wwww&amp;gt;..................#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
.... repeat until you will be clearing out enough space.&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.wǁ..&amp;gt;ǁ.................#     The O-SHID (Occupational Safety and Health Inspection Dwarf) &lt;br /&gt;
#.wǁ...ǁ.................# &amp;lt;== requires that these axles be built last in order to  &lt;br /&gt;
#.wǁ...ǁ.................# &amp;lt;== minimize death by drowning, accidental flooding of the fortress,&lt;br /&gt;
#.wǁ...ǁ.................#     and carp-related incidents.&lt;br /&gt;
#.wǁ...ǁ.................#&lt;br /&gt;
#.w^===^==============^..#     &lt;br /&gt;
#.w|...|..............|..#&lt;br /&gt;
#.wǁ..................ǁ..# &amp;lt;== These axles are a bit important. I didn't use them once &lt;br /&gt;
#.***wwwwwwwwwwwwwwww***.#     but had north-facing pumps, and nearly flooded the excavation room.&lt;br /&gt;
#.***................***.#     Also, they're what keeps the waterwheel from collapsing&lt;br /&gt;
#.***................***.#&lt;br /&gt;
#.***................***.#&lt;br /&gt;
##########################&lt;br /&gt;
&lt;br /&gt;
You can easily add more waterwheels to the south if you need moar powah.&lt;br /&gt;
If they haven't started yet, you can prime the waterwheels by running &lt;br /&gt;
one of the pumps manually for a few seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Going from left to right (again, I did the two parallel walls here simultaneously):&lt;br /&gt;
&lt;br /&gt;
##########################&lt;br /&gt;
#........................#&lt;br /&gt;
#..wwwwwwwwwwwwwwwwwwwww.#&lt;br /&gt;
#..^^^^^^^^^^^^^^^^^^^^^.#&lt;br /&gt;
#..|||||||||||||||||||||.#&lt;br /&gt;
#.&amp;gt;ǁwwwwwwwwwwwwwwwwwwww.#&lt;br /&gt;
#.wǁwwwwwwwwwwwwwwwwwwww.#&lt;br /&gt;
#.w|||||||||||||||||||||.#&lt;br /&gt;
#.wvvvvvvvvvvvvvvvvvvvvv.#&lt;br /&gt;
#.wǁwwwwwwwwwwwwwwwwwww..# &amp;lt;= Even though you can't see it (not even in-game!)&lt;br /&gt;
#.wǁ.....................#    there's channels under the axle here and above. &lt;br /&gt;
#.wǁ.....................#    They're fine just hanging out as long as they're  &lt;br /&gt;
#.wǁ.....................#    between two mechanisms&lt;br /&gt;
#.wǁ.....................#&lt;br /&gt;
#.w^===^==============^..#     &lt;br /&gt;
#.w|...|..............|..#&lt;br /&gt;
#.wǁ..................ǁ..# &lt;br /&gt;
#.***wwwwwwwwwwwwwwww***.# &lt;br /&gt;
#.***................***.#&lt;br /&gt;
#.***................***.#&lt;br /&gt;
#.***................***.#&lt;br /&gt;
##########################&lt;br /&gt;
&lt;br /&gt;
Note that when you rotate 90 degrees and start working on the new walls, you'll almost &lt;br /&gt;
certainly have to re-floor some aquifer channels.&lt;br /&gt;
&lt;br /&gt;
You'll want to make the inside of the pumped out area look like this:&lt;br /&gt;
&lt;br /&gt;
 ###&lt;br /&gt;
##&amp;lt;#&lt;br /&gt;
#++#&lt;br /&gt;
#+X#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+X#&lt;br /&gt;
#++#&lt;br /&gt;
##&amp;lt;#&lt;br /&gt;
 ###&lt;br /&gt;
&lt;br /&gt;
Which means queue up the up/down stairways and the walls on the left side first, then&lt;br /&gt;
the two walls on the right. Water can flow through corners, but dwarves can't build &lt;br /&gt;
through that tight gap. You put in two stairways, one near each end, so that when &lt;br /&gt;
you rotate 90 degrees and do it again in the other direction you'll have a stairway pre-built.&lt;br /&gt;
&lt;br /&gt;
The main benefit of this two-pump system is that, in my experience, it minimizes the&lt;br /&gt;
amount of micromanagement you'll be doing. I found that I only had to unsuspend each&lt;br /&gt;
wall (that is, the entire thing, not individual segments) four or five times before it&lt;br /&gt;
was done, with the most egregious bits being the end walls (which is understandable,&lt;br /&gt;
they've got an unpumped area next to them).&lt;br /&gt;
&lt;br /&gt;
It does leak a very little bit; you should expect splatterings of 1 and 2 depth water all &lt;br /&gt;
over the place. If you see anything deeper over a non-channel square, something's sprung a &lt;br /&gt;
leak and it's time to call in the O-SHID and shut everything down.&lt;br /&gt;
&lt;br /&gt;
Note that your re-walling dwarves will be quite happy most of the time, what with all the &lt;br /&gt;
mist they'll be walking through constantly.&lt;br /&gt;
&lt;br /&gt;
Once you've got a square bit of area blocked off, you'll have to shift a bank of pumps back &lt;br /&gt;
one square, dig out all the remaining aquifer tiles in the center, and pump out the remaining &lt;br /&gt;
water. Then dig downward and hope you don't have to do this again!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyway, I hope this is useful. I didn't put it this on the main article because it's like four AM here. [[User:Tacroy|Tacroy]] 07:33, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== notes from nov1 version ==&lt;br /&gt;
&lt;br /&gt;
this is a cleaned-up chat log from #bay12games on Nov 01 11:07 (PST).  Pasting it here until the information works its way in to the wiki page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; VeryInky: you seem to be the aquifer expert.  have you found a way to get around them without magma?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; [[Pump|Pumps]]. But pumps require stone. If you have access to stone, the aquifer shouldn't be that much of a problem.  The key draining the aquifer square, then building floodgate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; so the aquifer has a finite amount of water in it, unlike brooks and rivers?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Unlimited.  It's an infinite water source.  It's been sort of fixed in the new version, so getting past the aquifer is much easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; what changed to make it easier? don't see it on the dev_notes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Non dirt squares no longer automatically refill.  IN other words, it's now possible to make a wall and block the aquifer.  So you can build deeper; wasn't possible before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; ah ok, thanks much :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; It's none the less MUCH easier with magma. Dig channels until you reach the aquifer, then divert magma into it. It turns into solid obsidian and you can just continue on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; i wasn't aware you could build pumps solely with stone.  don't you need the [[enormous corkscrew|screw thing]], made out of metal or wood?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Requires a stone, but you can make the screw and pipes out of wood.&lt;br /&gt;
The problem is getting that stone.  A stone.&lt;br /&gt;
&lt;br /&gt;
== Unmarked Aquifer? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to have an aquifer if it was not listed on the pick an area screen? Normally if you are going to enter an area with an aquifer, I have noticed that it shows you with a band of blue at the level that it is located, and the game asks if you are sure you want to settle there. In my case, there was no aquifer listed, and I received no warning, but I cannot go below a layer of yellow sand without hitting Damp Stone (actually it is Damp Loam)&lt;br /&gt;
&lt;br /&gt;
The map does have a river, do you get Aquifer with a river automatically?&lt;br /&gt;
:You only get information on the square that your local area is centered on. Thus you can have an aquifer on part of the map without it being listed. --[[User:Ikkonoishi|Ikkonoishi]] 21:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I had a section of chalk containing an unmarked aquifer in a mostly igneous area.. luckily I was able to just dig around it. [[User:Anydwarf|Anydwarf]] 01:57, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Stone method==&lt;br /&gt;
&lt;br /&gt;
Some maps have an aquifer that doesn't span all of the map's biomes, in which case the aquifer is easy to avoid by paying attention to where the different biomes are situated.  Is that what this section is referring to, or can there really be &amp;quot;holes&amp;quot; in an aquifer? --[[User:Peristarkawan|Peristarkawan]] 02:46, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have found rock pockets in an aquifer that were dry.  They are rare and hard to find, when they are there at all.  [[User:Geekwad|Geekwad]] 17:05, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Rumours on the ofurms are that ore squares don't generate water, so if you can find enough in one place you can dig through them.  I don't know if this is accurate. --[[User:Lacero|Lacero]] 05:46, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cave-In Method==&lt;br /&gt;
&lt;br /&gt;
So I read that a cave-in would make the aquifier mineable... Has this changed recently? I setup a cave-in as follows and the water's still flooding. Did I do it wrong?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Legend:&lt;br /&gt;
# Natural Wall&lt;br /&gt;
. Natural Floor&lt;br /&gt;
&amp;gt; Stairs Down&lt;br /&gt;
&amp;lt; Stairs Up&lt;br /&gt;
~ Water&lt;br /&gt;
_ Channel with water beneath&lt;br /&gt;
&lt;br /&gt;
Aquifier level:&lt;br /&gt;
&lt;br /&gt;
#######&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~##&lt;br /&gt;
##&amp;lt;&amp;lt;&amp;lt;#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
Aquifier +1:&lt;br /&gt;
&lt;br /&gt;
#######&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#____&amp;lt;#&lt;br /&gt;
##&amp;gt;&amp;gt;&amp;gt;##&lt;br /&gt;
&lt;br /&gt;
Aquifier +2:&lt;br /&gt;
&lt;br /&gt;
#######&lt;br /&gt;
#_____#&lt;br /&gt;
#_..._#&lt;br /&gt;
#_..._#&lt;br /&gt;
#_..._#&lt;br /&gt;
#_..._#&lt;br /&gt;
#_...*#&lt;br /&gt;
#____&amp;gt;#&lt;br /&gt;
#######&lt;br /&gt;
&lt;br /&gt;
I then dug out the * tile and caused the cave-in. The aquifier water is still all at 7 depth,&lt;br /&gt;
even after Bilging (having dwarves fill a pond elsewhere with the water from here)&lt;br /&gt;
was I supposed to hit the walls of the Aquifier level with the cave-in?&amp;lt;/pre&amp;gt; --[[User:CrushU|CrushU]] 10:57, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, the cave-in method is a bug exploit that you use to change the type of tile. You use the cave in to change the some of the aquifer tiles into non-aquifer tiles and then mine through the center. [[User:VengefulDonut|VengefulDonut]] 11:11, 12 March 2008 (EDT)&lt;br /&gt;
::Thanks, I'll still try it at some point, but I'll pump out water and make walls to go through it mainly.--[[User:CrushU|CrushU]] 11:51, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It worked for me, kind of (the aquifer was two layers deep and there was only enough material for me to penetrate the top layer by this method). Here's a side view of what I did, with # representing non-aquifer soil, = representing the interstitial &amp;quot;floor&amp;quot; material, % representing aquifer soil, and ~ representing open water where I channeled out the aquifer level:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
                Surface&lt;br /&gt;
 =============&lt;br /&gt;
 ### ##### ###  level 1 underground&lt;br /&gt;
 === ===== ===&lt;br /&gt;
 ###       ###  level 2 underground&lt;br /&gt;
 ====     ====&lt;br /&gt;
 %%%%~~~~~%%%%  level 3 underground - aquifer&lt;br /&gt;
 =============&lt;br /&gt;
 #############&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After I had this all set up, I channeled out the surface floor material holding that suspended block up and let 'er fall:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
                Surface&lt;br /&gt;
 ===       ===&lt;br /&gt;
 ###       ###  level 1 underground&lt;br /&gt;
 ===       ===&lt;br /&gt;
 ###       ###  level 2 underground&lt;br /&gt;
 =============&lt;br /&gt;
 %%%%#####%%%%  level 3 underground - aquifer&lt;br /&gt;
 =============&lt;br /&gt;
 #############  level 4 underground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The slab of non-aquifer material in the aquifer level could be dug through normally. Perhaps the key is in not just dropping a layer of interstitial floor material, but in dropping an entire level's thickness. The water that had been sitting in the channeled-out portion of the aquifer squooshed up onto level 2, but that was easily dealt with by digging a side chamber to let it drain away into since it didn't replenish. [[User:Bryan Derksen|Bryan Derksen]] 02:40, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Related threads ==&lt;br /&gt;
&lt;br /&gt;
More threads on aquifers:&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000852 aquifer pumping?]&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000865 How-to: Get past the aquifer with pumps]&lt;br /&gt;
&lt;br /&gt;
== Conglomerate? ==&lt;br /&gt;
&lt;br /&gt;
I've never seen a Conglomerate layer without an aquifer in it.  Thoughts?  [[User:Gairabad|Gairabad]] 20:51, 31 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=30673</id>
		<title>40d:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=30673"/>
		<updated>2008-12-28T02:48:44Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: looked like we were contradicting Wikipedia...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The basic point of Fortress mode is:'''&lt;br /&gt;
*Build/[[dig]] a place for your dwarves to work and live&lt;br /&gt;
*Ensure survivability by providing [[food]] and [[water]]/[[alcohol|drink]] for every dwarf&lt;br /&gt;
*Provide basic comfort by building [[bed]]s/[[Bedroom|quarter]]s, a [[dining room]]&lt;br /&gt;
*Defend your fortress ([[trap]]s/[[military]])&lt;br /&gt;
*From the way Toady implements some features, have a lot of (twisted) [[fun]]&lt;br /&gt;
*Accumulate [[wealth]]&lt;br /&gt;
*Build and sustain a bustling full 200 dwarf fortress (this is already a bit &amp;quot;optional&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Most people prefer to do some/most of these steps:&lt;br /&gt;
*Expand the cave to have own specific areas for specific purposes ([[Bedroom]]s, [[workshops]], [[farm]]s etc)&lt;br /&gt;
*Create various items for exporting ([[Trade]])&lt;br /&gt;
*Create a working [[military]]&lt;br /&gt;
*Dig out the wealth of the mountain/ground (Mainly [[platinum]], [[gold]], [[gem]]s, [[adamantine]] etc)&lt;br /&gt;
*Create luxury for your dwarves and a generally grand and nicely smoothed fortress&lt;br /&gt;
*Generally make your fort self-sustaining and self-supplied&lt;br /&gt;
*Experiment with and experience the full depth of all game features&lt;br /&gt;
*Complete megalomaniac construction projects&lt;br /&gt;
*Kill Elves&lt;br /&gt;
*Create the worlds largest Brewery&lt;br /&gt;
*Do it all over again with one skill-less dwarf in a [[terrifying]] biome&lt;br /&gt;
*Profit!&lt;br /&gt;
&lt;br /&gt;
Beyond this, it's really up to your own imagination what you wish to do. After all, this game is a [http://en.wikipedia.org/wiki/Nonlinear_gameplay#Sandbox_mode open-ended game]. The possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
If you feel the need to play a more goal-based game, check out the list of [[challenges|game goals]] for suggestions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Basics FAQ}}&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Swimmer&amp;diff=7176</id>
		<title>40d:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Swimmer&amp;diff=7176"/>
		<updated>2008-12-25T20:18:54Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: moved templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,192,192)&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| speciality = Swimming&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Swimmers''' can swim in [[water]] without drowning.&lt;br /&gt;
&lt;br /&gt;
By moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without drowning. To get out, move carefully against a shoreline and select the option to move above.&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them.&lt;br /&gt;
&lt;br /&gt;
It is trained by:&lt;br /&gt;
*Swimming.&lt;br /&gt;
*Drowning.&lt;br /&gt;
*Walking on an [[ocean]] wave.&lt;br /&gt;
&lt;br /&gt;
Notable ways that it is not gained include:&lt;br /&gt;
*Crossing a [[brook]].&lt;br /&gt;
&lt;br /&gt;
To train swimming skill, find a pool of shallow water (preferably depth 4, which is safe) or a body of water with slopes (such as a [[lake]]). The speed of training seems to vary depending on the strength of the current; higher levels of water usually mean more current, and more pushing of your character around. Brooks count as ground tiles, you can't swim in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an untrained or dabbling swimmer jumps into water, four things happen; they start drowning, they are stunned from the impact, they are forced into a prone position, and their movement speed is greatly reduced. The only way to get out of water is to use a [[ramp]] or [[stairway]], and if neither are accessible, they're done for.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will panic in [[#Drowning|certain situations]]&lt;br /&gt;
&lt;br /&gt;
Normal swimmers do not panic like novices do, so training to this level is highly recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
If knocked into a pond or stream in adventure mode, it is possible to escape using (alt) and a direction key to move carefully onto the shore.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
&lt;br /&gt;
If a creature is surrounded by a blue [[status icon]], they are drowning. If they cannot reach air soon, they will die. &lt;br /&gt;
Swimmers with a normal or above rank will simply be able to swim toward the nearest air supply. Swimmers of novice or below, however, will panic when they begin to drown, and will have to get out via ramp or stairway.&lt;br /&gt;
&lt;br /&gt;
The following situations will make a novice swimmer panic:&lt;br /&gt;
*Falling into water from a height.&lt;br /&gt;
*Not having air in the tile above them.&lt;br /&gt;
&lt;br /&gt;
The amount of weight a creature is carrying does not make them drown faster.&lt;br /&gt;
&lt;br /&gt;
== Swimming in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The specifics are unknown at this point. It is assumed that dwarves with a normal rank or better will be able to swim up and to the surface.&lt;br /&gt;
&lt;br /&gt;
A movie of fortress mode dwarves swimming up and out of a water chamber: [http://mkv25.net/dfma/movie-280-dwarfswimming Movie]&lt;br /&gt;
&lt;br /&gt;
==Teaching your Dwarves to Swim==&lt;br /&gt;
&lt;br /&gt;
Or: Grov's Automated Dwarf-washing System.&lt;br /&gt;
&lt;br /&gt;
[[Image:dwarfswim.png|border|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this, you'll need a [[waterfall]] - if you don't already have one, you can build one with a [[pump]].&lt;br /&gt;
&lt;br /&gt;
The first level is a room with a [[channel]] leading to a [[river]]. The [[pressure plate]] is set to trigger when the water level reaches 7, and is connected to the floor [[hatch]]es. These then open, draining the water into...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second level. This room should be set up as a [[meeting hall]] or [[booze]] [[stockpile]], to ensure it always contains dwarves. Alternatively, you could draft your trainees into the military and station them here. Up to you. I went for the lazy option. The [[grates]] in the floor let the water drain before your dwarves drown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third level lets the water back into the river, post-waterfall.&lt;br /&gt;
&lt;br /&gt;
The real beauty of this setup is that it not-only teaches your dwarves to swim, not only gives them a much needed [[wash]], but will give them happy waterfall [[thoughts]], too!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternative Swimming Program ==&lt;br /&gt;
&lt;br /&gt;
Build a large platform with drainage grates above a murky pool.  Install pumps and pump water all over it.  Then make it a barracks and get your dwarves to spar there.  Your dwarves will gain swimming skill and be insulated against cave adaptation as they spar.  And you will have to pump one fewer level, in case you don't like using the powered-pump exploit.  It's also a way to use up some relatively useless real estate (if you simply sparred in the outside, your dwarves would trample the grass.)  I haven't actually tried this yet but it should work.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Swimmer&amp;diff=7175</id>
		<title>40d:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Swimmer&amp;diff=7175"/>
		<updated>2008-12-25T19:24:49Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Added another setup for training your military dwarves in swimming.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,192,192)&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| speciality = Swimming&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Swimmers''' can swim in [[water]] without drowning.&lt;br /&gt;
&lt;br /&gt;
By moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without drowning. To get out, move carefully against a shoreline and select the option to move above.&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them.&lt;br /&gt;
&lt;br /&gt;
It is trained by:&lt;br /&gt;
*Swimming.&lt;br /&gt;
*Drowning.&lt;br /&gt;
*Walking on an [[ocean]] wave.&lt;br /&gt;
&lt;br /&gt;
Notable ways that it is not gained include:&lt;br /&gt;
*Crossing a [[brook]].&lt;br /&gt;
&lt;br /&gt;
To train swimming skill, find a pool of shallow water (preferably depth 4, which is safe) or a body of water with slopes (such as a [[lake]]). The speed of training seems to vary depending on the strength of the current; higher levels of water usually mean more current, and more pushing of your character around. Brooks count as ground tiles, you can't swim in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an untrained or dabbling swimmer jumps into water, four things happen; they start drowning, they are stunned from the impact, they are forced into a prone position, and their movement speed is greatly reduced. The only way to get out of water is to use a [[ramp]] or [[stairway]], and if neither are accessible, they're done for.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will panic in [[#Drowning|certain situations]]&lt;br /&gt;
&lt;br /&gt;
Normal swimmers do not panic like novices do, so training to this level is highly recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
If knocked into a pond or stream in adventure mode, it is possible to escape using (alt) and a direction key to move carefully onto the shore.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
&lt;br /&gt;
If a creature is surrounded by a blue [[status icon]], they are drowning. If they cannot reach air soon, they will die. &lt;br /&gt;
Swimmers with a normal or above rank will simply be able to swim toward the nearest air supply. Swimmers of novice or below, however, will panic when they begin to drown, and will have to get out via ramp or stairway.&lt;br /&gt;
&lt;br /&gt;
The following situations will make a novice swimmer panic:&lt;br /&gt;
*Falling into water from a height.&lt;br /&gt;
*Not having air in the tile above them.&lt;br /&gt;
&lt;br /&gt;
The amount of weight a creature is carrying does not make them drown faster.&lt;br /&gt;
&lt;br /&gt;
== Swimming in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The specifics are unknown at this point. It is assumed that dwarves with a normal rank or better will be able to swim up and to the surface.&lt;br /&gt;
&lt;br /&gt;
A movie of fortress mode dwarves swimming up and out of a water chamber: [http://mkv25.net/dfma/movie-280-dwarfswimming Movie]&lt;br /&gt;
&lt;br /&gt;
==Teaching your Dwarves to Swim==&lt;br /&gt;
&lt;br /&gt;
Or: Grov's Automated Dwarf-washing System.&lt;br /&gt;
&lt;br /&gt;
[[Image:dwarfswim.png|border|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this, you'll need a [[waterfall]] - if you don't already have one, you can build one with a [[pump]].&lt;br /&gt;
&lt;br /&gt;
The first level is a room with a [[channel]] leading to a [[river]]. The [[pressure plate]] is set to trigger when the water level reaches 7, and is connected to the floor [[hatch]]es. These then open, draining the water into...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second level. This room should be set up as a [[meeting hall]] or [[booze]] [[stockpile]], to ensure it always contains dwarves. Alternatively, you could draft your trainees into the military and station them here. Up to you. I went for the lazy option. The [[grates]] in the floor let the water drain before your dwarves drown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third level lets the water back into the river, post-waterfall.&lt;br /&gt;
&lt;br /&gt;
The real beauty of this setup is that it not-only teaches your dwarves to swim, not only gives them a much needed [[wash]], but will give them happy waterfall [[thoughts]], too!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
== Alternative Swimming Program ==&lt;br /&gt;
&lt;br /&gt;
Build a large platform with drainage grates above a murky pool.  Install pumps and pump water all over it.  Then make it a barracks and get your dwarves to spar there.  Your dwarves will gain swimming skill and be insulated against cave adaptation as they spar.  And you will have to pump one fewer level, in case you don't like using the powered-pump exploit.  It's also a way to use up some relatively useless real estate (if you simply sparred in the outside, your dwarves would trample the grass.)  I haven't actually tried this yet but it should work.&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19346</id>
		<title>40d Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19346"/>
		<updated>2008-12-23T02:23:21Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Accurate for the latest version? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Other sources of noise ==&lt;br /&gt;
Any information on whether fighting causes noise? [[User:Zardus|Zardus]] 02:22, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if dwarves just walking about causes noise? [[User:Yvain|Yvain]] 06:31, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can't say for certain now, but I am certain that they did not in the old version. --[[User:Savok|Savok]] 22:50, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do machines make noise? --[[User:Juckto|Juckto]] 07:06, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about things like doors opening and floodgates being activated? Kinda falls under &amp;quot;machines&amp;quot; but eh. --[[User:Kefkakrazy|Kefkakrazy]] 00:01, 23 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does Smoothing Stone or Engraving Stone cause noise? --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
== Diagonal Z-Noise ==&lt;br /&gt;
How does the Z-direction work with noise in terms of diagonals?  If my bedrooms are two layers down, can they be closer than they would be if they were one layer down?  Or is noise effectively a cylinder where the nearby squares aren't feasible even when down 3 layers?&lt;br /&gt;
&lt;br /&gt;
I'm not sure how old this comment is, but this is actually brings up a good question.  Has anyone actually verified that noise still radiates in a diamond pattern?  Rooms used to &amp;quot;radiate&amp;quot; in diamond patterns, but they now expand like a square.  Could noise have been modified similarly?  If noise does move diagonally, a workshop would produce a noise cube with dimensions 9x9x9. --[[User:Marble Dice|Marble Dice]] 23:29, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On second thought it would probably look like a pyramid with square cross-sections and a base that was 9x9, which seems to be what the article suggests.  I'll have to try and find some room to verify this behavior in my current fortress. --[[User:Marble Dice|Marble Dice]] 23:37, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I tested this by stopping all mining, catapults, training, etc, and every workshop except one.  I placed beds in places I wanted to check for noise.  Here's a list of my results in (X, Y, Z) co-ordinate pairs.  Assume the workshop's center tile is the origin (0, 0, 0).  Positive X is east, negative Y is south, and negative Z is down.&lt;br /&gt;
&lt;br /&gt;
:* (+5,  0, 0) = No&lt;br /&gt;
:* (+4, -4, 0) = Yes&lt;br /&gt;
:* (+5, -4, 0) = No&lt;br /&gt;
:* (0, 0, -4) = Yes&lt;br /&gt;
:* (+1, 0, -4) = Yes&lt;br /&gt;
:* (+4, -4, -4) = Yes&lt;br /&gt;
:* (+5, -4, -4) = No&lt;br /&gt;
&lt;br /&gt;
:Dwarves get a thought about where they're sleeping when they crash (slept without a proper room, in a good bedroom, etc), but they don't get a thought for noise until they wake up.  I assume this is because there are three tiers to the noise thought: uneasily, very uneasily, and was woken up by.  I'd hazard a guess as jobs happen, applicable nearby sleeping dwarves will &amp;quot;accumulate&amp;quot; noise until they wake up.  If they pass a certain threshold, they wake up prematurely and get the most severe negative thought.  Otherwise, they get &amp;quot;uneasily&amp;quot; or &amp;quot;very uneasily&amp;quot; when the wake normally, based on how much noise they accumulated.  Perhaps noise has both a loudness (how much it increases the dwarf's counter) and a range, or maybe longer range noises increase the counter more, or maybe all noise is the same loudness and it's just a matter of the number of noise events a dwarf hears while sleeping.  It seems reasonable to me, but I've no way to test it.  Not sure if any of this additional information belongs in the main article or not. --[[User:Marble Dice|Marble Dice]] 22:26, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::My guess is that noise doesn't accumulate.  I suspect that the reason the thought appears when they wake up is in case they hear a noise that's louder than the one they already heard.  Otherwise you could insulate your dwarves from loud noises by making small noises.  (not that this would be practical)  [[User:Gairabad|Gairabad]] 23:38, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== distances ==&lt;br /&gt;
&lt;br /&gt;
gee, no wonder my dwarves are all upset by noise - 16 squares from anywhere a chair is being moved in is a long way! Here I was being worried about how close the masons' workshop is, when my problem all along was I keep building doors, beds and things just next door.&lt;br /&gt;
&lt;br /&gt;
I think that is broken personally - building furniture should be treated way differently to building a workshop! Building a workshop I can understand being heard easily for 16 squares, but destroying/building a chair, table or bed should be pretty much cut out at 4 squares.[[User:GarrieIrons|GarrieIrons]] 05:55, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Accurate for the latest version? ==&lt;br /&gt;
&lt;br /&gt;
I built a hatch cover right next to a sleeping dwarf and he wasn't woken up.  D'ya think some of this might have been changed?  [[User:Gairabad|Gairabad]] 23:36, 19 December 2008 (EST)&lt;br /&gt;
:Dwarves being outright awoken due to noise is a pretty severe case - just building a hatch cover wouldn't do it.  Check the dwarf when he wakes up and see if he got the sleeping uneasily thought. --[[User:ThunderClaw|ThunderClaw]] 02:13, 20 December 2008 (EST)&lt;br /&gt;
::No, I don't think he did.  [[User:Gairabad|Gairabad]] 21:23, 22 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19344</id>
		<title>40d Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19344"/>
		<updated>2008-12-20T04:38:05Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Diagonal Z-Noise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Other sources of noise ==&lt;br /&gt;
Any information on whether fighting causes noise? [[User:Zardus|Zardus]] 02:22, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if dwarves just walking about causes noise? [[User:Yvain|Yvain]] 06:31, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can't say for certain now, but I am certain that they did not in the old version. --[[User:Savok|Savok]] 22:50, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do machines make noise? --[[User:Juckto|Juckto]] 07:06, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about things like doors opening and floodgates being activated? Kinda falls under &amp;quot;machines&amp;quot; but eh. --[[User:Kefkakrazy|Kefkakrazy]] 00:01, 23 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does Smoothing Stone or Engraving Stone cause noise? --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
== Diagonal Z-Noise ==&lt;br /&gt;
How does the Z-direction work with noise in terms of diagonals?  If my bedrooms are two layers down, can they be closer than they would be if they were one layer down?  Or is noise effectively a cylinder where the nearby squares aren't feasible even when down 3 layers?&lt;br /&gt;
&lt;br /&gt;
I'm not sure how old this comment is, but this is actually brings up a good question.  Has anyone actually verified that noise still radiates in a diamond pattern?  Rooms used to &amp;quot;radiate&amp;quot; in diamond patterns, but they now expand like a square.  Could noise have been modified similarly?  If noise does move diagonally, a workshop would produce a noise cube with dimensions 9x9x9. --[[User:Marble Dice|Marble Dice]] 23:29, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On second thought it would probably look like a pyramid with square cross-sections and a base that was 9x9, which seems to be what the article suggests.  I'll have to try and find some room to verify this behavior in my current fortress. --[[User:Marble Dice|Marble Dice]] 23:37, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I tested this by stopping all mining, catapults, training, etc, and every workshop except one.  I placed beds in places I wanted to check for noise.  Here's a list of my results in (X, Y, Z) co-ordinate pairs.  Assume the workshop's center tile is the origin (0, 0, 0).  Positive X is east, negative Y is south, and negative Z is down.&lt;br /&gt;
&lt;br /&gt;
:* (+5,  0, 0) = No&lt;br /&gt;
:* (+4, -4, 0) = Yes&lt;br /&gt;
:* (+5, -4, 0) = No&lt;br /&gt;
:* (0, 0, -4) = Yes&lt;br /&gt;
:* (+1, 0, -4) = Yes&lt;br /&gt;
:* (+4, -4, -4) = Yes&lt;br /&gt;
:* (+5, -4, -4) = No&lt;br /&gt;
&lt;br /&gt;
:Dwarves get a thought about where they're sleeping when they crash (slept without a proper room, in a good bedroom, etc), but they don't get a thought for noise until they wake up.  I assume this is because there are three tiers to the noise thought: uneasily, very uneasily, and was woken up by.  I'd hazard a guess as jobs happen, applicable nearby sleeping dwarves will &amp;quot;accumulate&amp;quot; noise until they wake up.  If they pass a certain threshold, they wake up prematurely and get the most severe negative thought.  Otherwise, they get &amp;quot;uneasily&amp;quot; or &amp;quot;very uneasily&amp;quot; when the wake normally, based on how much noise they accumulated.  Perhaps noise has both a loudness (how much it increases the dwarf's counter) and a range, or maybe longer range noises increase the counter more, or maybe all noise is the same loudness and it's just a matter of the number of noise events a dwarf hears while sleeping.  It seems reasonable to me, but I've no way to test it.  Not sure if any of this additional information belongs in the main article or not. --[[User:Marble Dice|Marble Dice]] 22:26, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::My guess is that noise doesn't accumulate.  I suspect that the reason the thought appears when they wake up is in case they hear a noise that's louder than the one they already heard.  Otherwise you could insulate your dwarves from loud noises by making small noises.  (not that this would be practical)  [[User:Gairabad|Gairabad]] 23:38, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== distances ==&lt;br /&gt;
&lt;br /&gt;
gee, no wonder my dwarves are all upset by noise - 16 squares from anywhere a chair is being moved in is a long way! Here I was being worried about how close the masons' workshop is, when my problem all along was I keep building doors, beds and things just next door.&lt;br /&gt;
&lt;br /&gt;
I think that is broken personally - building furniture should be treated way differently to building a workshop! Building a workshop I can understand being heard easily for 16 squares, but destroying/building a chair, table or bed should be pretty much cut out at 4 squares.[[User:GarrieIrons|GarrieIrons]] 05:55, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Accurate for the latest version? ==&lt;br /&gt;
&lt;br /&gt;
I built a hatch cover right next to a sleeping dwarf and he wasn't woken up.  D'ya think some of this might have been changed?  [[User:Gairabad|Gairabad]] 23:36, 19 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19343</id>
		<title>40d Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19343"/>
		<updated>2008-12-20T04:36:08Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Accurate for the latest version?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Other sources of noise ==&lt;br /&gt;
Any information on whether fighting causes noise? [[User:Zardus|Zardus]] 02:22, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if dwarves just walking about causes noise? [[User:Yvain|Yvain]] 06:31, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can't say for certain now, but I am certain that they did not in the old version. --[[User:Savok|Savok]] 22:50, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do machines make noise? --[[User:Juckto|Juckto]] 07:06, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about things like doors opening and floodgates being activated? Kinda falls under &amp;quot;machines&amp;quot; but eh. --[[User:Kefkakrazy|Kefkakrazy]] 00:01, 23 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does Smoothing Stone or Engraving Stone cause noise? --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
== Diagonal Z-Noise ==&lt;br /&gt;
How does the Z-direction work with noise in terms of diagonals?  If my bedrooms are two layers down, can they be closer than they would be if they were one layer down?  Or is noise effectively a cylinder where the nearby squares aren't feasible even when down 3 layers?&lt;br /&gt;
&lt;br /&gt;
I'm not sure how old this comment is, but this is actually brings up a good question.  Has anyone actually verified that noise still radiates in a diamond pattern?  Rooms used to &amp;quot;radiate&amp;quot; in diamond patterns, but they now expand like a square.  Could noise have been modified similarly?  If noise does move diagonally, a workshop would produce a noise cube with dimensions 9x9x9. --[[User:Marble Dice|Marble Dice]] 23:29, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On second thought it would probably look like a pyramid with square cross-sections and a base that was 9x9, which seems to be what the article suggests.  I'll have to try and find some room to verify this behavior in my current fortress. --[[User:Marble Dice|Marble Dice]] 23:37, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I tested this by stopping all mining, catapults, training, etc, and every workshop except one.  I placed beds in places I wanted to check for noise.  Here's a list of my results in (X, Y, Z) co-ordinate pairs.  Assume the workshop's center tile is the origin (0, 0, 0).  Positive X is east, negative Y is south, and negative Z is down.&lt;br /&gt;
&lt;br /&gt;
:* (+5,  0, 0) = No&lt;br /&gt;
:* (+4, -4, 0) = Yes&lt;br /&gt;
:* (+5, -4, 0) = No&lt;br /&gt;
:* (0, 0, -4) = Yes&lt;br /&gt;
:* (+1, 0, -4) = Yes&lt;br /&gt;
:* (+4, -4, -4) = Yes&lt;br /&gt;
:* (+5, -4, -4) = No&lt;br /&gt;
&lt;br /&gt;
:Dwarves get a thought about where they're sleeping when they crash (slept without a proper room, in a good bedroom, etc), but they don't get a thought for noise until they wake up.  I assume this is because there are three tiers to the noise thought: uneasily, very uneasily, and was woken up by.  I'd hazard a guess as jobs happen, applicable nearby sleeping dwarves will &amp;quot;accumulate&amp;quot; noise until they wake up.  If they pass a certain threshold, they wake up prematurely and get the most severe negative thought.  Otherwise, they get &amp;quot;uneasily&amp;quot; or &amp;quot;very uneasily&amp;quot; when the wake normally, based on how much noise they accumulated.  Perhaps noise has both a loudness (how much it increases the dwarf's counter) and a range, or maybe longer range noises increase the counter more, or maybe all noise is the same loudness and it's just a matter of the number of noise events a dwarf hears while sleeping.  It seems reasonable to me, but I've no way to test it.  Not sure if any of this additional information belongs in the main article or not. --[[User:Marble Dice|Marble Dice]] 22:26, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== distances ==&lt;br /&gt;
&lt;br /&gt;
gee, no wonder my dwarves are all upset by noise - 16 squares from anywhere a chair is being moved in is a long way! Here I was being worried about how close the masons' workshop is, when my problem all along was I keep building doors, beds and things just next door.&lt;br /&gt;
&lt;br /&gt;
I think that is broken personally - building furniture should be treated way differently to building a workshop! Building a workshop I can understand being heard easily for 16 squares, but destroying/building a chair, table or bed should be pretty much cut out at 4 squares.[[User:GarrieIrons|GarrieIrons]] 05:55, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Accurate for the latest version? ==&lt;br /&gt;
&lt;br /&gt;
I built a hatch cover right next to a sleeping dwarf and he wasn't woken up.  D'ya think some of this might have been changed?  [[User:Gairabad|Gairabad]] 23:36, 19 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35489</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35489"/>
		<updated>2008-12-18T05:30:58Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Multiple gem decorations?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be.  [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple gem decorations? ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item with more than one type of gem?  [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6293</id>
		<title>40d:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6293"/>
		<updated>2008-12-16T19:45:55Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Pond irrigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Irrigation''' is the process of making rocky ground suitable for [[farming]]. This is usually done by [[flood]]ing it with [[water]]. Inside [[cave]]s, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build [[farm plot]]s on. There are many possible methods for getting the farm area muddy.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress uses realistic water dynamics, including measures of [[water depth]]. A depth of 7 is full, depths of 1 will evaporate, leaving the stone wet and thus suitable for farming. Your goal in irrigation is to get a section of ground to be 1/7s.&lt;br /&gt;
&lt;br /&gt;
== Dryland farming: farming without irrigation ==&lt;br /&gt;
&lt;br /&gt;
Some locations have layers of [[soil]] a few z-levels thick. It is not necessary to irrigate soil in order to grow crops on it; it is possible to build a farm plot directly on any soil tiles, although the dwarven crops such as [[plump helmet]]s can only be grown in a [[subterranean]] plot.  In lowland areas, a farm plot built on any tile marked [[Outside]] can be used to grow outdoor crops such as [[prickle berry|prickle berries]]. This method obviates the need for irrigation entirely, so is recommended for newbies.&lt;br /&gt;
&lt;br /&gt;
== Easy irrigation ==&lt;br /&gt;
&lt;br /&gt;
# {{K|d}}ig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt passage and the water.&lt;br /&gt;
# Dig a passage from the plot towards lower ground or a pit, to serve as a water drain ''(this stage is not 100% necessary, but means you don't have to worry about having too much water and so is recommended)''.&lt;br /&gt;
# Build a [[floodgate]], and three [[mechanism]]s. (If you're worried about delay, use [[door]]s instead of floodgates.&lt;br /&gt;
# Place the floodgate in the passage. The idea is that it'll block the water from coming through when it's closed.&lt;br /&gt;
# Build a [[lever]] and link it to the floodgate.&lt;br /&gt;
# If you are building a drain, follow steps 3-5 again and place the second floodgate at the entrance to the drainage channel, linked to the second lever.&lt;br /&gt;
# {{K|P}}ull the first lever so the gate opens.&lt;br /&gt;
# Send a miner to dig that last wall keeping the water from rushing in.&lt;br /&gt;
#: Alternatively, have the miner dig a [[channel]] ({{K|d}},{{K|h}}) on that last wall from the Z-level above. This is much safer, since the miner will dig out the wall without actually having to stand in the way of the water.&lt;br /&gt;
# Use the first lever to close the channel once you've got enough water to spread over the area. If you have a drain, you can now let any excess drain off using your second lever.&lt;br /&gt;
# The water should now cover (or have covered) 1/7 of each tile.&lt;br /&gt;
# Wait for the water to evaporate and/or drain off (Dwarves can built farm plots in 1/7 water, so you don't need to wait).&lt;br /&gt;
# Enjoy your newly irrigated land.&lt;br /&gt;
&lt;br /&gt;
== Reservoir irrigation ==&lt;br /&gt;
&lt;br /&gt;
The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber about 7 times as large as the reservoir. A reservoir of 12 tiles, for instance, can water a 70 tile chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep.&lt;br /&gt;
&lt;br /&gt;
The reservoir may be built above the plot to be irrigated with a [[hatch]] or [[bridge]] in the floor, to one side using floodgates, or below and [[pump]]ed upwards. Note that [[Bridge|bridges]], in their default state, will block water from falling between levels. The large surface area you can get this way can make the water spread over your farm area much faster than by using floodgates.&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve the same result using a natural pond as the water reservoir. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring.&lt;br /&gt;
&lt;br /&gt;
=== Worked Example ===&lt;br /&gt;
&lt;br /&gt;
To create this irrigation system, you need: [[Image:Tree_farm.png|right]] &amp;lt;!-- GreyMario sez: Had to play around with the placement for this image. This looks like the best spot for it, as it doesn't interrupt the Wood FAQ. --&amp;gt; &amp;lt;!-- Fastjack's comment: You got a problem with this system after cave-ins are reinstated --&amp;gt; &amp;lt;!-- GreyMario: Oh, right. Okay. It won't be too hard to modify that design, though. Water can flow through supports IIRC. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A large growing room.&lt;br /&gt;
:*The large room can be any size. (For this example, we will use a 24 by 24 size room.)&lt;br /&gt;
* An adjacent smaller filling room that will be filled with exactly the right amount of water.&lt;br /&gt;
:*To calculate the size of this room, see below.&lt;br /&gt;
* A water supply line such as a tube leading to a water source. &lt;br /&gt;
* Lever-controlled [[door]]s or floodgates connecting the large room to the smaller one, and the smaller one to the water supply. Doors are preferred as you don't need levers for your [[dwarf]] to pass. (However, if you're paranoid or your dwarves are particularly dumb, you might want to lever them anyways. The creator of this method ([[User:GreyMario|GreyMario]]) recommends using doors because they have no delay when triggered.)&lt;br /&gt;
&lt;br /&gt;
'''Calculating Room Size'''&lt;br /&gt;
&lt;br /&gt;
There are 576 (24²) floor tiles in the large room (L). The small room (S) must hold enough water to cover the large room, the small room, and the space occupied by the door(s) (D) in between with 1 unit of water. Each tile of the small room can hold 7 units of water, so:&lt;br /&gt;
&lt;br /&gt;
S = (L + S + D) / 7&lt;br /&gt;
&lt;br /&gt;
-or-&lt;br /&gt;
&lt;br /&gt;
S = (L + D) / 6&lt;br /&gt;
&lt;br /&gt;
577/6 = 96 1/6; rounding up, this gives 97. This is the number of floor tiles in the smaller room: a 9X10 room with 7 extra tiles. Be aware, however, that if you make your &amp;quot;large&amp;quot; room ''too'' large, some of the water from the &amp;quot;small&amp;quot; room will [[evaporate]] before reaching the other end, and you will not have enough [[water]] to coat the floor. This behavior was observed in a room of 42X35 tiles.&lt;br /&gt;
&lt;br /&gt;
Now, get digging. The water supply connects to the smaller filling room by a 1-tile hole where a door or [[floodgate]] will go. The filling room connects to the growing room the same way, and the growing room needs a door too. Remember to have the [[door|doors]] in place before breaching the water source and flooding the water supply line!&lt;br /&gt;
&lt;br /&gt;
When you do breach the water source, immediately forbid the first door your miner runs through (see, this is why we use doors), which should be the door closest to the water source. Don't bother forbidding the other two. Link all three doors to three separate [[lever|levers]] and test the system. Close the door between the filling chamber and main farm area and open the door that leads to the water source. When the filling chamber is full, close the door to the water source, close the door leading to the farm, and open the door between the [[farm]] and filling chamber. The water should spread out and coat the entire farm in a thin layer of water. At this time, plant your farms and begin the wait until they yield products.&lt;br /&gt;
&lt;br /&gt;
== Pond irrigation ==&lt;br /&gt;
&lt;br /&gt;
Dig a farm room, and dig a channel one Z-level above it, creating a hole down into the farm room. Create a [[zone]] on the hole, and make it a pond. Your dwarves will attempt to fill it with water carried in buckets. As they dump water in, it will muddy the farm room floor. After it has been sufficiently muddied, disable or remove the pond zone until you need to irrigate it again. Dwarves can build farm plots in 1 unit deep water.&lt;br /&gt;
&lt;br /&gt;
NOTE: Even though it works, this is probably the slowest way to irrigate a room since dwarves only carry 1 unit of water per trip. Especially if you don't have a more than one or two idle dwarves and buckets, or if the water source is far away. It also probably wouldn't work very well on larger farm areas.  It works great with constructed staircases for creating outdoor farm plots where there's an occasional stone in the ground though.&lt;br /&gt;
&lt;br /&gt;
NOTE: Digging a channel from the surface will mark the tile below Outside. This means that cave plants will not grow there.&lt;br /&gt;
&lt;br /&gt;
== Pump Irrigation ==&lt;br /&gt;
&lt;br /&gt;
If you have access to [[wood]], [[stone]] floors can be irrigated conveniently from a water source on the level below, by use of a [[screw pump]]. Simply dig a channel to access the water on z-1, install a [[Screw Pump]] and set to Start Pump Manually ({{k|Enter}}). Any dwarf with the 'Pump Operating' duty active will quickly pump enough water to irrigate a large area (so rapidly that irrigating other rooms becomes a concern!). This can be improved by installing a second pump to draw water out of the room, allowing you to rapidly drain the room in the event of over-filling. &lt;br /&gt;
&lt;br /&gt;
== Wave irrigation ==&lt;br /&gt;
&lt;br /&gt;
Although seawater is unfit for carrying to your farm in a bucket, areas muddied by seawater seem to be farmable. My favorite method of achieving this is building a farm room under a beach and making a hole in its roof, closable with a hatch, to let waves in. Also pumping water seems to desalinate it, so pumping it to your farming room seems to work fine.&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6107</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6107"/>
		<updated>2008-12-16T05:47:49Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Can workshop dwarves haul multiple items at once?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==proposed content==&lt;br /&gt;
Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
==move [[Workshops]] to [[Workshop]]==&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We should make one page for each workshop, add them to [[:category:workshops]] and &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; this page. --[[User:Mizipzor|Mizipzor]] 08:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ive made [[siege workshop]] and marked that section of the article with &amp;lt;s&amp;gt;strikout&amp;lt;/s&amp;gt;. When all sections are marked like this, the page is ready to be made into a redirect to [[:category:workshops]]. --[[User:Mizipzor|Mizipzor]] 05:27, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Material/objects for building workshops==&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone has detailed that 'still' is short for 'distillery'.  This is partially incorrect as a still is actually a completely different word and has a different meaning.  A distillery is a an entire establishment (industrial plant and works for example) for distilling things (particularly alcohol) - whereas a still is an apparatus (usually heating/vapour cooling) which would be used inside a distillery to produce alcohol. --[[User:Matryx|Matryx]] 06:50, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Production Image ==&lt;br /&gt;
&lt;br /&gt;
Cheese is missing, as is anything to do with pre-thread silk.&lt;br /&gt;
Additionally, the chain after thread is inconsistent with the rest of the diagram. --[[User:N9103|Edward]] 03:22, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated the image to include silk, cheese is already included in food, although it's not quite clear. I am just afraid that naming individual food items is going to create a huge mess. Not sure what you mean that the chain after thread is inconsistent [[User:Aeolist|Aeolist]] 05:47, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Workshop Design ==&lt;br /&gt;
&lt;br /&gt;
Does it strike anyone else as odd that we have a Bedroom Design page that's a few thousand words and 18 images strong, but not so much as a sentence on workshop design?  We should add an extra section to this page discussing that.  If it gets too large, it can be moved to its own page, but for the moment keeping things consolidated is probably best.&lt;br /&gt;
&lt;br /&gt;
The rest of this post will be a first draft for the section.  Please keep comments and discussion in indented (use : at the beginning of your post) lines just below this comment, and out of the drafted article. --[[User:ThunderClaw|ThunderClaw]] 10:28, 10 October 2008 (EDT)&lt;br /&gt;
:In regards to kitchens/butcher shops, whenever possible, I use the &amp;quot;miasma won't go through diagonals&amp;quot; trick instead of doors. Otherwise, you wind up with doors that get stuck open due to pets, items, etc. It gets even worse if your item hauling falls behind and you have to deconstruct a workshop to get its contents to be stockpiled (important if you have spoilable items) and hauled off (Dump and/or funneling stockpiles), resulting in the 4x4 explosion of stacked items. Depending on your point of view, exploting the diagonals may constitute a cheat and it does create a (fairly minimal) space impact adding that off-true wall. Nevertheless, I'm glad to see this article. Getting my workshops running efficiently is one of my biggest bugaboos so far. -[[User:Fuzzy|Fuzzy]] 13:08, 10 October 2008 (EDT)&lt;br /&gt;
::For miasma in butcher's shops, I usually use a vent and place the butcher's shop in the vent area. Each butchering operation leaves behind a bunch of chunks that stunk up my shops far too frequently. With kitchens, miasma is only an occasional problem, so I would go for the doors as well, if the kitchen is emitting miasma its probably too late to salvage the contents. -[[User:CptFastbreak|CptFastbreak]] 20:20, 10 October 2008 (CET) &lt;br /&gt;
::Truthfully, the way I usually deal with that stuff is to make sure the kitchens and butcheries are on the top floor, then channel a smokestack up to the surface to make the center hex of the workshop &amp;quot;outside&amp;quot;, so I never thought of it too closely.  Throw a quick wall around it to keep enemies out and you'll never even produce miasma.  Anyway, I've yet to see a hauling breakdown with the decentralized idea I've been using for the last 6 fortresses, so I have trouble commenting on that.  If you can, perhaps you might consider adding a note on their causes and effects in the key considerations? --[[User:ThunderClaw|ThunderClaw]] 14:25, 10 October 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
This has fallen off the recent 50 and is therefore extremely unlikely to get any more comments.  Thus, I'm going to add it to the article. --[[User:ThunderClaw|ThunderClaw]] 16:41, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redo the production chain image? ==&lt;br /&gt;
&lt;br /&gt;
I think it could do with cleanup and color. --[[User:GreyMario|GreyMaria]] 21:12, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Re: Workshop Design: Gairabad's shameless self-promotion ==&lt;br /&gt;
&lt;br /&gt;
I added a bunch of stuff to my [[User:Gairabad|user page]] on workshop layout design.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Can workshop dwarves haul multiple items at once? ==&lt;br /&gt;
&lt;br /&gt;
If a dwarf in a workshop is doing a job requiring multiple materials, will he take one trip to pick up all the materials or multiple trips?  Does the weight of the materials factor in at all?  I'm pretty sure I've seen smelting dwarves take multiple trips.  [[User:Gairabad|Gairabad]] 00:47, 16 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21676</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21676"/>
		<updated>2008-12-15T22:00:30Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of the pets somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling humie.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and customs enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort ==&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma, constructing your fortress under water, or using [[clear glass]] exclusively. No stone may be used. Metal may only be used for creating stuff that cannot be made out of glass.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA! ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. You should forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. Note that this is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress &amp;amp;ndash; and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== No rocks! ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only wood.&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[wood]], will be made only from wood. Doors, tables, chairs, floodgates, bridges, stairs, workshops, you name it. For even greater challenge, build it entirely above ground with wooden walls and floors.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&amp;lt;br&amp;gt;&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&amp;lt;br&amp;gt;&lt;br /&gt;
Alternative: Build it in the [[Ocean]]&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
== Doomsday Clock ==&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
&lt;br /&gt;
== Live up to your name ==&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
== Equaland ==&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
== World Domination ==&lt;br /&gt;
&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list&lt;br /&gt;
If you can come up with an idea of a way to actually do this, this is a great goal. However, I don't believe such a device or machine is possible. --Savok --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inuit Dwarfs ==&lt;br /&gt;
&lt;br /&gt;
Live out on a glacier with no surrounding trees and just rely on the ice and your woolly underpants. Actually, you might want to get the full attire, it's going to be cold!&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make a giant tower completely out of ice with your dwarfs living in it.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make everything out of ice.&lt;br /&gt;
&lt;br /&gt;
== Government in Exile ==&lt;br /&gt;
All dwarves are either nobles, or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
== Stay Awhile, and Listen ==&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider an extremely elaborate scaffold of lava and water pools and screw pumps to create obsidian in a large rectangular block in the exact same dimensional criteria as above. Smooth and you're finished. You get kudos for doing this as both reservoirs of magma and water pose serious threats to a fortress if scrupulous engineering methods are not used. Your dwarves are truly insane to attempt this.&lt;br /&gt;
&lt;br /&gt;
== Ceremonial Sacrifices ==	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Noblesse requiro ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
== Stranded Scout Squad ==&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=4143</id>
		<title>40d:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=4143"/>
		<updated>2008-12-15T21:30:19Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: I think maybe statues are treated differently.  I never saw a dwarf talk about a completely sublime table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Statues are [[buildings]] which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be made using one [[stone]] at the [[mason's workshop]], one bag of [[sand]] at a [[glass furnace]], or three bars of [[metal]] of the same type at a [[metalsmith's forge]] (via the [[Blacksmith|blacksmithing]] [[labor]]).&lt;br /&gt;
&lt;br /&gt;
Statues have a [[item value|base value]] of 25, compared to 10 for all other types of furniture.  This makes them a good choice for raising the value of [[room]] -- to create a legendary dining room, for instance, or to meet [[noble]]s' requirements for rooms of a certain value.  The final value of a statue can vary greatly depending on its [[quality]] and [[material]]; a no-quality regular stone statue is worth only 25☼, whereas a masterpiece platinum statue is worth 12,000☼.&lt;br /&gt;
&lt;br /&gt;
You can create a [[sculpture garden]] from a statue's {{k|q}}uery menu. Dwarves will spend time at a statue garden appreciating the statues (which generates a happy [[thought]]) and may even organize parties there.  For the purposes of building appreciation, it is the quality of the statue, not its overall value, that is important: a masterpiece stone statue will generate a happier thought than a base-quality platinum one.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot move through the same square they occupy. (This will also prevent dwarves from [[smoothing]] or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress.&lt;br /&gt;
&lt;br /&gt;
==Ore-based statues==&lt;br /&gt;
It is more efficient to make statues from raw [[ore]] instead of from smelted [[bar]]s (for instance, native gold instead of gold bars).  Ore is treated as a type of [[stone]], and making a statue out of it only requires one unit of ore at a [[mason's workshop]], versus three bars at a [[metalsmith's forge]].  A statue made from ore still has the same value as one made from metal bars, and it is easier to get a high-skill [[mason]] than a high-skill [[blacksmith]], further increasing the value of ore-based statues.&lt;br /&gt;
&lt;br /&gt;
By default, ore is reserved for use for [[smelting]].  To lift this restriction, press {{k|z}}, then go to &amp;quot;stone&amp;quot; and enable (make green) whichever ore(s) you wish to use.  To get your mason to use the ore, it must be the nearest type of stone to the mason's workshop.  This technique can also be used to make high-value ore-based stone [[craft]]s at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Note that stones and metals preferences are seperate. It's possible for a dwarf to have a fondness for native aluminum but be unimpressed by the metal, and likewise a dwarf who prefers the metal won't be especially satisfied by a statue carved from the ore.&lt;br /&gt;
&lt;br /&gt;
==Statues versus mechanisms==&lt;br /&gt;
As an alternative to building statues to increase a room's value, you can use [[mechanism]]-based structures such as [[gear assemblies]] and [[lever]]s, which have a base value of 30, versus 25 for statues.  An additional advantage is that these structures, unlike statues, do not block the passage of dwarves.  And levers are useful for, you know, controlling stuff.&lt;br /&gt;
&lt;br /&gt;
To build high-quality levers and gear assemblies, you will need to make high-quality mechanisms, which requires a [[mechanic]] instead of a [[mason]].  By using the techniques detailed in ore-based statues, above, you can make very high-value mechanisms out of ore.  (Unfortunately, this technique cannot be used to make [[magma-safe]] mechanisms, as ores have a different melting point from bars.)&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tanner&amp;diff=46505</id>
		<title>40d Talk:Tanner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tanner&amp;diff=46505"/>
		<updated>2008-12-15T20:46:37Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: New page: Is tanning the only strange mood labor that doesn't have quality levels?  How annoying.  ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is tanning the only strange mood labor that doesn't have quality levels?  How annoying.  [[User:Gairabad|Gairabad]] 15:46, 15 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rope_reed&amp;diff=15993</id>
		<title>40d:Rope reed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rope_reed&amp;diff=15993"/>
		<updated>2008-12-15T20:32:46Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Believe me, Rope Reed is hard to find!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=#090|seed_color=#990|character=ƒ|name=Rope reed|seed=Rope reed Seed|edible=No|cookable=No|alcohol=[[river spirits]]|rarity=Rare|spring=1|summer=1|autumn=1|winter=1|habitat=Aboveground wet not freezing|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Thread]]&lt;br /&gt;
|other_products=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;''None''&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Rope reeds''' are the only surface [[crops|crop]] usable for the production of [[cloth]].  They also make a passable drink when [[brew]]ed to make [[river spirits]].  You collect them by [[gathering plants]], although they can also be farmed above the ground.&lt;br /&gt;
&lt;br /&gt;
To produce rope reed [[cloth]], you must first use the [[thresher|process plants]] job at a [[farmer's workshop]] to spin the plant fibers into [[thread]], which will also produce rope reed [[seeds]] for replanting.  Once you have spun the [[thread]], it can then be woven into [[cloth]] at a [[loom]] by anyone with the [[weaver|weaving]] profession.&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 4&lt;br /&gt;
* Drink value: 2&lt;br /&gt;
* Extract value: 12&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
*[[The clothing industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9553</id>
		<title>40d:Starting builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9553"/>
		<updated>2008-12-15T19:46:06Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Starting builds''' are different strategies that you can choose when starting a new game in [[fortress mode]]. The skills and items which you assign to your [[dwarves]] will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page gives advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself - defined by who and what to take with you - as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
* Your First Fortress?&lt;br /&gt;
Note: If you are a new player looking for a solid basis to survive the first couple of months or years, check out [[Your_first_fortress|this guide]]. It includes a basic starting build similar to the one discussed below.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Play Now!&amp;quot; ==&lt;br /&gt;
By default, you start with a Miner [5 skill points] and other dwarves with novice [1 skill point] in various areas (see object data for details), two axes and two picks, 20 and 40 of two kinds of [[alcohol]] (dwarven wine and ale below, though I've also started with dwarven beer so it's random), 15 units each of meat (the meat type is random and available types vary by civ; in the object data below it's donkey) and plump helmets, 5 each of plump helmet and pig tail seeds, two cats, two dogs.&lt;br /&gt;
{{Game Data|[PROFILE]&lt;br /&gt;
	[TITLE:Default]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:2:CARPENTRY:1]&lt;br /&gt;
	[SKILL:2:BOWYER:1]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:1]&lt;br /&gt;
	[SKILL:3:BREWING:1]&lt;br /&gt;
	[SKILL:3:COOK:1]&lt;br /&gt;
	[SKILL:3:PLANT:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:1]&lt;br /&gt;
	[SKILL:3:SMELT:1]&lt;br /&gt;
	[SKILL:3:WOOD_BURNING:1]&lt;br /&gt;
	[SKILL:3:LYE_MAKING:1]&lt;br /&gt;
	[SKILL:3:POTASH_MAKING:1]&lt;br /&gt;
	[SKILL:4:DETAILSTONE:1]&lt;br /&gt;
	[SKILL:4:MASONRY:1]&lt;br /&gt;
	[SKILL:4:MECHANICS:1]&lt;br /&gt;
	[SKILL:4:DESIGNBUILDING:1]&lt;br /&gt;
	[SKILL:5:CUTGEM:1]&lt;br /&gt;
	[SKILL:5:ENCRUSTGEM:1]&lt;br /&gt;
	[SKILL:5:WOODCRAFT:1]&lt;br /&gt;
	[SKILL:5:STONECRAFT:1]&lt;br /&gt;
	[SKILL:5:BONECARVE:1]&lt;br /&gt;
	[SKILL:6:FISH:1]&lt;br /&gt;
	[SKILL:7:PROCESSFISH:1]&lt;br /&gt;
	[SKILL:7:BUTCHER:1]&lt;br /&gt;
	[SKILL:7:TANNER:1]&lt;br /&gt;
	[SKILL:7:WEAVING:1]&lt;br /&gt;
	[SKILL:7:CLOTHESMAKING:1]&lt;br /&gt;
	[SKILL:7:LEATHERWORK:1]&lt;br /&gt;
,	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:METAL:COPPER]&lt;br /&gt;
	[ITEM:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:METAL:STEEL]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:METAL:IRON]&lt;br /&gt;
	[ITEM:20:DRINK:NONE:PLANT_ALCOHOL:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
	[ITEM:40:DRINK:NONE:PLANT_ALCOHOL:GRASS_TAIL_PIG]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:MUSHROOM_HELMET_PLUMP:NONE]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:GRASS_TAIL_PIG:NONE]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:DONKEY:NONE]&lt;br /&gt;
	[ITEM:15:PLANT:NONE:MUSHROOM_HELMET_PLUMP:NONE]&lt;br /&gt;
	[PET:2:DOG:STANDARD]&lt;br /&gt;
	[PET:2:CAT:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
One battle axe has been omitted from the listing above due to the full build going over the number of points you can spend.&lt;br /&gt;
&lt;br /&gt;
In addition to what is listed, a horse and a donkey may be provided with the wagon.&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Each [[dwarf]] can learn any of a large number of [[skills]]. Dwarves with little experience in a skill will work slowly and ineffectively.&lt;br /&gt;
&lt;br /&gt;
* For example inexperienced [[herbalist|herbalists]] will gather stacks of only one or two [[plants]] or even nothing, inexperienced [[farming|farmers]] will often plant stacks of only one or two plants. This results in a small overall output which takes many [[container#container|containers]] to store in, less effective [[food]] preparation in the [[kitchen]], and more space needed for [[stockpiles]].&lt;br /&gt;
* Inexperienced [[Miner|miners]] work very slowly and are less likely to recover mined gems. Mining can be levelled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
* In nearly all [[workshop]]s, inexperienced dwarves who create items will create low quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items.&lt;br /&gt;
** [[Quality]] is a central concept in the game - it affects [[food]], [[alcohol]], and almost anything you will have your dwarves create in the game: [[trading]] goods, [[barrel|barrels]], [[clothing]], [[armor]], [[furniture]], [[weapons]], and so on. Quality also has a large effect on the worth of an item while [[trading]].&lt;br /&gt;
&lt;br /&gt;
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type.  (Certain jobs, such as building workshops, won't make your dwarves more experienced.  But most will.)  As the number of jobs they do increases, their skill will increase as well.  Overall, &amp;quot;levelling up&amp;quot; the dwarves' skills quickly is a good game goal to set.  Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and [[furniture]].  (Or it might [[losing|not]].)&lt;br /&gt;
&lt;br /&gt;
Using and seeing high-quality items gives dwarves happy [[thought]]s. This tends to decrease the incidences of [[tantrum]]s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
=== Which do I need, really? ===&lt;br /&gt;
&lt;br /&gt;
Most builds recommend:&lt;br /&gt;
&lt;br /&gt;
* 2 [[miner]]s&lt;br /&gt;
* [[mason]]&lt;br /&gt;
* [[brewer]]&lt;br /&gt;
* [[cook]]&lt;br /&gt;
* [[mechanic]]&lt;br /&gt;
* [[farmer|grower]]&lt;br /&gt;
* [[carpenter]]&lt;br /&gt;
* [[woodcutter]]&lt;br /&gt;
* [[herbalist]]&lt;br /&gt;
* some skills (crafter, gem setter, smith..) to create trade goods or build up a dwarven [[glass]] or [[steel]] industry.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some [[skills]] are highly time-consuming, and working at different jobs levels up specific [[attribute]]s. One could level up a miner until hes becomes mighty and ultra-tough - and then turn him into a soldier. If you plan on doing so, it may not be a good idea to give this guy another critical job.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, it makes sense to combine tasks into dwarves who will take care of a specific industry - so Combine (indoor) farming with cooking (not mining), for example.&lt;br /&gt;
&lt;br /&gt;
Most builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* Woodcutter/Carpenter. Add [[axeman|Axedwarf]] for added security.&lt;br /&gt;
* Mason+ : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly.&lt;br /&gt;
* Farmer/Cook, Farmer/Brewer. Basic two-person food team.&lt;br /&gt;
* Farmer/Herbalist, Farmer/Brewer/Cook. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the [[still]], kitchen, and indoor farms.&lt;br /&gt;
* Boss: Novice [[Negotiator]]/Novice [[Judge of intent]]/Novice [[Appraiser]]. Combine this with a single time-intensive task such as [[Masonry]] and optionally turn off all hauling tasks right at the start of the game. This guy will be your Boss and Trader, make him [[record keeper]] too.&lt;br /&gt;
* [[Craftsdwarf]], depending on your strategy - e.g. [[glass]] maker, [[weaponsmith]] or [[armorsmith]], sometimes combined with related tasks from that industry ([[furnace operating]], [[wood burner|wood burning]]). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. You definitely need to bring one [[pick]] for each [[miner]], some [[food]], and some [[alcohol]]. If you plan to gather wood, you can bring an [[axe]], which will become a weapon in wartime. Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, with quantities ending in a &amp;quot;1&amp;quot; or a &amp;quot;6&amp;quot;. This is to maximize the number of [[barrels]] you start with, since most foodstuffs fit five to a barrel. More barrels will let you build a larger stockpile for your first winter and conserves the [[wood]] you harvest in the early game for beds and other necessities.&lt;br /&gt;
&lt;br /&gt;
== Fortress Sites ==&lt;br /&gt;
Each fortress [[location]] offers particular challenges and opportunities. The starting builds below should be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and what it will take to [[losing|stay alive]] where you're going!&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Most dwarven fortresses are founded along the edges of [[mountain]] ranges on sites that combine abundant [[ore]] and access to the outside world. [[Magma]] and rare [[metal]]s lure settlers here, but [[goblins]], [[chasm]] dwellers, and even [[giant eagle]]s are potent threats.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s and plants do not grow at high elevations, so you'll want to include non-mountainous areas to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Other consideration is elevation range.  The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area.  The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).&lt;br /&gt;
&lt;br /&gt;
Be sure to include a stream on the map; running [[water]] is (almost) essential for any fortress.  In Cold and Freezing climates  streams and [[lake]]s will often be frozen year-round and your dwarves may quickly die of exposure.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
=== Wooded Plains (with trees and plants) ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  &lt;br /&gt;
&lt;br /&gt;
Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, fewer hostile fortresses and [[cave]]s, and (unless frozen) more abundant water.  There are even (rare) magma vents.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is a lack of [[rock]] to mine.  Fewer elevations means fewer exploitable z-levels.  The first few levels below the surface are almost always [[soil]], peat, [[loam]], [[clay]], or [[sand]], none of which offers much (or any) [[gem]]s, ore, or building material.  An [[aquifer]], if present, may bar all access to [[stone]] until you freeze, pump out, or find a way through the water.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren (few or no trees and plants) ===&lt;br /&gt;
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress:  you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as [[glacier]]s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  [[Desert]]s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
=== Ocean Side ===&lt;br /&gt;
An interesting combination of a few of the above locations, [[beach]]es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a [[river]].&lt;br /&gt;
There is also a likelihood that the settlement will fall between two [[biome]]s, potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the ocean is full of amphibious zombie [[whale]]s.&lt;br /&gt;
&lt;br /&gt;
== Basic Build ==&lt;br /&gt;
&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
On most (but not all) sites, you'll want to get food, brew drink, mine, make wood and stone items, and trade.  Whatever additional skills you purchase, be sure to cover these.  If you need more points to buy skills (and it's a good idea to buy lots of skills), remove a battle [[axe]].&lt;br /&gt;
&lt;br /&gt;
* 2 miners&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either a herbalist/grower, or a [[fisherdwarf]], or a [[hunter]].  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such&lt;br /&gt;
* 20 units of drink:  [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]] are all good.  [[dwarven wine]] you'll get through brewing.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].&lt;br /&gt;
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.&lt;br /&gt;
* (optional) other kinds of [[seed]]s and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) [[leather]] to make [[quiver]]s and [[bag]]s and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Rapid Expansion''' ==&lt;br /&gt;
A plan for quick growth followed up by heavy immigration works well both as an early game strategy and as an assist for a late game foundation.  Starting off with the anvil is also much less troublesome if you drop both battleaxes and make your own picks too.  Don't worry though, you'll be digging out cavernous villas in no time, and cheaply too, with this build.  Food and [[stone]] will be in abundance and you'll have excellent worker time utilization. And due to the early metalworking and distributed skills your dwarves have, soon you'll have powerful steel-armored warrior workers that'll form the bedrock of a city [[guard]].&lt;br /&gt;
&lt;br /&gt;
Always build a wood burning [[furnace]], [[Smelter]] and [[Metalsmith's forge]] first, and take apart that [[wagon]] for extra logs. Either burn those logs into [[charcoal]], or smelt [[coal]] into fuel, and then make your tools.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
By dropping both picks and axes you'll be able to afford a lot of useful skills, and you'll be able to get a metalsmithing shop running within the first seconds of your game, so no precious time is lost. Your Dwarves are divided largely into two groups, your laborers (Butcher, Baker and candle--er, Brewer) and your craftsdwarves.  Essentially a Blue collar/White collar divide to set up a nice class war later. Also, by having such wide assortments of skills, your dwarves will get lots of attribute bonuses and become extremely capable fighters by the time you need to worry about that.&lt;br /&gt;
&lt;br /&gt;
Laborers are given mining and growing skills with some extra to cover food production.  The Ranger is the oddball, but will spend his early days gathering plants and hauling items, so fits here. Your first order of business with them is to dig that top layer out quickly and get some farms started and fully stocked.  Then, as they grow, you can go back to digging out the rest of the base.&lt;br /&gt;
&lt;br /&gt;
* The Baker: +5 Mining, +2 Growing, +3 Cooking.&lt;br /&gt;
* The Brewer: +5 Mining,  +2 Growing, +3 Brewing.&lt;br /&gt;
* The Butcher: +5 Mining, +2 Growing, +1 Butchering, +1 Tanning, +1 Leatherworking.  Make some bags for sand and the [[Quarry Bush]]es and a butcher's shop before the Ranger starts his hunts.&lt;br /&gt;
&lt;br /&gt;
* The Ranger: +3 Woodcutter, +3 Carpenter, +1 Herbalist, +1 Ambusher, +2 Axedwarf. Be sure to assign a [[war dog]] or two to this guy, since he's the only one who needs to go outside. Once he gets an axe, he'll also be a competent fighter and hunter and will start with armor due to +1 ambusher.&lt;br /&gt;
&lt;br /&gt;
Craftsdwarves focus on running shops, building trade goods, and making the outpost as profitable as possible in the first year, to attract additional immigrants that can be thrown into the mines or toil in the mushroom fields. They should have very broad skill bases, but the actual choice of leader is up to you.&lt;br /&gt;
&lt;br /&gt;
* The Smithy: +1 Weaponsmith, Armorsmith, Metalsmith, Furnace Operator, Wood Burner, Stone Crafting, Bone Carving. This guy will cover all of your rarely needed creation skills, and make your picks and axes. After this he usually ends up making scads of stone crafts for sale. [[Glassmaking]], [[gem cutting]], and [[potash maker|potash making]] are good as well, and even with novice in all areas you'll build fast enough for these rare items.&lt;br /&gt;
* The Foreman: +3 Building Design, +3 Mechanic, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.  Building design and mechanical work is extremely quick work, so instead give him nobleman skills to spend the rest of his work hours on. These are extremely useful in the long-term.&lt;br /&gt;
* The Freemason: +5 Masonry. It seems a bit silly to give him just one primary skill,  but Masons are usually working 24 hours a day on all variety of stone [[door]]s, [[chair]]s and [[table]]s.&lt;br /&gt;
&lt;br /&gt;
There's a variation if you want a more 'compact' design of those last two:&lt;br /&gt;
&lt;br /&gt;
* The Construction Worker: +5 Masonry, +3 Mechanic, +2 Building Design.&lt;br /&gt;
* The Lazy Boss: +3 Fishing, +3 Fish Cleaning, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.&lt;br /&gt;
&lt;br /&gt;
This is not as useful or safe, as Fishing is a time-intensive skill, so it takes him away from his record keeping job for extended periods and a [[Carp|carp]] might kill him.  It also forces your Mason to get behind on Queues every time someone needs a trap build or a workshop set up.  Halting book-keeping doesn't slow down any production, so the original stat-spread can work out better.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
The only thing you need is your anvil, a few stones and [[bar]]s of metal, everything else is optional. A point of contention is the [[Iron]] Axe you'll be making, as some may prefer it to be steel. Steel Bars cost 150, which is three times the cost of iron, and only provide a small damage bonus and no chopping speed bonus. If you start in an area with [[Limestone]] or [[Chalk]] you'll soon be able to smelt Steel with your functioning metalsmith shop anyway.  If you're on a map without trees, well, I suppose you don't need the axe at all.  But in that case you'd be better off taking the picks, dropping the anvil, and buying a few hundred logs.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Anvil]] - this is what makes it all possible, and helps you get started faster.&lt;br /&gt;
* 3 [[Copper|Copper bars]] - these cost 10 each, and will be your picks. Three for the price of one, literally.&lt;br /&gt;
* 1 [[Iron|Iron bar]] - this costs 50, and will be your axe.  The 40 extra is worth it for the damage increase you get over copper or bronze.&lt;br /&gt;
* 2 [[Bituminous coal]] or [[Log]]s - you can smelt two coal into 4 fuel for the cost of 2 logs. Inexpensive at 3 each, one can afford to bring more.&lt;br /&gt;
* 4 cheap stone - [[bauxite]] is good, because it can be used to build magma floodgates.&lt;br /&gt;
&lt;br /&gt;
That's what you need to get started, but this is a guide for the items on your list. This build does not require or recommend bringing plump helmets due to their cost. Instead, encourage your dwarves to eat the turtles and meat out of the barrels and cook wine biscuits.  Your farms will be running amazingly quickly anyway, and for half the cost of a single helmet you can make feed several dwarves on baked beer. You'll get enough seeds from brewing the [[plump helmets]] soon enough.&lt;br /&gt;
&lt;br /&gt;
* 26 of [[Dwarven wine|Wine]], [[Dwarven rum|Rum]], [[Dwarven beer|Beer]] and [[Dwarven ale|Ale]]&lt;br /&gt;
* 36 of [[rock nut]]s, [[Plump helmet spawn]] and [[Pig tail]] [[seed]]s&lt;br /&gt;
* 11 [[turtle]]s - these hilarious little dudes are way better than the meat you usually set out with, what with all the bones they leave. I use these as 'before farming' rations and build up a good supply of bone [[bolt]]s. Shells are also valuable to have around.&lt;br /&gt;
* 1 of each other 2 cost meat, for extra empty barrels. Barrels cost 10, so getting any food below that can save you money.&lt;br /&gt;
* 2 [[Dogs]] - preferably war dogs or hunting dogs. Assign these to your Ranger. Bring a pair so you can make more dogs.&lt;br /&gt;
* 1 [[Horse]] - they're relatively inexpensive and will help you begin breeding horses faster, as you nearly always get a horse with your wagon. Livestock are a valuable commodity for meat and bones, and you want as many of these possible 'emergency rations' on hand.&lt;br /&gt;
* 4 [[Leather]] - you need leather bags to process [[quarry bush]]es and to gather sand for glass. Four will be enough, and you can get it for only 20.&lt;br /&gt;
&lt;br /&gt;
If you do it exactly as written, you will end up with a few points left over. Grab some extra food or upgrade one of your copper bars to an actual copper pick, if you want a faster start. These foodstuffs will last a very long time if managed properly, so get your farms going and start preparing for next year now.&lt;br /&gt;
&lt;br /&gt;
== Metalbashing/Glassworking ==&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials.  Magma is ideal but large coal seams or a forest will also suffice.  A site with either limestone or chalk means nearly unlimited steel.  Any site with &amp;quot;sand&amp;quot; (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Failing these, any place with lots of rock, trees, and preferably sand will work fine.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; Skills ====&lt;br /&gt;
Unless you're trying a low-skills challenge, each dwarf should get the maximum possible number (currently 10) of skill boosts; remove a battle axe to free up needed points.  Individual preferences can be mighty handy; if you have a dwarf who likes steel, [[clear glass]], [[crossbow]]s, [[siege engine]] parts, or something else equally interesting, he's an ideal candidate for matching skills.&lt;br /&gt;
&lt;br /&gt;
* A Carpenter/Leader:  Points into Carpenter, Wood Cutter, and a bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal thoughts/preferences.&lt;br /&gt;
* A Mason/Mechanic:  Points into Mason, Building Designer, and Mechanic.  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster [[trap]]-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist (assumes the site has at least some plants):  This dwarf will gather the plant material you need to brew drinks.  Points into Grower and Herbalist.  Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/Cook:  This dwarf is responsible for keeping your community fed and liquored up.  Points into Grower, Brewer, and (optionally) Cook.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal [[goblet]]s, stone [[mug]]s, handwear, footwear, [[mechanism]]s, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
==== Items (all starts) ====&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, [[sweet pod]] seeds, pig tail seeds, and [[cave wheat]] seeds will diversify your meals and drinks and let you set up for [[cloth]]es-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
===== Items (fast start) =====&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
===== Items (moderate start) =====&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which normally takes about 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* 1 [[battle axe]] (at present, steel is the only option)&lt;br /&gt;
* few or no logs, unless the map has no trees&lt;br /&gt;
* with the points you save by not bringing an anvil, buy logs, bars of base metals you expect your site to lack, and (if needed) coal (for fuel and coke) and/or dolomite (for flux).&lt;br /&gt;
&lt;br /&gt;
===== Items (slow start) =====&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  You can survive without them, but it's a lot cheaper to buy logs to make barrels than to bring more drink.&lt;br /&gt;
&lt;br /&gt;
== Everybody Mines Build ==&lt;br /&gt;
One build that is actually very easy to use is to take no mining skills and 7 or more cheap picks.  Then, pick a site with sand or dirt or clay, which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same skilling up on sand and dirt.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Free Equipment =&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill may get some leather [[armor]], a crossbow and some bolts for free.&lt;br /&gt;
: As of 27.176.38c, this appears to only be true if they have *only* military skills: ambusher/marksman/armor user/wrestler gets free gear, but replace any of those skills with something civilian and they show up in street clothes. (This has only been tested in cases where the civilian skill was their new highest skill; it might work to give them minor civilian skills, but that did not work in past versions.)&lt;br /&gt;
&lt;br /&gt;
= Challenge Builds =&lt;br /&gt;
If you want a challenge try some [[Challenges]].&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2829</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2829"/>
		<updated>2008-12-15T19:38:03Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Glass */ The old version made it sound like Masons could work with glass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of rough '''gems''' can be found strewn throughout the [[mountain]]. '''Cut gems''' can be used to [[encrust]] [[furniture]], [[crafts]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].  In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Large gems''' are a byproduct of cutting and can not be processed further. They have a high base value for an item(10x) and can easily reach hundreds, even thousands depending on the gem. Artifact large gems made from precious jewels will go for around 50,000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have base [[item values|value]] of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See [[Gem cutting]] and [[Gem setting]]. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Ornamental'' ===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|onyx||2×||{{Raw Tile|@|#888|#888}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|morion||2×||{{Raw Tile|@|#888|#888}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|schorl||2×||{{Raw Tile|@|#888|#888}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lace agate||2×||{{Raw Tile|@|#00f|#00f}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|blue jade||2×||{{Raw Tile|@|#00f|#00f}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lapis lazuli||2×||{{Raw Tile|@|#00f|#00f}}||Igneous intrusive, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|prase||2×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|prase opal||10×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bloodstone||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moss agate||2×||{{Raw Tile|@|#0a0|#0a0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moss opal||10×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|variscite||2×||{{Raw Tile|@|#0a0|#0a0}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysoprase||2×||{{Raw Tile|@|#0f0|#0f0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysocolla||2×||{{Raw Tile|@|#00f|#00f}}||Malachite, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sard||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|carnelian||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|banded agate||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sardonyx||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cherry opal||10×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lavendar jade||2×||{{Raw Tile|@|#a0a|#a0a}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink jade||2×||{{Raw Tile|@|#f0f|#f0f}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tube agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fire agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|plume agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|brown jasper||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|picture jasper||3×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|smoky quartz||2×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|wax opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|wood opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|amber opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|gold opal||10×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|citrine||2×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow jasper||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tigereye||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tiger iron||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sunstone||2×||{{Raw Tile|@|#ff0|#ff0}}||Basalt, Gneiss|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|resin opal||10×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pyrite||2×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear tourmaline||10×||{{Raw Tile|@|#fff|#fff}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|gray chalcedony||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|dendritic agate||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|shell opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bone opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white chalcedony||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fortification agate||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|milk quartz||2×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moonstone||2×||{{Raw Tile|@|#fff|#fff}}||Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white jade||2×||{{Raw Tile|@|#fff|#fff}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|jasper opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pineapple opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|onyx opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|milk opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pipe opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|aventurine||3×||{{Raw Tile|@|#0a0|#0a0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|turquoise||2×||{{Raw Tile|@|#00f|#00f}}||Igneous extrusive, Kaolinite, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rose quartz||3×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rock crystal||2×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Semi-Precious'' ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|black zircon||20×||{{Raw Tile|@|#888|#888}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|black pyrope||20×||{{Raw Tile|@|#888|#888}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|melanite||15×||{{Raw Tile|@|#888|#888}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|indigo tourmaline||25×||{{Raw Tile|@|#00a|#00a}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|blue garnet||30×||{{Raw Tile|@|#00a|#00a}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tsavorite||30×||{{Raw Tile|@|#0a0|#0a0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green tourmaline||20×||{{Raw Tile|@|#0a0|#0a0}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|demantoid||30×||{{Raw Tile|@|#0a0|#0a0}}||Chromite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green zircon||20×||{{Raw Tile|@|#0a0|#0a0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green jade||20×||{{Raw Tile|@|#0f0|#0f0}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|heliodor||20×||{{Raw Tile|@|#0f0|#0f0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|peridot||20×||{{Raw Tile|@|#0f0|#0f0}}||Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red zircon||20×||{{Raw Tile|@|#a00|#a00}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red tourmaline||15×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red pyrope||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|almandine||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red grossular||20×||{{Raw Tile|@|#a00|#a00}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink tourmaline||15×||{{Raw Tile|@|#f00|#f00}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red beryl||20×||{{Raw Tile|@|#f00|#f00}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fire opal||15×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rhodolite||20×||{{Raw Tile|@|#a0a|#a0a}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|purple spinel||20×||{{Raw Tile|@|#a0a|#a0a}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|alexandrite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tanzanite||20×||{{Raw Tile|@|#f0f|#f0f}}||Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|morganite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|violet spessartine||20×||{{Raw Tile|@|#f0f|#f0f}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink garnet||20×||{{Raw Tile|@|#f0f|#f0f}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|kunzite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cinnamon grossular||20×||{{Raw Tile|@|#aa0|#aa0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|honey yellow beryl||20×||{{Raw Tile|@|#aa0|#aa0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|jelly opal||15×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|brown zircon||20×||{{Raw Tile|@|#aa0|#aa0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow zircon||20×||{{Raw Tile|@|#ff0|#ff0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|golden beryl||20×||{{Raw Tile|@|#ff0|#ff0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow spessartine||20×||{{Raw Tile|@|#ff0|#ff0}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|topaz||20×||{{Raw Tile|@|#ff0|#ff0}}||Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|topazolite||20×||{{Raw Tile|@|#ff0|#ff0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow grossular||20×||{{Raw Tile|@|#ff0|#ff0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rubicelle||20×||{{Raw Tile|@|#ff0|#ff0}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear garnet||20×||{{Raw Tile|@|#fff|#fff}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|goshenite||20×||{{Raw Tile|@|#fff|#fff}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cat's eye||20×||{{Raw Tile|@|#fff|#fff}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear zircon||25×||{{Raw Tile|@|#fff|#fff}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|amethyst||20×||{{Raw Tile|@|#f0f|#f0f}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|aquamarine||20×||{{Raw Tile|@|#00f|#00f}}||Granite, Schist, Marble, Rhyolite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red spinel||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysoberyl||20×||{{Raw Tile|@|#0f0|#0f0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|precious fire opal||20×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red flash opal||20×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|black opal||30×||{{Raw Tile|@|#888|#888}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|crystal opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|claro opal||20×||{{Raw Tile|@|#00f|#00f}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|levin opal||20×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|harlequin opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pinfire opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bandfire opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|light yellow diamond||30×||{{Raw Tile|@|#fff|#fff}}||Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Precious'' ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|faint yellow diamond||40×||{{Raw Tile|@|#aa0|#aa0}}||Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|emerald||40×||{{Raw Tile|@|#0a0|#0a0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|ruby||40×||{{Raw Tile|@|#a00|#a00}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sapphire||40×||{{Raw Tile|@|#00a|#00a}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Rare'' ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|clear diamond||60×||{{Raw Tile|@|#fff|#fff}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|red diamond||60×||{{Raw Tile|@|#a00|#a00}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|green diamond||60×||{{Raw Tile|@|#0a0|#0a0}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|blue diamond||60×||{{Raw Tile|@|#00a|#00a}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|yellow diamond||60×||{{Raw Tile|@|#ff0|#ff0}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|black diamond||60×||{{Raw Tile|@|#888|#888}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|star sapphire||60×||{{Raw Tile|@|#00f|#00f}}||Sapphire|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|star ruby||60×||{{Raw Tile|@|#f00|#f00}}||Ruby|| Single gem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[ignite]] if they come into contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in [[kimberlite]] (which itself only appears in [[gabbro]] layers) and sapphires and rubies only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|■|#0a0|#000}}||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|■|#0aa|#000}}||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|■|#fff|#000}}||rough rock crystal + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like working [[metal]], making glass requires [[fuel]], either [[coke]] or [[charcoal]] at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  It's possible to make most furniture from glass, including [[Table]]s and [[Door]]s.  Glass windows can also be made at a glass furnace as an alternative to making windows from gems.  And [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s, can be made from glass.  Glass trap components have the same [[weapon]] [[damage]] as [[wood]] or [[silver]] (50%).  They're easier to make than metal weapons because you don't need ore.&lt;br /&gt;
&lt;br /&gt;
Outside of Metal and Wood, Glass is the only readily available material to create [[Cage]]s (called terrariums) out of, as well.  And Glass is the ''only'' material available for making aquariums.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1608</id>
		<title>40d:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1608"/>
		<updated>2008-12-15T19:30:59Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''ramp''' is a map feature that allows dwarves and caravans to move between levels. Unlike a [[stair]] ramps have no 'top', they only have a bottom. Ramps are the only way that [[wagon]]s can move between levels in order to access your [[trade depot]]. A natural ramp is a slope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using ramps ==&lt;br /&gt;
[[Image:jt_df_ramp.png|left|frame|The lower ramp is valid; the upper ramp is not]] &lt;br /&gt;
*The tile above a ramp must be open space for it to operate (it will appear on screen as a down triangle).&lt;br /&gt;
*The ramp must have at least one wall adjacent to it for it to operate.&lt;br /&gt;
*The tile above the wall must be non-solid e.g. a floor, stair, 2nd ramp, etc. (&amp;lt;b&amp;gt;Not&amp;lt;/b&amp;gt; a wall, statue, floodgate, etc.).&lt;br /&gt;
A creature can then move from the square the ramp is on to the square above the wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the picture, you can see the difference: because the upper ramp is adjacent on all sides to empty space, it cannot be used to reach the tile to the west&lt;br /&gt;
:*&amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt;: It ''can'' be used to reach the tiles to the northwest or northeast of the ramp (not shown in picture). Also, if the tile to the west had a natural rock wall on top of it, it '''can''' be mined from the ramp. {{ver|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
In DF terms the picture to the left would appear as (viewing top to bottom moving from left to right):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Construction and Materials ==&lt;br /&gt;
&lt;br /&gt;
There are two ways for your dwarves to create ramps. The first is to carve them into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, etc.. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.&lt;br /&gt;
* Digging a ramp uses the material and colour of the designated tile.&lt;br /&gt;
* Constructing a ramp uses the colour of the material used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removing Natural Ramps or Slopes==&lt;br /&gt;
&lt;br /&gt;
Natural ramps can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards ramps can be removed in such a manner.  Selecting a downwards ramp in such a manner has no effect. Removing the upward ramp will automatically remove the downward ramp on the level above. The downward part of a ramp doesn't really exist, a creature standing on a ramp tile will be on the lower tile until they move out of the tile.&lt;br /&gt;
&lt;br /&gt;
== Removing Constructed Ramps ==&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu using the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}, using the ingame interface). Constructed ramps will leave one stone of the sort the ramp was constructed from.&lt;br /&gt;
&lt;br /&gt;
== Ramps V.S. Stairways ==&lt;br /&gt;
&lt;br /&gt;
Ramps have important limitations, but they also allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.  Thus ramps are good for underground entrances to your fortress, even if they aren't going to be used by wagons.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Designations]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1607</id>
		<title>40d:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1607"/>
		<updated>2008-12-15T19:30:20Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Added a note on speed of movement.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''ramp''' is a map feature that allows dwarves and caravans to move between levels. Unlike a [[stair]] ramps have no 'top', they only have a bottom. Ramps are the only way that [[wagon]]s can move between levels in order to access your [[trade depot]]. A natural ramp is a slope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using ramps ==&lt;br /&gt;
[[Image:jt_df_ramp.png|left|frame|The lower ramp is valid; the upper ramp is not]] &lt;br /&gt;
*The tile above a ramp must be open space for it to operate (it will appear on screen as a down triangle).&lt;br /&gt;
*The ramp must have at least one wall adjacent to it for it to operate.&lt;br /&gt;
*The tile above the wall must be non-solid e.g. a floor, stair, 2nd ramp, etc. (&amp;lt;b&amp;gt;Not&amp;lt;/b&amp;gt; a wall, statue, floodgate, etc.).&lt;br /&gt;
A creature can then move from the square the ramp is on to the square above the wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the picture, you can see the difference: because the upper ramp is adjacent on all sides to empty space, it cannot be used to reach the tile to the west&lt;br /&gt;
:*&amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt;: It ''can'' be used to reach the tiles to the northwest or northeast of the ramp (not shown in picture). Also, if the tile to the west had a natural rock wall on top of it, it '''can''' be mined from the ramp. {{ver|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
In DF terms the picture to the left would appear as (viewing top to bottom moving from left to right):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Construction and Materials ==&lt;br /&gt;
&lt;br /&gt;
There are two ways for your dwarves to create ramps. The first is to carve them into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, etc.. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.&lt;br /&gt;
* Digging a ramp uses the material and colour of the designated tile.&lt;br /&gt;
* Constructing a ramp uses the colour of the material used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removing Natural Ramps or Slopes==&lt;br /&gt;
&lt;br /&gt;
Natural ramps can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards ramps can be removed in such a manner.  Selecting a downwards ramp in such a manner has no effect. Removing the upward ramp will automatically remove the downward ramp on the level above. The downward part of a ramp doesn't really exist, a creature standing on a ramp tile will be on the lower tile until they move out of the tile.&lt;br /&gt;
&lt;br /&gt;
== Removing Constructed Ramps ==&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu using the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}, using the ingame interface). Constructed ramps will leave one stone of the sort the ramp was constructed from.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Designations]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
&lt;br /&gt;
== Ramps V.S. Stairways ==&lt;br /&gt;
&lt;br /&gt;
Ramps have important limitations, but they also allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.  Thus ramps are good for underground entrances to your fortress, even if they aren't going to be used by wagons.&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=13202</id>
		<title>40d Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=13202"/>
		<updated>2008-12-15T05:00:40Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Baddies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I removed the &amp;quot;this is for use on the lowest level of the Chasm&amp;quot; part of the article, because it doesn't seem to be the case. You can set a dump zone over the side of a tower 20 z-levels high and still have the crap land in the chasm, and I don't see why the collapse trick wouldn't work at all levels as well. --[[User:Tallyho|Tallyho]] 07:24, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've had a chasm in a mountainous area near a volcano which was in fact cylindrical, not shaped like a river at all. It was basically a bore of empty space all the way to the bottom-most level, which consisted of the # chasm squares. In that respect, it looked much like a volcano bore but generally a bit smaller. There were variations in width on different levels of it as well. This led to open cave floor around it on some levels where troglodytes, iron men, giant cave swallows, and caveswallowmen frolicked about. --[[User:Janus|Janus]] 08:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh, how about that.  They're certainly more interesting than they used to be.--[[User:Draco18s|Draco18s]] 14:54, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Sounds like a magma vent minus the magma. I have a game going in a grassland a few region squares away from a volcano. When I first started the game, I got a message that part of the cavern had collapsed and it zoomed to the magma vent. The vent itself was as you describe--a roughly cylindrical sinkhole of varying widths that went all the way to the bottom. Only in my case, it was full of magma up to the surface, and at lower depths, fire imps, magma men and fire snakes could be seen (Apparently, magma is transparent.) Maybe the game treats magma vents as localized chasms full of magma? --[[User:RedKing|RedKing]] 16:43, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That's probably how it was formed, using the same algorithm as a magma vent, but it does appear to be intentional. Perhaps it is indeed meant to be a dead magma vent. That same map has the main volcano magma vent a short distance away. The magma vent was of course shown on the local map when choosing the map location, but the circular chasm was not.&lt;br /&gt;
::As for the collapse message when starting on a map with a magma vent, that appears to be due to a bug where a body of water is generated in the middle of it. This water instantly creates a solid block of obsidian with no support, which then collapses. Magma is semi-liquid, and fireproof monsters like those you mention will swim freely through it. --[[User:Janus|Janus]] 17:06, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually there are two variants of the chasm, a chasm vent/pit and a chasm/river star like chasm (encountered this one twice, and it really fucked up the level). Perhaps we should works this into the article. Perhaps we should ad screenshots. I sadly have no save with the star river like chasm anymore (abandoned those). --[[User:Soyweiser|Soyweiser]] 18:45, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm playing a fortress right now with the same type of &amp;quot;pit&amp;quot; chasm.  I'll see if I can get a shot of it to add to the page. --[[User:Sk128234|Sk128234]] 19:08, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Are the surface chasms visible from the map when selecting the site? It would be great to get a screenshot of that for the page to look similarly to the volcano page. --[[User:JPolito|JPolito]] 02:26, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They're not visible until you actually embark.  Same thing for kobold caves.  However, if they reach the surface at all, you can see every single tile they contain right away.--[[User:Maximus|Maximus]] 15:05, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't think that chasms are the only things that can produce 20+ cliffs. I have a fortress now that is right on the edge of a massive cliff.--[[User:Zonhin|Zonhin]] 19:39, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a pretty oddly shaped chasm, or at least i think i do.  It starts from the corner of the map in a river like shape, then it splits off into 5 smaller 'fingers.'  I've mined alot of the rock around it; it has a wide assortment of metals, gems, and stone i havent seen anywhere else on the map.--[[User:Hiho216|Hiho216]] 00:58, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apparently, you have a chasm that got the same code as a river source/delta, as that creates the same sort of 'fingers.'--[[User:Alfador|Alfador]] 11:34, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that cave spiders &amp;quot;Often cave spiders are present near chasms&amp;quot;. Shouldn't it be &amp;quot;Cave spiders spawn periodically near chasms&amp;quot;? I haven't seen chasm without those awesome little silk spawners. --[[User:Someone-else|Someone-else]] 08:09, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a pic of the end of a chasm here: http://img168.imageshack.us/img168/8286/chasmendfl7.png&lt;br /&gt;
Not sure if it's notable... [[User:QMarx|QMarx]] 23:59, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Baddies ==&lt;br /&gt;
&lt;br /&gt;
Do chasms spawn hostile creatures like ratmen, or do they just start there?  [[User:Gairabad|Gairabad]] 00:00, 15 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Shades&amp;diff=13166</id>
		<title>User talk:Shades</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Shades&amp;diff=13166"/>
		<updated>2008-12-15T04:19:54Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Maximizing Early Created Wealth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
You're right, of course...  Megabeast is used in the raw files.  Still, that's the ''only'' place it's used, isn't it?  Only players who do regular modding will recognize it.  I don't think it's a useful word to organize creatures by, since the players who actually need to look things up about those creatures probably won't know what it means.  Most of the other terms used for categories are either self-evident or are taken from various places in the game's interfaces, menus, and in-game lists. --[[User:Aquillion|Aquillion]] 04:23, 18 November 2007 (EST)&lt;br /&gt;
:Fair enough, I can see the reasoning behind that. Need some kind of similarly epic name for the beasts though because they are special cases. --[[User:Shades|Shades]] 16:41, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Maximizing Early Created Wealth ==&lt;br /&gt;
&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/User:0x517A5D 0x517A5D] had a good idea: Make billion goblets.  (You can make two bars of billon from one tetrahedrite ore due to a bug/exploit.)  [[User:Gairabad|Gairabad]] 23:19, 14 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Squirrelloid/Optimizing_Skills&amp;diff=46491</id>
		<title>User talk:Squirrelloid/Optimizing Skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Squirrelloid/Optimizing_Skills&amp;diff=46491"/>
		<updated>2008-12-15T02:48:32Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: New page: Hello Squierrelloid,  This seemed wrong:  &amp;quot;Each use of a starting point in a skill for a dwarf is more valuable than the last such point. Going from Novice -&amp;gt; Normal is worth 600xp. From N...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello Squierrelloid,&lt;br /&gt;
&lt;br /&gt;
This seemed wrong:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Each use of a starting point in a skill for a dwarf is more valuable than the last such point. Going from Novice -&amp;gt; Normal is worth 600xp. From Normal to Competent is 700xp. And so on. Thus, you'll get the most xp/point spent if you only take proficient skills.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Going from no-level to Novice costs 5 points.  So the xp/point ratio is 600/5 which is 120.  From Novice to &amp;lt;no-label&amp;gt; costs 6 points.  So the xp/point ratio is 700/6, which is about 117.  The ratio only continues to go down from there.  [[User:Gairabad|Gairabad]] 21:48, 14 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9829</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9829"/>
		<updated>2008-12-15T01:44:07Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, you have had a population higher then 20 at some point and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200.  It is unknown whether mined-out rock counts as an &amp;quot;item created&amp;quot;, or whether bolts and units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Trapper]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]; possibly others.&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftsdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Strand extractor]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has a personality preference for a specific material, such as Bismuth or Steel, then that specific sub type of material may be required, &amp;lt;!-- (verified by Mephansteras 9/30/2008) --&amp;gt;such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock{{verify}}&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); Weavers, an article of clothing; Tanners, a leather armor or object. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat. Artifact weapons in weapon traps can also boost a room's value considerably, as in the case of trap components weapons.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed, or unpowered after claiming) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Maximus&amp;diff=39317</id>
		<title>User talk:Maximus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Maximus&amp;diff=39317"/>
		<updated>2008-12-15T01:41:50Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Gairabad's shameless self-promotion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is... is [[:Image:92001 busy.png|that]] a butchered version of my small tileset? --[[User:Savok|Savok]] 13:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hey. Maximus. You've been online. Is it? --[[User:Savok|Savok]] 16:52, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yo, Savok.  Yes, it was, and thank you for it.  With the introduction of custom grid sizes, I've switched to a square tileset, Anikki's 10x10.--[[User:Maximus|Maximus]] 17:34, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm glad you liked it, but I would've preferred to make a tileset of the requested size (9x18?) for your use than see a work of art of mine butchered. No offense intended; I have done similar things for my personal use with other tilesets. --[[User:Savok|Savok]] 11:48, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I believe I didn't change it at all.  I use 200% font scaling on my PC, though, so maybe that's what you're referring to.  &amp;lt;small&amp;gt;Savok has suffered the travesty of art defacement lately?&amp;lt;/small&amp;gt;--[[User:Maximus|Maximus]] 16:06, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Definitely not what he's referring to. Dwarf Fortress doesn't use fonts, at least not in a traditional manner. It seems to me more like a bunch of tiles drawn on a canvas. --[[User:GreyMario|GreyMaria]] 16:20, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::As it so happens it scales things other than fonts.  For instance, I'm using a 10-pixel-wide DF tilest in 80 columns on 1600x1200 resolution, and the DF window is 1600 pixels wide, not 800 -- which is how I want it.--[[User:Maximus|Maximus]] 16:33, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
A miller is a dwarf who mills plants at either a quern or millstone, placing the resulting goods into bags. Milling produces one unit of dye, flour or sugar per item milled. '''Milled items have no extra quality associated with them.Verify'''&lt;br /&gt;
&lt;br /&gt;
A quern must be operated by the dwarf himself, while the millstone uses outside mechanical power (either a waterwheel or a windmill).&lt;br /&gt;
&lt;br /&gt;
To mill a plant you need the plant to be milled and a bag. Milling does preserve plant seeds.&lt;br /&gt;
&lt;br /&gt;
Milling plants is always done at 1:1 ratio; item number stays the same, but '''value is increased.Verify'''&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
You can't verify one and ignore the other, mate. --[[User:Juckto|Juckto]] 22:55, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure I can.  I know the first one is definitely true but I don't know about the second.  You're saying I shouldn't have verified the first one because of that?--[[User:Maximus|Maximus]] 23:23, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks for answering all my questions man.  Do you just add all the interesting talk pages to your watchlist or what? [[User:Gairabad|Gairabad]] 22:54, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You're welcome.  I keep an eye on [[Special:Recentchanges]], as any good wiki obsessive does.--[[User:Maximus|Maximus]] 00:00, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;coal worked the same way it does now&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Coal is now part of a unified stone/gem/ore type. Stone, gem, and ore were logically distinct in the 2d version. Which (if any) class was coal in? (I suspect it was treated as an ore) [[User:Random832|Random832]] 19:35, 25 November 2008 (EST)&lt;br /&gt;
:nevermind, this is something i can check myself; i've been meaning to download the 2d version. sorry to bother you [[User:Random832|Random832]] 19:36, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I believe it was an ore.  You could smelt it (&amp;quot;make coal bars&amp;quot;) but not make tables out of it or cut it into a gem.  How the game treats it internally is beyond the scope of the History of DF page, though.--[[User:Maximus|Maximus]] 22:42, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::(checks History page) Ah, yes, it was an ore: legendary miners would produce it 100% of the time from a vein.--[[User:Maximus|Maximus]] 22:47, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For pictures ==&lt;br /&gt;
&lt;br /&gt;
I have nothing against your tileset, but rule '''I''' states &amp;quot;'''default''' tileset&amp;quot; and not &amp;quot;'''clear''' tileset&amp;quot;. There's the difference. I can be a bitch sometimes, sorry, no offence. --[[User:Dorten|Dorten]] 03:58, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you think the tileset I'm using causes problems, I'll respond to it.  Rules are meaningless unless there's an actual reason to enforce them.  Is there an actual reason in this case?--[[User:Maximus|Maximus]] 04:54, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just suppose, that every rule on community portal has a reason. As I've said: I can be a bitch sometimes. --[[User:Dorten|Dorten]] 06:19, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Apply it for the reason, not just because it's a rule.  For instance, the picture I subsequently added of the tunnel in Local view uses a different character for the tunnel itself than the default tileset.  So I'll change that.  But in the one that started off our little disagreement here, it doesn't change the fact that a tunnel looks like a tunnel.--[[User:Maximus|Maximus]] 12:50, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::The primary reason for the rule is that we used to use a bunch of tilesets, which often was confusing to newbies. In other words, not using the default tileset makes things ugly to our audience. And your double sized tileset is blurred and is twice the size. It does go against the rule. I've resized [[:Image:Tunnel in local view.png]] for an example. It also looks better now. --[[User:Savok|Savok]] 10:47, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It's not a double-sized tileset.  [[:Image:Tunnel in local view.png|It ''is'']] the default tileset.&lt;br /&gt;
:::::I have had a bad day.  I will stop talking about this now.--[[User:Maximus|Maximus]] 18:09, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry, but it isn't the default tileset. [http://www.dwarffortresswiki.net/images/archive/1/17/20081129154354!Tunnel_in_local_view.png This] is the image that you originally uploaded, which seems to be the default tileset, scaled up by 200% by Windows and made blurry. [http://www.dwarffortresswiki.net/images/1/17/Tunnel_in_local_view.png This] is my edit of your image. It is scaled back to normal, but is still blurry.&lt;br /&gt;
::::::I do not have a problem with that small level of blurry. I just feel like I ought to note that you are actually using a blurry 24x16 rescale of the default tileset. --[[User:Savok|Savok]] 21:35, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gairabad's shameless self-promotion ==&lt;br /&gt;
&lt;br /&gt;
I added a bunch of stuff to my [[User:Gairabad|user page]] on fortress design.  I'd be interested in your opinion.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure.&lt;br /&gt;
:*Vertical designs are good stuff, and I really have to train myself to use them more often.&lt;br /&gt;
:*I'm dubious about the benefit of &amp;quot;lockable&amp;quot; workshop rooms, especially when you have so many entrances to deal with.  If you want to isolate a moody dwarf, you can just erect walls around him.  If you want to use specific materials, plunk a workshop down in the middle of the materials.&lt;br /&gt;
:*Your &amp;quot;efficient hauling&amp;quot; scheme sounds fairly good, but I find with things like that, the dwarves will often go all the way across the fortress to put one bar in a bin, then take a job elsewhere, negating the benefit of consolidating the items in the first place.  Or they'll decide that a bin belongs to a stockpile halfway across the fortress, and they'll start hauling things ''away'' from that stockpile in order to fill the bin.  Until &amp;quot;warrens&amp;quot; get added to the game, or stockpile profiles, or &amp;quot;take from a workshop&amp;quot; or whatever, a lot of efficient hauling schemes are only efficient on paper.  I use dumping a lot when I want them to haul things in a very specific way, but that has its limitations too.--[[User:Maximus|Maximus]] 22:49, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Most valuable materials (an ore you imported, fat from the dragon you killed) are not going to be present in large quantities.  That's why it's useful to have a way of forcing a dwarf to use a specific material.  (You'll note that smiths and gem cutters have this ability built in.)  As for the entrances, you can eliminate some if you feel it's too much trouble to lock them all.  And there's still the decorating issue.&lt;br /&gt;
::As [[User:Edward|Edward]] pointed out, my efficient hauling scheme doesn't actually work; I didn't realized that stockpiles can't be assigned a minimum bin level.  I guess that's the problem with designing on paper.  But as [[User:GreyMario|GreyMaria]] mentioned, it still might be efficient to smelt the coal on-site if you're willing to set up the &amp;quot;take from stockpile&amp;quot; order after all the bins have been filled.  [[User:Gairabad|Gairabad]] 23:41, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::All you need to do to force a dwarf to use a specific material is make sure the material is the closest one to the workshop.  Rather than wait for it to get hauled, put the workshop amidst the material and you're set.  This is pretty much what you were doing with the coal scheme you described.--[[User:Maximus|Maximus]] 23:58, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Of course, they'll use whichever material is closest to them, so this requires a lot of micromanaging to prevent them from making floodgates out of only bauxite. Or whatever. --[[User:Savok|Savok]] 10:22, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Good point.  But you still might have problems if you have two mason's workshops right next to each other, and you want one to make mudstone blocks and the other to make a native platinum statue.  So if you're doing open workshops, you might want to interlace workshops that use radically different materials.  Also, I got the idea from the [[workshop]] article, so you might want to edit that.  [[User:Gairabad|Gairabad]] 16:19, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
According to [http://www.dwarffortresswiki.net/index.php/User:GarrieIrons this guy]'s user page, Trapper is moodable.  I'm gonna update the Strange Mood page.  [[User:Gairabad|Gairabad]] 20:40, 14 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Maximus&amp;diff=39316</id>
		<title>User talk:Maximus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Maximus&amp;diff=39316"/>
		<updated>2008-12-15T01:41:09Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Gairabad's shameless self-promotion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is... is [[:Image:92001 busy.png|that]] a butchered version of my small tileset? --[[User:Savok|Savok]] 13:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hey. Maximus. You've been online. Is it? --[[User:Savok|Savok]] 16:52, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yo, Savok.  Yes, it was, and thank you for it.  With the introduction of custom grid sizes, I've switched to a square tileset, Anikki's 10x10.--[[User:Maximus|Maximus]] 17:34, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm glad you liked it, but I would've preferred to make a tileset of the requested size (9x18?) for your use than see a work of art of mine butchered. No offense intended; I have done similar things for my personal use with other tilesets. --[[User:Savok|Savok]] 11:48, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I believe I didn't change it at all.  I use 200% font scaling on my PC, though, so maybe that's what you're referring to.  &amp;lt;small&amp;gt;Savok has suffered the travesty of art defacement lately?&amp;lt;/small&amp;gt;--[[User:Maximus|Maximus]] 16:06, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Definitely not what he's referring to. Dwarf Fortress doesn't use fonts, at least not in a traditional manner. It seems to me more like a bunch of tiles drawn on a canvas. --[[User:GreyMario|GreyMaria]] 16:20, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::As it so happens it scales things other than fonts.  For instance, I'm using a 10-pixel-wide DF tilest in 80 columns on 1600x1200 resolution, and the DF window is 1600 pixels wide, not 800 -- which is how I want it.--[[User:Maximus|Maximus]] 16:33, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
A miller is a dwarf who mills plants at either a quern or millstone, placing the resulting goods into bags. Milling produces one unit of dye, flour or sugar per item milled. '''Milled items have no extra quality associated with them.Verify'''&lt;br /&gt;
&lt;br /&gt;
A quern must be operated by the dwarf himself, while the millstone uses outside mechanical power (either a waterwheel or a windmill).&lt;br /&gt;
&lt;br /&gt;
To mill a plant you need the plant to be milled and a bag. Milling does preserve plant seeds.&lt;br /&gt;
&lt;br /&gt;
Milling plants is always done at 1:1 ratio; item number stays the same, but '''value is increased.Verify'''&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
You can't verify one and ignore the other, mate. --[[User:Juckto|Juckto]] 22:55, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure I can.  I know the first one is definitely true but I don't know about the second.  You're saying I shouldn't have verified the first one because of that?--[[User:Maximus|Maximus]] 23:23, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks for answering all my questions man.  Do you just add all the interesting talk pages to your watchlist or what? [[User:Gairabad|Gairabad]] 22:54, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You're welcome.  I keep an eye on [[Special:Recentchanges]], as any good wiki obsessive does.--[[User:Maximus|Maximus]] 00:00, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;coal worked the same way it does now&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Coal is now part of a unified stone/gem/ore type. Stone, gem, and ore were logically distinct in the 2d version. Which (if any) class was coal in? (I suspect it was treated as an ore) [[User:Random832|Random832]] 19:35, 25 November 2008 (EST)&lt;br /&gt;
:nevermind, this is something i can check myself; i've been meaning to download the 2d version. sorry to bother you [[User:Random832|Random832]] 19:36, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I believe it was an ore.  You could smelt it (&amp;quot;make coal bars&amp;quot;) but not make tables out of it or cut it into a gem.  How the game treats it internally is beyond the scope of the History of DF page, though.--[[User:Maximus|Maximus]] 22:42, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::(checks History page) Ah, yes, it was an ore: legendary miners would produce it 100% of the time from a vein.--[[User:Maximus|Maximus]] 22:47, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For pictures ==&lt;br /&gt;
&lt;br /&gt;
I have nothing against your tileset, but rule '''I''' states &amp;quot;'''default''' tileset&amp;quot; and not &amp;quot;'''clear''' tileset&amp;quot;. There's the difference. I can be a bitch sometimes, sorry, no offence. --[[User:Dorten|Dorten]] 03:58, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you think the tileset I'm using causes problems, I'll respond to it.  Rules are meaningless unless there's an actual reason to enforce them.  Is there an actual reason in this case?--[[User:Maximus|Maximus]] 04:54, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just suppose, that every rule on community portal has a reason. As I've said: I can be a bitch sometimes. --[[User:Dorten|Dorten]] 06:19, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Apply it for the reason, not just because it's a rule.  For instance, the picture I subsequently added of the tunnel in Local view uses a different character for the tunnel itself than the default tileset.  So I'll change that.  But in the one that started off our little disagreement here, it doesn't change the fact that a tunnel looks like a tunnel.--[[User:Maximus|Maximus]] 12:50, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::The primary reason for the rule is that we used to use a bunch of tilesets, which often was confusing to newbies. In other words, not using the default tileset makes things ugly to our audience. And your double sized tileset is blurred and is twice the size. It does go against the rule. I've resized [[:Image:Tunnel in local view.png]] for an example. It also looks better now. --[[User:Savok|Savok]] 10:47, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It's not a double-sized tileset.  [[:Image:Tunnel in local view.png|It ''is'']] the default tileset.&lt;br /&gt;
:::::I have had a bad day.  I will stop talking about this now.--[[User:Maximus|Maximus]] 18:09, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry, but it isn't the default tileset. [http://www.dwarffortresswiki.net/images/archive/1/17/20081129154354!Tunnel_in_local_view.png This] is the image that you originally uploaded, which seems to be the default tileset, scaled up by 200% by Windows and made blurry. [http://www.dwarffortresswiki.net/images/1/17/Tunnel_in_local_view.png This] is my edit of your image. It is scaled back to normal, but is still blurry.&lt;br /&gt;
::::::I do not have a problem with that small level of blurry. I just feel like I ought to note that you are actually using a blurry 24x16 rescale of the default tileset. --[[User:Savok|Savok]] 21:35, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gairabad's shameless self-promotion ==&lt;br /&gt;
&lt;br /&gt;
I added a bunch of stuff to my [[User:Gairabad|user page]] on fortress design.  I'd be interested in your opinion.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure.&lt;br /&gt;
:*Vertical designs are good stuff, and I really have to train myself to use them more often.&lt;br /&gt;
:*I'm dubious about the benefit of &amp;quot;lockable&amp;quot; workshop rooms, especially when you have so many entrances to deal with.  If you want to isolate a moody dwarf, you can just erect walls around him.  If you want to use specific materials, plunk a workshop down in the middle of the materials.&lt;br /&gt;
:*Your &amp;quot;efficient hauling&amp;quot; scheme sounds fairly good, but I find with things like that, the dwarves will often go all the way across the fortress to put one bar in a bin, then take a job elsewhere, negating the benefit of consolidating the items in the first place.  Or they'll decide that a bin belongs to a stockpile halfway across the fortress, and they'll start hauling things ''away'' from that stockpile in order to fill the bin.  Until &amp;quot;warrens&amp;quot; get added to the game, or stockpile profiles, or &amp;quot;take from a workshop&amp;quot; or whatever, a lot of efficient hauling schemes are only efficient on paper.  I use dumping a lot when I want them to haul things in a very specific way, but that has its limitations too.--[[User:Maximus|Maximus]] 22:49, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Most valuable materials (an ore you imported, fat from the dragon you killed) are not going to be present in large quantities.  That's why it's useful to have a way of forcing a dwarf to use a specific material.  (You'll note that smiths and gem cutters have this ability built in.)  As for the entrances, you can eliminate some if you feel it's too much trouble to lock them all.  And there's still the decorating issue.&lt;br /&gt;
::As [[User:Edward|Edward]] pointed out, my efficient hauling scheme doesn't actually work; I didn't realized that stockpiles can't be assigned a minimum bin level.  I guess that's the problem with designing on paper.  But as [[User:GreyMario|GreyMaria]] mentioned, it still might be efficient to smelt the coal on-site if you're willing to set up the &amp;quot;take from stockpile&amp;quot; order after all the bins have been filled.  [[User:Gairabad|Gairabad]] 23:41, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::All you need to do to force a dwarf to use a specific material is make sure the material is the closest one to the workshop.  Rather than wait for it to get hauled, put the workshop amidst the material and you're set.  This is pretty much what you were doing with the coal scheme you described.--[[User:Maximus|Maximus]] 23:58, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Of course, they'll use whichever material is closest to them, so this requires a lot of micromanaging to prevent them from making floodgates out of only bauxite. Or whatever. --[[User:Savok|Savok]] 10:22, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Good point.  But you still might have problems if you have two mason's workshops right next to each other, and you want one to make mudstone blocks and the other to make a native platinum statue.  So if you're doing open workshops, you might want to interlace workshops that use radically different materials.  Also, I got the idea from the [[workshop]] article, so you might want to edit that.  [[User:Gairabad|Gairabad]] 16:19, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
According to [[this guy http://www.dwarffortresswiki.net/index.php/User:GarrieIrons]]'s user page, Trapper is moodable.  I'm gonna update the Strange Mood page.  [[User:Gairabad|Gairabad]] 20:40, 14 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Maximus&amp;diff=39315</id>
		<title>User talk:Maximus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Maximus&amp;diff=39315"/>
		<updated>2008-12-15T01:40:36Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is... is [[:Image:92001 busy.png|that]] a butchered version of my small tileset? --[[User:Savok|Savok]] 13:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hey. Maximus. You've been online. Is it? --[[User:Savok|Savok]] 16:52, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yo, Savok.  Yes, it was, and thank you for it.  With the introduction of custom grid sizes, I've switched to a square tileset, Anikki's 10x10.--[[User:Maximus|Maximus]] 17:34, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm glad you liked it, but I would've preferred to make a tileset of the requested size (9x18?) for your use than see a work of art of mine butchered. No offense intended; I have done similar things for my personal use with other tilesets. --[[User:Savok|Savok]] 11:48, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I believe I didn't change it at all.  I use 200% font scaling on my PC, though, so maybe that's what you're referring to.  &amp;lt;small&amp;gt;Savok has suffered the travesty of art defacement lately?&amp;lt;/small&amp;gt;--[[User:Maximus|Maximus]] 16:06, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Definitely not what he's referring to. Dwarf Fortress doesn't use fonts, at least not in a traditional manner. It seems to me more like a bunch of tiles drawn on a canvas. --[[User:GreyMario|GreyMaria]] 16:20, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::As it so happens it scales things other than fonts.  For instance, I'm using a 10-pixel-wide DF tilest in 80 columns on 1600x1200 resolution, and the DF window is 1600 pixels wide, not 800 -- which is how I want it.--[[User:Maximus|Maximus]] 16:33, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
A miller is a dwarf who mills plants at either a quern or millstone, placing the resulting goods into bags. Milling produces one unit of dye, flour or sugar per item milled. '''Milled items have no extra quality associated with them.Verify'''&lt;br /&gt;
&lt;br /&gt;
A quern must be operated by the dwarf himself, while the millstone uses outside mechanical power (either a waterwheel or a windmill).&lt;br /&gt;
&lt;br /&gt;
To mill a plant you need the plant to be milled and a bag. Milling does preserve plant seeds.&lt;br /&gt;
&lt;br /&gt;
Milling plants is always done at 1:1 ratio; item number stays the same, but '''value is increased.Verify'''&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
You can't verify one and ignore the other, mate. --[[User:Juckto|Juckto]] 22:55, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure I can.  I know the first one is definitely true but I don't know about the second.  You're saying I shouldn't have verified the first one because of that?--[[User:Maximus|Maximus]] 23:23, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks for answering all my questions man.  Do you just add all the interesting talk pages to your watchlist or what? [[User:Gairabad|Gairabad]] 22:54, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You're welcome.  I keep an eye on [[Special:Recentchanges]], as any good wiki obsessive does.--[[User:Maximus|Maximus]] 00:00, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;coal worked the same way it does now&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Coal is now part of a unified stone/gem/ore type. Stone, gem, and ore were logically distinct in the 2d version. Which (if any) class was coal in? (I suspect it was treated as an ore) [[User:Random832|Random832]] 19:35, 25 November 2008 (EST)&lt;br /&gt;
:nevermind, this is something i can check myself; i've been meaning to download the 2d version. sorry to bother you [[User:Random832|Random832]] 19:36, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I believe it was an ore.  You could smelt it (&amp;quot;make coal bars&amp;quot;) but not make tables out of it or cut it into a gem.  How the game treats it internally is beyond the scope of the History of DF page, though.--[[User:Maximus|Maximus]] 22:42, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::(checks History page) Ah, yes, it was an ore: legendary miners would produce it 100% of the time from a vein.--[[User:Maximus|Maximus]] 22:47, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For pictures ==&lt;br /&gt;
&lt;br /&gt;
I have nothing against your tileset, but rule '''I''' states &amp;quot;'''default''' tileset&amp;quot; and not &amp;quot;'''clear''' tileset&amp;quot;. There's the difference. I can be a bitch sometimes, sorry, no offence. --[[User:Dorten|Dorten]] 03:58, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you think the tileset I'm using causes problems, I'll respond to it.  Rules are meaningless unless there's an actual reason to enforce them.  Is there an actual reason in this case?--[[User:Maximus|Maximus]] 04:54, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just suppose, that every rule on community portal has a reason. As I've said: I can be a bitch sometimes. --[[User:Dorten|Dorten]] 06:19, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Apply it for the reason, not just because it's a rule.  For instance, the picture I subsequently added of the tunnel in Local view uses a different character for the tunnel itself than the default tileset.  So I'll change that.  But in the one that started off our little disagreement here, it doesn't change the fact that a tunnel looks like a tunnel.--[[User:Maximus|Maximus]] 12:50, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::The primary reason for the rule is that we used to use a bunch of tilesets, which often was confusing to newbies. In other words, not using the default tileset makes things ugly to our audience. And your double sized tileset is blurred and is twice the size. It does go against the rule. I've resized [[:Image:Tunnel in local view.png]] for an example. It also looks better now. --[[User:Savok|Savok]] 10:47, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It's not a double-sized tileset.  [[:Image:Tunnel in local view.png|It ''is'']] the default tileset.&lt;br /&gt;
:::::I have had a bad day.  I will stop talking about this now.--[[User:Maximus|Maximus]] 18:09, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry, but it isn't the default tileset. [http://www.dwarffortresswiki.net/images/archive/1/17/20081129154354!Tunnel_in_local_view.png This] is the image that you originally uploaded, which seems to be the default tileset, scaled up by 200% by Windows and made blurry. [http://www.dwarffortresswiki.net/images/1/17/Tunnel_in_local_view.png This] is my edit of your image. It is scaled back to normal, but is still blurry.&lt;br /&gt;
::::::I do not have a problem with that small level of blurry. I just feel like I ought to note that you are actually using a blurry 24x16 rescale of the default tileset. --[[User:Savok|Savok]] 21:35, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gairabad's shameless self-promotion ==&lt;br /&gt;
&lt;br /&gt;
I added a bunch of stuff to my [[User:Gairabad|user page]] on fortress design.  I'd be interested in your opinion.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure.&lt;br /&gt;
:*Vertical designs are good stuff, and I really have to train myself to use them more often.&lt;br /&gt;
:*I'm dubious about the benefit of &amp;quot;lockable&amp;quot; workshop rooms, especially when you have so many entrances to deal with.  If you want to isolate a moody dwarf, you can just erect walls around him.  If you want to use specific materials, plunk a workshop down in the middle of the materials.&lt;br /&gt;
:*Your &amp;quot;efficient hauling&amp;quot; scheme sounds fairly good, but I find with things like that, the dwarves will often go all the way across the fortress to put one bar in a bin, then take a job elsewhere, negating the benefit of consolidating the items in the first place.  Or they'll decide that a bin belongs to a stockpile halfway across the fortress, and they'll start hauling things ''away'' from that stockpile in order to fill the bin.  Until &amp;quot;warrens&amp;quot; get added to the game, or stockpile profiles, or &amp;quot;take from a workshop&amp;quot; or whatever, a lot of efficient hauling schemes are only efficient on paper.  I use dumping a lot when I want them to haul things in a very specific way, but that has its limitations too.--[[User:Maximus|Maximus]] 22:49, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Most valuable materials (an ore you imported, fat from the dragon you killed) are not going to be present in large quantities.  That's why it's useful to have a way of forcing a dwarf to use a specific material.  (You'll note that smiths and gem cutters have this ability built in.)  As for the entrances, you can eliminate some if you feel it's too much trouble to lock them all.  And there's still the decorating issue.&lt;br /&gt;
::As [[User:Edward|Edward]] pointed out, my efficient hauling scheme doesn't actually work; I didn't realized that stockpiles can't be assigned a minimum bin level.  I guess that's the problem with designing on paper.  But as [[User:GreyMario|GreyMaria]] mentioned, it still might be efficient to smelt the coal on-site if you're willing to set up the &amp;quot;take from stockpile&amp;quot; order after all the bins have been filled.  [[User:Gairabad|Gairabad]] 23:41, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::All you need to do to force a dwarf to use a specific material is make sure the material is the closest one to the workshop.  Rather than wait for it to get hauled, put the workshop amidst the material and you're set.  This is pretty much what you were doing with the coal scheme you described.--[[User:Maximus|Maximus]] 23:58, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Of course, they'll use whichever material is closest to them, so this requires a lot of micromanaging to prevent them from making floodgates out of only bauxite. Or whatever. --[[User:Savok|Savok]] 10:22, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Good point.  But you still might have problems if you have two mason's workshops right next to each other, and you want one to make mudstone blocks and the other to make a native platinum statue.  So if you're doing open workshops, you might want to interlace workshops that use radically different materials.  Also, I got the idea from the [[workshop]] article, so you might want to edit that.  [[User:Gairabad|Gairabad]] 16:19, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
According to [this guy http://www.dwarffortresswiki.net/index.php/User:GarrieIrons]'s user page, Trapper is moodable.  I'm gonna update the Strange Mood page.  [[User:Gairabad|Gairabad]] 20:40, 14 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25280</id>
		<title>40d Talk:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25280"/>
		<updated>2008-12-14T03:00:28Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Weapon Value?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== raw mat. ==&lt;br /&gt;
I don't think raw materials have a value of 0 anymore. Raw stone for an example seems to have a base value of 3*. [[User:Noctis|Noctis]] 03:26, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some do some don't. Bones have a value of 0. Raw stone, gems, wood does have a base value. --[[User:Soyweiser|Soyweiser]] 08:14, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== take out gems? ==&lt;br /&gt;
I don't know if we should list all of the gems, it clutters the page up a bit. Maybe we should just link to [[Gem]], it has all of the gem values. --[[User:Valdemar|Valdemar]] 10:16, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm VERY late to reply, but I think it's best just to leave them there. It's good to see them integrated with the other multipliers. --[[User:RustyMcloon|Rusty Mcloon]] 06:01, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've noticed that several gems have a ton of varieties that all have the same value (i.e. there's 'eight' agates, but all are at x2).  We can clean it up a bit by simply saying &amp;quot;all agates&amp;quot;, and similar statements for the others.  There's also a few like zircon with most of the variants at the same value, so that could be cleaned up by putting &amp;quot;most zircons&amp;quot; or &amp;quot;most zircons (black, green, red, yellow, brown)&amp;quot; or some such for each of those.  Doing those things would at least cut down the number of entries if nothing else.  What do you guys think? [[User:LegacyCWAL|LegacyCWAL]] 15:56, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Wait, what am I saying, it's a Wiki.  I can go ahead and change it myself. [[User:LegacyCWAL|LegacyCWAL]] 14:26, 2 October 2008 (EDT)&lt;br /&gt;
::::I can agree with that modification. Shortening the list is always a good thing. --[[User:GreyMario|GreyMaria]] 15:32, 2 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== value of clothes/shoes ==&lt;br /&gt;
That list of item values says that &amp;quot;all clothes&amp;quot; have a value of 10 and shoes have a value of 15.  Should it be &amp;quot;all clothes except shoes&amp;quot; or is the value of shoes actually 10?  [[User:Bouchart|Bouchart]] 23:14, 8 December 2007 (EST)&lt;br /&gt;
: fixed.--[[User:Koltom|Koltom]] 14:00, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==phantom spider silk cloth - values==&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Does anyone know where these values came from? [[User:VengefulDonut|VengefulDonut]] 12:46, 21 December 2007 (EST)&lt;br /&gt;
:Hmm. I think all cloth has a decoration on it. That would explain it. [[User:VengefulDonut|VengefulDonut]] 13:05, 21 December 2007 (EST)&lt;br /&gt;
::Same thing. No decoration. In s versions 33d/e/f/g It's just that. My guess - some error either in code or in our minds :) [[User:Dorten|Dorten]] 23:32, 9 January 2008 (EST)&lt;br /&gt;
:::Including an invisible decoration of the same material (but no quality mod) would explain these numbers. [[User:VengefulDonut|VengefulDonut]] 02:14, 10 January 2008 (EST)&lt;br /&gt;
:: explained below --[[User:Koltom|Koltom]] 14:00, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== value change by decorations ==&lt;br /&gt;
Shouldnt this page list how decorations change the value of an item as well? Also, if the value of bone and shell is 0 (base) or 1 (multiplier) does that mean that decorating with bone or shell doesnt change the items value? [[User:Robje|Robje]] 17:11, 21 January 2008 (EST)&lt;br /&gt;
:The base value of a decoration is 10. A bone decoration would increase the value of an object by 1 x 10 = 10. Does that make sense? [[User:VengefulDonut|VengefulDonut]] 01:12, 22 January 2008 (EST)&lt;br /&gt;
:: Yes, it does. So the lead goblet example from the article worth 40☼ would be worth 50☼ with some bone decorations, right? It just adds the value of the decorations to the items value, it doesnt multiply anything. Think that should be added to this page? or the [[decoration]] page? [[User:Robje|Robje]] 11:38, 22 January 2008 (EST)&lt;br /&gt;
:::It wouldn't hurt to have it on both, as it's quite relevant to both articles. --[[User:N9103|Edward]] 20:44, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== plant 2, cloth 7(+20) clothes/shoes from cloth 10/15 (+40) ==&lt;br /&gt;
&lt;br /&gt;
'''Plants'''&amp;lt;br&amp;gt;&lt;br /&gt;
either&lt;br /&gt;
&lt;br /&gt;
pig tail 1 * plant 4  = 4 correct &amp;lt;br&amp;gt;&lt;br /&gt;
sun/prickle berry0.5 * plant4 = 2 correct&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
prickle berry1*plant 2= 2 correct &amp;lt;br&amp;gt;&lt;br /&gt;
pig tail2 * plant 2 =4 correct&lt;br /&gt;
&lt;br /&gt;
the first option doesn't hold true, since:&lt;br /&gt;
&lt;br /&gt;
pig tail 2 * thread6 = 12 correct&lt;br /&gt;
&lt;br /&gt;
Also, the raws give the value of pigtail as 2, no value for sun/prickel berry, thus 1&lt;br /&gt;
&lt;br /&gt;
'''Cloth'''&lt;br /&gt;
&lt;br /&gt;
pig tail2/silk2 * cloth7 would be 14, but is 34&lt;br /&gt;
&lt;br /&gt;
So I suspect ther's a general +20 on cloth, that would also explain the quality level-value increase (as above):&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76 = 4*2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62 = 3*2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48  = 2*2*7 +20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34 = 2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base value for clothes is probably tweaked too..&lt;br /&gt;
&lt;br /&gt;
(On a side note, shouldn't phantom spider silk be much more valuable?) --[[User:Koltom|Koltom]] 14:32, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: a first look into clothes/mittens/gloves/shoes/socks/gauntlets suggests a base 10 for clothes/mittens/gloves plus 40 if from cloth and a base 15 for shoes/socks/gauntlets (again +40 if from cloth).&lt;br /&gt;
&lt;br /&gt;
Prices fit perfectly if compared with leather and bone ware. --[[User:Koltom|Koltom]] 15:11, 24 February 2008 (EST)&lt;br /&gt;
:I suspect giant cave spider silk will mess this up.  [[User:VengefulDonut|VengefulDonut]] 16:46, 24 February 2008 (EST)&lt;br /&gt;
:: Go away ;P  No, yes, i already noticed, doesn't work with giant..but for the rest it's fine. And giant silk is messed up altogether, other than that its mighty valuable, the numbers don't fit at all. Have any thread at hand for comparison? --[[User:Koltom|Koltom]] 17:03, 24 February 2008 (EST)&lt;br /&gt;
::: I think the +20 comes from 10 x 2. The 2 is from the cloth value. [[User:VengefulDonut|VengefulDonut]] 17:09, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ha!Ha!Ha! Its so obvious! Took my record keeper just a second glance! The value for giant is multiplied by 10! dye and deco goes separate on top! --[[User:Koltom|Koltom]] 17:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bone value==&lt;br /&gt;
I recall reading somewhere, that dragon bone are far more valuable material than generic (i.e. turtle) bones. Can anyone verify? --[[User:Dorten|Dorten]] 04:32, 7 April 2008 (EDT)&lt;br /&gt;
:For all plant and animal products, the value is multiplied by the thing's modvalue. A dragon has a modvalue of 50. [[User:VengefulDonut|VengefulDonut]] 09:51, 7 April 2008 (EDT)&lt;br /&gt;
:They are indeed more valuable, and the same goes for leather and (as far as I can tell) shells.  It isn't reflected in the chart though [[User:LegacyCWAL|LegacyCWAL]] 16:02, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Potential improvements==&lt;br /&gt;
Although most items have a value which equals shape * material, some items have an invariable, hardcoded value (including drinks, dyes, cheeses, flours, and many more). A separate table of these items and their values would be nice. Also, a list of items which never have quality.&lt;br /&gt;
&lt;br /&gt;
The value of Prepared meals needs some explanation. In short, the value of each ingredient is added to the value of the meal. An example:&lt;br /&gt;
&lt;br /&gt;
≡Dwarven wheat flour roast [33]≡&lt;br /&gt;
&lt;br /&gt;
This is a stack of 33 finely-prepared Dwarven wheat flour roast. The ingredients are exceptionally minced Plump helmet, well-minced deer meat, superiorly minced Quarry bush Leaves and minced Dwarven wheat flour.&lt;br /&gt;
&lt;br /&gt;
Total value: 3102☼&lt;br /&gt;
&lt;br /&gt;
10 (prepared meal)           * 3 (fine)        == 30&lt;br /&gt;
&lt;br /&gt;
2 (plant) * 2 (plump helmet) * 5 (exceptional) == 20&lt;br /&gt;
&lt;br /&gt;
2 (meat) * 1 (deer)          * 2 (well-made)   ==  4&lt;br /&gt;
&lt;br /&gt;
5 (quarry bush leaves)       * 4 (superior)    == 20&lt;br /&gt;
&lt;br /&gt;
20 (dwarven wheat flour)     * 1 (no label)    == 20&lt;br /&gt;
&lt;br /&gt;
Total: 94&lt;br /&gt;
&lt;br /&gt;
94 (value) * 33 (quantity) == 3102&lt;br /&gt;
&lt;br /&gt;
The meals are named after the last ingredient, and the quality modifier on the meals is the highest in the recipe.&lt;br /&gt;
&lt;br /&gt;
Finally, the formula given for the value of items made of cloth is slightly off. Things made of cloth have what amounts to a decoration made of the cloth material and a second (invisible) decoration made of the thread material. This really only makes a difference when your weaver is skilled enough to produce cloth with a quality. Example:&lt;br /&gt;
&lt;br /&gt;
+cave spider silk bag+&lt;br /&gt;
&lt;br /&gt;
This is a finely-crafted cave spider silk bag. It is made from well-woven cave spider silk cloth. The thread is superiorly-colored with Dimple dye.&lt;br /&gt;
&lt;br /&gt;
Total value: 200☼&lt;br /&gt;
&lt;br /&gt;
10 (bag) * 2 (cave spider silk) * 3 (fine) == 60&lt;br /&gt;
&lt;br /&gt;
10 (cloth) * 2 (cave spider silk) * 2 (well-made) == 40&lt;br /&gt;
&lt;br /&gt;
10 (thread) * 2 (cave spider silk) * 1 (no label) == 20&lt;br /&gt;
&lt;br /&gt;
10 (dyed) * 2 (Dimple dye) * 4 (superior) == 80&lt;br /&gt;
&lt;br /&gt;
Total: 200&lt;br /&gt;
&lt;br /&gt;
Since the item, cloth, and thread are always made of the same material, you can simplify a bit by factoring out, but I think this is what's going on. The only material that has a value other than 2 right now is giant cave spider silk, with a value of 20. Cloth has the invisible thread decoration, but (obviously) not the cloth decoration. I'm not certain whether or not thread ever has a quality, but I remember someone mentioning that it could on the forums. Further testing required; someone'll have to train up a legendary Thresher. --[[User:Hussell|Hussell]] 15:39, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Started a fortress{{version|0.27.176.38c}} with a proficient thresher, which is a high enough skill level to never produce no label quality items. Pig Tail thread produced by this dwarf still has a value of 12, so I conclude that thread never has quality. --[[User:Hussell|Hussell]] 10:35, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::After playing with the raws, the situation for cloth is even more complicated than I thought. There are two types of cloth: plant cloth, with a base value of 1, which gets multiplied by the value of the plant (2 for both pig tail and rope reed, but it could have been different), and silk, with a base value of 2, which gets multiplied by the value of the animal (1 for cave spiders and phantom spiders, 10 for giant cave spiders). So a giant cave spider silk bag is actually 10 (bag) * 2 (silk) * 10 (GCS) * clothier quality + 10 (cloth) * 2 (silk) * 10 (GCS) * weaver quality + 10 (thread) * 2 (silk) * 10 (GCS).&lt;br /&gt;
&lt;br /&gt;
::Also, sewn-image decorations get no bonus for the cloth or thread they're made of, just the fibre-type*fibre-source modifier. But they do get the dye bonus. Except on artifacts. And artifacts made of cloth don't use the same cloth/thread decoration system. Ugh. --[[User:Hussell|Hussell]] 12:18, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::This revelation doesn't affect what you said before. Whether the value of the cloth and thread comes from base value 1 and modvalue 2 or base value 2 and modvalue 1, the value x quality of the cloth and the value of the thread are both decorated onto the finished product.&lt;br /&gt;
:::What are some of the values/materials you've had for cloth artifacts? [[User:VengefulDonut|VengefulDonut]] 01:18, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wood and Stone Values==&lt;br /&gt;
&lt;br /&gt;
It seems that certain woods are more valuable than others; my woodcrafter made an exceptional larch crown and an exceptional cedar crown, neither have decorations, but the cedar crown was worth 95 while the larch was worth 85. Also, neither seems to fit with the values for wood anyway (10*1*5=50). Also, all logs and stones seem to be worth 3, not 1 or 2.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:36, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The logs and stones being worth 3 perfectly fits what's on the page.  Stones and Logs are worth 3 times whatever their material multiplier is, which is 1 for wood and common stone.  Hence logs and common stones wind up worth 3.  Flux stones, with their 2x multiplier, wind up being worth 6.  And so on.  As for your crowns, larch being worth less than cedar wouldn't give those kinds of numbers, the difference would be some multiple of 50, not the difference between 85 vs. 95.  Are you absolutely sure that you're reading it right and that there's no decorations, and that there's ''nothing'' else different ''at all'' between them? --[[User:LegacyCWAL|LegacyCWAL]] 17:27, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Are you looking at the item price instead of its base value?  Price is only important within the context of the [[dwarven economy]].--[[User:Maximus|Maximus]] 20:30, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon Value? ==&lt;br /&gt;
&lt;br /&gt;
There doesn't seem to be anything in the article on the value of weapons like [[crossbow]]s and [[battle axe]]s.  [[User:Gairabad|Gairabad]] 22:00, 13 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishery&amp;diff=10394</id>
		<title>40d Talk:Fishery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishery&amp;diff=10394"/>
		<updated>2008-12-13T21:01:05Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are those fancy templates at the right and the bottom? How do I apply them to other pages? --[[User:Mizipzor|Mizipzor]] 16:24, 31 October 2007 (EDT)&lt;br /&gt;
:Use the [[Template:Workshop|Workshop Template]] for the right and append &amp;lt;nowiki&amp;gt;{{Buildings}}[[Category:Workshops]]&amp;lt;/nowiki&amp;gt; to the end of the article for the bottom. --[[User:Mechturk|Mechturk]] 03:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I currently have a fishery and two fisherdwarves.  I had my fisherdwarves capture live fish until all my traps were full, then process them into meat.  I was told that they had no more useable fish, but get alerts when I try to have my fisherdwarves do anything at the fishery.  Any idea why I can neither catch more fish, nor do anything with what I appearantly have?[[User:DeTheGreat|DeTheGreat]] 01:51, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There are two ways of fishing: trapping and fishing via [[zone]]s.  Normally players use the latter.  A finite number of fish can be caught each season (something like 50... ish), at which point you'll get an announcement that &amp;quot;there are no more fish in the river&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Once the fish are caught (in &amp;quot;raw&amp;quot; form), they must be processed at a fishery, after which they can be eaten.  If you have no raw fish, you can't process them into edible fish -- and live fish is not the same as raw fish.  (Incidentally, what fish are you managing to catch?)--[[User:Maximus|Maximus]] 02:34, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::In addition to what Maximus says, note that you don't technically have to assign a fishing [[zone]]. It's just wiser to do so, as fisherdwarves without a zone will fish anywhere on the map. Regardless of whether you choose to use zones or not, fisherdwarves will fish without orders from the fishery. The fishery will not, however, process raw fish without an order (I assume that's already been pointed out to the Dev Team). Because of the seasonal fish-catching limit, my own experience has been that one dedicated fisherdwarf with a well-selected zone tends to reach that cap each season. I haven't had the dwarves to spare for fishing on my current map, though, so it's been a while since I've had to interact with that sub-system. --[[User:RomeoFalling|RomeoFalling]] 05:58, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::So there's no advantage to having more than one defended murky pool then?  [[User:Gairabad|Gairabad]] 21:43, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you have enough fisherdwarves working the same pool there's a greater chance they'll fish it out that season, but you can always move them to another pool rather than scattering them around.  I'd keep them together for mutual defense and easier hauling.  --[[User:Schwern|Schwern]] 15:14, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Pools don't get fished out; only biomes get fished out.  But I've noticed that if I give them only one pool, all my fisherdwarves tend to stand on only one or two tiles.  Maybe because those are the tiles they can see fish from?  Having more than one defended pool might make fishing more efficient.  Not that there's much advantage to that.  [[User:Gairabad|Gairabad]] 16:01, 13 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bauxite&amp;diff=17332</id>
		<title>40d:Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bauxite&amp;diff=17332"/>
		<updated>2008-12-12T02:35:49Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone|name=Bauxite|tile=+|color=#800&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as large clusters&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Magma proof]]&lt;br /&gt;
* [[Material value]] 1}}&lt;br /&gt;
Bauxite is the only [[stone]], apart from [[Raw_adamantine|adamantine]], which is suitable for the construction of  [[mechanism|mechanisms]] to be used in [[floodgates]] which will come into contact with [[magma]]. Unfortunately bauxite can be found only in sedimentary areas, which are rare around volcanoes.  However, you can trade for ''Bauxite stones'' with the Dwarven caravans.  They're not expensive, and you should get enough to make a few bauxite mechanisms (just make sure their wagons make it to your trade depot alive and in one piece of course).  You can also plan ahead and buy some before embarking.  Just be sure to keep your mason away from them until you turn them into mechanisms; [[forbid]] them until you are ready, if need be.&lt;br /&gt;
&lt;br /&gt;
Bauxite is the only stone that contains [[Gem#Precious|rubies]] or [[Gem#Precious|sapphires]], found as small clusters.&lt;br /&gt;
&lt;br /&gt;
While Bauxite is an [[aluminum]] ore, the technology to extract aluminum from it does not exist in the game setting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;br /&gt;
[[Category:Interesting Non-economic Stone]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphite&amp;diff=17421</id>
		<title>40d:Graphite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphite&amp;diff=17421"/>
		<updated>2008-12-12T02:35:19Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone|name=Graphite|tile=o|color=#888|uses=|properties=&lt;br /&gt;
* Can [[ignite]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|location=&lt;br /&gt;
* [[Quartzite]]&lt;br /&gt;
* [[Gneiss]]&lt;br /&gt;
* [[Schist]]&lt;br /&gt;
* [[Marble]]&lt;br /&gt;
* Found as small clusters&lt;br /&gt;
}}&lt;br /&gt;
[[Graphite]] is a soft, malleable form of carbon, most familiar to people as the dark pigment used in pencils.  Like [[lignite]] and [[bituminous coal]], it is flammable, although unlike them, it cannot be used as [[refined coal]] for powering a furnace or as a carbon source for [[steel]]making.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Interesting Non-economic Stone]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Schist&amp;diff=16833</id>
		<title>40d:Schist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Schist&amp;diff=16833"/>
		<updated>2008-12-12T02:32:30Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Schist|tile=`|color=#880|basic_color=#880&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Metamorphic layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|metamorphic ore}}&lt;br /&gt;
* [[Graphite]]&lt;br /&gt;
{{list|metamorphic stone}}&lt;br /&gt;
{{list|metamorphic gem}}&lt;br /&gt;
}}&lt;br /&gt;
Schist has a very high gem content per Z level.&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;br /&gt;
[[Category:Interesting Non-economic Stone]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Granite&amp;diff=17111</id>
		<title>40d:Granite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Granite&amp;diff=17111"/>
		<updated>2008-12-12T02:27:39Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Granite|tile=▓|color=#CCC|basic_color=#CCC|color2=#000&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous intrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Native silver]]&lt;br /&gt;
:* [[Horn silver]]&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
* [[Cassiterite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Bismuthinite]]&lt;br /&gt;
* Cryolite&lt;br /&gt;
* Rutile&lt;br /&gt;
* Pyrolusite&lt;br /&gt;
* Pitchblende&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Orthoclase&lt;br /&gt;
* Microline&lt;br /&gt;
* Mica&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Granite is the only material that contains [[bismuthinite]], and the only stone that contains [[cassiterite]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-economic stone]]&lt;br /&gt;
[[Category:Igneous Intrusive Stone Layers]]&lt;br /&gt;
[[Category:Interesting Non-economic Stone]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gabbro&amp;diff=17093</id>
		<title>40d:Gabbro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gabbro&amp;diff=17093"/>
		<updated>2008-12-12T02:27:26Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Gabbro|tile=▒|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous intrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Garnierite]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* Olivine&lt;br /&gt;
:* [[Native platinum]]&lt;br /&gt;
:* Serpentine&lt;br /&gt;
:* Chromite&lt;br /&gt;
* [[Kimberlite]]&lt;br /&gt;
* Ilmenite&lt;br /&gt;
* Pyrolusite&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Orthoclase&lt;br /&gt;
* Microcline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Gabbro is the only stone that contains [[kimberlite]], which is the only stone that contains [[gems|diamonds]]. Gabbro is also the only stone to contain [[Garnierite]], the ore of [[Nickel]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Intrusive Stone Layers]]&lt;br /&gt;
[[Category:Interesting Non-economic Stone]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kimberlite&amp;diff=17433</id>
		<title>40d:Kimberlite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kimberlite&amp;diff=17433"/>
		<updated>2008-12-12T02:27:10Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone|name=Kimberlite|tile=%|color=#008|&lt;br /&gt;
|uses =&lt;br /&gt;
|location =&lt;br /&gt;
* [[Gabbro]]&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
* Special&amp;amp;mdash;these gems may spawn with kimberlite veins&lt;br /&gt;
**Black pyrope&lt;br /&gt;
**Red pyrope&lt;br /&gt;
**Rhodolite&lt;br /&gt;
**Light yellow diamond&lt;br /&gt;
**Faint yellow diamond&lt;br /&gt;
***Clear diamond&lt;br /&gt;
***Red diamond&lt;br /&gt;
***Green diamond&lt;br /&gt;
***Blue diamond&lt;br /&gt;
***Yellow diamond&lt;br /&gt;
***Black diamond&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Kimberlite''', while being itself a generic stone, is the only stone that contains [[gems|diamonds]]. It is only found in [[Gabbro]].&lt;br /&gt;
&lt;br /&gt;
[[Category:stone]]&lt;br /&gt;
[[Category:Interesting Non-economic Stone]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gabbro&amp;diff=17092</id>
		<title>40d:Gabbro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gabbro&amp;diff=17092"/>
		<updated>2008-12-12T02:25:52Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Gabbro|tile=▒|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous intrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Garnierite]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* Olivine&lt;br /&gt;
:* [[Native platinum]]&lt;br /&gt;
:* Serpentine&lt;br /&gt;
:* Chromite&lt;br /&gt;
* [[Kimberlite]]&lt;br /&gt;
* Ilmenite&lt;br /&gt;
* Pyrolusite&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Orthoclase&lt;br /&gt;
* Microcline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Gabbro is the only stone that contains [[kimberlite]], which is the only stone that contains [[gems|diamonds]]. Gabbro is also the only stone to contain [[Garnierite]], the ore of [[Nickel]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Intrusive Stone Layers]]&lt;br /&gt;
[[Category:Interesting non-economic stone]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kimberlite&amp;diff=17432</id>
		<title>40d:Kimberlite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kimberlite&amp;diff=17432"/>
		<updated>2008-12-12T02:22:05Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone|name=Kimberlite|tile=%|color=#008|&lt;br /&gt;
|uses =&lt;br /&gt;
|location =&lt;br /&gt;
* [[Gabbro]]&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
* Special&amp;amp;mdash;these gems may spawn with kimberlite veins&lt;br /&gt;
**Black pyrope&lt;br /&gt;
**Red pyrope&lt;br /&gt;
**Rhodolite&lt;br /&gt;
**Light yellow diamond&lt;br /&gt;
**Faint yellow diamond&lt;br /&gt;
***Clear diamond&lt;br /&gt;
***Red diamond&lt;br /&gt;
***Green diamond&lt;br /&gt;
***Blue diamond&lt;br /&gt;
***Yellow diamond&lt;br /&gt;
***Black diamond&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Kimberlite''', while being itself a generic stone, is the only stone that contains [[gems|diamonds]]. It is only found in [[Gabbro]].&lt;br /&gt;
&lt;br /&gt;
[[Category:stone]]&lt;br /&gt;
[[Category:Interesting non-economic stones]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Granite&amp;diff=17110</id>
		<title>40d:Granite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Granite&amp;diff=17110"/>
		<updated>2008-12-12T02:21:44Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Granite|tile=▓|color=#CCC|basic_color=#CCC|color2=#000&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous intrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Native silver]]&lt;br /&gt;
:* [[Horn silver]]&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
* [[Cassiterite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Bismuthinite]]&lt;br /&gt;
* Cryolite&lt;br /&gt;
* Rutile&lt;br /&gt;
* Pyrolusite&lt;br /&gt;
* Pitchblende&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Orthoclase&lt;br /&gt;
* Microline&lt;br /&gt;
* Mica&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Granite is the only material that contains [[bismuthinite]], and the only stone that contains [[cassiterite]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-economic stone]]&lt;br /&gt;
[[Category:Igneous Intrusive Stone Layers]]&lt;br /&gt;
[[Category:Interesting non-economic stones]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23016</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23016"/>
		<updated>2008-12-11T23:22:09Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Game vs. Real Gem Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
::So how do I make large gems for a mandate? All the ones I have cut just end up ordinary sized (no label). [[User:Yvain|Yvain]] 04:45, 3 April 2008 (EDT)&lt;br /&gt;
:::Ok there is a small percentage chance that a gem will be cut into a large gem. Had to cut some 20+ gems to fill my mandate. [[User:Yvain|Yvain]] 06:12, 3 April 2008 (EDT)&lt;br /&gt;
:::You make large gems by having a legendary gem cutter try several times. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
::Can't make glass bars. You can make raw glass which comes out as a rough gem, or you can make glass blocks. Glass blocks are not gems and one cannot become the other. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable metamorphic, sedimentary and igneous extrusive only gems. Since those layers never reach the necessary depth. It also means that more valuable metamorphic, sedimentary and igneous extrusive only gems are a lot more rarer than their igneous intrusive counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;br /&gt;
:Whoops! I messed up the layers! Fixed it. Oh, and the rarity of a gem seems to be dependent on it's value. [[User:Noctis|Noctis]] 08:58, 21 November 2007 (EST)&lt;br /&gt;
:Have you tried maps with steep cliffs? [[User:VengefulDonut|VengefulDonut]] 14:37, 21 November 2007 (EST)&lt;br /&gt;
::I haven't run tests on steeper than 4 Z-level cliffs, but from what I gather, the maximum rarity of gems available at the any given depth is calculated based on the relative depth not absolute depth. Meaning that, wherever you are, you need to dig the same amount of Z-levels to reach any specific rarity of gems. It's the same as stone layers. If there's a cliff within a biome, then the underlaying layers will begin at a higher Z-level below the cliff, depending on high the cliff is. I hope, that I'm not too confusing here... [[User:Noctis|Noctis]] 08:38, 22 November 2007 (EST)&lt;br /&gt;
:::I suspect it may work by the listed depth. The number that shows up when you loo{{k|k}} at a tile, which refers how many levels you would need to count directly upward to reach the surface. On a severe cliff map you can easily have a &amp;quot;depth&amp;quot; of 15+ among the sedimentary layers. [[User:VengefulDonut|VengefulDonut]] 16:36, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Once I found a star sapphire(?) quite shallow within the mountain, I found it when I was building my prison so I only had about 70 Dorfs at the time, bug or luck? [[User:Hoborobo|Hoborobo]] 08:30, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rock crystal ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that this gem can be found in this version? In what stone layers/at what depth did you find one? It's material value should better be like that of a diamond because raw crystal glass is needed for moods from time to time.--[[User:Another|Another]] 09:38, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
According to forum, people have round it [[User:Coelocanth|Coelocanth]] 12:24, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
There should be a redirect for each gem type to the subsection containing that gem. For example, I just created [[Heliodor]] as &amp;lt;nowiki&amp;gt;#REDIRECT [[Gem#Semi-Precious]]&amp;lt;/nowiki&amp;gt;. IMO, any game item should go straight from the search box to the most relevant article: that is what redirects do.&lt;br /&gt;
So &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when a whole slew of redirects show up linking here... yeah, ididit.[[User:GarrieIrons|GarrieIrons]] 04:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What the various gems look like in real life ==&lt;br /&gt;
&lt;br /&gt;
I got bored one afternoon and put together a website with pictures of most of the various gems listed in the game. It is located at [http://www.geocities.com/dwarven.gemologist]&lt;br /&gt;
--[[User:Dwarven Gemologist|Gemmy]] 16:04, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;http://www.geocities.com/dwarven.gemologist/gems.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;quot;Sorry, the page you requested was not found.&amp;quot; --[[User:Savok|Savok]] 18:00, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow, I thought after ten years of building websites that I would automatically double check my links. It's fixed now. --[[User:Dwarven Gemologist|Gemmy]] 01:05, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Is there any reason the page is organized as it is?  Wouldn't it make more sense to sort gems alphabetically within rarity categories?  Or at least group similar gems (ie, Opals, etc...) within rarity categories?  Because the current layout is not useful for locating particular gems.  --[[User:Squirrelloid|Squirrelloid]] 01:02, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You're right. You should go and organize it.--[[User:Richards|Richards]] 01:11, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== quality ==&lt;br /&gt;
&lt;br /&gt;
can gem cuts get quality modifiers?&lt;br /&gt;
:no, but normal rough gems will occasionally be cut into a large gem- the item does get a quality modifier. (and that is usually how legendary gem cutters are born)&lt;br /&gt;
&lt;br /&gt;
== moonstone ==&lt;br /&gt;
&lt;br /&gt;
isn't a gem unless some new version was released&lt;br /&gt;
:Yep, it is a gem. I can post a screencap if needed. --[[User:Toloran|Toloran]] 21:16, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I found it t0o... I'll see if I can add the info. [[User:Zara|Zara]] 11:45, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{game Data|&lt;br /&gt;
[MATGLOSS_STONE:MOONSTONE]&lt;br /&gt;
&lt;br /&gt;
[VALUE:2][COLOR:7:7:1][TILE:15][GEM:moonstone:STP]&lt;br /&gt;
&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]}}[[User:VengefulDonut|VengefulDonut]] 11:25, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Game vs. Real Gem Locations ==&lt;br /&gt;
&lt;br /&gt;
Am I the only one getting annoyed at some of the bizarre decisions made by Toady One with respect to gems?  Rubies and Sapphires are both produced in igneous rock, although generally mined from placer deposits because they are sparsely distributed.  Ruby forms in extrusive igneous, typically basalt.  Why they are found in Bauxite in the game I can't even begin to fathom, especially as Bauxite is only notable as an *aluminum* ore (although not within the technology level of the game).  Placer deposits should be gravels or the sedimentary compressions thereof (probably sand and/or sandstone in the game, although that's not quite right because the game doesn't handle riverine deposits at all - or we should have dwarves able to pan for gold/gems).&lt;br /&gt;
&lt;br /&gt;
And diamonds igniting when contacting magma is really funny considering Kimberlite is cooled magma that brought the diamonds up from the lower mantle.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 11:14, 3 December 2008 (EST)&lt;br /&gt;
:I don't know enough geology to say anything about the Rubies and Sapphires, but the Diamonds catching fire does actually make sense.  Diamonds are nothing but pure carbon, add a bit of oxygen and a good deal of heat and soon nothing will be left.  The Diamonds form slowly as the magma cools into Kimberlite, and the reason they don't combust when surrouned by warm stone is due to the lack of oxygen for the carbon to bond with and the massive pressure. --[[User:Alkyon|Alkyon]] 13:24, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Diamonds are much older than the Kimberlite deposits.  They don't form in the Kimberlite - they form in the upper mantle and are brought to/near the surface by the Kimberlite.  Most diamonds on the market are over 1 billion years old.  So the actual diamond survives magma temperatures for its trip to the surface.  Just because they're carbon doesn't mean that carbon is easily available for oxidation - at some temperature diamonds revert to graphite and then can burn, but that requires temperatures in excess of 1700 degrees C.  As magma (in-game) is between 1300-1400 deg C, it shouldn't cause diamonds to become graphite, and thus they shouldn't burn.  --[[User:Squirrelloid|Squirrelloid]] 14:00, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The thing that really gets to me is the adamantine.  [[User:Gairabad|Gairabad]] 18:22, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12440</id>
		<title>40d:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12440"/>
		<updated>2008-12-10T01:30:33Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: Added a sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any object that is normally fashioned out of a naturally-occurring (&amp;quot;rough-hewn&amp;quot;) wall can also be built on a completely empty tile as a '''construction'''.  This includes [[stair]]s, [[ramp]]s, [[fortification]]s, and even new [[wall]]s and [[floor]]s.  &lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;built&amp;quot;, constructions are not the same as [[building]]s (such as [[workshop]]s or [[furniture]]), instead functioning as inert terrain objects.  Once built, you cannot interact with constructions via the {{k|q}} or {{k|t}} menus (although you can suspend or cancel their construction via these keys).&lt;br /&gt;
&lt;br /&gt;
To build a construction, type {{k|b}}-{{k|C}}.  A construction can be built out of any type of [[stone]], [[block]]s, [[bar]]s, or [[wood]], and requires a [[mason]] if made out of stone, glass or soap; a [[carpenter]] if made out of wood; or any kind of [[metalsmith]] if made out of [[metal]]. &lt;br /&gt;
&lt;br /&gt;
Constructions behave the same as objects fashioned out of natural rock, although the manner in which they are removed is different.  Stairs and ramps made from natural rock are removed via &amp;quot;Remove Up Stairs/Ramps&amp;quot; ({{k|d}}-{{k|z}}); non-constructed walls and fortifications must be [[mining|mined]] out ({{k|d}}-{{k|d}}); and natural floors are removed by digging a [[channel]] ({{k|d}}-{{k|h}}).  However, all ''constructed'' objects of any type are removed via &amp;quot;Remove Construction&amp;quot; ({{k|d}}-{{k|n}}).  No specific [[labor]] is required to remove a construction, regardless of what labor was required to build it: even [[children]] can and will remove constructions.  Makes you wonder how they can be so effective at stopping enemies.&lt;br /&gt;
&lt;br /&gt;
Building a construction on a smoothed or additionally engraved floor will remove the smoothing, see removal behavior, and also the engraving. This will give the engraver the usual unhappy thought from art defacement in the case of a masterful engraving.&lt;br /&gt;
&lt;br /&gt;
The most valuable material constructions can be made from is masterful tallow soap made from the tallow of a [MODVALUE:50] creature such as a dragon, which is worth 15000 a bar.&lt;br /&gt;
&lt;br /&gt;
== Strange removal behavior ==&lt;br /&gt;
&lt;br /&gt;
Once a constructed wall or floor is built, then removed, the remaining floor changes to reflect the base rock of the tile, rather than any stone, ore or [[gem]] vein. For instance, if you were to build a wall on a square of a mined-out [[hematite]] seam within a [[basalt]] rock layer, then remove the wall construction, the floor underneath would become basalt, rather than the original hematite.&lt;br /&gt;
More to it, if the floor was smoothed, it will become rough again, and engravings will not return.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_build&amp;diff=12352</id>
		<title>40d Talk:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_build&amp;diff=12352"/>
		<updated>2008-12-09T20:52:49Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Disagreement with the thrust of the builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'll have to see who wrote these starting builds and see if I can't contact him/her, but &amp;quot;About &amp;amp; Challenges&amp;quot; sounds uh... not informational? How about &amp;quot;Overview&amp;quot;? I don't want to edit your work here without your approval (even though I could do so on my own.) [[User:Schm0|Schm0]] 22:14, 31 October 2007 (EDT)&lt;br /&gt;
: Feel free to adjust the &amp;quot;About &amp;amp; Challenges&amp;quot; to anything else. It was just something to group one of the blocks of text and encourage others to write similar blocks of text. &amp;quot;Overview&amp;quot; sounds much better. --[[User:Shagie|Shagie]] 22:55, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
i wrote the dwarves &amp;amp; skills part and wrote a small info on why to take this kind of a build as most of the items you take are heavily dependant on the area you are in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overviw sounds better though so i agree with that&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
also for the guy who asked why 10 bags; bags might be hard to come by in this version since cave spiders arent always there, which leads to little or no silk in the starting areas, and hunting might not be the best idea if you have dark gnomes or something like that in the area, and if you dont have any bags, making a glass indrusty will prove very hard.&lt;br /&gt;
&lt;br /&gt;
:No ''sand'' on a map makes making glass even harder.  No, impossible.--[[User:Draco18s|Draco18s]] 05:52, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Remove Fortress Sites? ==&lt;br /&gt;
&lt;br /&gt;
Most of the page is about items and skills. The fortress sites section doesn't seem to fit. I'd like to move that information to another page. Either [[location]], [[biome]] or [[region]].  --[[User:Strangething|Strangething]] 00:40, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== trade goods ==&lt;br /&gt;
&lt;br /&gt;
The mountain build suggests lots of turtle for trade goods as you'll have no wood, however shell and bone goods are worth next to nothing and roasts are worth enough to build out whole caravan. So rather then crafter and wood cutter skills I'd just go with a high-level cooking and sell excess food. (on the other hand shell and bone goods don't rot away ¬_¬) --[[User:Shades|Shades]] 06:03, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think the idea is that the bones and shells make fish and turtles marginally more valuable than other meat. --[[User:Strangething|Strangething]] 00:00, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::With shell and bone you can create tons of bolts or crossbows to sell to merchants for next to no cost. --[[User:AlexFili|AlexFili]] 04:15, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'll keep the bone bolts, myself. Do you have any idea how incredibly fast marksdwarves-in-training go through them? --[[User:Savok|Savok]] 08:56, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Fair enough, but if you can make goods to sell to the merchants then that's great. Don't forget, if you have plenty of wildlife and goblins, you can have enough bone to create bolts AND spare crossbows! --[[User:AlexFili|AlexFili]] 09:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
&lt;br /&gt;
The builds suggest taking at least 6 of each 2 cost food items, but I would suggest only one of each 2 food item (for a free barrel) and a lot of turtles, which leave both shells and bones. As other meats only leave either a bone or nothing at all. So for the easiest game use turtles. --[[User:Soyweiser|Soyweiser]] 09:16, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steel Axes? ==&lt;br /&gt;
&lt;br /&gt;
I noticed in the build it says to get 2 copper picks and one steel axe. The first real attempt I made at getting a fortress going, the first thing I did was ditch the _steel_ axe in favour of a cheaper material, and got a better pick. Steel items cost 300. Copper costs 20. While it makes sense to have a few extra copper picks in case your miner gets killed, a good solid iron pick will make the early mining (And his skill increase) go a lot faster. Contrarily, you really don't need steel axes. Iron is more than enough. Even copper will do just fine. And you really only need one. And, rather than ditching your anvil for stuff, try ditching your steel axe for 100 logs. Thats more than enough to last you till you have a smelter going and can make your own axes. - Stormlock 7:03 Nov 1&lt;br /&gt;
&lt;br /&gt;
:Steel axes are the only axes available on the preparation screen now. Does anyone know if this is a bug or not? --[[User:Xazak|Xazak]] 18:47, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Digging speed is not affected by the material the pick is made out of, as explained on the [[pick]] page. Neither are [[battle axe]]s. Therefore, you should just take the cheapest one. I've never been able to pick any axes other than steel either, however. --[[User:Valdemar|Valdemar]] 17:33, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Should we really be dividing this up by biome? Seems to me it would be a better idea to lay this out as a series of options, e.g. &amp;quot;If you're settling in a mountainous/treeless region, drop your axes and take logs instead&amp;quot; etc. The new choices for landing site seem too diverse to keep the old formula methods of deciding on party goods. --[[User:Xazak|Xazak]] 18:48, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IOGT ==&lt;br /&gt;
I added AA to the IOGT title since ... I've never even heard of the IOGT and had to Google it.  --[[User:Geofferic|Geofferic]] 11:13, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 2.2 and 2.3.2.4 ==&lt;br /&gt;
&lt;br /&gt;
These two have a lot of redundancy between them. I can't really think of a good way to merge them though, since there is definitely information in each that should probably stay separate. --[[User:Qalnor|Qalnor]] 16:06, 2 December 2007 (EST)&lt;br /&gt;
:Agreed.  Moved some advice to external linked page. [[User:Fedor|Fedor]] 03:46, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Critique of the &amp;quot;Rapid Expansion&amp;quot; build==&lt;br /&gt;
I didn't write it, so I'm not going to rewrite it unless I get approval.  But I do have some beefs with it.  [[User:Fedor|Fedor]] 03:54, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
* The introduction is too wordy for this page and is more suited to a player's guide.&lt;br /&gt;
* The cross-training causes some of the dwarves to simultaneously be in demand for several essential early tasks, such as food-preparation and digging both.&lt;br /&gt;
* Suggesting a hunter/ranger is a death sentence on some maps; a warning is needed.  Also, you also NEVER want to suggest making your leader a fisherdwarf, warning or no; at present, it's just too dangerous a profession at many sites to risk your appraiser/organizer/trader in.&lt;br /&gt;
* Strange moods in key trade skills are essential for a truly high-value fortress.  The suggested skill set doesn't work at all well with strange moods; most dwarves will get nothing interesting from a strange mood and you don't know what The Smithy will make.&lt;br /&gt;
* Instead of the The Smithy being a &amp;quot;jack of all trades&amp;quot;, he should be a master of a couple, chosen with both an eye to your fortress location and to his innate preferences.  You'll get much more value this way, which is the declared point of this build.&lt;br /&gt;
* The comment &amp;quot;This build does not require or recommend bringing plump helmets due to their cost.&amp;quot; is factually incorrect.  A 4-point plump helmet gets you five 2-point booze, plus several seeds, for each one brewed; all of this can become food.  I know of no cheaper way to ensure both food and drink than bringing plump helmets.&lt;br /&gt;
* Bringing stone is unnecessary to make workshops.  Just make the temporary buildings out of logs or raw materials and free them up later.&lt;br /&gt;
* The comment &amp;quot;as you are nearly always getting a horse with your wagon&amp;quot; is incorrect in my experience; I've known times when a horse was pulling the wagon, but more likely than not I don't have one.&lt;br /&gt;
* The comment &amp;quot;The only thing you need is your anvil, a few stones and bars of metal, everything else is optional&amp;quot; is totally false for many fortress sites and requires a skilled, experienced player at all others.&lt;br /&gt;
* Speaking generally, this build is very much tailored to particular ways of playing the game, assumes particular kinds of site, requires a fair amount of skill, and therefore is - IMHO - not particularly well suited to an introductory page as written.&lt;br /&gt;
&lt;br /&gt;
: Agreed [[User:Kidinnu|Kidinnu]] 09:03, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Starting builds page sucks ==&lt;br /&gt;
&lt;br /&gt;
Frankly, this page sucks. There is too much irrelevant and or useless information. I made a few changes to cut down on the clutter, but the advice on this page stinks. We should focus more on what the best uses of points are instead of personal builds that have little relation to optimal strategy. I don't have time to do this right now. --[[User:Belasarius|Belasarius]] 23:20, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Added an introduction which, hopefully, explains what creating a build is about (skills, items).&lt;br /&gt;
I'd suggest moving the discussion of possible environments somewhere, but didn't want to replace that large chapter with a simple ' [[biome]]s'  :-) [[User:Samyotix|Samyotix]] 16:51, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ambusher Skill? ==&lt;br /&gt;
&lt;br /&gt;
Do you still start with free items?  If so, how much Ambusher is needed?  Because I just tried this with novice ambushers/proficient marksmen/+4 other dwarves and no one got any crossbows, armor, or bolts.  (Which, when your starting ontop of a goblin fortress, is a pretty rude surprise - that your marksdwarves don't actually have weapons). &lt;br /&gt;
:Unsigned comment above was [[user:Squirrelloid|Squirrelloid]]&lt;br /&gt;
:I believe ambusher has to be the (joint) highest skill level that dwarf has to get the free equipment. --[[User:Shades|Shades]] 10:09, 17 April 2008 (EDT)&lt;br /&gt;
::As of 27.176.38c, a Marksdwarf 4/Ambusher 2/Armor User 2/Wrestler 2 gets free armor + weapon + bolts, but if you mix in *any* civilian skills they seem to not get the free equipment. --[[User:Kidinnu|Kidinnu]] 08:00, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Disagreement with the thrust of the builds==&lt;br /&gt;
So, while I will grant some of the advice on this page is good for your first game where you're really trying to figure out how everything works, it seems like really poor advice for maximizing your starting dwarves.&lt;br /&gt;
&lt;br /&gt;
I consider my starting skills as follows:&lt;br /&gt;
(1) What is fast and easy to train without any investment (take no ranks in these skills)&amp;lt;br&amp;gt;&lt;br /&gt;
(2) What would be especially valuable to get a legendary off a mood (take a full 5 ranks in some such skills, don't pair with other mood skills if possible)&amp;lt;br&amp;gt;&lt;br /&gt;
(3) Which skills are absolutely essential and don't fall under 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My generic choice looks something like the following, although I vary a little based on fortress goals:&lt;br /&gt;
&lt;br /&gt;
Armorer 5/Leader stuff (Negotiator/Appraiser/JoI/Consoler/Flatterer usually)&amp;lt;br&amp;gt; &lt;br /&gt;
He'll do really early mining until he hits Skilled (so as not to risk the valuable Armorer skill as the mood skill) and then be put on bookkeeping as soon as he gets an office.&lt;br /&gt;
&lt;br /&gt;
Weaponsmith 5/xxx 5&amp;lt;br&amp;gt;&lt;br /&gt;
The xxx is generally another craft, often metalsmithing.  He has a high likelihood of weaponsmithing for a mood (also valuable), especially as he's more likely to do some weaponsmithing before anything else (since he'll be making the battleaxe at the beginning).  Also a possible early miner.&lt;br /&gt;
&lt;br /&gt;
Mason 5/Building Designer 5&amp;lt;br&amp;gt;&lt;br /&gt;
The mason is mostly the go-to dwarf for building structures, so architecture is the only logical combo.  Its also rare enough a skill to be demanded that it won't interfere with his masonry much, and hard enough to level (with substantial impact on the value of structures like roads and wells) that I can't justify starting it less than 5.&lt;br /&gt;
&lt;br /&gt;
Brewer 5/Grower 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Cook 5/Grower 5&amp;lt;br&amp;gt;&lt;br /&gt;
I'm a big fan of entirely underground farming to start with - any other farming can be splashed after trading with the elves/humans and getting seeds from their plants later - indoor farming is more than sufficient for the fortress's food needs, so no herbalist needed.  And these two can feed a fortress of 200 without breaking a sweat.  They will each smith one copper pick in the beginning for a splash of metalsmithing in case they get a mood.&lt;br /&gt;
&lt;br /&gt;
Carpenter 5/xxx 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanic 5/xxx 5&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, I'll need a mechanic and a carpenter.  What I splash with them will vary from game to game.  Often I find my carpenter and mechanic doing a lot of work early and later having abundant freetime, so another craft is often in order (generally having the two of them in the same production tree), though this is where I vary my skill set the most.  As their secondaries aren't going to be the mood skill, its not worth sticking valuable metal skills here though.  But clothing line or gem setter/glassmaker are good bets (other glass industry skills, including gem cutting, don't have any impacts on quality of most items).  I've also run second masons here and so forth.&lt;br /&gt;
&lt;br /&gt;
Skills I absolutely don't start with: Woodcutting, Mining, Stone/Bone/Wood Crafting, Herbalist (unless I'm trying to live above ground entirely for the last one).  Woodcutting, Mining, and those crafting skills all train fast.  And Mining will have plenty of practice time as I hollow out storage and living spaces before I need to worry about rock retention rate.  I generally pass mining duties on to dedicated miners with the first immigrant wave (generally sometime in the first summer) and then level them to legendary as fast as possible with fortress expansion, prospecting, and random busywork if need be.  I also rarely start with any military skills - mass drafting and mechanical traps can handle the early game without a problem.  By the time I expect real opposition I'll have had immigrants I don't know what to do with that I can draft and set to training - often producing champions before the first real wave of goblins hits.&lt;br /&gt;
&lt;br /&gt;
Starting equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
Anvil, some copper and iron bars, some rock (generally bauxite), 1 charcoal, some Bituminous Coal, min/maxed food/drink supplies with an emphasis on turtles, seeds (generally 10 Rock Nuts, 1 of all the others, and i'll get plump helmet spawn to plant with from consumed/brewed plump helmets i bring with me), and some random bits of cloth, leather, thread, cut gems, etc... for insurance against moods.  I'll often try to bring an animal that will likely pair up with one of the wagon animals (if Muskoxen are available, its a sure choice).  Early game involves building a smelter, making coke, build a forge, make 2 picks (team grower) and an axe, and build some other essential buildings out of bauxite temporarily (this keeps the bauxite locked up and thus not crafted into doors or tables - i'll want it for mechanisms and floodgates later).&lt;br /&gt;
&lt;br /&gt;
This is remarkably different from the advice offered here, because most of the builds push Mining as a starting skill, and don't consider mood skills at all (a rather important considerations considering how valuable some skills are and how valuable others aren't - making a legendary boneworker the old-fashioned way is easy).&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 02:46, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Like a lot of things, it depends on biome. A skilled miner and military skills can be critically important for a starting party charging in to someplace savage. A location with a lot of water and dangerous water creatures can breathe much easier if everyone can swim and fight the [[carp]] menace. It's only natural that in an already secure site that you'll want to build for efficiency instead, though. --[[User:Navian|Navian]] 10:14, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I encourage you to add all this stuff to the main page.  [[User:Gairabad|Gairabad]] 15:52, 9 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42031</id>
		<title>40d Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&amp;diff=42031"/>
		<updated>2008-12-09T18:31:55Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Are preferences really more helpful with novices? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to dwarves throwing a fit if a masterwork item is destroyed;  I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved.  Sure enough, the engraver proceeded to make a fuss.&lt;br /&gt;
&lt;br /&gt;
Then he scheduled a meeting with my broker/manager/leader dwarf.  After the meeting I checked the engravers moods and saw the message &amp;quot;He recently yelled at a superior, but this only made him more angry&amp;quot; (not a direct quote).  I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.&lt;br /&gt;
&lt;br /&gt;
:Might be worth further investigation.--[[User:WyldKarde|WyldKarde]] 17:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Curious.  Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works).  But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading masterpieces. ==&lt;br /&gt;
&lt;br /&gt;
As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? [[User:Runspotrun|Runspotrun]] 16:38, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I traded away a half-dozen masterwork stonecrafts to the elves this Spring.  So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months).  So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. [[User:Doctorlucky|Doctorlucky]] 02:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --[[User:Shades|Shades]] 08:44, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? [[User:Chrispy|Chrispy]] 22:14, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --[[User:Savok|Savok]] 11:49, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wear and Tear ==&lt;br /&gt;
&lt;br /&gt;
Wear is similar to quality, in that it adds a symbol notation to the item description - &amp;quot;x&amp;quot; &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot;.  I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts.  Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)&lt;br /&gt;
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}.  Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alcohol Quality ==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've never heard of it before, and as fasr as I know, the &amp;quot;had a wonderful drink lately&amp;quot; happy thought just comes from consuming one's favourite drink (&amp;quot;prefers to drink dwarven rum when possible&amp;quot; etc.) --[[User:Furiousfish|Furiousfish]] 10:40, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple quality modifiers ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving &amp;amp; clothesmaking). [[User:VengefulDonut|VengefulDonut]] 14:20, 20 December 2007 (EST)&lt;br /&gt;
:I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --[[User:Another|Another]] 19:13, 20 December 2007 (EST)&lt;br /&gt;
::In fact bridges have two quality modifiers.  The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge).  It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well.  It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises.  As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing.  I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value.  Both dye and cloth quality values are added to the end value of the clothing.  Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it.  With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --[[User:Mzbundifund|Mzbundifund]] 19:01, 20 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Item designations]]&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps a merge might be nice? --[[User:Chrispy|Chrispy]] 22:15, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Although Quality creates item designations, they are not at all the same topic. So no. --[[User:Savok|Savok]] 11:51, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Masterpiece Meals ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. [[User:Curudan|Curudan]] 16:03, 5 April 2008 (EDT)&lt;br /&gt;
:I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --[[User:Gh3yz0r|Gh3yz0r]] 19:25, 27 April 2008 (EDT)&lt;br /&gt;
::Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --[[User:Ikkonoishi|Ikkonoishi]] 01:17, 28 April 2008 (EDT)&lt;br /&gt;
:::This seems like a REALLY important piece of information; someone may fear a legendary cook without this knowledge. --[[User:Bombcar|Bombcar]] 17:21, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lower than expected item quality ==&lt;br /&gt;
&lt;br /&gt;
I have just made an observation that appears to contradict the information given on this page. I have a legendary mason (I believe she's at the lower legendary level) who I set to constructing statues. However, one of the statues ended up being merely well-crafted, when according to the table, the lowest possible quality should have been superior. Does anybody know what could explain this occurence, or is the table simply wrong? --[[User:Morlark]]&lt;br /&gt;
&lt;br /&gt;
:Are you certain that no other dwarf could have made the statue? --[[User:Savok|Savok]] 00:12, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Absolutely sure. Not only was the workshop set so that only that dwarf could use it, but I was specifically watching the dwarf the whole time. --[[User:Morlark|Morlark]] 01:38, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Was the dwarf in question unhappy/hungry/thirsty/having-a-negative-status-effect? According to one guy, those cause skill levels to be effectively lowered. --[[User:Savok|Savok]] 08:49, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Nope, she was ecstatic, with no negative status effects. --[[User:Morlark|Morlark]] 15:37, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It should be noted that the provided table only takes into account a quite small part of the code. There might be external effects. Does the guy dislike the material / item being made? -[[User:Bartavelle|Bartavelle]] 09:17, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact quality modifier? ==&lt;br /&gt;
&lt;br /&gt;
I can't find the damage / to-hit / armor modifier values for artifact level items anywhere. Can anyone shed some light on the subject? --[[User:PrettyGrizzly|PrettyGrizzly]] 11:16, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece.&amp;quot; --[[User:Savok|Savok]] 15:06, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've heard somewhere that it's about 500%. I'm not sure about it in any way though. --[[User:Someone-else|Someone-else]] 20:51, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I guess I should've been a bit more specific. The current status of this question is &amp;quot;nobody knows, but we think it's a lot higher than masterpiece. We're going with 500% as an estimate for now.&amp;quot; --[[User:Savok|Savok]] 21:45, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Two Quality Levels==&lt;br /&gt;
&lt;br /&gt;
If a clothier were to make a finely crafted image on a piece of clothing, then a bone carver makes a masterpiece decoration on the same thing, how do they determine the quality level? Is it the &amp;quot;average&amp;quot; of the quality levels because, my cook made a roast that had one exceptionally minced ingredient, then two finely minced ingredients and one well minced ingredient it became a fine quality roast which is the average of the qualities.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 02:29, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Prepared meals seem to have a different quality formula than other objects, although I don't know if that formula is an average of all qualities or something else.  For all other objects, decorations have a separate quality from the item's inherent quality (i.e., a *&amp;lt;&amp;lt;+bolt+&amp;gt;&amp;gt;*, where the bolt is + and the decorations are *).--18:50, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Are preferences really more helpful with novices? ==&lt;br /&gt;
&lt;br /&gt;
I just added the &amp;quot;Jump&amp;quot; column to the table on this page.  Based on it I think this statement is false:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 19:47, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, what's really needed is formal testing of a dwarf working on preferred materials and non-preferred.  Might just be one of those DF myths.--[[User:Maximus|Maximus]] 22:40, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::From the article: &amp;quot;Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.&amp;quot;  If this is true, then you can derive from the &amp;quot;Jump&amp;quot; column that gaining subsequent levels does not bring diminishing returns.  [[User:Gairabad|Gairabad]] 13:24, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sorry, I'm totally confused about what you're trying to say here.  Higher skill tends to produce higher-quality goods.  A preference for the materials being used supposedly also produces higher-quality goods.  What's your claim?--[[User:Maximus|Maximus]] 22:47, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm trying to say that this bold part is false: &lt;br /&gt;
::::&amp;gt;Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and '''have thus greatest impact when the dwarf is still relatively unskilled'''.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, okay.  Well, you could just drop that part of the sentence.  By some thinking, though, it may still be true: goods made by a competent artisan are 81% more valuable (on average) than those made by a dabbler, but goods made by a legend are only (5.8 / 4.8 =) 21% more valuable than those made by a master.&lt;br /&gt;
:::::I still think the &amp;quot;jump in value&amp;quot; column is still of very limited use.  It shows a trend -- value peaks at each of the levels where a lower quality grade is no longer produced (Proficient, Accomplished, Legendary) -- but dwarves are gaining skill continuously, so it's more of a statistic than anything else.  A more interesting statistic is that from dabbling to talented, item values triple; from there to Legendary, they only double.  To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.--[[User:Maximus|Maximus]] 12:19, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::&amp;quot;To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.&amp;quot;  No, they only produce larger ''percentage'' increases at low levels.  I find the jump column useful to know when to stop leveling up my dwarves and start actually working on stuff.  For example, Proficient and Accomplished are both good levels to start actually working.  [[User:Gairabad|Gairabad]] 13:03, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::&amp;quot;Working on stuff&amp;quot; and &amp;quot;leveling up&amp;quot; generally happen simultaneously.  I guess if you're doing an armorsmith or something and don't want to make crap steel items... but I say make 'em when you need 'em, train continuously otherwise.--[[User:Maximus|Maximus]] 13:12, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::Not in my experience.  If I want to level up a mason, I make blocks for constructions.  If I want to level up a carpenter, I make bins, barrels, and buckets.  With glassmaking, you can make raw glass.  Mechanics can start by using common stone and move on to economic stone.  Etc.  Often things that you &amp;quot;need&amp;quot; can be put off a bit.  For example, it takes a while for immigrants to get sleepy... plenty of time to level your carpenter so he can make higher-quality beds.  [[User:Gairabad|Gairabad]] 13:31, 9 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18475</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18475"/>
		<updated>2008-12-09T18:11:09Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* flooding a spiked pit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trap betrayals? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
&lt;br /&gt;
Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
&lt;br /&gt;
: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Caged Creatures and Loot ==&lt;br /&gt;
&lt;br /&gt;
''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
&lt;br /&gt;
I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32278</id>
		<title>40d:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32278"/>
		<updated>2008-12-09T18:05:08Z</updated>

		<summary type="html">&lt;p&gt;Gairabad: /* Skill and quality levels */ Deleted the bit about preferences being more useful for novices after discussion with Maximus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || Artifact || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot; The destruction or theft of such a masterpiece will cause the dwarf that created it an unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break. However, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease. If a bolt misses its target and falls into the [[chasm]] or is melted by &amp;quot;the impertinent [[magma]]&amp;quot;, this also counts as defacement.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}. So a engraver with hundreds of masterwork images on the walls of the fortress will be merely irked by the destruction of a one, while a a dwarf who has only made a single masterwork item would become deeply upset.&lt;br /&gt;
&lt;br /&gt;
Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.  According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items, with presumably the same armor/weapon modifiers (&amp;amp;times;2.0){{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Skill and quality levels ==&lt;br /&gt;
&lt;br /&gt;
Tradesdwarves of different [[skill]] levels will produce items of differing quality. &amp;quot;Dabbling&amp;quot; dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful!!Average [[Value]] Multiplier!!Jump in Average Value&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    || 100%     ||            ||              ||                ||           ||         ||1.0                           ||&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||  80%     ||  18%       || 1.9%         ||0.13%           ||0.007%     ||0.00009% ||1.2226                      ||0.2226&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||  60%     ||  32%       || 6.9%         || 1.0%           || 0.1%      ||0.003%   ||1.4924                      ||0.2698&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||  40%     ||  42%       ||  14%         || 3.1%           || 0.5%      ||0.02%    ||1.8114                      ||0.319&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||  20%     ||  48%       ||  24%         || 6.8%           || 1.6%      ||0.09%    ||2.2428                      ||0.4314&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||          ||  50%       ||  33%         ||  12%           || 4.0%      ||0.28%    ||2.7036                      ||0.4608&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||          ||  40%       ||  36%         ||  17%           || 6.6%      ||0.58%    ||2.9596                      ||0.256&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||          ||  30%       ||  37%         ||  21%           ||  10%      || 1.1%    ||3.182                       ||0.2224&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||          ||  20%       ||  37%         ||  26%           ||  15%      || 1.8%    ||3.516                       ||0.334&lt;br /&gt;
|-&lt;br /&gt;
|Professional||          ||  10%       ||  36%         ||  30%           ||  21%      || 2.9%    ||3.878                       ||0.362&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||          ||            ||  33%         ||  33%           ||  29%      || 4.4%    ||4.288                       ||0.41&lt;br /&gt;
|- &lt;br /&gt;
|Great       ||          ||            ||  27%         ||  33%           ||  34%      || 5.9%    ||4.538                       ||0.25&lt;br /&gt;
|-&lt;br /&gt;
|Master      ||          ||            ||  20%         ||  32%           ||  40%      || 7.7%    ||4.804                       ||0.266&lt;br /&gt;
|-&lt;br /&gt;
|High Master ||          ||            ||  13%         ||  31%           ||  46%      || 9.8%    ||5.106                       ||0.302&lt;br /&gt;
|-&lt;br /&gt;
|Grand Master||          ||            || 6.7%         ||  28%           ||  53%      ||  12%    ||5.411                       ||0.305&lt;br /&gt;
|-&lt;br /&gt;
|Legendary   ||          ||            ||              ||  25%           ||  60%      ||  15%    ||5.8                         ||0.389&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+5 ||          ||            ||              ||                ||  73%      ||  27%    ||6.89                        ||1.89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above table is based on the formula discovered by [[User:Bartavelle]]:&lt;br /&gt;
&lt;br /&gt;
First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 0, legendary is 15. It's capped at 20.&lt;br /&gt;
&lt;br /&gt;
Item quality is set to 0.&lt;br /&gt;
&lt;br /&gt;
Then dice are rolled.&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 0.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 1.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 2.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 3.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is set to 5.  Otherwise, it just returns quality 4.&lt;br /&gt;
&lt;br /&gt;
This gives the 6 quality levels (0 to 5).&lt;br /&gt;
&lt;br /&gt;
According to inspections of the memory values, it seems that artifacts have a quality of 5.&lt;br /&gt;
&lt;br /&gt;
== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==&lt;br /&gt;
&lt;br /&gt;
To quote Toady:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to&lt;br /&gt;
&lt;br /&gt;
Skill&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = Skill&amp;lt;sub&amp;gt;original&amp;lt;/sub&amp;gt; &amp;amp;times; (1.0 + 0.2 &amp;amp;times; Q) + Q&lt;br /&gt;
&lt;br /&gt;
This is pretty extreme and will probably be reduced for all weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:&lt;br /&gt;
&lt;br /&gt;
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Result for  !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    ||No label    ||Skilled       ||Talented        ||Expert     ||Accomplished&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||Competent   ||Proficient    ||Expert          ||Accomplished||Master&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||Skilled     ||Adept         ||Professional    ||Master     ||Grand Master&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||Talented    ||Expert        ||Great           ||High Master||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||Adept       ||Accomplished  ||Master          ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||Expert      ||Great         ||Grand Master    ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||Professional||Master        ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||Accomplished||Grand Master  ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||Master      ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Professional||High Master ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||Grand Master||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Great and better||Legendary||Legendary    ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is true, then it would be possible to:&lt;br /&gt;
&lt;br /&gt;
# Train a couple dozen skilled miners&lt;br /&gt;
# Give them exceptional picks&lt;br /&gt;
# Draft them and give them decent armor&lt;br /&gt;
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Quality]]&lt;/div&gt;</summary>
		<author><name>Gairabad</name></author>
	</entry>
</feed>