<?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=Groyolo</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=Groyolo"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Groyolo"/>
	<updated>2026-04-07T18:23:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=57835</id>
		<title>Bloodline:Boatmurdered</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=57835"/>
		<updated>2009-11-10T02:33:12Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Link-add.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Boatmurdered''' was a [[Bloodline_Games|succession game]] of Dwarf Fortress on the Something Awful forums. From this spawned an epic tale, incorporating hordes of belligerent [[elephant]]s, floods of biblical proportions, flaming [[dog|puppies]], and more.  After many goblin raiders were fried with floods of lava, there was a brief period of tranquility.  Then one of the last few dwarves went mad and slaughtered the others.  While on fire.  To be fair, he'd given plenty of warnings that he was becoming unhinged, with all of those carvings depicting dwarves on fire, elephants killing dwarves, and a carving of a carving of cheese.  How many other fortresses manage to create artifact caskets?&lt;br /&gt;
&lt;br /&gt;
The entire saga can be read [http://lparchive.org/LetsPlay/Boatmurdered/intro.html here]. As the editor says, the madness surrounding Boatmurdered speaks for itself. (warning, explicit language)&lt;br /&gt;
&lt;br /&gt;
''see also'' [[Succession Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bloodline Games]]&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military_design&amp;diff=57830</id>
		<title>40d:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military_design&amp;diff=57830"/>
		<updated>2009-11-10T01:41:38Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Link spelling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the training, organization and deployment of your military, the soldiers that will use your defenses for the greater glory blah blah blah, yadda yadda yadda.  &lt;br /&gt;
&lt;br /&gt;
See the [[Defense guide|Defense Guide]] for a general overview of threats and considerations for fortress defense.&lt;br /&gt;
&lt;br /&gt;
For specific suggestions on the physical defenses that will defend your military, see [[Defense design|Defense Design]].&lt;br /&gt;
&lt;br /&gt;
Many defenses rely on complex traps as a central part, that are, essentially, the defense themselves.  For complex traps that are '''not''' a minor/optional part of a larger defensive plan, (but might be adapted or plugged into one) see [[Trap design|Trap Design]].  &lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
The role of a military force in fortress defense can be central or non-existent, depending on the player's overall approach and strategy.  Their one advantage is mobility - they can go where no static defenses exist, to rescue or support other dwarfs, or escort a caravan through unknown or deadly threats.  Only military can take the fight to the enemy (doomsday devices excepted.)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Training [[soldier]]s up is actually fairly quick currently{{version|0.28.181.40d}} - less than a season for [[wrestling]], and again for a weapon skill.  [[Shield user]] and [[armor user]] take longer, so getting on it asap, at least with some of your first [[migrant]]s (if not with your starting seven) is recommended if you want to go the military route.&lt;br /&gt;
&lt;br /&gt;
One of the important parts of a military is to have dwarfs with high [[attributes]], and that requires training them up.  See [[cross-training]] for suggestions on various attribute training plans.&lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaptation]] in your military. You can use an [[archery target]] this way, too.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Archers are deadly, but vulnerable to melee - crossbows as clubs just aren't the best, but you can't have [[Defense_design#Simple_5x5_Archer's_Tower|archer towers]] every 15 tiles across the map - sometimes you want to take it to the enemy.  Beyond that, mixing or matching is largely up to you.&lt;br /&gt;
&lt;br /&gt;
===Small squads/individual soldiers===&lt;br /&gt;
Manipulating large numbers of soldiers is easiest when grouped in a few squads, no doubt. But if the leader of that squad decides to go for a drink, on break, to eat or sleep, the entire squad follows.  What's more, if placed behind a wall, some members of a large squad might decide their best location is on the ''other side'' of that wall.  Keeping squads small, in 2's or 3's, or even as individual soldiers, requires more management but returns much higher tactical results.&lt;br /&gt;
&lt;br /&gt;
If trained to (near-)Legendary in [[shield user]], [[wrestling]] and a weapon of choice, and armored up with adamantine, one lone [[Champion#Heroes_and_Champions|champion]] can take out several squads of goblins without a scratch.  But combat always has a random element - DF happens.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Tactics==&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
===Wait for my signal...===&lt;br /&gt;
When ganging up on dangerous creatures (such as megabeasts), turning off &amp;quot;Chase wild animals&amp;quot; is preferable until all units are in position.  Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.&lt;br /&gt;
&lt;br /&gt;
Likewise, often champions will rush out on their own to do battle with an overwhelming force of siegers.  Keep the entire squad far back from the exit until they are all armed and armoured, and ready to roll as a unit.  (Having a good lockable front gate will also avoid this.)&lt;br /&gt;
&lt;br /&gt;
==Militia &amp;amp; Armed civilians==&lt;br /&gt;
Besides professional, full time military, it's quite useful to incorporate part-time soldiers or armed civilians into the mix.&lt;br /&gt;
&lt;br /&gt;
* See also '''[[Cross-training]]''' for suggestions on training attributes &amp;amp; civilian/military mixes.&lt;br /&gt;
&lt;br /&gt;
====Training: self-sorting migrants====&lt;br /&gt;
When you get a new wave of 10 or 30 migrants, especially early on, what jobs do you give them? If they have obvious [[Like|likes or dislikes]], you can go with those - if they like &amp;quot;steel&amp;quot;, they'll be a [[weaponsmith]] or [[armorsmith]], if they like aluminum or platinum, maybe a [[metal crafter]], and so on.  But for those who have no such special talents, you may want a bunch to become military, both weaponsdwarfs and marksdwarfs, and some to become haulers - who's who? &lt;br /&gt;
&lt;br /&gt;
The answer is - let ''them'' decide, by what [[attribute]]s they gain. Haulers need some Strength if they're hauling stone (and [[furnace operator]]s are not hurt by it either). Toughness is not immediately useful to anyone out of combat, but is critical to survive military training and surviving and healing from combat injuries.  Agility helps anyone, giving more actions/time spent, which includes a faster movement across distances.  So put any migrants who are not obviously ear-marked into a quick training program - have them [[mining|mine]] soil for a season, or work on [[pump]]s, or assign them as your [[bookkeeper]] or [[stone detailing|smoothing stone]], whatever works for you.  After a few attribute gains (you'll see 5 before they hit Legendary, 6 not long after - up to you when they're &amp;quot;ready&amp;quot;*), see where they are - send your Toughest into sparring for weaponry, your most Agile into hauling, your Strong/Agile into crossbow training, and so on. (Note - metal crossbows plus bolts weigh much more than a hand-weapon, as much as half the armor itself!) Agile makes anyone &amp;quot;faster&amp;quot;, both walking and many tasks, so that is up to you to place where you want it most. &lt;br /&gt;
&lt;br /&gt;
:''(* A Very Strong dwarf can carry most any single stone, though it takes a Mighty dwarf to carry platinum or gold ore without slowing down.  A full suit of plate layered over chain armor weighs a staggering amount, but [[Armor user]] can negate part or even (at Legendary) all of that.  A metal crossbow, metal bolts and backup quiver can be lugged by any unarmored dwarf, but don't allow much margin for additional armor. See [[Speed#Encumbrance|Speed/Encumbrance]] &amp;amp; [[Equipment and encumbrance]].)''&lt;br /&gt;
&lt;br /&gt;
Remember that the three attributes are chosen at random, and a dwarf will gain more with military or any additional training (&amp;quot;Hauling&amp;quot; doesn't give any experience).  Also, [[soldier]]s that have any full rank in a civilian skill don't get bad thoughts when de-Activated,  are more useful when there is no threat.  Similarly, civilians who have a full rank in a combat skill get no bad thoughts when suddenly Activated when the need arises.  This can be used to create civilian &amp;quot;reservists&amp;quot; who can be called upon when needed, military with a civilian application, or in a quick-and-dirty program, civilians who can better defend themselves when necessary - wood cutters with some [[Axedwarf]], or miners with extra [[Wrestling]] for when their picks get stuck in a [[goblin]] - even a few ranks can make a big difference in an [[ambush]].  There is a reason Sparta had so many citizen-soldiers.&lt;br /&gt;
&lt;br /&gt;
====Gobbo season open!====&lt;br /&gt;
It can be a fairly decent idea to keep mass numbers of cheaply-made crossbows (or your lower-quality rejects) and bone/wood bolts on hand, and all expendable dwarves in one mass military squad set to use crossbows (and leather armor, if you have enough). What [[skill|dabbling]] marksdwarves lack in speed and accuracy, they more than make up for with incredible enthusiasm, as a hailstorm of pathetically-aimed bolts will tear over anything stupid enough to move. Not nearly as effective or useful as properly-emplaced marksdwarves with high skill and proper equipment, but a good emergency measure, especially if you keep your [[craftsdwarf|craftsdwarves]] busy churning out cheap ammo from spare bones from the [[kitchen]]s and cheap crossbows from fishbones from the [[dining hall]].&lt;br /&gt;
&lt;br /&gt;
====Non-hunting hunters====&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. In that case, you can turn on the [[Hunting]] skill for all civilians and use the {{key|m}}ilitary menu to arm (and more importantly, armor and shield) them.  Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly - but without wildlife, no hunting jobs are generated, and they go about their business armed and armoured.  Note that if X number of hunt-able animals do appear on the map, that many dwarves will then go hunt them. Do note that hunters will sleep on the ground when they are tired instead of walking to a bed, which will result in unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
====Woodcutters ftw====&lt;br /&gt;
Any dwarf with the Woodcutting labor designated will carry an axe, even when they are not cutting wood. If one (or more) of your starting seven have one rank or more of [[axedwarf]], no unhappy [[thought]]s will be generated if they are drafted into active service.  This dwarf might serve to fill several or all above-ground activities, such as Plant Gathering, Architecture and Masonry for bridges and defensive walls, above ground farming, and any hauling, as well as wood cutting. Later, a squad of dedicated woodcutters, possibly with some training in axedwarf, masonry and other skills, can respond en masse to orders to cut trees, providing mutual support and finishing off a large section of trees and getting back to safety that much faster.  Actually training them in axedwarf is optional, but certainly helps.&lt;br /&gt;
&lt;br /&gt;
Note that so long as you have no tree {{k|d}}esignated for cutting (or have no [[path]] to those trees), the woodcutters will not respond.  However, if you do, as many woodcutters as trees will respond to those locations - it's recommended that if/when you do, you centralize the designations to allow them to more fully support each other.&lt;br /&gt;
&lt;br /&gt;
===Miners ftw===&lt;br /&gt;
The above tactic can also be used with Miners. When you activate a miner with a [[pick]] into the military with &amp;quot;unarmed&amp;quot; weapon designated, they fight with the pick they are holding and their skill is their [[mining]] - and it's not hard for a miner to gain legendary miner skill quite quickly.  Parallel problems arise when designating areas to be mined, but careful use of locked doors or hatches on mineshafts can prevent too many from responding to an area to be excavated.&lt;br /&gt;
&lt;br /&gt;
A dwarf will hold ''either'' an axe or a pick, depending on which labor is activated - it's not possible to activate both at once, the game does not allow it.&lt;br /&gt;
&lt;br /&gt;
==Siege operators==&lt;br /&gt;
There are 4 important things to remember about siege operators:&lt;br /&gt;
&lt;br /&gt;
# They are civilians.  This means that when manning (dwarving?) their stations, they will flee if enemy units approach too close. Doesn't matter if there is no actual path, it's the mere distance that triggers it. On the plus side, they don't get unhappy thoughts from being &amp;quot;Activated&amp;quot; for the military - it's just another civilian job.&lt;br /&gt;
# Training siege operation is slooooow.  Start early.&lt;br /&gt;
# Siege engines do not fire quickly, so you want high skill to make the few shots you get ''count''.&lt;br /&gt;
# Once trained (some years later), they can be trained up in other civilian skills that are useful whenever they're not at their stations.  (See [[cross-training]] for suggestions.)&lt;br /&gt;
&lt;br /&gt;
==A guide for siege engine operations==&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
&lt;br /&gt;
* Download LabourDF from here:&lt;br /&gt;
::http://dwarf.lendemaindeveille.com/index.php/Utilities#LabourDF&lt;br /&gt;
&lt;br /&gt;
* Start off with two [[miner]]s and a [[woodcutter]] trained to proficient siege engineer status &lt;br /&gt;
&lt;br /&gt;
* After your fortress has about 50 dwarfs, build a siege workshop, place it at the front of your fort near the battlements and designate a custom [[stockpile]] within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
&lt;br /&gt;
* Make sure only one of your dwarfs is set to have siege engineering as an active labour. Change that dwarf's orders to have nothing but siege engineering enabled. It may help to give that dwarf a custom profession title (such as SIEGE) to distinguish that dwarf from others. When new [[Mechanic]] or [[Siege engineer]] dwarfs arrive, make sure to disable siege engineering for them.&lt;br /&gt;
&lt;br /&gt;
* You'll need [[wood]], lots of wood. &lt;br /&gt;
&lt;br /&gt;
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
&lt;br /&gt;
* Train six dwarves to legendary status with mining or another fast-training skill: their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows. Don't bother with metal arrowheads as they'll use 3 pieces of metal each, and that certainly adds up. &lt;br /&gt;
&lt;br /&gt;
* Now that his or her skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
&lt;br /&gt;
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Dump any inferior components. &lt;br /&gt;
&lt;br /&gt;
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;br /&gt;
&lt;br /&gt;
==An alternate training program==&lt;br /&gt;
&lt;br /&gt;
This works well if you have a secure above-ground enclosure, a statue garden or farm plots with a surrounding wall, or a privatized plateau, as it can avoid cave adaptation while training (and the engines could be placed where they also have a useful field of fire).  At a minimum, a wall with an interior area of 6x6 is barely adequate for two practice engines, stairs up and recovery trench, but a training facility could be built entirely underground.&lt;br /&gt;
&lt;br /&gt;
Embark with a Proficient Siege Engineer.  (Training takes far too long, and it's not a moodable skill.)&lt;br /&gt;
&lt;br /&gt;
After the first caravan departs and your fortress begins to settle in, build your Siege Workshop near access to the topside if possible - parts are heavy, and [[clutter]] a workshop quicker than other finished goods.  Manufacture a half-dozen or a dozen (or more) of one type of siege weapon part, enough for 2-3 decent engines - higher overall quality is better, if you have the logs and time to spare.  Choice between ballista/catapult is up to you, but don't worry about building up ammo supplies - you will have some stone lying around, and one ballistae arrow per engine is enough for training.   No rush, don't have to be done until your operators are actually ready to practice.&lt;br /&gt;
&lt;br /&gt;
If possible, build theses close to the dining hall and barracks/bedrooms - not too close (see [[noise]]), but close enough to reduce travel time.  Dig a channel (double-wide if for ballistae ammo) on one side that can catch ammo, and add a wall (or drawbridge) behind that, plus a ramp or stairs down behind the engines to access the fallen ammo in the trench.  (If ballistae, take precautions against accidental friendly fire accidents.)  If the location allows the engine to be turned and used when needed, so much the better, but this is mainly for training for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view&lt;br /&gt;
&lt;br /&gt;
    ss&amp;gt;  |       ss&amp;gt; = siege engine (fires to right)     |  = wall or drawbridge backstop&lt;br /&gt;
   X...__         X  = stairs/ramp                          ... = access tunnel to trench&lt;br /&gt;
                  __ = bottom of channel for ammo catching       &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once your first wave of immigrants shows up (first Winter or second Spring or so), pick a bunch to become &amp;quot;military&amp;quot; - don't decide who will become what, not quite yet.&lt;br /&gt;
&lt;br /&gt;
Put them to training on [[pump]]s, mining through soil and/or [[Bookkeeper|bookkeeping]] to improve [[attributes]]. &amp;quot;Tough&amp;quot; recruits chase more attributes and go into military training, where sparring will be dangerous and injuries expected - &amp;quot;Very Strong&amp;quot; recruits, with no other attributes, become siege operators, for lugging heavy ammo (and to avoid hurting each other during sparring).  ''(Agility is universally beneficial, dealer's choice.)'' &lt;br /&gt;
&lt;br /&gt;
Set your chosen few to firing the siege weapons into the wall asap, as soon as they have some useful attribute increases - you aren't looking for uber-dwarfs, just something above peasant level.  If you want, use [[cross-training]] to allow them to become useful masons when the need arises, though this delays their siege training.  (This can be done sooner if you have a lot of urgent building projects, or later once they have achieved acceptable levels of siege operator.)&lt;br /&gt;
&lt;br /&gt;
If you want to manufacture more ammo, you can set a stockpile adjacent to the engines and designate some haulers, and that will speed training some, but the walk down to retrieve ammo is not a long one.&lt;br /&gt;
&lt;br /&gt;
Add more trainees and training engines as your work-pool grows.  Final numbers depend on your needs, defensive plan and environment.&lt;br /&gt;
&lt;br /&gt;
Once they've trained to Legendary (some few years?), they can be fully cross-trained to be productive while not firing the engine.  Give them beds near their final stations, and don't forget to train replacements before accidents happen.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
&lt;br /&gt;
[[Dog|War dogs]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it.  Unfortunately, war dogs are slower than dwarves with high [[attribute|Agility]], and do not shadow the dwarf perfectly.  Also, dogs can't be reassigned once they are assigned, To get around this, have the dwarf you want to be guarded train the dog.  (Dogs follow the one who trained them until they are assigned.)&lt;br /&gt;
&lt;br /&gt;
Also, once a dwarf reaches Hero status, they cannot be assigned dogs (due to that menu being unavailable), so assign any before this happens or not at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Army corps of engineers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!------&lt;br /&gt;
1) Build your fortress so that your entrance(s) have fortifications where you can position marksdwarves. Train marksdwarves as your primary defense first, unless you've got a large undead threat. 4-8 marksdwarves w/ ammo stockpiles nearby will eliminate most threats for the first few years.&lt;br /&gt;
&lt;br /&gt;
2) Build a few sets of pumps that don't connect to anything. Select your melee dwarves, but before you draft them, assign them to do nothing but pump operation until they achieve legendary pump operator status. This will give them much better stats when they eventually do become champions, and are far less likely to be injured during sparing if they have excellent stats and armor.&lt;br /&gt;
&lt;br /&gt;
2a) Craft some &amp;lt;nowiki&amp;gt;&amp;lt;no-quality&amp;gt;&amp;lt;/nowiki&amp;gt; silver weapons for your dwarves to practice with, so they [[Weapon#Damage calculation|aren't as dangerous]]. ''(See [[strange mood]]s for related advice on this.)''  Once they achieve champion status, switch them to Unarmed, then forbid every weapon except the one you want them to use, and swtich them back to their primary weapon type. Great armor + good stats + crappy weapons = relatively safe sparring.&lt;br /&gt;
&lt;br /&gt;
3) Try to get a legendary armorsmith and weaponsmith. Exceptional / Masterwork steel armor will keep your champions quite safe, and a masterwork steel weapons will devastate your foes.&lt;br /&gt;
&lt;br /&gt;
4) Important safety tip: If you send your dwarves outside to fight, build ramps out of every lake on the map. Nothing is more depressing that watching your invulnerable champion drown.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=57607</id>
		<title>40d:Plump helmet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=57607"/>
		<updated>2009-11-09T04:11:51Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Unnecessary double weasel words.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color={{color|5|0}}|seed_color={{color|4|1}}|character=♠|name=Plump helmet|seed=Plump helmet spawn|edible=Yes|cookable=Yes|alcohol=[[Dwarven wine]]|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Subterranean|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
}}&lt;br /&gt;
'''Plump helmets''' are mushrooms that can be grown by dwarves for [[food]], and are perhaps the most widely popular of the six underground [[crop]]s.  They are edible raw, but can also be [[cook|cooked]] in a [[kitchen]] or [[brewer|brewed]] into [[dwarven wine]], placing them among the most versatile of [[crop]]s.  Because they are also very fast-growing (taking only 25 days to mature) and can grow the whole year 'round, they are the staple [[food]] crop of many fortresses, which enjoy multiple harvests per season.  &lt;br /&gt;
&lt;br /&gt;
Keep in mind that cooking plants destroys their seeds, or in this case their '''spawn'''*. Both eating a plant raw and brewing it will leave seed/spawn behind, which can then be transferred to a seed [[bag]], planted and used to grow more.  [[Farming]] this crop is advisable to newer players because of the speed of growth and the easily edible result, as opposed to other crops that require [[plant processing]] and/or [[cook]]ing to be edible.&lt;br /&gt;
&lt;br /&gt;
:''(* Technically, mushrooms do not have &amp;quot;seeds&amp;quot;, but they work just the same in-game.)''&lt;br /&gt;
&lt;br /&gt;
*Grow time: 300&lt;br /&gt;
*Plant value: 4&lt;br /&gt;
*Drink value: 2&lt;br /&gt;
*Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Subterranean crops]]&lt;br /&gt;
[[Category:Spring crops]]&lt;br /&gt;
[[Category:Summer crops]]&lt;br /&gt;
[[Category:Autumn crops]]&lt;br /&gt;
[[Category:Winter crops]]&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=57606</id>
		<title>40d:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=57606"/>
		<updated>2009-11-09T04:09:40Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Little polish.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cave adaptation''' is a condition that happens to your dwarves after spending too much time without being outside. It is unclear as to how much time without sunlight causes cave adaptation, and there is no way to tell if a dwarf has cave adaptation simply by looking at their various stats.&lt;br /&gt;
&lt;br /&gt;
When a dwarf with cave adaptation goes outside, the dwarf will gain one of two negative [[thought]]s.  If the dwarf has mild cave adaptation, he will gain the thought 'irritated by the sun recently', and suffer no other effects.  A dwarf with serious cave adaptation will gain the thought, 'nauseated by the sun recently' and will [[vomit]] all over the ground.  While vomiting a dwarf is unable to defend himself, which can be a problem during combat.  A dwarf with cave adaptation may end up with a [[stun]] status when exposed to the sun.&lt;br /&gt;
&lt;br /&gt;
A dwarf with the description, 'likes working outdoors and grumbles only mildly at inclement weather' is no more resistant to cave adaptation than a regular dwarf is.  Likewise, even dwarves that like working outdoors may have cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Fortunately, cave adaptation is not a serious issue.  The unhappy thought from serious cave adaptation is strong (strong enough to totally negate the &amp;quot;slept in a room like a personal palace&amp;quot; happy thought), and can easily push already unhappy dwarves over the edge, but it is very controllable.  Setting up a meeting area outside and above ground with items that cause powerful happy thoughts helps: very valuable [[statue]]s are the best bet here.  Be sure to wall it in or otherwise protect it so the area is not a liability during a [[siege]] (and don't forget flying creatures). Cave-adapted dwarves will come out, admire the items in the meeting area, get a happy thought, then vomit all over themselves.  If you do it right, you roughly break even.&lt;br /&gt;
&lt;br /&gt;
Prolonged, regular exposure to sunlight WILL cure cave adaptation, so this technique could be considered a controlled catharsis. Dwarves who vomit all the time don't seem to get hungry any faster.&lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outside, cave adaptation can create the amusing scene of thirty dwarves carrying goods to the depot all emerging and throwing up at once.  Fortunately, the merchants seem to take this in stride, and it doesn't seem to negatively affect negotiations.&lt;br /&gt;
&lt;br /&gt;
== Preventing and curing cave adaptation ==&lt;br /&gt;
The easiest way to deal with cave adaption is not to go outside at all. On most maps this is quite manageable, e.g. with traders bringing enough wood, making bolts from your own cattle (no hunting), et cetera.&lt;br /&gt;
&lt;br /&gt;
Curing and prevention of cave adaptation are achieved through the same means: regular, extended exposure to ''outdoor'' sunlight.  ''Indoor'' sunlight will not treat cave adaptation, nor will it trigger the ill effects.  An ''outdoor'' area to fight cave adaptation may be accomplished by having a [[meeting area]] or [[statue garden]] exposed to sunlight, with no roof. An [[armor stand]] or [[weapon rack]] placed outside in the same manner and made into a [[barracks]] for [[sparring]] will prevent cave adaptation in your [[military]].&lt;br /&gt;
&lt;br /&gt;
Occasional or brief exposures to sunlight cannot prevent cave adaption.&lt;br /&gt;
&lt;br /&gt;
Negative [[thoughts]] cannot be prevented in those who suffer cave adaptation, but can be treated with a really, really awesome dining room.&lt;br /&gt;
&lt;br /&gt;
If all else fails, simply give up on the outside world and have your dwarves spend the rest of your fortress's life lurking in the bottom of a dark cave gnawing on a cold [[plump helmet]].&lt;br /&gt;
&lt;br /&gt;
You can also cure cave adaptation by cheating, and just removing the tag from the dwarves' RAW files. Under &amp;quot;creature_standard.txt&amp;quot;, remove the [CAVE_ADAPT] line and save.&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
== Proper Perspective ==&lt;br /&gt;
Dwarven philosophers have pointed out that this odd ''human'' labeling misconceives an advantage for a problem and that in fact &amp;quot;sun adaption&amp;quot; is rather something to worry about. Blinding and losing control over bowel movements is nothing but a strong and appropriate warning signal from exposing the so-amazingly-adapted dwarven eye to the piercing sunlight. More so, since there is no good reason for exposing oneself to the various uncontrollable surface dangers in the first place. Does not the best wood come from tower caps? How can one spend &amp;quot;too much&amp;quot; time underground? How is the dwarven adaption to its natural environment (which is, by the way, a birth gift, not acquired) objectionable? Is it the human eye that picks out the greatest gems from inconspicuous rock? Or, in the words of Zuglares: &amp;quot;Does even a human look into the sun?&amp;quot; Did not the great poet Uristophanes say &amp;quot;Is there ore?  Is there gem? Is there proper rock? Does the purple one spread its shield? What are you longing for, clouded mind?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pragmatically put, dwarves belong inside, buildings belong inside, if it means showing traders our great halls, all the better. If one lusts after strange surface crops, there are other ways. A true dwarf strives for his own tree farm. The hunter's fate is that of a pitiful outcast, sacrificing his sanity to serve his home. Who misses the petty glowball when one can admire legendary halls and artwork? Give the surface what it deserves - your refuse.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vomit]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Standing_orders&amp;diff=57600</id>
		<title>40d:Standing orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Standing_orders&amp;diff=57600"/>
		<updated>2009-11-09T04:02:10Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Link-add.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standing orders that apply to the whole fortress can be accessed with {{K|o}}&lt;br /&gt;
&lt;br /&gt;
* {{K|i}} Civilians or all dwarves can be ordered to stay indoors, which can save lives in a [[siege]]. Note that &amp;quot;indoors&amp;quot; actually means [[Tile attributes|subterranean]]: any &amp;quot;Inside Above Ground&amp;quot; areas will be forbidden just like &amp;quot;Outside&amp;quot; areas.&lt;br /&gt;
* {{K|x}} adjusts the level of job cancellation announcements that are shown&lt;br /&gt;
* {{K|a}} toggles whether dwarves will move caged animals to a stockpile&lt;br /&gt;
* {{K|f}} toggles whether dwarves will move food to a stockpile&lt;br /&gt;
* {{K|u}} toggles whether dwarves will move furniture to a stockpile&lt;br /&gt;
* {{K|g}} toggles whether dwarves will move dead dwarves to a stockpile&lt;br /&gt;
* {{K|r}} sets [[#Refuse orders|refuse orders]]&lt;br /&gt;
* {{K|F}} sets [[forbid]] orders&lt;br /&gt;
* {{K|s}} toggles whether dwarves will move stone to a stockpile&lt;br /&gt;
* {{K|w}} toggles whether dwarves will move wood to a stockpile&lt;br /&gt;
* {{K|h}} toggles who will harvest plants from [[farm plot]]s - if set to &amp;quot;Dwarves All Harvest&amp;quot;, all dwarves will participate, including [[noble]]s and [[children]].&lt;br /&gt;
* {{K|m}} toggles whether different types of food can be put in one barrel at a stockpile&lt;br /&gt;
* {{K|W}} sets [[#Workshop orders|workshop orders]]&lt;br /&gt;
* {{K|z}} sets [[#Activity zone orders|activity zone orders]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refuse orders===&lt;br /&gt;
Dwarves can do different things with different types of [[refuse]].&lt;br /&gt;
You can tell them to ignore refuse altogether {{K|r}} for a smelly fort, or to gather refuse even from outside {{K|o}} which is mainly useful for collecting animals killed by military dwarves (only [[ambusher|hunters]] will return animals they kill, and even then will not return animals which were not the target of a hunt when they died).&lt;br /&gt;
Each type of refuse can be toggled between &amp;quot;save&amp;quot; (bring to a stockpile) and &amp;quot;dump&amp;quot; (throw in a garbage dump [[activity zone]])&lt;br /&gt;
&lt;br /&gt;
===Workshop orders===&lt;br /&gt;
Many workshops will generate tasks automatically, from this menu you can turn that off for selected workshops.&lt;br /&gt;
The [[loom]] and [[clothier's shop]] can be further configured to use only dyed thread/cloth or any type.&lt;br /&gt;
Since finished clothing cannot be dyed, this is one way to make sure the clothing is of best quality possible.&lt;br /&gt;
&lt;br /&gt;
===Activity zone orders===&lt;br /&gt;
Fishing and drinking (water source) zones can be set to mandatory here, which can be useful if you need to keep [[fisherdwarf|fisherdwarves]] away from a [[carp]] infested river.&lt;br /&gt;
&lt;br /&gt;
===When dwarves disobey orders===&lt;br /&gt;
====Staying indoors====&lt;br /&gt;
When you have only outdoor meeting areas (for example to prevent [[cave adaptation]]) and tell your dwarves to stay inside, the ones that have nothing to do seem to just stand around wherever they were, looking silly, even when they are outdoors, Designate a meeting area inside and they'll run there. Disable it when you don't need it ({{K|i}}{{K|a}}) and your dwarves will keep on using the outdoor meeting area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=57596</id>
		<title>40d:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=57596"/>
		<updated>2009-11-09T04:00:22Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chasms''' are a feature that appear infrequently in [[mountain]]ous [[biome]]s. They are a [[cave]] system identified by not having a [[floor]] on the lowest level (which is instead marked &amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; and described as &amp;quot;Chasm&amp;quot; when loo{{k|k}}ed at).&lt;br /&gt;
&lt;br /&gt;
Chasms come in two forms: standard chasms, which look something like a river system (a bottomless &amp;quot;Grand Canyon&amp;quot;), and &amp;quot;bottomless pits&amp;quot;, which are like a [[magma pipe]] without the magma.  Chasms are much more common on named mountains and [[volcano]]es, along with other special features such as [[cave river]]s.&amp;lt;&amp;lt;small&amp;gt;is this still true?&amp;lt;/small&amp;gt;&amp;gt; Chasms may either be open to the sky, or fully [[underground]] and not visible until breached by a miner, at which point the entire chasm is revealed.  When this happens, the game will pause with the [[announcement]] &amp;quot;'''You have discovered a large chasm cleft through the mountain.'''&amp;quot; or &amp;quot;'''You have discovered a deep pit in the mountain.'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Chasms are not visible on the Region/World maps or the Local maps by default, but can be turned visible by setting SHOW_EMBARK_CHASM (for tributaries) and SHOW_EMBARK_PIT (for pits) to ALWAYS in [[init.txt]].  They must also be set to be shown during [[advanced world generation|world generation]].  On the local map, standard chasms will show up as a gray '#' (usually a line of them) and a bottomless pit as a gray  &amp;quot;{{TST|○}}&amp;quot; / '○' (the [[Tilesets|symbol]] also used for [[well]]s).&lt;br /&gt;
&lt;br /&gt;
The presence of Extreme [[Cliff]]s (20+) on the Local Map is sometimes indicative of a chasm, though this may be coincidental.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Forms==&lt;br /&gt;
===Standard===&lt;br /&gt;
The beginning of a standard chasm appears similar to the fringed tributary section of a brook sometimes seen in mountain areas, and the rest looks pretty much like the watercourse of a brook or river (though with small caves in the walls). Appears as {{tile|#|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tributary chasm.JPG|Standard chasm showing lowermost level descending to the depths]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span id=&amp;quot;Vent&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bottomless pit===&lt;br /&gt;
:''Note: See [[Pit]] for other uses.''&lt;br /&gt;
&lt;br /&gt;
A bottomless pit, also called a vent chasm, has a similar appearance to a magma pipe, except it does not contain magma. Appears as {{tile|○|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:chasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
=== Garbage dump ===&lt;br /&gt;
'''Chasming''' [[refuse]] refers to disposing of items marked for dumping into the chasm.&lt;br /&gt;
This is still possible: designate a [[activity zone#Garbage Dump|garbage dump activity zone]] over the chasm and an adjacent walkable tile. To dump an item, examine it with {{key|k}} and mark it for {{key|d}}umping. [[Standing orders]] can be used to automatically dump particular types of refuse. [[Dwarves]] may cancel the dump task due to [[creatures]] they can see across the chasm, even if those creatures can't reach them {{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
'''Historical note''': In the 2D version, the chasm could spawn monsters, and dumping things into the chasm would provoke attacks. Dumping a sufficient amount of magma in the chasm would exterminate them. This no longer occurs in the current version.&lt;br /&gt;
&lt;br /&gt;
=== Platform-chasming ===&lt;br /&gt;
A technique of dumping by building a platform over the chasm, and then severing the platform from the [[wall]], to permanently dispose of garbage, excess [[stone]] or [[unfortunate accident#Walk the plank|nobles]] set on top. The severed platform will disappear into the darkness below, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Often [[cave spider]]s are present near chasms, creating spider [[silk]] webs that can be collected. As the chasm exposes every layer to view they provide access to easily identified resources such as [[ore]] deposits.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
[[Dwarves]] fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.&lt;br /&gt;
&lt;br /&gt;
The chasm is also home to many types of hostile creatures, including [[iron man|iron men]], [[troglodyte]]s, [[giant cave swallow]]s, [[antman|antmen]], [[giant cave spider]]s, [[ratman|ratmen]], [[batman|batmen]], [[troll]]s and [[gremlin]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurers Beware ==&lt;br /&gt;
Chasm creatures will spawn endlessly near chasms, leading to the death of any fortress you visit.  This only applies to adventure mode.  A sure formula for [[fun]]!&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=57560</id>
		<title>40d:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=57560"/>
		<updated>2009-11-09T02:50:42Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Glass]] is a translucent material with widespread uses. Glass is manufactured at a [[glass furnace]] or [[magma glass furnace]] by a [[glassmaker]]. There are three types of glass: '''Green''', '''Clear''' and '''Crystal''', each with different colour and value. Note that &amp;quot;glass&amp;quot; as such does not appear in game like other raw materials such as wood or stone; the game only knows finished products made of glass and &amp;quot;raw glass&amp;quot; which functions like a [[gem]]. The raw material components are [[sand]], and in some cases [[rock crystal]]s and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
'''Green glass''' can be churned out in massive amounts if produced at a magma furnace, because there are no ingredients other than sand used and sand sources cannot be depleted. This makes it a valuable resource for construction; it is as valuable as any [[flux]] stone, but can create a wider variety of final products, including [[gem]]s and [[aquarium]]s.  Green glass goods are manufactured from one [[bag]] of any [[sand]].  &lt;br /&gt;
&lt;br /&gt;
'''Clear glass''' uses both a bag of sand and one [[pearlash]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Crystal glass''' is manufactured from one rough [[rock crystal]] and one pearlash.  &lt;br /&gt;
&lt;br /&gt;
In order to produce glass, sand must first be gathered in bags using the Collect Sand task at any glass furnace.  You must designate a sand-gathering zone from the ({{k|i}})-menu in order for this task to succeed.  Collecting sand requires [[item hauling]], whilst moving sand bags to stockpiles requires [[furniture hauling]].  You will need spare bags in order to collect sand. Note that although Collect Sand does not utilize the furnace itself, or the skills of a glassmaking dwarf, it will block any subsequent tasks at that furnace until it is finished. Therefore when entering mass production, it is more efficient to have extra glass furnaces strictly set to Collect Sand while the main furnaces run true glassmaking jobs - since collecting sand is generally slower than producing a glass item, a ratio of at least 3:1 is recommended. The &amp;quot;Collect Sand&amp;quot; task consumes no [[fuel]], but is not possible to designate at an un-powered [[magma glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can import [[bag]]s, but there is currently {{v|0.28.181.40d}} no way to [[trade]] for [[sand]], (filled) sand bags, raw glass or glass items.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Glass can be manufactured into a wide variety of products:  &lt;br /&gt;
&lt;br /&gt;
* Raw green glass is handled by the game like a [[gem|rough (uncut) gem]] and therefore makes an excellent training material for practicing the [[gem cutting]] skill, given its abundance.&lt;br /&gt;
* Raw glass is also a frequent request of dwarves undergoing a [[strange mood]] (if you have sand on your map).&lt;br /&gt;
* Glass can be formed into [[block]]s which can then be used for most building purposes.&lt;br /&gt;
* Glass can be used to manufacture a number of [[furniture]] items, including [[armor stand]]s, [[chest|boxes]], [[floodgate]]s, [[hatch cover]]s, [[grate]]s, [[door|portals]], [[statue]]s, [[table]]s, [[throne]]s and [[weapon rack]]s.&lt;br /&gt;
* Glass can be converted into [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s.&lt;br /&gt;
* Glass windows can be made at a [[glass furnace]] as an alternative to making windows from gems.&lt;br /&gt;
* [[Cage]]s may be made from glass.  A glass cage is called a terrarium, and is unique among cages in that it may be converted into an [[aquarium]] using an option in the building tasks/prefs menu{{key|q}}{{key|w}}.  Terraria may not be used for justice applications.&lt;br /&gt;
* Glass [[vial]]s are used in some types of plant processing, making extracts, and three clear glass vials are required to build an [[alchemist's laboratory]]. This makes the [[glass industry]] essential before a [[soap industry]] can be established.&lt;br /&gt;
* Glass can be formed into various [[toy]]s and [[instrument]]s (but not actual [[crafts]]).&lt;br /&gt;
&lt;br /&gt;
Glass items often have unique names:&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]]. &lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
==Material value==&lt;br /&gt;
* Green glass has a value of 2.&lt;br /&gt;
* Clear glass has a value of 5.&lt;br /&gt;
* Crystal glass has a value of 10.&lt;br /&gt;
&lt;br /&gt;
The damage value of green glass weapons is 50%.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Workshops_FAQ#How_do_I_make_glass.3F|How do I make glass?]]&lt;br /&gt;
*[[Glass Industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Frog_demon&amp;diff=57554</id>
		<title>40d:Frog demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Frog_demon&amp;diff=57554"/>
		<updated>2009-11-09T02:35:48Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Little polish.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
Consider yourself lucky if you accidentally crack open a peculiar chamber and instead of a fireball-tossing thousand-degree-hot [[Spirit of fire|dwarf-slaughtering machine]], out hops a giant frog with horns.&lt;br /&gt;
&lt;br /&gt;
Frog demons are the least dangerous of the demons, but still dangerous. They are naturally immune to drowning and can swim. They can be dealt with without many [[dwarf|dwarven]] losses by a careful player, but are still capable of serious damage. They cannot be harmed by fire.&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|wiki=no|name=Frog demon|biome=*  [[Glowing pits]]|symbol=&amp;amp;|color=rgb(0, 256, 0)|bones=12|chunks=12|meat=12|fat=0|skulls=1|skin=Yes}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FROG_DEMON]&lt;br /&gt;
	[NAME:frog demon:frog demons:frog demon]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:2:0:1]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK][FIREIMMUNE]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:impressive bellies]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:MUCK]&lt;br /&gt;
	[SPHERE:WATER]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]][[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=57531</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=57531"/>
		<updated>2009-11-09T01:56:47Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Typoes, grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To '''reclaim a fortress''' you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or abandoned fortress. The number of dwarves you reclaim with will depend on the nearby hostile monsters. These include both wild animals and [[Megabeast|megabeasts]] left behind, as well as newly spawned inhabitants. It is possible to embark on a fortress incredibly infested with creatures. Most likely, you are slaughtered immediately, and if you reclaim, can get up to 70 dwarves.(usually near special caves or chasms with multiple caves)&lt;br /&gt;
== Preparation ==&lt;br /&gt;
When you prepare for the journey, the [[Skill]]s screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]] but the Items screen is the same.&lt;br /&gt;
&lt;br /&gt;
The skills screen in reclaim mode shows a list of [[dwarves]] on the left and the list of skills on the right. The skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one [[military]] skill and one domestic [[jobs|profession]]. If you do not like the randomly generated profession (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode. Military skills are handled the same way as professions, though all start off as [[axeman|axedwarves]], [[marksdwarves]], and [[hammerdwarf|hammerdwarves]] and the military skill is highlighted in red{{ver|0.27.176.38c}}. They are organized in squads of seven.&lt;br /&gt;
&lt;br /&gt;
Choosing specific professions will result in the dwarf having (without addition of [[Attribute|attributes]]) the matching skill. General professions ([[Woodworker]], [[Stoneworker]], [[Ranger]], [[Metalsmith]], [[Jeweler]], [[Craftsdwarf]], [[Farmer]], [[Engineer]], [[Administrator]]) give novice skill level in each of the specialist skills in the same way as incoming [[immigrant|migrants]] have them in dwarf fortress mode. Additionally, if no dwarf is marked as a trader, whichever dwarf is trading at the depot the first time the [[Trading|trade]] menu is opened, even if no trade is made, will instantly become a competent [[appraiser]] (though not a better [[judge of intent]]){{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
As for items, your dwarves will start fully equipped with [[steel]] [[plate]] [[armor]] and [[weapons]] that match their military skill; it is therefore safe to not take extra [[axe]]s with you. If your fortress had one or more [[anvil]]s they will most likely also still be there, so you can ditch the anvil for, say, a horde of [[war dog]]s, lots of [[alcohol|booze]] or more [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
== Arrival ==&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind randomly flung about, [[buildings]] will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so [[food]] will mostly be rotten or gone and dead bodies too will be rotting, [[bone]]s or gone. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your [[dwarves]] from rushing off on hauling jobs to the middle of enemy-infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of [[coffin]]s, depending upon how far along the fortress was when it failed.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[Smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit  {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Just hit  {{key|f}} on each one to reclaim those items. Alternatively, when you are reclaiming items via the Stock screen any items that are part of a building can be reclaimed there as well. However, you won't know which ones those are, so for specific workshops it's easiest if you claim each one separately.&lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}} &amp;gt; {{key|b}} (&amp;gt;{{key|c}} claim is defaulted). This makes it easier to clean up everything and reclaim undisturbed stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Remaining living dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot. Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but [[fisherdwarf|fisherdwarves]] will fish, endlessly flinging their catch onto the ground for others to pick up. An exception to this is any insane dwarves that were left in your fortress when you abandoned it. They will remain hostile to the reclaiming forces as well.&lt;br /&gt;
&lt;br /&gt;
== Remaining monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[:Category:Megabeasts|megabeast]] or a [[goblin]] [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In some versions, reclaiming a fortress located on a goblin outpost will calculate the size of your force based upon the wealth of the goblins, resulting in a huge reclamation army.&lt;br /&gt;
&lt;br /&gt;
Frequently, forces that were hostile when you abandoned are friendly when you reclaim, and visible on the unit list.&lt;br /&gt;
&lt;br /&gt;
== Differences from [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
All dwarves start as friends, so the death of one dwarf can lead into an endless spiral of [[fun]].&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=57524</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=57524"/>
		<updated>2009-11-09T01:14:19Z</updated>

		<summary type="html">&lt;p&gt;Groyolo: Link-add.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To '''reclaim a fortress''' you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or abandoned fortress. The number of dwarves you reclaim with will depend on the nearby hostile monsters. These include both wild animals and [[Megabeast|megabeasts]] left behind, as well as newly spawned inhabitants. It is possible to embark on a fortress incredibly infested with creatures. Most likely, you are slaughtered immediately, and if you reclaim, can get up to 70 dwarves.(usually near special caves or chasms with multiple caves)&lt;br /&gt;
== Preparation ==&lt;br /&gt;
When you prepare for the journey, the [[Skill]]s screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]] but the Items screen is the same.&lt;br /&gt;
&lt;br /&gt;
The skills screen in reclaim mode shows a list of [[dwarves]] on the left and the list of skills on the right. The skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one [[military]] skill and one domestic [[jobs|profession]]. If you do not like the randomly generated profession (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode. Military skills are handled the same way as professions, though all start off as [[axeman|axedwarves]], [[marksdwarves]], and [[hammerdwarf|hammerdwarves]] and the military skill is highlighted in red{{ver|0.27.176.38c}}. They are organized in squads of seven.&lt;br /&gt;
&lt;br /&gt;
Choosing specific professions will result in the dwarf having (without addition of [[Attribute|attributes]]) the matching skill. General professions ([[Woodworker]], [[Stoneworker]], [[Ranger]], [[Metalsmith]], [[Jeweler]], [[Craftsdwarf]], [[Farmer]], [[Engineer]], [[Administrator]]) give novice skill level in each of the specialist skills in the same way as incoming [[immigrant|migrants]] have them in dwarf fortress mode. Additionally, if no dwarf is marked as a trader, whichever dwarf is trading at the depot the first time the [[Trading|trade]] menu is opened, even if no trade is made, will instantly become a competent [[appraiser]] (though not a better [[judge of intent]]){{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
As for items, your dwarves will start fully equipped with [[steel]] [[plate]] [[armor]] and [[weapons]] that match their military skill; it is therefore safe to not take extra [[axe]]s with you. If your fortress had one or more [[anvil]]s they will most likely also still be there, so you can ditch the anvil for, say, a horde of [[war dog]]s, lots of [[alcohol|booze]] or more [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
== Arrival ==&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind randomly flung about, [[buildings]] will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so [[food]] will mostly be rotten or gone and dead bodies too will be rotting, [[bone]]s or gone. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your [[dwarves]] from rushing off on hauling jobs to the middle of enemy infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out the any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of [[coffin]]s, depending upon how far along the fortress was when it failed.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[Smelter]], you will need to reclaim all of the items the make up that [[workshop]]. You can do this two ways. First, you can hit  {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Just hit  {{key|f}} on each one to reclaim those items. Alternatively, when you are reclaiming items via the Stock screen any items that are part of a building can be reclaimed there as well. However, you won't know which ones those are, so for specific workshops it's easiest if you claim each one separately.&lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}} &amp;gt; {{key|b}} (&amp;gt;{{key|c}} claim is defaulted). This makes it easier to clean up everything and reclaim undisturbed stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Remaining living dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot. Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but [[fisherdwarf|fisherdwarves]] will fish, endlessly flinging their catch onto the ground for others to pick up. An exception to this is any insane dwarves that were left in your fortress when you abandoned it will remain hostile to the reclaiming forces as well.&lt;br /&gt;
&lt;br /&gt;
== Remaining monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[:Category:Megabeasts|megabeast]] or a [[goblin]] [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In some versions, reclaiming a fortress located on a goblin outpost will calculate the size of your force based upon the wealth of the goblins, resulting in a huge reclamation army.&lt;br /&gt;
&lt;br /&gt;
Frequently, forces that were hostile when you abandoned are friendly when you reclaim, and visible on the unit list.&lt;br /&gt;
&lt;br /&gt;
== Differences from [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
All dwarves start as friends, so the death of one dwarf can lead into an endless spiral of [[fun]].&lt;/div&gt;</summary>
		<author><name>Groyolo</name></author>
	</entry>
</feed>