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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hailthytoaster</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-18T20:03:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Throne&amp;diff=303706</id>
		<title>Throne</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Throne&amp;diff=303706"/>
		<updated>2024-10-05T00:52:03Z</updated>

		<summary type="html">&lt;p&gt;Hailthytoaster: Updating to the new UI template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{V50_furniture&lt;br /&gt;
|graphic=[[File:Chair_Premium.png]]&lt;br /&gt;
|name=Throne&lt;br /&gt;
|tile=╥&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|bars=3&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Office]]&lt;br /&gt;
|value=10&lt;br /&gt;
|size=30,000&lt;br /&gt;
}}&lt;br /&gt;
{{For/see|throne room|[[Office]]}}&lt;br /&gt;
&lt;br /&gt;
A '''throne''' (called a '''chair''' when made out of [[wood]]) is a piece of [[furniture]] that dwarves use in their daily routines once built as a '''seat''' (the generic term).  A throne can be made from [[stone]] at a [[stoneworker's workshop]] with [[stone carver]], 3 [[metal|metal bars]] at a [[forge]] with [[blacksmithing]], [[glass]] at a [[glass furnace]] with [[glassmaking]], or from [[wood]] at a [[carpenter's workshop]] by a dwarf with the [[carpentry]] [[labor]] (where it's listed as a &amp;quot;chair&amp;quot;).  The material has no effect on its functionality; all thrones work the same.  Note that for an equal skill level, wood chairs are produced faster than rock thrones{{verify}}, though different [[material]]s have different final base [[Value#Material_multipliers|value]] multipliers.&lt;br /&gt;
&lt;br /&gt;
A built throne can be placed in the furniture menu ({{Menu icon|b|f|r|sep=-}}). A throne can only be placed [[inside|indoors]].&lt;br /&gt;
&lt;br /&gt;
Seats, like [[table]]s, are an obvious part of [[dining room]]s -- Dining at a seat in a high-quality dining hall will give an (additional) happy [[thought]]. If a dwarf wants to eat, they will look for a free seat. If they don't find one, or one without a free table next to it, they will have an unhappy thought. Dwarves do not share tables; a dwarf sitting at a seat will have exclusive use of the table next to it. Having enough seats and tables and placing them in an unambiguous 1:1 pattern avoids these bad thoughts.  Seats are also used to create [[office]]s (and throne rooms, essentially the same thing) for [[nobles]]. &lt;br /&gt;
[[File:throne_preview.png|thumb|220px|center|Some call it the &amp;quot;pompous placement&amp;quot;.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kalur&lt;br /&gt;
| elvish  = toneri&lt;br /&gt;
| goblin  = zongosp&lt;br /&gt;
| human   = sathrel&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Hailthytoaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Borax&amp;diff=303694</id>
		<title>Borax</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Borax&amp;diff=303694"/>
		<updated>2024-10-04T03:35:36Z</updated>

		<summary type="html">&lt;p&gt;Hailthytoaster: Undo revision 303691 by 4.35.174.234 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=borax_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Borax''' is an unremarkable white stone which can be found in large quantities within [[rock salt]] and in small quantities within [[gypsum]].&lt;br /&gt;
&lt;br /&gt;
Unlike real life, Borax can '''NOT''' be used as [[flux]] in game.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
In real-life, borax is used as powder to either protect wood or is used as a [[flux]] while forging iron among many other uses (borax is a great aid for hot-forging two metals, for example it is needed to forge &amp;quot;damascus steel&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:Borax 01.jpg|center|thumb|290px|Borax.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Some dwarves claim that borax &amp;quot;speaks for the stones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Hailthytoaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bed&amp;diff=303693</id>
		<title>Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bed&amp;diff=303693"/>
		<updated>2024-10-04T03:34:07Z</updated>

		<summary type="html">&lt;p&gt;Hailthytoaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Superior}}&lt;br /&gt;
{{v50_furniture|name=Bed&lt;br /&gt;
|graphic=[[File:bed_sprite_prototype.png]]&lt;br /&gt;
|tile=Θ|col=6:0:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|zones=&lt;br /&gt;
* [[Bedroom]]&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
* [[Dormitory]]&lt;br /&gt;
|value=10&lt;br /&gt;
|size=30,000}}&lt;br /&gt;
A '''bed''' is a piece of [[furniture]] manufactured in a [[carpenter's workshop]]. Once built a bed can be placed with ({{Menu icon|b|f|b|sep=-}}). A bed not contained within a [[zone]] will be used by any roomless [[dwarf]]. Dwarves gain unhappy [[thoughts]] from [[sleep]]ing without a bed and happy thoughts from having their own, high-quality bedrooms, so building beds is often a necessity for a happy fortress.&lt;br /&gt;
&lt;br /&gt;
[[File:beds v50.png|left|Top to bottom: wood, stone, and metal bedframes. Once made at a [[carpenter's workshop]], it will be complete with a pillow and a colored blanket!]]Unlike many other pieces of furniture, standard beds can only be created from [[wood]] (beds made of other materials such as [[metal]], [[stone]], [[gem]]s, or [[bone]] only exist in the form of [[legendary artifact]]s created during [[strange mood]]s). If your fortress has no surface [[tree]]s, you will have to bring wood with you, or rely on [[subterranean]] trees or [[trading|trade]] to get wood for beds. Manufacturing a bed requires one piece of [[wood]]. To construct a bed, click on a [[carpenter's workshop]], click on &amp;quot;Add new task&amp;quot;, then click on &amp;quot;Make bed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the first season after [[embark]], your first dwarves will want to sleep sometime around 6 weeks after embark (around the 28th of the 2nd month by default), although the exact timing will vary between each dwarf. A beginning fortress might only need 4-5 beds for their initial 7 dwarves, although as time passes and their sleeping rhythms get more out of sync, that number drops.  Although a fortress of 100 dwarves might only need a dozen or so beds to accommodate all sleepers at any one time, by the time a fortress reaches that size, some private [[bedroom]]s will, most likely, be a good idea, and bedrooms can ''only'' be defined from a bed.&lt;br /&gt;
&lt;br /&gt;
It's not a big deal for a dwarf to &amp;quot;sleep in the dirt&amp;quot; that first time, but doing so will create a negative [[thought]], and it will take a while for that thought to go away.  So, just in case more [[tantrum|bad thoughts]] arise later for some unlucky emo dwarf, it's always best to avoid them whenever you can. You almost certainly have [[Quickstart guide|better things to do]] than to dig out the perfect [[bedroom design|housing tract]] those first few weeks, so a few beds stuffed into some random corner should be more than good enough for your first seven.&lt;br /&gt;
&lt;br /&gt;
== (De-)Construction ==&lt;br /&gt;
Because beds may only be built [[indoors]], a bed on the surface will need to have a [[floor]] or [[wall]] built above it before it can be constructed.&lt;br /&gt;
&lt;br /&gt;
Beds can be deconstructed even while a dwarf is sleeping in them, causing the dwarf to wake up.  See [[noise]], however.&lt;br /&gt;
&lt;br /&gt;
== Bed Assignments ==&lt;br /&gt;
Beds within a [[bedroom]] zone can be assigned to a specific dwarf by selecting the bedroom with the ({{Menu icon|z}}) zone menu open, then clicking the dwarf head with a plus sign. You can choose a dwarf from the list. Dwarves who already have assigned beds will have &amp;quot;Has ''Quality'' Quarters&amp;quot; written above their name.&lt;br /&gt;
&lt;br /&gt;
You can (re-)assign or free (unassign) a bed, even if a dwarf is sleeping in it at the time.  The change in assignment will take effect when they wake up.  Each bed can only be assigned to one dwarf at a time, however. If, after you assign a dwarf their bed, you see two dwarves listed, don't panic - it's okay, they're [[marriage|married]], and will share that bed.  Married dwarves can sleep in the same bed at the same time (along with all 34 war dogs assigned to them).&lt;br /&gt;
[[File:bed_preview.png|thumb|300px|center|Not good enough for a noble.]]&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Bedroom design]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zust&lt;br /&gt;
| elvish  = sira&lt;br /&gt;
| goblin  = zozax&lt;br /&gt;
| human   = ina&lt;br /&gt;
}}&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture|Bed}}&lt;/div&gt;</summary>
		<author><name>Hailthytoaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Traffic&amp;diff=303671</id>
		<title>Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Traffic&amp;diff=303671"/>
		<updated>2024-10-01T01:23:30Z</updated>

		<summary type="html">&lt;p&gt;Hailthytoaster: /* Setting Traffic Areas */Slight formatting and repalcement of out-of-date keyboard commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:traffic_anim.gif|right]]'''Traffic designations''' determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible; using these designations, you can force them to take a different route. This way you can set up main hallways or rarely used side corridors. Only your dwarves will obey your traffic designations, and then only when they can.  If a [[job]] requires that they go into a restricted zone, they will.  Other [[creature]]s will not recognize your traffic designations, and even [[domestic animal]]s or [[caravan]]s will follow their own pathing.&lt;br /&gt;
&lt;br /&gt;
Traffic designations can't solve all traffic problems. However, some issues can be prevented by good [[Design strategies|fortress design]]. For example, you might make hallways that are likely to be busy two or more tiles wide, and place [[stockpile]]s close to relevant [[workshop]]s. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die if repeatedly trampled upon, leaving dead [[Tree|sapling]]s or [[shrub]]s and quickly exposing bare [[soil]]. This may be desirable as [[tree]]s block dwarves' and [[caravan]]s' paths, but unchecked traffic may trample entire areas of [[forest]] regrowth. &lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
[[File:traffic_v50_preview.png|thumb|180px|right|Four types of traffic designations in a 4-way junction.]]The {{Menu icon|T}} traffic menu sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. Default costs per tile for the pathfinding AI for traffic levels are as follows: &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#4b9d4b&amp;quot;&amp;gt;'''high'''&amp;lt;/span&amp;gt; costs 1 point&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#555555&amp;quot;&amp;gt;'''normal'''&amp;lt;/span&amp;gt; (default, undesignated) costs 2 &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#959529&amp;quot;&amp;gt;'''low'''&amp;lt;/span&amp;gt; costs 5&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#bd2828&amp;quot;&amp;gt;'''restricted'''&amp;lt;/span&amp;gt; costs 25. &lt;br /&gt;
You can change the default PATH_COST values in [[d_init.txt]], or per-fortress values with the {{Menu icon|T}}traffic menu.&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any [[water]] source in a [[biome]] with seasonal freezing to a Restricted area, so your dwarves will be less likely to be caught on it when it melts. If you have [[DFHack]] installed, the [https://docs.dfhack.org/en/latest/docs/tools/filltraffic.html restrictice] command can do this designation for you.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may wish to designate the shop or a band around it as Restricted.&lt;br /&gt;
* Setting Restricted traffic areas over undisturbed [[cloth|webs]] or saplings is a good way to prevent dwarves from destroying them. &lt;br /&gt;
* If an area occasionally gets [[flood]]ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting high traffic areas along [[road]]s outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a [[ballista]]'s firing arrow originates.  This will prevent tragic [[siege]] training accidents.  Note that [[pet]]s can and will be killed by firing ballista even if movement is Restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a [[dwarf]] from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall]]s, or if you still need access now and then, a locked [[door]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
This section will provide visual examples, to help further explain the mechanics of traffic. ''Note: These examples may be changed in the future for better factual accuracy.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_1.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In this scenario, where all the tiles are undesignated, normal traffic, the dwarf will obviously go straight to the goal/destination; since simply going straight is the shortest path, with the least cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_2.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Though the setup is similar here, the shortest path is now designated with low traffic. The dwarf instead goes around the obstacle to reach his destination, as going around through the normal traffic tiles is less costly than going straight in the low traffic tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_3.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Another similar setup, but the shortest path is now designated with restricted traffic, and the two next shortest travel distances are marked with low traffic. The dwarf now goes the longest way around, as the high traffic tiles have the least cost of all other travel options. If the high traffic tiles weren't there, the dwarf would still go the long way around, using normal traffic tiles instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_4.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Another example where the dwarf goes the long way around. Despite having a shorter way to reach the goal ''and'' there being lowest-cost high traffic tiles in that area, the lower, much longer path is taken by the dwarf. Similar to the previous examples, the longer path accumulates less cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_5.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
If a dwarf has an important job to do, he/she will ignore any traffic designations and take the shortest path to their destination. If the dwarf was doing a less important task, he/she would have taken the upper route instead.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  The best option to restrict a dwarf to a certain area is to make use of [[burrow]]s. &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed. One workaround is to build a statue on a tile to prevent dwarves from standing there.&lt;br /&gt;
&lt;br /&gt;
== Using traffic areas to improve framerate ==&lt;br /&gt;
&lt;br /&gt;
In cavernous rooms that handle large amounts of through traffic but have a few exits (a large central dining room, for example) designating a few high-traffic paths (&amp;quot;freeways&amp;quot;) between the doors can help reduce the pathfinding cost for dwarves who are just passing through.  There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts.  Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts.  As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless.  Users may see up to a 10% increase in FPS by implementing these changes throughout their fortress.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Path]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
[[ru:Traffic]]&lt;/div&gt;</summary>
		<author><name>Hailthytoaster</name></author>
	</entry>
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