<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HugoLuman</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=HugoLuman"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/HugoLuman"/>
	<updated>2026-04-10T23:41:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Demon&amp;diff=170452</id>
		<title>v0.34 Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Demon&amp;diff=170452"/>
		<updated>2012-04-25T04:58:06Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: Created page with &amp;quot;== Misleading Information == The article mentions Zombie demons. Demons cannot be reanimated. Unless someone can provide proof to the contrary, I think it should be removed. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Misleading Information ==&lt;br /&gt;
The article mentions Zombie demons. Demons cannot be reanimated. Unless someone can provide proof to the contrary, I think it should be removed. --[[User:HugoLuman|HugoLuman]] 04:58, 25 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Demonic_fortress&amp;diff=170393</id>
		<title>v0.34 Talk:Demonic fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Demonic_fortress&amp;diff=170393"/>
		<updated>2012-04-24T04:55:49Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: Created page with &amp;quot;== Weapon == Is it always a sword? --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weapon ==&lt;br /&gt;
Is it always a sword? --[[User:HugoLuman|HugoLuman]] 04:55, 24 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Gauntlet&amp;diff=169921</id>
		<title>v0.34:Gauntlet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Gauntlet&amp;diff=169921"/>
		<updated>2012-04-15T23:20:59Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: Created page with &amp;quot;Gauntlets are armor worn on the hands. Like other armor, gauntlets can be made of metal, shell, or bone. Elves sometimes bring wooden gauntlets.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gauntlets are armor worn on the hands. Like other armor, gauntlets can be made of metal, shell, or bone. Elves sometimes bring wooden gauntlets.&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Creature_token&amp;diff=169570</id>
		<title>v0.34 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Creature_token&amp;diff=169570"/>
		<updated>2012-04-07T07:46:07Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do crazed creatures refuse to attack other crazed creatures of the same species? Werebeasts don't seem to attack each other when they're the same.--[[User:HugoLuman|HugoLuman]] 07:46, 7 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Creature_token&amp;diff=169568</id>
		<title>v0.34 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Creature_token&amp;diff=169568"/>
		<updated>2012-04-07T07:38:07Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: Created page with &amp;quot;Do crazed creatures refuse to attack other crazed creatures of the same species? Werebeasts don't seem to attack each other when they're the same.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do crazed creatures refuse to attack other crazed creatures of the same species? Werebeasts don't seem to attack each other when they're the same.&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Modding_guide&amp;diff=168999</id>
		<title>v0.34 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Modding_guide&amp;diff=168999"/>
		<updated>2012-04-01T02:05:09Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is needed--[[User:HugoLuman|HugoLuman]] 02:05, 1 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Modding_guide&amp;diff=168998</id>
		<title>v0.34 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Modding_guide&amp;diff=168998"/>
		<updated>2012-04-01T02:04:52Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: Created page with &amp;quot;This page is needed&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is needed&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=168996</id>
		<title>Utility:Stonesense/Content repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=168996"/>
		<updated>2012-04-01T01:34:02Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: /* Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
=== Seuss's Tweaked Vegetation ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:STV1.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1699 DFFD File]&lt;br /&gt;
|author=Seuss&lt;br /&gt;
|installation=Replace vegetation folder in your stonesense directory with this one and make sure the line &amp;quot;vegetation/index.txt&amp;quot; is above &amp;quot;terrain/index.txt&amp;quot; in the main index file.&lt;br /&gt;
|comments=These are the vegetation files I use. I edit and change stuff as I play so this may be more updated than the official vegetation files.&lt;br /&gt;
&lt;br /&gt;
An Important note:&lt;br /&gt;
There is a small fix to the terrain under vegetation but it will only work if in your main index.txt file you have &amp;quot;vegetation/index.txt&amp;quot; above &amp;quot;terrain/index.txt&amp;quot;.&lt;br /&gt;
This is not necessary but it does improve visual quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Belannaer's Underground trees ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:underground_trees.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1980 DFFD File]&lt;br /&gt;
|author=Belannaer&lt;br /&gt;
|installation=Extract files into Stonesense/Vegetation and add underground_trees.xml to the index.txt.&lt;br /&gt;
|comments=New underground trees. From left to right: black cap, nether cap, goblin cap, tunnel tube, spore tree, blood thorn, fungiwood. Fungiwood graphic is from the original trees.png in Stonesense.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Therahedwig's darker grass ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=http://img.ie/164bc.png&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=3617 DFFD File]&lt;br /&gt;
|author=TheraHedwig&lt;br /&gt;
|installation=Just unzip the file inside the stonesense directory and add GD/index.txt to the index file, above all the other entries.&lt;br /&gt;
|comments=If you don't like the ramps, go into the GD directory, delete SSGDramps1.png and rename SSGDramps2.png into SSGDramps1.png.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Subterranean Animal Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo sub.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1698 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_subterranean.xml to the index.txt&lt;br /&gt;
|comments=Animated Subterranean Animal pack that does not include the animal men yet.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Large Ocean Animal Pack (WIP)===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo ocean title.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1736 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_large_ocean.xml to the index.txt&lt;br /&gt;
|comments=WIP Sprite sheet for the large_ocean set of creatures.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Common domestic animal pack===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Background_common.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1931 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_domestics.xml to the index.txt&lt;br /&gt;
|comments=Sprite sheet for Common Domestic animals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; This appears to be an older version.  A larger Beefmo's Domestic graphics file is included with Stonesense.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Crash2455's Easily Distinguishable Soldiers ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Soldiers.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1801 DFFD File]&lt;br /&gt;
|author=Crash2455&lt;br /&gt;
|installation=Place into your creatures directory.  You may want to back up your default &amp;quot;dwarves.png&amp;quot;&lt;br /&gt;
|comments=Color-coded soldiers make a return in this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Caldfir's Dwarves ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Caldwarf2.jpg‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=4804 Colour] [http://dffd.wimbli.com/file.php?id=1839 Original]&lt;br /&gt;
|author=Caldfir&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures (remember to backup the original versions before overwriting!)&lt;br /&gt;
|comments=WIP Sprite sheet that expands the number of different dwarf sprites significantly. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Belannaer's Goblin Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:goblin_shot.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1972 DFFD File]&lt;br /&gt;
|author=Belannaer&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add goblins.xml to the index.txt&lt;br /&gt;
|comments=Sprite sheet for nearly all goblin jobs and positions.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Greiger's Dracon Race Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:GreigerDracon.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1696 DFFD File]&lt;br /&gt;
|author=Greiger&lt;br /&gt;
|installation=Simply extract into Stonesense/Creatures and add Dracon.xml to the index file.&lt;br /&gt;
|comments=A set of sprites for custom dragonman races.  Not useful for vanilla, but folks with a dragonman race could use these sprites to have fewer ? icons around.  Updated for Stonesense slate on 5/5/2010.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Jordix's Wild Animals ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:wild_animals.png‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=2594 DFFD File]&lt;br /&gt;
|author=Jordix&lt;br /&gt;
|installation=Extract into Stonesense/creatures and add wild_animals.xml to the index.txt; see also the Readme.&lt;br /&gt;
|comments=Graphics for some above-ground wild animals. No animations or separate graphics for children yet.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== HugoLuman's Daleks ===&lt;br /&gt;
{{StonesenseContentPack|]&lt;br /&gt;
|image=[[File:DalekSpriteScreenie.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=6046 DFFD File]&lt;br /&gt;
|author=HugoLuman&lt;br /&gt;
|installation=Open dfDaleks.rar and find StonesenseDalekSprites.rar. Extract that into Stonesense/creatures and add daleks.xml to the index.txt&lt;br /&gt;
|comments=A sprite for Daleks from my Dalek mod. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Alternate well ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:TundraStonesenseAltWell.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1725 DFFD File]&lt;br /&gt;
|author=Dark_Tundra&lt;br /&gt;
|installation=Extract files into Stonesense/buildings and add TundraAltWell.xml to the top of /buildings/index.txt&lt;br /&gt;
|comments=A round well for Stonesense&lt;br /&gt;
(also first time using a wiki.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
=== Additional Ramps ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Stoneramps.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1717 DFFD File]&lt;br /&gt;
|author=kaypy&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add UpdatedRamps.xml to the top of /terrain/index.txt&lt;br /&gt;
|comments=Additional ramps. I will try to keep this updated as I get around to adding more.&lt;br /&gt;
&lt;br /&gt;
Stone&lt;br /&gt;
&lt;br /&gt;
Stone Brick (thanks Dark_Tundra)&lt;br /&gt;
&lt;br /&gt;
Glass x 2&lt;br /&gt;
&lt;br /&gt;
Ice&lt;br /&gt;
&lt;br /&gt;
Wood (v2)&lt;br /&gt;
&lt;br /&gt;
Dirt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Directional Walls ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:TundraDirectionalWalls.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1913 DFFD File]&lt;br /&gt;
|author=Dark_Tundra&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add DirectionalWalls.xml to the top of /terrain/index.txt&lt;br /&gt;
|comments=Walls with angled corners. Smoothed stone and constructed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Stonesense Grim Dark ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=Available on DFFD&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=3842 DFFD File]&lt;br /&gt;
|author=TheraHedwig&lt;br /&gt;
|installation=Just put this in the stonesense folder and add &amp;quot;Grim Dark/index.txt&amp;quot; to the top of the index file.&lt;br /&gt;
|comments=This mod replaced some of the stone-tiles of stonesense with more detailed ones.&lt;br /&gt;
&lt;br /&gt;
Get the darker grass here: http://dffd.wimbli.com/file.php?id=3617&lt;br /&gt;
&lt;br /&gt;
May have a few bugs.}}&lt;br /&gt;
&lt;br /&gt;
== How do I add my Content Pack? ==&lt;br /&gt;
&lt;br /&gt;
=== Name of Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=&lt;br /&gt;
|download link=''Link to download''&lt;br /&gt;
|author=''Your user name''&lt;br /&gt;
|installation=''Instructions on how to install your content pack''&lt;br /&gt;
|comments=''Description of your content pack''&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DalekSpriteScreenie.png&amp;diff=168995</id>
		<title>File:DalekSpriteScreenie.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DalekSpriteScreenie.png&amp;diff=168995"/>
		<updated>2012-04-01T01:33:23Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: uploaded a new version of &amp;amp;quot;File:DalekSpriteScreenie.png&amp;amp;quot;: Reverted to version as of 01:32, 1 April 2012&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A picture of a Dalek from Stonesense&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DalekSpriteScreenie.png&amp;diff=168994</id>
		<title>File:DalekSpriteScreenie.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DalekSpriteScreenie.png&amp;diff=168994"/>
		<updated>2012-04-01T01:33:07Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: uploaded a new version of &amp;amp;quot;File:DalekSpriteScreenie.png&amp;amp;quot;: Cropped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A picture of a Dalek from Stonesense&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DalekSpriteScreenie.png&amp;diff=168993</id>
		<title>File:DalekSpriteScreenie.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DalekSpriteScreenie.png&amp;diff=168993"/>
		<updated>2012-04-01T01:32:30Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: uploaded a new version of &amp;amp;quot;File:DalekSpriteScreenie.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A picture of a Dalek from Stonesense&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DalekSpriteScreenie.png&amp;diff=168992</id>
		<title>File:DalekSpriteScreenie.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DalekSpriteScreenie.png&amp;diff=168992"/>
		<updated>2012-04-01T01:29:32Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: A picture of a Dalek from Stonesense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A picture of a Dalek from Stonesense&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome_token&amp;diff=149037</id>
		<title>v0.31 Talk:Biome token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome_token&amp;diff=149037"/>
		<updated>2011-05-11T03:09:57Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: Created page with 'Should this be combined with the biomes page? ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this be combined with the biomes page? [[User:HugoLuman|HugoLuman]] 03:09, 11 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=146812</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=146812"/>
		<updated>2011-04-23T05:31:38Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Projectiles==&lt;br /&gt;
Can fortifications only be shot through one-way? I have built a wall of them, but neither my dwarves nor the goblins shot through them. version 31.18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
:::Quietust, you say completely submerged. Did you mean that a partially submerged fortification does not let creatures through? I'd love to know what is enough to let creatures through for a secret project I'm working on. More so, I'd like to know if creatures can be carried through fortifications by flowing water. I could just test this myself, but I am lazy and hoping someone already did it. One more thing - does anyone know if fortifications work vertically - that is, do they accept water from above them or if suspended let water flow down them? Thanks in advance to anyone who helps me. --[[User:Peglegpenguin|Peglegpenguin]] 02:40, 31 January 2011 (UTC)&lt;br /&gt;
::::I only tested with a depth of 7/7, since that was the easiest to set up - I'd be curious to see what happens with lower water levels. As for vertical fortifications, a '''constructed''' fortification does not have a floor above it, so you can pour water into it from above, but all fortifications have floors ''beneath'' them. --[[User:Quietust|Quietust]] 02:53, 31 January 2011 (UTC)&lt;br /&gt;
:::::I made a video of me testing this. The dwarf got through at water level 3. I'll need to redo this (I tried it again with elephants, and it didn't work) but for now this is what I have: [http://www.mkv25.net/dfma/movie-2302-fortificationwatertest]. Sorry my movie-making skills suck - I kept moving the cursor near the end.--[[User:Peglegpenguin|Peglegpenguin]] 23:37, 31 January 2011 (UTC)&lt;br /&gt;
::::::I just did a test in Arena mode, and I was unable to pass through a fortification at depth 6/7 - once I filled it to 7/7, I was able to swim right through it. As I also commented on that video, it's possible that flowing water is what pushed your dwarf through - next time, don't add water to the tile in which the dwarf is actually standing. --[[User:Quietust|Quietust]] 19:41, 5 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== submerged fortification ==&lt;br /&gt;
&lt;br /&gt;
Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.--[[User:HYBRID BEING|HYBRID BEING]] 13:15, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Of course the fortification won't block the croc. He can climb out of the water onto the top of it, and back into the water. [[User:GhostDwemer|GhostDwemer]] 16:05, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Change level 1 to:&lt;br /&gt;
 ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
 ░C+∙∙░∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
 ░░░░░░░░░░░&lt;br /&gt;
::: Then you will know for sure... [[Special:Contributions/173.14.75.181|173.14.75.181]] 16:52, 8 November 2010 (UTC)&lt;br /&gt;
:::: Would the croc really be able to climb onto the fortification? There is no floor over it. I checked that, too, though. Placed another fortification above the underwater one - croc swimmed through the submerged one. And i watched it step by step.&lt;br /&gt;
:::: BTW, i saw someone on forum suggesting placing fortification like this to stop monsters from being pushed through:&lt;br /&gt;
      ░░░&lt;br /&gt;
  ░░░░░X░░░░░&lt;br /&gt;
  ░░░R≈░≈R░░░ There is a wall above the submerged fortification, and another fortification above the pillar&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:::: Fat chance, the croc still slaughtered the poor dwarf.--[[User:HYBRID BEING|HYBRID BEING]] 17:50, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma==&lt;br /&gt;
Changed article. Previously, only mentioned water submerged fortifications. This could have suggested that they would still block lava creatures. But I fixed it [[User:HugoLuman|HugoLuman]] 05:31, 23 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=146811</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=146811"/>
		<updated>2011-04-23T05:27:23Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:06, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''' are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} [in and out] and liquids but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. Creatures with a [FLIER] tag can of course fly over and avoid these walls. One can build {{L|floor}} tiles on the Z-level above, to make a roof against flyers.&lt;br /&gt;
&lt;br /&gt;
Note that goblin '''elite''' bowmen and crossbowmen have sufficient skill to ignore the distance from your fortifications; they will shoot right through every time and (likely) decimate your forces.&lt;br /&gt;
&lt;br /&gt;
Beware that fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall {{L|grate}}s and vertical {{L|bars}} work, but they are vulnerable to {{L|building destroyer}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, they can be carved from {{L|construction|constructed}} walls or {{L|smoothing|smooth}}ed natural walls by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=146810</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=146810"/>
		<updated>2011-04-23T05:26:57Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:06, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''' are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} [in and out] and liquids but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. Creatures with a [FLIER] tag can of course fly over and avoid these walls. One can build {{L|floor}} tiles on the Z-level above, to make a roof against flyers.&lt;br /&gt;
&lt;br /&gt;
Note that goblin '''elite''' bowmen and crossbowmen have sufficient skill to ignore the distance from your fortifications; they will shoot right through every time and (likely) decimate your forces.&lt;br /&gt;
&lt;br /&gt;
Beware that fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in lava (or magma) - wall {{L|grate}}s and vertical {{L|bars}} work, but they are vulnerable to {{L|building destroyer}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, they can be carved from {{L|construction|constructed}} walls or {{L|smoothing|smooth}}ed natural walls by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sculpture_garden&amp;diff=146723</id>
		<title>v0.31 Talk:Sculpture garden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sculpture_garden&amp;diff=146723"/>
		<updated>2011-04-22T06:15:49Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Meeting hall==&lt;br /&gt;
Statue gardens can be designated as meeting halls, unless my .31.25 is uniquely bugged--[[User:HugoLuman|HugoLuman]] 06:15, 22 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sculpture_garden&amp;diff=146722</id>
		<title>v0.31 Talk:Sculpture garden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sculpture_garden&amp;diff=146722"/>
		<updated>2011-04-22T06:15:20Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: Created page with '==Meeting hall== Statue gardens can be designated as meeting halls, unless my .31.25 is uniquely bugged'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Meeting hall==&lt;br /&gt;
Statue gardens can be designated as meeting halls, unless my .31.25 is uniquely bugged&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Island&amp;diff=146419</id>
		<title>v0.31 Talk:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Island&amp;diff=146419"/>
		<updated>2011-04-19T04:56:14Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: /* Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adventure Mode==&lt;br /&gt;
Having someone give quests where you must go to an island can't be fun... actually, it sounds quite Fun. How the hell would an adventurer reach an island?--[[User:HugoLuman|HugoLuman]] 06:02, 18 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If you start out as a Novice in Swimming you can actually swim to islands, believe it or not. You just can't do it in fast travel mode and it will take a while. --[[User:Ral|Ral]] 06:35, 18 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::But navigating to it without getting lost is another problem --[[User:HugoLuman|HugoLuman]] 04:56, 19 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Island&amp;diff=146303</id>
		<title>v0.31 Talk:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Island&amp;diff=146303"/>
		<updated>2011-04-18T06:02:57Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: /* Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adventure Mode==&lt;br /&gt;
Having someone give quests where you must go to an island can't be fun... actually, it sounds quite Fun. How the hell would an adventurer reach an island?--[[User:HugoLuman|HugoLuman]] 06:02, 18 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Island&amp;diff=146302</id>
		<title>v0.31 Talk:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Island&amp;diff=146302"/>
		<updated>2011-04-18T06:02:37Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: Created page with '==Adventure Mode== Having someone give quests where you must go to an island can't be fun... actually, it sounds quite Fun. How the hell would an adventurer reach an island?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adventure Mode==&lt;br /&gt;
Having someone give quests where you must go to an island can't be fun... actually, it sounds quite Fun. How the hell would an adventurer reach an island?&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speech_mods&amp;diff=145835</id>
		<title>Speech mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speech_mods&amp;diff=145835"/>
		<updated>2011-04-15T02:30:55Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Dwarf Fortress]]' [[Speech]] files determine the exact dialog (mostly in [[adventurer mode]]) between two characters, such as the threats an important enemy will make to you before attacking, or the response when you ask a [[child]] his or her profession. The files may be found in the Dwarf Fortress folder, in the directory &amp;quot;data/speech&amp;quot;. These files are easily modified by adding additional lines of text, one entry per line. Take for instance, the file &amp;quot;positive.txt&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 fantastic!&lt;br /&gt;
 wonderful!&lt;br /&gt;
 I'm thrilled to hear that.&lt;br /&gt;
 I'm pleased to hear that.&lt;br /&gt;
 that is good news.&lt;br /&gt;
 that is wonderful news.&lt;br /&gt;
 this is encouraging.&lt;br /&gt;
 very good.&lt;br /&gt;
 I'm proud of you.&lt;br /&gt;
 that is a good turn of affairs.&lt;br /&gt;
&lt;br /&gt;
A file may also contain a variable in brackets. Instead of displaying the variable, Dwarf Fortress will display its contents (often the age of the speaker, their profession, or someone they killed.) For instance, the file &amp;quot;hist_fig_slayer.txt&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 It is I that felled [CONTEXT:HIST_FIG:TRANS_NAME] the [CONTEXT:HIST_FIG:RACE].&lt;br /&gt;
&lt;br /&gt;
This can be thought of as the speaker saying &amp;quot;It is I that felled (translated name of a historical figure) the (race)&amp;quot;. The result may look like:&lt;br /&gt;
&lt;br /&gt;
 It is I that felled Urist Skyseal the dwarf.&lt;br /&gt;
&lt;br /&gt;
To figure out the exact meaning of the variable(s) involved, it is usually sufficient to see how they are used in the actual game. In other cases, their meaning is obvious by the name of the file and the dialog before or after their usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Usage of this Page ==&lt;br /&gt;
&lt;br /&gt;
The contents of speech files are to be placed here with the intention of any user adding new possible replies to them as they see fit. Another user may then copy the new dialog to their appropriate files and enrich their [[Dwarf Fortress]] experience. They may also neglect to include entries they do not like, if they should choose.&lt;br /&gt;
&lt;br /&gt;
=== How do I add a new entry? ===&lt;br /&gt;
&lt;br /&gt;
Simply place it at the ''bottom'' of the appropriate table. Be sure to check that your entry isn't already in the table to avoid duplicates. If an entire file is missing from the page, feel free to create the table for it yourself, but please include the default entry or entries along with any you add. Please do not ''remove'' an entry from a file unless it is obviously vandalism. When in doubt, leave a message on the talk page expressing your concern.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that these entries should ''not'' break the fourth wall. As an example, the character speaking should not be aware that they are in a computer game.&lt;br /&gt;
&lt;br /&gt;
= Mods =&lt;br /&gt;
&lt;br /&gt;
== wandering_profession ==&lt;br /&gt;
&lt;br /&gt;
 I wander [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I roam the lands. My travels have taken me all around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I live the life of a nomad in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I am a vagabond. I have wandered [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I wander [CONTEXT:PLACE:TRANS_NAME], do you not also believe it beautiful?&lt;br /&gt;
&lt;br /&gt;
== wandering_profession_year ==&lt;br /&gt;
&lt;br /&gt;
 I have wandered [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
 I am a wanderer. I have roamed [CONTEXT:PLACE:TRANS_NAME] for around [CONTEXT:NUMBER] years.&lt;br /&gt;
 I have roamed the land alone for [CONTEXT:NUMBER] years.&lt;br /&gt;
 I have lived a nomadic life in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] years. Where I lay my head is home.&lt;br /&gt;
 I have gone where the wind has taken me for [CONTEXT:NUMBER] years.&lt;br /&gt;
&lt;br /&gt;
== thief_profession ==&lt;br /&gt;
&lt;br /&gt;
 I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I am a treasure hunter and what I find goes to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I do a little of this, a little of that.&lt;br /&gt;
 What I do isn't important.&lt;br /&gt;
 I acquire things that have been lost and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I retrieve trinkets from lost ages.&lt;br /&gt;
 I help circulate wealth, keeping it from standing still and stagnating&lt;br /&gt;
 What's it to ya?&lt;br /&gt;
&lt;br /&gt;
== thief_profession_year ==&lt;br /&gt;
&lt;br /&gt;
 I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME] and have done so for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
 I am a treasure hunter and what I find goes to [CONTEXT:PLACE:TRANS_NAME]. I've been doing this for about [CONTEXT:NUMBER] years.&lt;br /&gt;
 I do a little of this, a little of that.&lt;br /&gt;
 What I do isn't important.&lt;br /&gt;
 For [CONTEXT:NUMBER] years I have acquired things that have been lost for [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
== scouting_profession ==&lt;br /&gt;
&lt;br /&gt;
 It is my duty to scout the area around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I find danger before it finds us at [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I scout the land around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I know this area like the back of my hand.&lt;br /&gt;
 I watch for the enemy.&lt;br /&gt;
&lt;br /&gt;
== scouting_profession_year ==&lt;br /&gt;
&lt;br /&gt;
 I have been scouting the area around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
 For [CONTEXT:NUMBER] years I have found danger before it has found us at [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I have scouted the land around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] years.&lt;br /&gt;
&lt;br /&gt;
== past_snatcher_profession ==&lt;br /&gt;
&lt;br /&gt;
 Once it was my calling to rescue lost children.&lt;br /&gt;
 For [CONTEXT:NUMBER] of my years, I rescued lost children.&lt;br /&gt;
 I'm ashamed of my past. Please do not ask.&lt;br /&gt;
 ...I wonder what happened to them... Hm? My job? Oh, it was nothing.&lt;br /&gt;
 Let's just say I helped poor children find new homes.&lt;br /&gt;
&lt;br /&gt;
== general ==&lt;br /&gt;
&lt;br /&gt;
 whose bones you now stand on&lt;br /&gt;
 who wore [PRO_POS] entrails around [PRO_POS] neck&lt;br /&gt;
 whose bones you now stand on&lt;br /&gt;
 who tried to fight, but was scattered before my strikes like wheat to a scythe&lt;br /&gt;
 who tried to change things that were not meant to be changed&lt;br /&gt;
 who lost all in [PRO_POS] attempt at battle&lt;br /&gt;
 who couldn't fight on a real battlefield&lt;br /&gt;
 whose skill in fighting couldn't match his tormentor's&lt;br /&gt;
 whose passion was only a candle compared to my forest fire&lt;br /&gt;
 who tried to fly, only to find that [PRO_SUB] lacked wings&lt;br /&gt;
 who wished upon a star, only to have it shoot [PRO_OBJ] down&lt;br /&gt;
 whose questionable parentage shamed [PRO_POS] name&lt;br /&gt;
 who had no spouse nor child to seek vengeance&lt;br /&gt;
 who has been forever silenced&lt;br /&gt;
 who was lost&lt;br /&gt;
 who was an unfortunate discoverer of concealed recreational things&lt;br /&gt;
 for whom the bell now tolls&lt;br /&gt;
 who walks with the gods now&lt;br /&gt;
 whose voice cried out and was suddenly silenced&lt;br /&gt;
 whose story is ended&lt;br /&gt;
 who recently became a martyr for mediocrity&lt;br /&gt;
 who will never know another day&lt;br /&gt;
&lt;br /&gt;
== threat ==&lt;br /&gt;
&lt;br /&gt;
 Your blood shall be spilled this day!&lt;br /&gt;
 I shall delight in your torture!&lt;br /&gt;
 I shall feast on your entrails!&lt;br /&gt;
 I damn you to oblivion!&lt;br /&gt;
 Pray while you still can!&lt;br /&gt;
 Ding fries are done! Ding fries are done!&lt;br /&gt;
 Pray to your maker!&lt;br /&gt;
 Submit to the cold embrace of death!&lt;br /&gt;
 I am going to split you like a ripe melon!&lt;br /&gt;
 ohhh! ohhhhh! OHHHH! and im done.&lt;br /&gt;
 Your head will hang on my wall!&lt;br /&gt;
 Give in to darkness and despair!&lt;br /&gt;
 Your life belongs to me!&lt;br /&gt;
 I shall couple with your skull upon your death!&lt;br /&gt;
 You will beg for death before I am done!&lt;br /&gt;
 Die! Die! DIE!&lt;br /&gt;
 Your phallus shall shrivel in agony!&lt;br /&gt;
 You will be proud to die at my hands!&lt;br /&gt;
 Perhaps you will be a worthy prey!&lt;br /&gt;
 There is no escape!&lt;br /&gt;
 Are you yet afraid? If not, you will be!&lt;br /&gt;
 You will know nothing but terror when I am through!&lt;br /&gt;
 Your body will fall like a limp bag!&lt;br /&gt;
 Scream now, for you will soon be unable to speak!&lt;br /&gt;
 Imma wear you like a coat! LIKE A COAT!&lt;br /&gt;
 I shall flatten you!&lt;br /&gt;
 It is already over; stand still and embrace death!&lt;br /&gt;
 Please do not hurt me!&lt;br /&gt;
 I am destined to be your last foe.&lt;br /&gt;
 Embrace the end that awaits you!&lt;br /&gt;
 You DARE challenge me?!&lt;br /&gt;
 Fool! Perish at my hand!&lt;br /&gt;
 It tis hammer time!&lt;br /&gt;
 Cower before my might and I might just crush you quickly.&lt;br /&gt;
 Do you not see? You are dead already.&lt;br /&gt;
 It's time to suffer!&lt;br /&gt;
 I shall strike you down!&lt;br /&gt;
 You have already made your final mistake!&lt;br /&gt;
 You have not felt suffering yet!&lt;br /&gt;
 N'wah!&lt;br /&gt;
 You may pry your weapon out of your own face!&lt;br /&gt;
 Gwowowowowowowowowowow!&lt;br /&gt;
 Your bones will be my dinner!&lt;br /&gt;
 Die, fetcher!&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=145330</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=145330"/>
		<updated>2011-04-10T00:38:40Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trader's won't show goods==&lt;br /&gt;
Traders from my home civ show up, and they have loads upon loads of goods, but the trade window says they have nothing. I really need the goods they have. Help?--[[User:HugoLuman|HugoLuman]] 00:38, 10 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Colors of Containers==&lt;br /&gt;
Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
:The color of a container is based on what it's made of. Anything made from [[tower cap]] will be white. Normal wood is brown. --[[User:Strangething|Strangething]] 02:29, 14 July 2010 (UTC)&lt;br /&gt;
::Note that AD was talking about the color displayed in the trading screen, not the color of the item. Any container will display according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, regardless of the contents. So your barrel was foreign (listed in white), despite the fact that the cheese was local. When you (v)iew the item, the contents are listed, colored according to their origin (regardless of the container's origin). [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:14, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Dwarves==&lt;br /&gt;
It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;br /&gt;
&lt;br /&gt;
==Vermin in caravans?==&lt;br /&gt;
I wanted to release the bought warthogs out of their cages, tame bats and fluffy wamblers were in my list. I haven´t caught any vermin yet, so I put them in that cage, too.  When I looked at the (elven) caravan they &amp;quot;stole&amp;quot; the vermin from them. Anyone has seen this, too?&lt;br /&gt;
:I can confirm that elven caravans offer cages containing vermin. This vermin isn't shown in thr trade screen list, unless you view these cages separately. This vermin is ''not'' shown in your animal list of the status screen (hit {{k|z}} and then {{k|return}} to get there). It ''is'', however, shown in the list of creatures assignable to a cage. (hit {{k|q}}, select a cage, hit {{k|a}}, and there they are.) --[[User:Doub|Doub]] 17:47, 2 May 2010 (UTC)&lt;br /&gt;
::I agree.  The cages are not labeled as anything but normal cages.  However, if you view the item in the trade depot screen ({k|v} when highlighting the &amp;quot;empty&amp;quot; cage) the vermin will be shown as a content.--[[User:Kwieland|Kwieland]] 16:29, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Wagons with Caravans==&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes, Wagons are out for now. This is most likely a bug as the access check screen is still in. Hm..or not? --[[User:Birthright|Birthright]] 20:00, 14 April 2010 (UTC)&lt;br /&gt;
:::They're still in the raws - see creature_equipment.txt. --[[User:Quietust|Quietust]] 21:11, 14 April 2010 (UTC)&lt;br /&gt;
::::It still checks if a wagon could make it to the dapot, but for me a caravan (Without wagons obviously) went through a two-wide tunnel[[User:GiantTiger11|GiantTiger11]] 08:01, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Late caravan ==&lt;br /&gt;
&lt;br /&gt;
The caravan used to arrive for me at exactly mid-autumn. I got my caravan in the new version at just a few days before autumn ended.  Is this the case with everyone? [[User:Greep|Greep]] 03:56, 17 April 2010 (UTC)&lt;br /&gt;
:can confirm, caravans now always come late. --[[User:Confused|Confused]] 14:08, 17 April 2010 (UTC)&lt;br /&gt;
::maybe this is intentional as a &amp;quot;delay&amp;quot; from where they travel from? --[[User:Eroing|Eroing]] 17:41, 17 April 2010 (CET)&lt;br /&gt;
:::It's &amp;lt;s&amp;gt;my first Mid-Winter&amp;lt;/s&amp;gt; the spring of the year after embarking now and i haven't seen just a wheel. Should I begin to worry? --[[User:Gnarker|Gnarker]] 11:37, 30 May 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Merchants going underground. ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarven caravan leave the fortress through an underground edge of the map. Spawned from the top though.--[[User:Droid|Droid]] 04:07, 21 April 2010 (UTC)&lt;br /&gt;
: In my fortress even an elven caravan took the way through the caverns! --[[User:Doub|Doub]] 07:57, 24 April 2010 (UTC)&lt;br /&gt;
: Confirmed. Humans entered from the top, and left through the first cavern. Killed an Serpent man tribe on the way out. 05:10, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple Trade Depots ==&lt;br /&gt;
&lt;br /&gt;
Has there been any change for this?&lt;br /&gt;
&lt;br /&gt;
== Traders go insane and starve ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.&amp;quot; &lt;br /&gt;
Is this correct? Traders can starve? Or do they only gain the ability to starve when insane?&lt;br /&gt;
:I've only had this happen once. They went crazy after a while, and then starved.  I don't know if it was exactly six months, but probably similar time scale. Experiment.  Try locking the caravan on your map.  Find out if it is really 6 months, if they go crazy, stave, and what happens!--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
: Verified (in .13.12), caravan (and their pack animals) went insane, they could not handle 1-tile wide bridges over our river. Probably expected 3-6 tiles wide bridges! Looks like they drop their items upon going insane.--[[User:TomiTapio|TomiTapio]] 23:00, 29 July 2010 (UTC)&lt;br /&gt;
: In .31.25 I've just had a merchant and his pack animal go stark raving mad without holding the merchants hostage.  I had no Trade Depot.  I usually build a depot so I'm left scratching my beard on this.  Is this new behavior? --[[User:Jwest23|Jwest23]] 18:42, 3 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== First Caravan Brings Nothing? ==&lt;br /&gt;
&lt;br /&gt;
I've had this happen twice, where the dwarven caravan brings a whole lot of nothing. Is this to be expected? I generaqlly give them something nyways, in hope that the next year will be better.&lt;br /&gt;
&lt;br /&gt;
== No Dwarven Caravan ==&lt;br /&gt;
&lt;br /&gt;
I'm in mid-summer of my third year and the only caravans I have been getting have been elven ones once a year. I Still haven't had a dwarven caravan show up ever. In the Civ screen it says that there are no important people in the civ.&lt;br /&gt;
&lt;br /&gt;
My first year I got 7 migrants in total and haven't got any since. Does this mean my parent civ has been eradicated?&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:13, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The same thing happened to me.  My fortress is in a &amp;quot;small region&amp;quot;-sized world-- I'm beginning to wish I'd paid more attention while the world was created; maybe there just aren't any other dwarves inside it?&lt;br /&gt;
&lt;br /&gt;
== Caravan leaving through cave ==&lt;br /&gt;
&lt;br /&gt;
I just had a caravan leave through a cave. I had a clear path to a ground exit from my trade depot, even for wagons. This was not the case for the cave level, as it was only reachable by stairs. I don't know if this is a bug or not. Strange, anyhow. /[[User:Josj|Josj]] 06:20, 28 June 2010 (UTC)&lt;br /&gt;
:Probably not a bug, as such.  Firstly, because caravans don't currently use wagons, but only pack animals, they can path up and down stairs.  Secondly... they probably picked the shortest path to an exit, and that just happened to be the cave level.  Was the ground exit on the other side of the screen, or temporarily blocked by a drawbridge or something? --[[User:DeMatt|DeMatt]] 18:24, 28 June 2010 (UTC)&lt;br /&gt;
::The ground exit was quite close--about a screen away from the depot. It could've been temporarily blocked by a barrage of haulers or something. I don't quite remember. But it would have had to be blocked as they went down some fifty levels or so. Even if the caravan used my traffic designations (which I don't believe they do) that wouldn't have been a closer route. It makes me wonder if it's possible for the caravans to appear in the caves.  /[[User:Josj|Josj]] 19:00, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forbidden Depots ==&lt;br /&gt;
I used the ' d:b:f ' command to forbid all items on my depot so that they would not have to haul all the stuff back, subsequently forbidding the 3 pieces mahogany that made up the depot itself. When the human caravan showed up, the game gave me a message that said they need a depot to trade at. I used the ' t ' command to unforbid each piece, and they instantly started to move to it. This might be worth mentioning as a troubleshooter, or something, if I can get confirmation on it. --[[User:Bungler|Bungler]] 03:45, 1 July 2010 (UTC)&lt;br /&gt;
:I can confirm that behavior. I used it all the time in 40d.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)  &lt;br /&gt;
::I had traders go insane, probably because the depot was bulk-forbidden. --[[User:TomiTapio|TomiTapio]] 20:59, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traders taking forever to load up==&lt;br /&gt;
The other lifesaver I found on this wiki somewhere relates to when you are trading a large number of items.  I had the problem where caravans would take months and months to load up and get out.  Once this lead to two caravans being on the map at the same time, (humans and dwarfs, I think) trying to load/unload at the same time and it was a mess (FPS suffered, too)  However, there is way to prevent this.  Pause the game after you get the &amp;quot;caravan has embarked&amp;quot; message, then go do {{k|d}}-{{k|t}} to designate trees (or mining, or whatever) and then hold down the mouse button.  Watch the depot at the same time and you'll see the items dance as they get loaded up while the game is paused.  Once the depot stops blinking, they're done and you can let go of the mouse.  It took my traders 1.5 minutes real life to load up.  But, then they take off on their merry way.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Accessible and Inaccessible Depots ==&lt;br /&gt;
&lt;br /&gt;
Im very new to the game and have been having trouble with making my depot wagon-accessible. &lt;br /&gt;
&lt;br /&gt;
In the wiki it says that a 3-square wide corridor is needed to fit a trade wagon through(XWX in the D overlay). My problem is that Ive made a corridor 3 squares wide to my depot, but with the D command it still says my depot is inaccessible.&lt;br /&gt;
&lt;br /&gt;
In the D overlay should there be 3 W makers side by side(XWWWX) for the depot to be accessible? If this is the case then the hall needs to be 5 squares wide...&lt;br /&gt;
&lt;br /&gt;
Whatever the fix is, its not clear/helpful on the wiki. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:173.217.232.2|173.217.232.2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:The D overlay only requires a path of Ws '''one''' tile wide, but it must be continuous and orthogonal (i.e. no diagonal-only gaps). Trace it out from the depot to find what's blocking the rest of the way (probably a boulder or a tree outside). --[[User:Quietust|Quietust]] 01:22, 9 July 2010 (UTC)&lt;br /&gt;
::You might need to smooth some boulders, cut down some trees, or add some ramps.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
== Experience ==&lt;br /&gt;
From the article: ''Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game. ''&lt;br /&gt;
This isn't true for 40d.  The experience was based solely on the number and value of the items brought by the trade caravan once a single trade was completed.  Has this changed for 31.xx?--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
:Agreed.  But the biggest thing was that it seemed like if you made that first trade for ''exactly'' 30%, your trader could get immense experience, even legendary.  But it didn't seem to work when I tried it in .12 of late. [[User:Dorf and Dumb|Dorf and Dumb]] 05:25, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
My experience, when I've checked through dwarf therapist, is that a dwarf will get points in appraisal once, and only once, some time (within seconds) after the completion of the first trade with a particular caravan.  Tested using dwarfs with 0 experience in appraisal, haven't tested if changing dwarfs at the trade depot will allow you to train more than one dwarf per caravan, will do so later today, if future caravans remain free of goblins/magma/other fun.--[[User:MadGreyOne|MadGreyOne]] 17:25, 1 December 2010 (UTC) Or they gain their experience on the first time looking at the goods, as I now remember it saying, somewhere...  only one dwarf per caravan though =( And no experience gains shown at all for trading of items, so unless someone has seen clear evidence of multiple trades boosting experience gains we should probably remove that line.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
&lt;br /&gt;
== Random breaking of &amp;quot;Trader Requested at Depot&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I have the Broker's labors all turned off barring cleaning and the default health care entries. When a caravan arrives, he'll happily ignore my initial switching of the Depot status requesting his presence and continue to haul items to the depot (despite having all hauling labors off). I have to toggle it back to not requested and then back to requested and he's fine, he'll sit and trade...for a while. Then if he goes to get a drink, eat, or sleep, his action when he gets up will be to haul items again. Anyone else having this issue? [[User:Chronin|Chronin]] 18:46, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Never have &amp;quot;only broker&amp;quot; set.  It slows things down, and the benefit is, you don't get more than one dorf trained with appraiser skill (which means if the broker dies, you don't even see a price on anything).  And the other benefit is, you can drive a harder bargain with the traders and therefore not get as much stuff brought in next time.  What's the point? [[User:Dorf and Dumb|Dorf and Dumb]] 05:27, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:almost all dwarves &amp;quot;bring items to depot&amp;quot;, I guess it's part of the non-toggleable jobs. --[[User:TomiTapio|TomiTapio]] 21:03, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Even after turning off all other jobs, including hauling, I still get this problem. Even after confining him to a burrow consisting of nothing but the Depot, he'll still try to run off. The best solution is to request him as soon as the caravan is on the map, and it'll slide to the top of his job queue before it's gone. If you make a trade, he may run off again, so you might want to wait until everything you're trading away is there. [[User:Uzu Bash|Uzu Bash]] 14:10, 20 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not certain(otherwise known as WAG time), but it seems like the trade at depot job doesn't become a priority until everything marked pending for trade has been hauled to the depot.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
&lt;br /&gt;
== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
It's fairly well known that caravans will bring lots of wooden logs if you don't have any in your fortress (including machine parts) or if you've forbidden all of them (something I've personally used numerous times - in my latest fort in 0.31.12, I managed to get elven and human caravans to bring over 200 logs each). It might be worth testing to see if caravans bring &amp;quot;emergency supplies&amp;quot; of things other than wooden logs - when I cooked all of my meat into prepared meals, the next human caravan decided to bring over 200 stacks of meat and prepared organs (it was enough to instantly overfill both of my 11x11 meat stockpiles, since my barrels were all full of booze). --[[User:Quietust|Quietust]] 18:37, 13 September 2010 (UTC)&lt;br /&gt;
:I believe I've got reasonable evidence that meat '''is''' considered an emergency good - when the human caravan arrived, the first horse was loaded up with wood logs and plants (which I had requested from the modded-in guild representative) and tons of meat (which I did '''not''' request), and the second horse was loaded up with a bunch more meat finally followed by several bins of cloth and leather, and the 3rd horse was carrying the rest of the leather; the rest of the caravan also held some stacks of random types of meat. Normally, binned goods are loaded at maximum priority, but liaison requests and emergency supplies both seem to override that. --[[User:Quietust|Quietust]] 04:24, 27 October 2010 (UTC)&lt;br /&gt;
::A quick test suggests that there are quite a few other emergency supplies - when I forbade '''everything''' in my fortress just before the Elven caravan arrived, the first horse was carrying nothing but plants, and the 2nd horse was carrying 50 bins of cloth plus lots of wooden logs, the 3rd horse was carrying the rest of the logs and the mostly normal trade goods, and the 4th horse had the usual assortment. Repeating with everything unforbidden resulted in a much more &amp;quot;normal&amp;quot; caravan - 5 horses carrying 12 ropes, 9 instruments, 12 toys, 10 pets (7 large creatures, 3 vermin), 11 cages, 21 booze barrels, 18 empty barrels, 8 buckets, 7 weapons, 12 body armor, 8 pairs of footwear, 13 shields, 8 headgear, 12 pairs of handwear, 11 seed bags, 10 mill bags (all dye), 12 sand bags, 13 empty bags, 14 bins of cloth (all of which were on the first horse), 8 crafts, 13 stacks of arrows, 24 stacks of plants, 11 threads, 10 legwear, 11 splints, and 6 crutches. --[[User:Quietust|Quietust]] 03:40, 6 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== recent trading changes? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen changes to the way traders trade? Looks to me like in .31.16 (as compared to .12) the acceptable markup is much higher (45% compared to as little as 10-15%), and appraisal and other broker experience seems to be deferred now (appraisal skill not rising with each trade anymore, it rises sometime after the caravan leaves)[[Special:Contributions/202.156.10.234|202.156.10.234]] 01:04, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== King offering ==&lt;br /&gt;
&lt;br /&gt;
It looks like an offering of 5k is required to promote the city from barony. I sure would like to verify, but goblin seiges have pre-empted the liaison visits since becoming a barony. [[User:Uzu Bash|Uzu Bash]] 13:29, 20 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Elven Cloth? ==&lt;br /&gt;
&lt;br /&gt;
Something very interesting has happened in my current fortress - last Autumn, I captured a giant cave spider and started a silk farm, and so far I've woven over 200 pieces of cloth (and have plenty of thread ready to weave), and the Elven caravan just arrived in the Spring with '''zero bins of cloth''' (and about 11 of everything else they usually bring). Maybe they were only bringing cloth in the first place because I wasn't producing any of my own? Maybe they brought it as emergency supplies? More testing is definitely in order. --[[User:Quietust|Quietust]] 03:16, 10 November 2010 (UTC)&lt;br /&gt;
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:Just not an Elven Caravan without the useless bits of string, eh?&lt;br /&gt;
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== Tunnel paths? ==&lt;br /&gt;
&lt;br /&gt;
There's a few spots on this page and others where it mentions caravans coming from the edge of the map, and some people mentioning underground tunnels, but the game wont let me mine at the edge of the map, am I misinterpreting things or is that info out of date?--[[User:Twilightdusk|Twilightdusk]] 03:04, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can't mine the edge of the map, but you ''can'' dig a tunnel all the way up to 1 square away, ending in a ramp to the surface. I think that's what the &amp;quot;Caravan Delay&amp;quot; section is suggesting. Also, above-ground walls and drawbridges cannot be built within 5 squares of the edge, but ''below'' ground ones can. Finally, if you've opened the caverns, it's reported (though I haven't seen it) that caravans can enter or exit there, so you may (or may not, I haven't tested this) be able to build a reasonably safe exit down there - i.e. you could wall up a path all the way to the edge - unless of course that Forgotten Beast happens to enter just where and when the caravan is exiting... [[Special:Contributions/202.156.10.234|202.156.10.234]] 08:16, 27 November 2010 (UTC)&lt;br /&gt;
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==Doors and traders==&lt;br /&gt;
I had my depot safely locked behind a set of doors, mainly to keep my stupid cats from wandering outside and getting mauled by the wild life. This was fine for the first two caravans (dwarf and elf, respectively), but the third one (a human one), while able to arrive just fine, was not able to leave until I removed the doors. Is this just a quirk? --[[User:Shatari|Shatari]] 04:41, 27 January 2011 (UTC)&lt;br /&gt;
:After playing around a bit, I think the problem was simply a matter of the humans taking forever to leave after their 'departing' message had popped up. I've not run into this problem since. --[[User:Shatari|Shatari]] 02:59, 15 February 2011 (UTC)&lt;br /&gt;
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== Traders forgot stuff ==&lt;br /&gt;
&lt;br /&gt;
They left their stuff behind. Quite a lot of it. I consider it a windfall, considering we had nothing left to eat or trade on the first caravan, so intent were we on our build.&lt;br /&gt;
&lt;br /&gt;
== Traders won't accept 1:1 trade? ==&lt;br /&gt;
&lt;br /&gt;
I just tried to trade with a dwarven caravan, and it wouldn't accept it. &amp;quot;With your trade goods such as they are, I cannot fathom you ending up with these items.&amp;quot; The trade was 1:1; no profit or loss for either side.&lt;br /&gt;
They wouldn't trade for a -1 loss either, saying they wouldn't trade for a loss.&lt;br /&gt;
.....Why? --[[User:Ruan942|Ruan942]] 12:20, 13 February 2011 (UTC)&lt;br /&gt;
:To my knowledge, traders prefer to make a profit, especially if your broker is lacking in social skills. --[[User:Shatari|Shatari]] 03:01, 15 February 2011 (UTC)&lt;br /&gt;
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== Childish Games? ==&lt;br /&gt;
&lt;br /&gt;
Hey, I've just recently started playing Dwarf Fortress. I've traded with caravans before, but on a new fortress the traders instantly said &amp;quot;Enough of your childish games.&amp;quot; and set off, even though they had about a 100 DB profit. Help?&lt;br /&gt;
&lt;br /&gt;
--100DB out of what, though?  Out of 100DB, fine. Out of 2000DB?  Only once you've traded a while with them.  Give them lots of profit (200%) for the first few trades.  Even if they are smaller amounts. Once you notice they're willing to trade, you can reduce the percentage of profit.  Also, note that the caravan trader will get more and more upset for each unacceptable trade.  I make (or goblins give me) so much cra..er junk in my fort that I'm usually trading 200,000DB for 5000DB back.  Later in the game, you don't really need much from the traders. I use them to remove stuff I don't want anymore, like *Large Rope Reed Trousers*.--[[User:Kwieland|Kwieland]] 17:13, 8 April 2011 (UTC)&lt;br /&gt;
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==Dwarven Caravan Every Other Year==&lt;br /&gt;
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As the title says. It seems that they only come once every two years. Has anyone else seen this?--[[User:Mirthmanor|Mirthmanor]] 03:32, 5 April 2011 (UTC)&lt;br /&gt;
:Only when I'm under siege. Traders won't some if a siege comes when they would have. [[User:GhostDwemer|GhostDwemer]] 14:59, 5 April 2011 (UTC)&lt;br /&gt;
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== Wild Animal Trading ==&lt;br /&gt;
&lt;br /&gt;
I can verify that benign wild animals are also released when trying to trad, not just aggressive animals. I tried to sell some traders some wild unicorns, and the dwarfs set them free. &lt;br /&gt;
But question, will Seizing an item warrant a siege, even if you already traded them lots of stuff and give them a huge profit? I'm trying to get rid of caravans as soon as I've traded everything I've wanted without making them too angry.--[[Special:Contributions/69.135.213.251|69.135.213.251]]&lt;br /&gt;
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I've wondered the same thing.  Find out for us! My guess is seizing things will not result in a siege as long as the caravan turns a profit.--[[User:Kwieland|Kwieland]] 17:08, 8 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=145023</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=145023"/>
		<updated>2011-04-09T06:36:33Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: /* No Migrants After first year */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Limit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
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Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
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:With default population cap of 200, I received a wave of migrants pushing me to 208, and then later received another wave of migrants (from 210, after children born) to 215. Population cap appears to be nonfunctional. [[User:RSOG|RSOG]] 11:49, 23 January 2011 (UTC)&lt;br /&gt;
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Cephalo said: &amp;quot;It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. &amp;quot; --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)&lt;br /&gt;
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Does the population cap also affect important dwarves as dungeon master and other nobles?  --[[User:Blur|Blur]] 20:20, 26 December 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
I have the same problem.&lt;br /&gt;
I attended &amp;quot;Hermit&amp;quot; challenge, when i left only 2 dwarves from starter 7. I turned also the pop.cap to 2, so population doesn't grow. I also DON'T trade with any caravan. But these imigrants just blow up the challenge. Even without trading they keep coming every season (even with pop.capped at 2) about 4-7 dwarves per wave. I am forced to put them into DAS to get rid of them. But only get ghosts, for which i must build memorials to get rid of spirits. And here it is: a bunch of memorials and never ending imigrants and ghosts. Also suffer drop in FPS. Problem is - migrants don't stop to come even after 5 years. Can't manage to build much memorials to all of them...  --[[User:Akirasip|Akirasip]] 23:48, 19 March 2011 (UTC)&lt;br /&gt;
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Okay, at least ghosts don't tend to make massive lag, but migrants are main problem...  --[[User:Akirasip|Akirasip]] 23:05, 27 March 2010 (UTC)&lt;br /&gt;
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==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
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==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
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:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
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::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
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Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
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I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
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Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
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Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
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Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
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I've had 27. http://imgur.com/P32a8.png&lt;br /&gt;
13:32, 8 August 2010&lt;br /&gt;
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Just had 21 migrants. Up to now I had NO wealth created, never traded and only two dwarves survived till that point. Half the fortress flooded, Ogres everywhere. Don't know what they even want here... --[[Special:Contributions/194.156.172.203|194.156.172.203]] 10:07, 26 August 2010 (UTC)&lt;br /&gt;
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(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress?  The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth.  I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go.  -- MozeeToby&lt;br /&gt;
00:38, 17 September 2010&lt;br /&gt;
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== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
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== pattern with military skills? ==&lt;br /&gt;
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It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
::I just got a guy w/ 6 in knife, 5 in pike, and 8 in dodger, fighter, shield, and armor. I then looked over my 38 total dorfs in DT. None of my dorfs has had to fight so far, and I only gave skills to one at the start. With the exception of that one, they all followed a few patterns:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) A weapon-combat skill with x experience means they also get x in dodge, fight, shield and armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) A nonweapon-combat skill (I only have a couple biters -- someone check w/ wrestler, please) comes with equal experience in dodge, fight, and armor -- Not shield!&amp;lt;br /&amp;gt;&lt;br /&gt;
::3.) If a dorf comes in with x experience in one weapon and y experience in another (Like that guy with 6 in knife and 5 in pike) they get x+y in dodge, fight, armor, and shield. That one guy had 4500 in knife, and 3500 in pike -- and 8000 in the other 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
::4.) Nonmilitary combat/postcombat skills (Ambusher, crutchwalker, siege, etc) are not related to the above.&lt;br /&gt;
::Can someone get these data:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) Dorf with weapon skill and nonweapon skill (Like biter and lasher, or wrestler and axedwarf) and check to see what skills those match to? I _think_ they'll have exp from both in fighter, dodger, and armor, but only the weapon in shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) Wrestler data in general -- I think it'll follow the biter rules I'm sure of, but I don't know this.&amp;lt;br /&amp;gt; Need data!&amp;lt;br /&amp;gt;&lt;br /&gt;
::--[[User:Waladil|Waladil]] 19:47, 30 July 2010 (UTC)&lt;br /&gt;
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:::Just got a new migrant with the following mil skills:&lt;br /&gt;
&lt;br /&gt;
:::novice knife user&lt;br /&gt;
:::novice shield user&lt;br /&gt;
:::skilled armor user&lt;br /&gt;
:::proficient bowdwarf&lt;br /&gt;
:::novice fighter&lt;br /&gt;
:::proficient archer&lt;br /&gt;
:::skilled dodger&lt;br /&gt;
&lt;br /&gt;
:::.. which looks to me like &amp;quot;archer+related skills&amp;quot; (armor+dodge) added on top of &amp;quot;melee+related skills&amp;quot; (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)&lt;br /&gt;
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== More military skill patterns ==&lt;br /&gt;
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The section on military skils clearly needs some fixing. It's OK with regard to melee skills, but doesn't even mention the ranged skill combinations (ranged weapon + archer + armor + dodge (no shield)). Plus the archer patterns seem to only grant partial armor and dodge skill (something like 2/3 of the main skill?). Also, there is at least one civilian(ish) skillset which can mess with the patterns. For example, I've got an immigrant just now with the following skills:&lt;br /&gt;
&lt;br /&gt;
:novice swordsdwarf&lt;br /&gt;
:novice hammerdwarf&lt;br /&gt;
:talented marksdwarf&lt;br /&gt;
:adequate shield user&lt;br /&gt;
:proficient armor user&lt;br /&gt;
:proficient fighter&lt;br /&gt;
:competent striker&lt;br /&gt;
:professional(?!) dodger&lt;br /&gt;
:proficient observer&lt;br /&gt;
&lt;br /&gt;
..which caused me some headscratching until I noticed he also had &amp;quot;accomplished ambusher&amp;quot; and figured out the patterns were&lt;br /&gt;
&lt;br /&gt;
:novice melee (sword, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:novice melee (hammer, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:competent hand-to-hand (armor, fighter, striker, dodger, observer)&lt;br /&gt;
:accomplished hunter (ambusher, marksdwarf(2/3), dodger(2/3?))&lt;br /&gt;
&lt;br /&gt;
Also, as of some recent version (.14? .16?), observer skill is included in all the military skillsets. (up to .12, it was only included in the ranged skillsets).&lt;br /&gt;
&lt;br /&gt;
As far as I've seen, ''any'' combination of patterns is possible, leading to some pretty strange assortments of skills. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:54, 24 November 2010 (UTC)&lt;br /&gt;
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== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
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== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
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== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
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: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
Second wave brought a legendary leatherworker today. I play quite a bit and this is definitely a rare occurrence.  -=[[User:Uninvited Guest|Uninvited Guest]]&lt;br /&gt;
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: Legendary weaponsmith. what a roll THAT was.--[[Special:Contributions/75.6.235.84|75.6.235.84]] 04:24, 24 November 2010 (UTC)&lt;br /&gt;
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== Odd thingy ==&lt;br /&gt;
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I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
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== No Migrants After first year ==&lt;br /&gt;
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My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
&lt;br /&gt;
Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;br /&gt;
&lt;br /&gt;
I am having a similar problem, but I doubt my civ has been eradicated; On the civ screen it still says I have a general and a queen. But I get no immigrants, and the caravan from home won't leave. --[[User:HugoLuman|HugoLuman]] 06:36, 9 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worldgen Immigrants ==&lt;br /&gt;
&lt;br /&gt;
Any information? Are the (virtually useless) 'proffesioned' immigrants specific to .13 or do they include .14 and beyond? Any workarounds to make them useful? Can they function as useful nobles?&lt;br /&gt;
[[User:Shabang50|Shabang50]] 19:56, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:fixed in .31.14 [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worried Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have a fortress that has managed to survived for 16 years.  Now it's been made a capital and I have a king, I've gotten a message saying &amp;quot;Some Migrants have arrived, despite the danger.&amp;quot;, which I think is the first time in a few years I've had immigrants arrive.  I'm not sure what this danger is that is being referred to, but it seems that it could dissuade immigrants from coming.&lt;br /&gt;
&lt;br /&gt;
: The more dwarves that die in your fortress, the more dangerous it is perceived to be by migrants. At worst it can say &amp;quot;Some migrants have arrived, knowing that this place may be their grave&amp;quot;, I think. It's likely that over the years your fortress has been around you've racked up enough deaths to be considered a dangerous place. [[User:Calite|Calite]] 18:48, 11 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::hmm, I don't think it's &amp;lt;i&amp;gt;just&amp;lt;/i&amp;gt; based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be &amp;lt;i&amp;gt;recent&amp;lt;/i&amp;gt; deaths, or maybe &amp;lt;i&amp;gt;net&amp;lt;/i&amp;gt; deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a &amp;lt;i&amp;gt;one time&amp;lt;/i&amp;gt; danger message. Or something else, I dunno. But your (presumably) large, &amp;quot;dangerous&amp;quot; fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've had zero deaths, set up a healthy fortress in a calm area, yet I got the &amp;quot;No one even considered making the journey to such an accursed death-trap.&amp;quot; I think there are two possibilities: 1) There were a ton of carp in the river, but they all died in last winter's freeze. 2) I might be next to a hostile civ, but I'm not sure.--[[Special:Contributions/128.120.206.169|128.120.206.169]] 04:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigrant war dogs? ==&lt;br /&gt;
&lt;br /&gt;
Just had a migrant wave arrive with a &amp;quot;Stray war Dog (tame)&amp;quot;. Don't recall having had that happen before. Anyone else seen a war dog (or hunting dog) arrive with migrants? (v. .31.16) [[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 19 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=144617</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=144617"/>
		<updated>2011-04-04T23:42:35Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
:From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.  [[User:KillerClowns|KillerClowns]] 03:52, 27 April 2010 (UTC)&lt;br /&gt;
::I've confirmed wood having the same old, looking to test glass portals. I've tested with all of the metals I possess, and they now have the same graphic as stone. [[User:The Architect|The Architect]] 20:20, 27 April 2010 (UTC)&lt;br /&gt;
:::Hornblende seems to use a different graphic from the other materials, for some reason. [[User:Minus|Minus]] 19:26, 22 May 2010 (UTC)&lt;br /&gt;
:::: Olivine has another graphic, too. It has that gem graphic. I was confused when I first saw that. --[[User:Niggy|Niggy]] 19:38, 22 May 2010 (UTC)&lt;br /&gt;
&amp;quot;Keep locked: The door can not be passed unless it is unlocked or destroyed. Dwarves, animals, both wild and tame, and most invaders will all be unable to pass.&amp;quot;, This doesn't seem to be the case.  It seems that goblins and kobolds both can take possession of your doors and unlock them.  Can someone please confirm?&lt;br /&gt;
:Most invaders will be stopped.  However, [[DF2010:Thief|thieves]] will not be.  Hmm... the article should mention this... I'll fix it.  --[[User:Kyle Solo|Kyle Solo]] 15:32, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Work dogs? ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves let animals that are assigned to them through a tightly-closed door (ex, soldiers let their war dogs in)? --[[User:MarauderIIC|MarauderIIC]] 03:53, 13 September 2010 (UTC)&lt;br /&gt;
:No. Tightly closed doors cannot be opened by any tame animal, AFAIK. --[[User:Romeofalling|Romeofalling]] 20:51, 3 October 2010 (UTC)&lt;br /&gt;
::Yes. Dwarves let ANY animals through tightly closed doors. Or rather, animals waiting by a tightly closed door will sneak through whenever a dwarf opens it. [[User:GhostDwemer|GhostDwemer]] 19:20, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Locked VS. Forbiden? ==&lt;br /&gt;
&lt;br /&gt;
I don't see any option to lock a door, but there is an option to forbid a door, preventing your dwarves from passing through. Is this the same as locked? in any event, the term seems to have changed in the new version unless I'm misunderstanding things.--[[User:Twilightdusk|Twilightdusk]] 01:05, 21 November 2010 (UTC)&lt;br /&gt;
:A door set to &amp;quot;forbid passage&amp;quot; (i.e. &amp;quot;Forbidden&amp;quot; in the {{K|q}} menu) is {{K|l}}ocked. Actually {{K|f}}orbidding the built door (via the {{K|t}} menu) has no effect. --[[User:Quietust|Quietust]] 01:10, 21 November 2010 (UTC)&lt;br /&gt;
:: So, should the article be updated with the new wording? --[[User:Twilightdusk|Twilightdusk]] 00:09, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pet passable? ==&lt;br /&gt;
Can a door be set to be passable ONLY for animals?&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nest_box&amp;diff=144608</id>
		<title>v0.31 Talk:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nest_box&amp;diff=144608"/>
		<updated>2011-04-04T21:46:21Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: /* Clogs Up Food Stockpiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clogs Up Food Stockpiles==&lt;br /&gt;
Hrm... upon finding a reasonably well-endowed site, I embarked with a couple of these. When I designated a food stockpile, to hold my harvested plants, I discovered that my dwarves plonked one nest box down in the first square of the stockpile, and then refused to add empty barrels to hold crops, instead filling the remainder of the stockpile with already-filled barrels (with plants) and other stacks of plants. Once I dumped out the nest box, they returned to normal behaviour, adding empty barrels and reshuffling the plant stacks into them. Apparently the dwarven mind considers a nest box to be a container, but not one that can hold plants, so they'll add it to a stockpile, refuse to stuff plants in it, and then refuse to add more barrels because there's an empty container already on the stockpile. Annoying. --[[User:DeMatt|DeMatt]] 23:50, 20 February 2011 (UTC)&lt;br /&gt;
==Won't claim nest boxes?==&lt;br /&gt;
I've build 2 boxes, one for each of my turkey hens, but they won't claim them! Not even if I remove then replace the boxes. Anyone else have this problem?&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Glass&amp;diff=138475</id>
		<title>v0.31 Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Glass&amp;diff=138475"/>
		<updated>2011-03-16T23:22:10Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: /* Where are the raws? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===glass trap damage===&lt;br /&gt;
last version says glass weapon damage is 50%, is this still true in 2010? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Rembrandtq|Rembrandtq]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:'''No''' - that's one of the major things that was completely changed. --[[User:Quietust|Quietust]] 04:00, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==schroedingers glass==&lt;br /&gt;
Hullo. I had a glitch with raw clear glass where the jeweller's workshop could not see or did not list the clear glass in bins in storage piles in the same room.&lt;br /&gt;
It currently has cut some of each colour glass but can no longer see the raw crystal or raw clear glass, just the raw green glass. &lt;br /&gt;
It is not forbidden, the bin is not forbidden and I have both locally made and imported raw clear and imported raw crystal. 31.16 on linux.&lt;br /&gt;
I tried to submit a bug on the mantis page but have forgotten my password and am waiting for a reminder. sorry. cheers [[User:Lucychili|Lucychili]]&lt;br /&gt;
===storage pile===&lt;br /&gt;
I deleted the storage pile and they moved the bins to the other side of the room and the person with a mood is now constructing. Yay =)) [[User:Lucychili|Lucychili]]&lt;br /&gt;
&lt;br /&gt;
== Glass spiked balls are too effective ==&lt;br /&gt;
&lt;br /&gt;
Glass spiked balls seems to deal blunt damage if unable to penetrate armor and hence are quite useful. Too useful in my case - I want enemies to fall while dodging, but they end up dying and jamming traps... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:213.145.155.74|213.145.155.74]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I suspect this is actually because of the uninitialized MAX_EDGE value... glass ends up being &amp;quot;randomly really sharp&amp;quot;, and it actually does punch through the armor. What do the combat messages say? --[[User:DeMatt|DeMatt]] 08:16, 26 November 2010 (UTC)&lt;br /&gt;
Actually i used 5 glass serrated disk + 5 glass spiked balls in each trap (for aesthetic). All serrated disk attacks were deflected by cloaks, but ball attacks of same trap fracture/cheap/shatter bones even through copper/iron armor. After detailed combat log analysis I noticed that there was no deflected ball attacks. Is it strange? Some attacks were blocked by his weapon, but none deflected by armor. I don't have any copper or steel ball traps no compare performance.&lt;br /&gt;
&lt;br /&gt;
== Where are the raws? ==&lt;br /&gt;
I cannot find the raws for glass listed ANYWHERE in the game's files. Help? --[[User:HugoLuman|HugoLuman]] 03:54, 16 March 2011 (UTC)&lt;br /&gt;
:They don't actually exist as raws - the ones on this page are reconstructed based on values extracted directly from the game's code/memory. --[[User:Quietust|Quietust]] 03:57, 16 March 2011 (UTC)&lt;br /&gt;
::Will adding these raws as a .txt enable modding of glass? Or will it result in a dual-listings crash? --[[User:HugoLuman|HugoLuman]] 05:24, 16 March 2011 (UTC)&lt;br /&gt;
:::Neither - the old glass materials would continue to exist unmodified as GLASS_GREEN:NONE, GLASS_CLEAR:NONE, and GLASS_CRYSTAL:NONE, and the new materials defined in your .txt file would exist as INORGANIC:GLASS_GREEN, INORGANIC:GLASS_CLEAR, and INORGANIC:GLASS_CRYSTAL, and nothing would actually make use of them unless you added a bunch of custom reactions. The raws are provided solely for reference. --[[User:Quietust|Quietust]] 13:34, 16 March 2011 (UTC)&lt;br /&gt;
:::: I see. Thanks. Perhaps this will be remedied in future versions. --[[User:HugoLuman|HugoLuman]] 23:22, 16 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Glass&amp;diff=138379</id>
		<title>v0.31 Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Glass&amp;diff=138379"/>
		<updated>2011-03-16T05:24:08Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: /* Where are the raws? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===glass trap damage===&lt;br /&gt;
last version says glass weapon damage is 50%, is this still true in 2010? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Rembrandtq|Rembrandtq]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:'''No''' - that's one of the major things that was completely changed. --[[User:Quietust|Quietust]] 04:00, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==schroedingers glass==&lt;br /&gt;
Hullo. I had a glitch with raw clear glass where the jeweller's workshop could not see or did not list the clear glass in bins in storage piles in the same room.&lt;br /&gt;
It currently has cut some of each colour glass but can no longer see the raw crystal or raw clear glass, just the raw green glass. &lt;br /&gt;
It is not forbidden, the bin is not forbidden and I have both locally made and imported raw clear and imported raw crystal. 31.16 on linux.&lt;br /&gt;
I tried to submit a bug on the mantis page but have forgotten my password and am waiting for a reminder. sorry. cheers [[User:Lucychili|Lucychili]]&lt;br /&gt;
===storage pile===&lt;br /&gt;
I deleted the storage pile and they moved the bins to the other side of the room and the person with a mood is now constructing. Yay =)) [[User:Lucychili|Lucychili]]&lt;br /&gt;
&lt;br /&gt;
== Glass spiked balls are too effective ==&lt;br /&gt;
&lt;br /&gt;
Glass spiked balls seems to deal blunt damage if unable to penetrate armor and hence are quite useful. Too useful in my case - I want enemies to fall while dodging, but they end up dying and jamming traps... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:213.145.155.74|213.145.155.74]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I suspect this is actually because of the uninitialized MAX_EDGE value... glass ends up being &amp;quot;randomly really sharp&amp;quot;, and it actually does punch through the armor. What do the combat messages say? --[[User:DeMatt|DeMatt]] 08:16, 26 November 2010 (UTC)&lt;br /&gt;
Actually i used 5 glass serrated disk + 5 glass spiked balls in each trap (for aesthetic). All serrated disk attacks were deflected by cloaks, but ball attacks of same trap fracture/cheap/shatter bones even through copper/iron armor. After detailed combat log analysis I noticed that there was no deflected ball attacks. Is it strange? Some attacks were blocked by his weapon, but none deflected by armor. I don't have any copper or steel ball traps no compare performance.&lt;br /&gt;
&lt;br /&gt;
== Where are the raws? ==&lt;br /&gt;
I cannot find the raws for glass listed ANYWHERE in the game's files. Help? --[[User:HugoLuman|HugoLuman]] 03:54, 16 March 2011 (UTC)&lt;br /&gt;
:They don't actually exist as raws - the ones on this page are reconstructed based on values extracted directly from the game's code/memory. --[[User:Quietust|Quietust]] 03:57, 16 March 2011 (UTC)&lt;br /&gt;
::Will adding these raws as a .txt enable modding of glass? Or will it result in a dual-listings crash? --[[User:HugoLuman|HugoLuman]] 05:24, 16 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Glass&amp;diff=138375</id>
		<title>v0.31 Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Glass&amp;diff=138375"/>
		<updated>2011-03-16T03:54:36Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===glass trap damage===&lt;br /&gt;
last version says glass weapon damage is 50%, is this still true in 2010? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Rembrandtq|Rembrandtq]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:'''No''' - that's one of the major things that was completely changed. --[[User:Quietust|Quietust]] 04:00, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==schroedingers glass==&lt;br /&gt;
Hullo. I had a glitch with raw clear glass where the jeweller's workshop could not see or did not list the clear glass in bins in storage piles in the same room.&lt;br /&gt;
It currently has cut some of each colour glass but can no longer see the raw crystal or raw clear glass, just the raw green glass. &lt;br /&gt;
It is not forbidden, the bin is not forbidden and I have both locally made and imported raw clear and imported raw crystal. 31.16 on linux.&lt;br /&gt;
I tried to submit a bug on the mantis page but have forgotten my password and am waiting for a reminder. sorry. cheers [[User:Lucychili|Lucychili]]&lt;br /&gt;
===storage pile===&lt;br /&gt;
I deleted the storage pile and they moved the bins to the other side of the room and the person with a mood is now constructing. Yay =)) [[User:Lucychili|Lucychili]]&lt;br /&gt;
&lt;br /&gt;
== Glass spiked balls are too effective ==&lt;br /&gt;
&lt;br /&gt;
Glass spiked balls seems to deal blunt damage if unable to penetrate armor and hence are quite useful. Too useful in my case - I want enemies to fall while dodging, but they end up dying and jamming traps... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:213.145.155.74|213.145.155.74]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I suspect this is actually because of the uninitialized MAX_EDGE value... glass ends up being &amp;quot;randomly really sharp&amp;quot;, and it actually does punch through the armor. What do the combat messages say? --[[User:DeMatt|DeMatt]] 08:16, 26 November 2010 (UTC)&lt;br /&gt;
Actually i used 5 glass serrated disk + 5 glass spiked balls in each trap (for aesthetic). All serrated disk attacks were deflected by cloaks, but ball attacks of same trap fracture/cheap/shatter bones even through copper/iron armor. After detailed combat log analysis I noticed that there was no deflected ball attacks. Is it strange? Some attacks were blocked by his weapon, but none deflected by armor. I don't have any copper or steel ball traps no compare performance.&lt;br /&gt;
&lt;br /&gt;
== Where are the raws? ==&lt;br /&gt;
I cannot find the raws for glass listed ANYWHERE in the game's files. Help? --[[User:HugoLuman|HugoLuman]] 03:54, 16 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=138318</id>
		<title>v0.31 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=138318"/>
		<updated>2011-03-15T03:07:18Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can/cannot be modded==&lt;br /&gt;
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
:Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --[[User:3|3]] 04:37, 6 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding Liquids ==&lt;br /&gt;
Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks.&lt;br /&gt;
--[[User:Rogue ork|rogue ork]] 16:47, 20 february 2011&lt;br /&gt;
&lt;br /&gt;
Water is hardcoded, so you can't mod it. --[[User:SpitefulFox|SpitefulFox]] 06:02, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks --[[User:Rogue ork|rogue ork]] 00:30, 25 february 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Am i correct in thinking the crafting recipes for things such as weapons are hardcoded? I couldn't find any reference to their material requirements in the obvious raw files - do all weapons require a single item of metal/whatever and a plank of wood? - Shortzo 03:23, 7 March 2011 (GMT +13)&lt;br /&gt;
&lt;br /&gt;
== Flying Civs ==&lt;br /&gt;
Is it possible to make a controllable civ who's members can fly in adventure and fortress mode? --[[User:HugoLuman|HugoLuman]] 03:07, 15 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=138317</id>
		<title>v0.31 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=138317"/>
		<updated>2011-03-15T03:06:30Z</updated>

		<summary type="html">&lt;p&gt;HugoLuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can/cannot be modded==&lt;br /&gt;
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
:Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --[[User:3|3]] 04:37, 6 December 2010 (UTC)&lt;br /&gt;
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== Modding Liquids ==&lt;br /&gt;
Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks.&lt;br /&gt;
--[[User:Rogue ork|rogue ork]] 16:47, 20 february 2011&lt;br /&gt;
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Water is hardcoded, so you can't mod it. --[[User:SpitefulFox|SpitefulFox]] 06:02, 20 February 2011 (UTC)&lt;br /&gt;
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Thanks --[[User:Rogue ork|rogue ork]] 00:30, 25 february 2011 (UTC)&lt;br /&gt;
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== Crafting ==&lt;br /&gt;
Am i correct in thinking the crafting recipes for things such as weapons are hardcoded? I couldn't find any reference to their material requirements in the obvious raw files - do all weapons require a single item of metal/whatever and a plank of wood? - Shortzo 03:23, 7 March 2011 (GMT +13)&lt;br /&gt;
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== Flying Civs ==&lt;br /&gt;
Is it possible to make a controllable civ who's members can fly in adventure and fortress mode?&lt;/div&gt;</summary>
		<author><name>HugoLuman</name></author>
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