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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JeebusSez</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=JeebusSez"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/JeebusSez"/>
	<updated>2026-06-25T15:34:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Marksdwarf&amp;diff=23572</id>
		<title>Marksdwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Marksdwarf&amp;diff=23572"/>
		<updated>2008-06-07T23:48:17Z</updated>

		<summary type="html">&lt;p&gt;JeebusSez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a [[creature]] while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill. Immigrating and embarking marksdwarves bring their own crossbows and a limited supply of bolts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Military]][[Category:Combat Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>JeebusSez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22701</id>
		<title>40d Talk:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22701"/>
		<updated>2008-05-21T04:40:08Z</updated>

		<summary type="html">&lt;p&gt;JeebusSez: /* building on angles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the wagons that come with the human caravans travel over floor?--[[User:Tarsier|Tarsier]] 18:28, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've tried building floor directly on the ground, and they travelled over it with no problem.  I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Maybe, but if you really want to boost the value of a room, put a platinum statue in it.--[[User:Maximus|Maximus]] 23:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Trapped Floors?=&lt;br /&gt;
&lt;br /&gt;
I know you cannot build walls on top of floors (note:  Why not?) -- can you build traps on top of floors?  I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs.  Free bones! :)&lt;br /&gt;
:Two constructions (wall and floor are both constructions) may not share a tile. You can build buildings on a constructed floor tile (weapon trap is a building, floor is a construction). (edited for clarity) [[User:Rkyeun|Rkyeun]] 00:07, 16 February 2008 (EST)&lt;br /&gt;
::Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --[[User:Dorten|Dorten]] 23:33, 10 January 2008 (EST)&lt;br /&gt;
:::A floor is a construction.  I've rewritten the [[construction]] article to explain the various differences better.--[[User:Maximus|Maximus]] 19:22, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=building on angles=&lt;br /&gt;
you can only set a floor to be built on a 90 degree angle, but the dwarves will build on a 45 degree like  f means floor, W means wall, o means epty space, D means dwarf &lt;br /&gt;
 FFF             DFF&lt;br /&gt;
 WoW             WoW&lt;br /&gt;
&lt;br /&gt;
:Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --[[User:JeebusSez|JeebusSez]] 00:40, 21 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>JeebusSez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Archery_target&amp;diff=22959</id>
		<title>40d Talk:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Archery_target&amp;diff=22959"/>
		<updated>2008-05-21T03:47:12Z</updated>

		<summary type="html">&lt;p&gt;JeebusSez: /* Distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarves don't practice with metal bolts. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any sort of bolts can be used to practice with.&amp;quot; This can't be correct, unless it's been changed in this version. I have never seen a dwarf practice with metal bolts. --[[User:Kjoery|Kjoery]] 09:15, 7 November 2007 (EST)&lt;br /&gt;
:You are correct. In my new fortress, the dorves only practice when I finally built bone/wood bolts. [[User:FFLaguna|FFLaguna]] 17:53, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
Does the distance to the target have any effect on how effective the training is?  Are longer distances better, or shorter?  Does it depend on the dwarf's skill (i.e. shorter for novices, longer for professionals)?--[[User:Draco18s|Draco18s]] 01:23, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, am i the only one who is disturbed by the archers happily firing away at the dwarves cleaning up their training bolts? Is this the kind of respect we should show our cleaning personal? --[[User:Koltom|Koltom]] 20:22, 5 March 2008 (EST)&lt;br /&gt;
:I've thought it odd, but as they don't get hurt its only a minor cosmetic bug.--[[User:Draco18s|Draco18s]] 20:19, 7 March 2008 (EST)&lt;br /&gt;
:: I dont think its a bug at all. I was kidding ;) --[[User:Koltom|Koltom]] 09:48, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
&lt;br /&gt;
Anyone know the minimum/maximum distance an archer will train from? --[[User:Bouchart|Bouchart]] 20:06, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, they won't stand directly adjacent to the target. &amp;quot;... cancels Shooting at Archery Range: No floor space.&amp;quot; One space in between is enough. The archery range room has a maximum size too -- can't designate beyond that. They'll still train at the maximum distance. [[User:Anydwarf|Anydwarf]] 23:27, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Any benefit from using a smaller archery range?  Do the dwarves wait for the bolt to hit the target before firing a new one?  If so, a smaller range may imply faster training.&lt;br /&gt;
&lt;br /&gt;
:Dorfs will fire as many shots as they want without waiting for their shots to hit their intended mark. I've seen this both with targets as well as fleeing goblins (heh heh heh.). Firing speed seems to vary from shot to shot, dorf to dorf (i've seen anywhere from 30 to 60 (k|.) presses before a second shot is unleashed). So on the contrary, a larger range may imply faster training since it allows them to practice their archery. Additionally, when faced with a small range and a large range, they usually take the longer range, even when it's further out of the way. --[[User:JeebusSez|JeebusSez]] 23:47, 20 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>JeebusSez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24609</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24609"/>
		<updated>2008-05-21T02:10:04Z</updated>

		<summary type="html">&lt;p&gt;JeebusSez: /* Confirming having children in cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you put more than one animal in a cage? [[User:Runspotrun|Runspotrun]] 11:41, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Once you hit (A)ssign, you should have a list of all tame animals in your fort. From here you can toggle whether or not a given animal is assigned to that cage by hitting Enter. You can do this for a number of creatures at once. Creatures already assigned to a cage or chain will have [A] out to the right of their listing. IIRC, there is a limit on the number of critters in a cage, but it's pretty high. One nice benefit is that if you put a male and female of the same species in a cage together, they can still breed.--[[User:RedKing|RedKing]] 12:25, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Um...&lt;br /&gt;
::(A)ssign? Uh, I don't see that. (a) is announcements, and (A) does nothing. I can see a list of animals with both (u) and (z)-&amp;gt;Animals, but they only let me assign to owners, slaughter, etc. Do I need a specific noble? [[User:Runspotrun|Runspotrun]] 12:41, 9 November 2007 (EST)&lt;br /&gt;
::Ah, hold on. I appear to have only caught untamable creatures (yay... I guess). Does (A)ssign only work if I have caged, tame creatures? [[User:Runspotrun|Runspotrun]] 12:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cage options menu, I think {{k|q}} or {{k|t}}. --[[User:Savok|Savok]] 12:48, 9 November 2007 (EST)&lt;br /&gt;
::::Wow, I'm being really awkward here. Sorry. {{k|q}} and {{k|t}} both give me options about the animal stockpile the cages are sitting on, or the ground below that. [[User:Runspotrun|Runspotrun]] 12:55, 9 November 2007 (EST)&lt;br /&gt;
:::::Ahh, now I see the problem. You have to {{k|b}}uild the cage first, which moves it from the stockpile to whatever location you specify, then you can assign animals to it. Animal stockpiles just serve as collection points for your trappers to dump off their catch, or for new animals bought from caravans.--[[User:RedKing|RedKing]] 13:19, 9 November 2007 (EST)&lt;br /&gt;
::::::AHA! I see it now. Thanks for your help! [[User:Runspotrun|Runspotrun]] 13:37, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible addition ==&lt;br /&gt;
&lt;br /&gt;
Maybe worth adding to the article : How do you empty cages of bones and seeds? What's the best way to get rid an untameable creature in a cage? [[User:Runspotrun|Runspotrun]] 21:15, 13 November 2007 (EST)&lt;br /&gt;
Answer to both questions is lava. [[User:Rkyeun|Rkyeun]] 17:21, 23 December 2007 (EST)&lt;br /&gt;
:Alternatively, if you're just trying to get them out, melting the cage will work as well. (assuming metal of course)&lt;br /&gt;
::bones and seeds in a cage can be dumped, the cage will remain where it is. Lava and melting will destroy the cage too, so thats not exactly helpful.--[[User:Koltom|Koltom]] 13:59, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Captured thieves ==&lt;br /&gt;
So, if you manage to catch a thief or a snatcher in a cage trap '''after''' he has already managed to steal something/one, is there any way to get it off him, without releasing and killing him in process?--[[User:Dorten|Dorten]] 23:35, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There might conceivably be some way to make him go [[melancholy]], at which point he might ditch all his items.  I wouldn't know how to induce it, though.--[[User:Maximus|Maximus]] 04:43, 14 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found this at forum: You can find the items, carried by caged goblins/kobolds/whatever in the stocks menu and designate them for dumping, then dwarves will strip the prisoner. Cant check now. Anyone, confirm?--[[User:Dorten|Dorten]] 07:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yep, this works. Got a human macelord in cage, found (*steel morningstar*) at stock menu, {{K|z}}oomed to it - it pointed on macelord's cage so, it's his morningstar,  {{K|d}}umped it, and voila: a dwarf comes to cage and gets morningstar out. The only thing unclear - how do you free a child from a bag?--[[User:Dorten|Dorten]] 02:39, 16 January 2008 (EST)&lt;br /&gt;
:Magma works well I hear. [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Dissapearing metal cages ==&lt;br /&gt;
&lt;br /&gt;
I keep trying to make metal cages for a prison, but each time it gets completed the smith stands around a while and then it just dissapears. He doesn't even put it on a stockpile. Can anyone tell me what's happening?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Have you tried tracking the cage in the stocks menu? Are you sure it disappeared? [[User:VengefulDonut|VengefulDonut]] 20:44, 25 January 2008 (EST)&lt;br /&gt;
:check with {{key|t}} if the cage is still in the workshop - also, u need an animal stockpile (not a furniture one)--[[User:Koltom|Koltom]] 22:42, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== '''Stopping''' certain dwarves from un/caging ==&lt;br /&gt;
&lt;br /&gt;
All right, I know how to {{key|q}}{{key|a}}sign animals to a cage. But even with [[animal hauling]] turned off, my dwarves still love putting furries into cages - how do I make it so that only my animal carers and animal trainers do this job? My miner drags herself from one end of the mine to the other to do this job![[User:GarrieIrons|GarrieIrons]] 05:44, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you try with both hauling and care off? --[[User:N9103|Edward]] 08:17, 13 February 2008 (EST)&lt;br /&gt;
::All of my trades-dwarves (carpenters, miners, woodcutters etc) have '''only''' the following enabled: their trade, Health Care ('cause I don't want anyone to die for no real reason), Burial ('cause if they do die I wanna get rid of the evidence), and Cleaning (cause from what I hear, dwarves clean less than I do even with that one turned on). So yeah, I've got both Animal Hauling AND Animal Care turned off AFAIK.[[User:GarrieIrons|GarrieIrons]] 03:25, 14 February 2008 (EST)&lt;br /&gt;
:::yep, seems anyone will cage/uncage. no way to stop it. --[[User:Koltom|Koltom]] 22:43, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confirming having children in cages ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the page says it's unsure whether or not animals can bear children when while in cages. To my experience they do, I recently had some donkey foals born when everything but my wardogs were caged up. They were also standing around right next to the cages. Anyone care to confirm this so we can add it to the page? --[[User:Eurytus|Eurytus]] 3:14, 28 March 2008 (EST)&lt;br /&gt;
:It says 'It is unsure if animals in a cage will mate, but animals can bear children when caged.' You just approved second part. What are you going to change?--[[User:Dorten|Dorten]] 05:01, 28 March 2008 (EDT)&lt;br /&gt;
: I get what you're saying, I think. I'll spade it a little more to see if the couple continues to bear children even though they're both in the cage at all time before I consider changing anything.--[[User:Eurytus|Eurytus]] 5:34, 28 March 2008 (EST)&lt;br /&gt;
:: I'm still on it too. I'm waiting for the last offspring to be adults to make sure this isn't blocking new ones, plus 3 years to be sure, but it looks like the donkeys and groundhogs have really stopped breeding and the rest too. The requirements for getting pregnant seem to be rather low; having a free male and female ''somewhere'' on the map for a short time seems to be enough. --[[User:Koltom|Koltom]] 22:58, 28 March 2008 (EDT)&lt;br /&gt;
: I've confirmed that caged animals do not, in fact, mate. I did a controlled study with animals in cages, specifically with dogs. I brought along two dogs on a new fortress. As soon as they had puppies, I slaughtered the parents and caged the puppies. As immigrants came along, all newborn puppies were immediately caged, and I paid specific attention to which animals were giving birth. Over a 5 year period, 12 puppies matured into dogs (2 are still puppies), none of which gave birth. The only source of puppies were the pets. --[[User:JeebusSez|JeebusSez]] 22:10, 20 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cages and Fluids ==&lt;br /&gt;
Do creatures need to breath in a cage? If you have an unconstructed/constructed cage underwater does the inhabitant drown? If you have a unconstructed/constructed magma-proof cage under magma does the inhabitant burn up? [[User:Yvain|Yvain]] 08:29, 6 April 2008 (EDT)&lt;br /&gt;
:Here is the experiment I conducted:&lt;br /&gt;
:* built a large deep empty pool&lt;br /&gt;
:* put a goblin cage and a cage stockpile at the bottom of it&lt;br /&gt;
:* waiting for a dwarf to put some goblin cages in the stockpile&lt;br /&gt;
:* turned on the pumps to flood the room&lt;br /&gt;
:* had a dwarf throw (pit/pond) another goblin into the pool&lt;br /&gt;
:* waiting until the thrown (pit/ponded) goblin drowned and then emptied the pool&lt;br /&gt;
:Results: Neither the goblins in the constructed cage or the goblins in the unconstructed cage in the stockpile died. So in conclusion it appears that caged creatures do not need air. [[User:Yvain|Yvain]] 23:25, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does this also hold for fish? [[User:VengefulDonut|VengefulDonut]] 02:11, 10 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>JeebusSez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18601</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18601"/>
		<updated>2008-05-21T02:04:54Z</updated>

		<summary type="html">&lt;p&gt;JeebusSez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]], [[metal]] and [[glass]] (terrarium). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways.  Both empty and occupied cages can - and will - be stored only in an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* If made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.&lt;br /&gt;
* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals. Animals that are caged '''will not''' mate, but animals can bear children when caged.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative ideas to do with captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
== How to disarm hostiles in cages ==&lt;br /&gt;
You can find the items carried by caged goblins, kobolds, etc. in the [[stocks]] menu and designate them for dumping, then dwarves will come to the cage and take them off. You can verify that you are targeting the right items by using the zoom function; it should point you to the cage.&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts!&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>JeebusSez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31006</id>
		<title>40d Talk:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31006"/>
		<updated>2008-05-19T06:44:55Z</updated>

		<summary type="html">&lt;p&gt;JeebusSez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;nobody ever gets shown as &amp;quot;attend party&amp;quot; as their job except for the guy who initiated it.. for me anyway... but i have noticed that the host can still make friends with the people idling there seeing as they normally hold it in a meeting place, where everyone with no job goes... [[User:Twiggie|Twiggie]] 08:51, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm reasonably sure that only dwarves who are idle for extended periods start parties - can anyone confirm or deny this? --[[User:TangoThree|TangoThree]] 14:30, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I vehemently deny. They dont start parties in the middle of a job, but apart from that they will still party when they know very well that a lot of work is waiting for them (38a). --[[User:Koltom|Koltom]] 11:29, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
There is dispute then. Dwarves with jobs to do spend in parties only the time they would already spend on &amp;quot;On Break&amp;quot;. Toady One already stated this sometime ago. I will make a search on the forums. From my experience, parties don't bring production to a halt, like the article says. It is a low priority &amp;quot;job&amp;quot;.--[[User:ThVaz|ThVaz]] 08:48, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: So you are saying that time spent on parties reduces on break time? Hard to prove and does not contradict the fact that they will start and attend parties without being on &amp;quot;no job&amp;quot; or break some time before. It is definitely not a low priority task. I routinely cancel parties to free a worker i need and while a few sometimes turn (back?) to 'on break' then, most start to work. --[[User:Koltom|Koltom]] 06:03, 20 March 2008 (EDT)&lt;br /&gt;
==Party Prevention Planning==&lt;br /&gt;
Something I've noticed is that if you designate an area as a Dining Room from a table but as a Meeting Hall from the [i] Zones panel (instead of from the table itself), they'll gather around the tables (like a meeting area) and eat there (like a dining room), but will never throw parties, thus allowing idle dorfs to socialize, but keeping them free for tasks (instead of being locked into party mode). Can anyone confirm? -[[User:JeebusSez|JeebusSez]] 02:44, 19 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>JeebusSez</name></author>
	</entry>
</feed>