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	<updated>2026-06-15T17:24:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water_reactor&amp;diff=127152</id>
		<title>Water reactor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water_reactor&amp;diff=127152"/>
		<updated>2010-09-05T21:25:44Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: Redirected page to DF2010:Water wheel#Dwarven Water Reactor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Water_wheel#Dwarven_Water_Reactor]]&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water_reactor&amp;diff=127151</id>
		<title>Water reactor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water_reactor&amp;diff=127151"/>
		<updated>2010-09-05T21:24:10Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: Redirected page to Http://df.magmawiki.com/index.php/DF2010:Water wheel#Dwarven Water Reactor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[http://df.magmawiki.com/index.php/DF2010:Water_wheel#Dwarven_Water_Reactor]]&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=126367</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=126367"/>
		<updated>2010-08-25T19:58:32Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: /* Raw Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
:''For the game concept added with the baron, see {{L|Dwarven economy}}.''&lt;br /&gt;
&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.&amp;lt;br /&amp;gt; Simplified or out of date - many arrows missing!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a {{L|building}} where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a {{L|dwarf}} or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
{{L|Wall|Walls}} -&amp;gt; &amp;lt;I&amp;gt;{{L|Pick}}&amp;lt;/I&amp;gt;/{{L|Mining}} -&amp;gt; {{L|Stone}}, some of which is also {{L|Ore}} or {{L|Flux}} or {{L|Gems}} or {{L|Coal}} or {{L|Lignite}}&lt;br /&gt;
:{{K|d}}esignate -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
{{L|Chop down trees|Trees}} -&amp;gt; &amp;lt;I&amp;gt;{{L|Battle axe}}&amp;lt;/I&amp;gt;/{{L|Wood cutter}} -&amp;gt; {{L|Wood}}&lt;br /&gt;
:{{K|d}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
{{L|Wall|Walls}} -&amp;gt; {{L|Engraving|Stone Detailing}} -&amp;gt; {{L|Rooms#Room_grades|Room Quality}}&lt;br /&gt;
:{{K|d}} -&amp;gt; Smooth Stone and {{K|d}} -&amp;gt; Engrave Stone&lt;br /&gt;
:Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access.&lt;br /&gt;
&lt;br /&gt;
{{L|Water}} -&amp;gt; {{L|Fishing}} -&amp;gt; Raw {{L|Fish}}&lt;br /&gt;
:{{K|i}} -&amp;gt; Fishing is performed from the bank immediately above and next to a water source. Defining an {{L|activity zone}} is optional.&lt;br /&gt;
&lt;br /&gt;
Wild {{L|Animals}} -&amp;gt; &amp;lt;I&amp;gt;{{L|Weapon}}&amp;lt;/I&amp;gt;/{{L|Ambusher|Hunting}} -&amp;gt; {{L|Corpse|Corpses}}&lt;br /&gt;
:Dwarves will do this automatically without your input after the labour is enabled. {{L|Ambusher|Hunt}}ing can be a dangerous task; see the relevant article for details.&lt;br /&gt;
&lt;br /&gt;
{{L|Bush|Shrubs}} -&amp;gt; {{L|Herbalist|Gather Plants}} -&amp;gt; {{L|Crops}}&lt;br /&gt;
:Use {{K|d}} -&amp;gt;{{K|p}} to designate an area in which to gather.&lt;br /&gt;
&lt;br /&gt;
== Secondary Products ==&lt;br /&gt;
:Only raw materials needed as input. Note that {{L|furnace}}s have a separate submenu from {{L|workshop}}s. Kennels and farm plots lack a submenu altogether.&lt;br /&gt;
&lt;br /&gt;
{{L|Seed}} -&amp;gt; {{L|Farm plot}}/{{L|Farming|Farming(fields)}} -&amp;gt; {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
{{L|Crops}} -&amp;gt; {{L|Food#Eating|Eating}} -&amp;gt; {{L|Seed}} x 2&lt;br /&gt;
:Note that {{L|muck root}}s do not have seeds.&lt;br /&gt;
&lt;br /&gt;
Raw {{L|Fish}} -&amp;gt; {{L|Fishery}}/{{L|Fish cleaner|Fish Cleaning}} -&amp;gt; {{L|Fish}}&lt;br /&gt;
&lt;br /&gt;
{{L|Corpse}} -&amp;gt; {{L|Butcher's Shop}}/{{L|Butchery}} -&amp;gt; {{L|Meat}} (which is {{L|Food}}), {{L|Fat}}, {{L|Skin}}, {{L|Bones}}, {{L|Skulls}}&lt;br /&gt;
&lt;br /&gt;
{{L|Stone}} -&amp;gt; {{L|Mason's workshop}}/{{L|construction|Masonry}} -&amp;gt; {{L|Furniture}}, and {{L|Block}}s; {{L|Quern}}s and {{L|Millstone}}s.&lt;br /&gt;
&lt;br /&gt;
{{L|Stone}} -&amp;gt; {{L|Craftsdwarf's workshop}}/{{L|Craft#Crafts|Stonecrafting}} -&amp;gt; {{L|Craft}}, {{L|Weapon|Short Sword}}&lt;br /&gt;
&lt;br /&gt;
{{L|Stone}} -&amp;gt; {{L|Mechanic's workshop}}/{{L|Mechanics}} -&amp;gt; {{L|Mechanism}}&lt;br /&gt;
&lt;br /&gt;
{{L|Wood}} -&amp;gt; {{L|Carpenter's workshop}}/{{L|construction|Carpentry}} -&amp;gt; {{L|Furniture}}, {{L|Block}}s, {{L|Container|Barrels}}, {{L|Container|Bins}}, {{L|Bed}}s&lt;br /&gt;
&lt;br /&gt;
{{L|Wood}} -&amp;gt; {{L|Craftsdwarf's workshop}}/{{L|Craft#Crafts|Woodcrafting}} -&amp;gt; {{L|Craft}}, {{L|Bolts}}&lt;br /&gt;
&lt;br /&gt;
{{L|Wood}} -&amp;gt; {{L|Carpenter's workshop}}/{{L|Skills|Trapping}} -&amp;gt; {{L|Animal Trap}}&lt;br /&gt;
&lt;br /&gt;
{{L|Wood}} -&amp;gt; {{L|Bowyer's workshop}}/{{L|Bowyer}} -&amp;gt; {{L|Crossbow|Wooden Crossbow}}&lt;br /&gt;
&lt;br /&gt;
{{L|Wood}} -&amp;gt; {{L|Wood furnace}}/{{L|Wood burner|Wood burning}} -&amp;gt; {{L|Charcoal|Fuel}}&lt;br /&gt;
&lt;br /&gt;
{{L|Wood}} -&amp;gt; {{L|Wood furnace}}/{{L|Wood burner|Wood burning}} -&amp;gt; {{L|Ash}}&lt;br /&gt;
&lt;br /&gt;
{{L|Wood}} -&amp;gt; {{L|Siege Workshop}}/{{L|Siege engineer}} -&amp;gt; {{L|Siege engine}} parts and ammunition&lt;br /&gt;
&lt;br /&gt;
== Other Products ==&lt;br /&gt;
===Animal Products===&lt;br /&gt;
Some {{L|Fish}} -&amp;gt; {{L|Food#Eating|Eating}} -&amp;gt; {{L|Shell}} and/or {{L|Bone}}&lt;br /&gt;
&lt;br /&gt;
Wild {{L|Animal}} -&amp;gt; {{L|Animal Trap}}/{{L|Trapping}} -&amp;gt; Captured {{L|Animals}}&lt;br /&gt;
&lt;br /&gt;
Tame {{L|Animals}} -&amp;gt; {{L|Kennels}}/{{L|Animal Training}} -&amp;gt; Trained {{L|Animals}}&lt;br /&gt;
:Not all animals can be tamed. A {{L|Dungeon master}} is required to tame more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
Captured {{L|Animals}} -&amp;gt; {{L|Kennels}}/{{L|Animal Training}} -&amp;gt; Tame {{L|Animals}}&lt;br /&gt;
:Only dogs can be trained without {{L|modding}}.&lt;br /&gt;
&lt;br /&gt;
Tame {{L|Animal}} -&amp;gt; {{L|Butcher's Shop}}/{{L|Butchery}} -&amp;gt; {{L|Corpse}}&lt;br /&gt;
:{{K|z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|u}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered.&lt;br /&gt;
&lt;br /&gt;
{{L|Fat}} -&amp;gt; {{L|Cooking}}?/{{L|Kitchen}} -&amp;gt; {{L|Tallow}}&lt;br /&gt;
&lt;br /&gt;
{{L|Tallow}}, {{L|Lye}} -&amp;gt; {{L|Soaper}}/{{L|Alchemist's laboratory}} -&amp;gt; {{L|Soap}}&lt;br /&gt;
:{{L|Soap}} is a valuable {{L|trade|trade good}}. It is not used used to manufacture anything, but can be used for {{L|construction}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Skin}} -&amp;gt; {{L|Tannery|Tanning}}/{{L|Tannery}} -&amp;gt; {{L|Leather}}&lt;br /&gt;
&lt;br /&gt;
{{L|Leather}} -&amp;gt; {{L|Leatherworks}}/{{L|Leatherworking}} -&amp;gt; {{L|Armor}}, {{L|Bags}}, {{L|Backpack}}s, {{L|Clothing}}, {{L|Decoration}}, {{L|Quiver}}s, {{L|Waterskin}}s&lt;br /&gt;
&lt;br /&gt;
{{L|Bone}} -&amp;gt; {{L|Craftsdwarf's workshop}}/{{L|Bonecarving}} -&amp;gt; {{L|Craft}}, {{L|Bolts}}, {{L|Armor}}, {{L|Decoration}}&lt;br /&gt;
&lt;br /&gt;
{{L|Bone}} -&amp;gt; {{L|Bowyer's workshop}}/{{L|Bowyer}} -&amp;gt; {{L|Crossbow|Bone Crossbow}}&lt;br /&gt;
&lt;br /&gt;
{{L|Shell}} -&amp;gt; {{L|Craftsdwarf's workshop}}/{{L|Bonecarving}} -&amp;gt; {{L|Craft}}, {{L|Decoration}}, {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{L|Skull}} -&amp;gt; {{L|Craftsdwarf's workshop}}/{{L|Bonecarving}} -&amp;gt; {{L|Totem}}&lt;br /&gt;
&lt;br /&gt;
=== Metal  ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require {{L|Magma}}, and use less {{L|Refined coal|refined coal}} (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which {{L|metal}}s and/or alloys is complex and beyond the scope of this article. See {{L|Ore}} for details.&lt;br /&gt;
:Metals often have unique properties and not all are suitable for all purposes; see the article for a given product for details.&lt;br /&gt;
:Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and one to three bars for armor and furniture.&lt;br /&gt;
&lt;br /&gt;
{{L|Ore}} + {{L|Fuel}} -&amp;gt; {{L|Smelter}}/{{L|Smelting}} -&amp;gt; {{L|Metal|Metal bars}}&lt;br /&gt;
&lt;br /&gt;
{{L|Ore}} x ? + {{L|Fuel}} -&amp;gt; {{L|Smelter}}/{{L|Smelting}} -&amp;gt; Various {{L|Alloy}}&lt;br /&gt;
&lt;br /&gt;
{{L|Ore}} -&amp;gt; {{L|Magma Smelter}}/{{L|Smelting}} -&amp;gt; {{L|Metal|Metal bars}}&lt;br /&gt;
&lt;br /&gt;
{{L|Ore}} x ?  -&amp;gt; {{L|Magma Smelter}}/{{L|Smelting}} -&amp;gt; Various {{L|Alloy}}&lt;br /&gt;
&lt;br /&gt;
{{L|Lignite}} + {{L|Fuel}} -&amp;gt; {{L|Smelter}}/{{L|Smelting}} -&amp;gt; {{L|Coke}} x2&lt;br /&gt;
&lt;br /&gt;
{{L|Lignite}} -&amp;gt; {{L|Magma Smelter}}/{{L|Smelting}} -&amp;gt; {{L|Coke}} x2&lt;br /&gt;
&lt;br /&gt;
{{L|Bituminous Coal}} + {{L|Fuel}} -&amp;gt; {{L|Smelter}}/{{L|Smelting}} -&amp;gt; {{L|Coke}} x3&lt;br /&gt;
    &lt;br /&gt;
{{L|Bituminous Coal}} -&amp;gt; {{L|Magma Smelter}}/{{L|Smelting}} -&amp;gt; {{L|Coke}} x3&lt;br /&gt;
&lt;br /&gt;
{{L|Iron|Iron Bars}} + {{L|Flux}} + {{L|Fuel}} -&amp;gt; {{L|Smelter}} or {{L|Magma Smelter}}/{{L|Smelting}} -&amp;gt; {{L|Pig iron|Pig Iron}}&lt;br /&gt;
&lt;br /&gt;
{{L|Pig iron|Pig Iron}} + {{L|Iron|Iron Bars}} + {{L|Flux}} + {{L|Fuel}} -&amp;gt; {{L|Smelter}} or {{L|Magma Smelter}}/{{L|Smelting}} -&amp;gt; {{L|Steel|Steel Bars}} x 2&lt;br /&gt;
&lt;br /&gt;
:To stay in steady operation, smelt {{L|iron}} ore twice, then {{L|pig iron}} once, then {{L|steel}} bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
{{L|Metal|Metal Bars}} + {{L|Fuel}} -&amp;gt; {{L|Smelter}}/{{L|Smelting}} -&amp;gt; {{L|Alloy}}&lt;br /&gt;
&lt;br /&gt;
:Making alloys directly from ore whenever possible will save fuel.&lt;br /&gt;
&lt;br /&gt;
{{L|Metal|Metal Bars}} + {{L|Fuel}} -&amp;gt; {{L|Metalsmith's Forge}}/{{L|Metal crafter|Metal crafting}} or {{L|Blacksmith}}ing -&amp;gt; {{L|Furniture}}, {{L|Craft}}s, {{L|Coins}} &lt;br /&gt;
&lt;br /&gt;
{{L|Metal}}, {{L|Fuel}} -&amp;gt; {{L|Metalsmith's Forge}}/{{L|Armorsmith}} -&amp;gt; {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{L|Metal}}, {{L|Fuel}} -&amp;gt; {{L|Metalsmith's Forge}}/{{L|Weaponsmith}} -&amp;gt; {{L|Weapon}}&lt;br /&gt;
&lt;br /&gt;
{{L|Metal}}, {{L|Fuel}} -&amp;gt; {{L|Metalsmith's Forge}}/{{L|Trapping}} -&amp;gt; {{L|Animal trap}}&lt;br /&gt;
&lt;br /&gt;
{{L|Metal}} + {{L|Wood}} -&amp;gt; {{L|Siege Workshop}}/{{L|Siege engineer}} -&amp;gt; Ballista arrowhead&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty {{L|Bags}} -&amp;gt; {{L|Glass Furnace}} / {{L|Hauling|Item Hauling}} -&amp;gt; {{L|Sand}} &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Sand}} -&amp;gt; {{L|Glass Furnace}} / {{L|Glassmaker|Glassworking}} -&amp;gt; Raw {{L|green glass}} gems, {{L|Furniture}}, {{L|Weapon|Trap components}}&lt;br /&gt;
&lt;br /&gt;
{{L|Sand}} + {{L|Pearlash}} -&amp;gt; {{L|Glass Furnace}} / {{L|Glassmaker|Glassworking}} -&amp;gt; Raw {{L|Clear glass}} gems, {{L|Furniture}}, {{L|Weapon|Trap components}}&lt;br /&gt;
&lt;br /&gt;
{{L|Rock crystal}} + {{L|Pearlash}} -&amp;gt; {{L|Glass Furnace}} / {{L|Glassmaker|Glassworking}} -&amp;gt; Raw {{L|Crystal glass}} gems, {{L|Furniture}}, {{L|Weapon|Trap components}}&lt;br /&gt;
&lt;br /&gt;
{{L|Barrel}}, {{L|Crops}} -&amp;gt; {{L|Still}}/{{L|Brewing}} -&amp;gt; {{L|Alcohol}}, {{L|Seed|Seeds}}&lt;br /&gt;
&lt;br /&gt;
{{L|Seeds}}, {{L|Crops}}, {{L|Meat}}, {{L|Alcohol}}, {{L|Fish}}, {{L|Milk}}, {{L|Cheese}}, and/or {{L|Tallow}} -&amp;gt; {{L|Kitchen}}/{{L|Cooking}} -&amp;gt; {{L|Food#Prepared_food|Prepared Meals}}&lt;br /&gt;
: All byproducts ({{L|seeds}}, {{L|bones}}, {{L|shells}}, etc.) are destroyed by cooking. Use the {{K|z}} kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts.&lt;br /&gt;
&lt;br /&gt;
{{L|Crops}} -&amp;gt; {{L|Farmer's workshop}}/{{L|Thresher|Threshing}} -&amp;gt; {{L|Thread}} + {{L|Seeds}}&lt;br /&gt;
&lt;br /&gt;
{{L|Thread}} -&amp;gt; {{L|Loom}}/{{L|Weaver|Weaving}} -&amp;gt; {{L|Cloth}}&lt;br /&gt;
&lt;br /&gt;
{{L|Cloth}} -&amp;gt; {{L|Clothier's shop}}/{{L|Clothier|Clothesmaking}} -&amp;gt; {{L|Clothing}}, {{L|Bag}}s, {{L|Restraint}}s, {{L|Decoration}}&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your {{L|workshop}}s is to have properly positioned and well-maintained {{L|stockpiles}}.&lt;br /&gt;
&lt;br /&gt;
: {{L|Clutter}} has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that {{L|legendary}} dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labour will be required to fill them. On the other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts! Furthermore, if you can make the stockpile larger than the total amount of material, and have a lot of idle hauling labor at the moment, a larger one can be more efficient.&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: {{L|Stone}} is so abundant that you almost never need large stone stockpiles. If you want your {{L|stonecrafter}}s or {{L|mason}}s to use a choice variety of stone (such as {{L|obsidian}}), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time {{L|wood burner}} will produce more Charcoal and more {{L|ash}} than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, it is recommended that you place your lumber stockpile near the surface, and place the lumber-using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a {{L|peasant}}, while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without {{L|bin}}s is unlivable. If you have to make them out of metal, I suggest {{L|copper}} or {{L|lead}}. But few start locations are so {{L|wood}} deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your {{L|Trade depot|trade depot}}, since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
: If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Products ===&lt;br /&gt;
&lt;br /&gt;
: {{L|Refined coal}} of every kind, as well as {{L|Ash}}, {{L|Potash}} and {{L|Soap}}, are classified and stored as bars.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:From_Caravan_to_Happy_Dwarves&amp;diff=126366</id>
		<title>Talk:From Caravan to Happy Dwarves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:From_Caravan_to_Happy_Dwarves&amp;diff=126366"/>
		<updated>2010-08-25T19:50:01Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'll work on this a bit more, but I thought that I'd post it here as it can be helpful. --[[User:Bongotastic|Bongotastic]] 12:41, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like this, you could almost just give this to a new player with instructions to &amp;quot;do all this, top to bottom&amp;quot;, resulting in a fortress that won't fall within minutes. I hope you add a few small pointers to the horizontal priority (as in, make things on the left absolutely vital and things on the right nearly optional), but otherwise this is a very solid guide to starting a healthy fortress. --[[User:Cirno(9)|Cirno(9)]] 22:21, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it wise to put off upgrading the squad(s) with metal weapons until you strike magma? True, I did some fighting with wooden weapons but it really sucked. If you've got a woodcutter, there's no reason not to build a wood furnace, smelter, forge and &amp;quot;upgrade squad&amp;quot; much sooner. [[User:Jogar2|Jogar2]] 19:50, 25 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap_component&amp;diff=60017</id>
		<title>40d:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap_component&amp;diff=60017"/>
		<updated>2009-12-23T10:33:27Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: /* Spiked ball */ For clarification. Previously, both the corkscrew and the spiked ball did the &amp;quot;least&amp;quot; damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any [[weapon]] in Fortress Mode can be placed into a [[Trap#Weapon Trap|weapon trap]].  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
While these trap components are wieldable weapons in Adventure Mode, they are only available to use in traps in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of 1 [[bar]] of [[Weapons-grade#Material_damage_modifiers|weapons-grade]] [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), with appropriate [[Weapon#Material_Damage_Effects|material modifiers]] for damage.  Three can also be made out of [[wood]] (by a [[carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal. The [[Weapon#Material_damage_modifiers|material multiplier]] for glass is the same as wood items, 50%.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training [[weaponsmith]]s on maps with little metal.  Trap components are a separate sub-section of a [[forge]] menu, but are at the bottom of the general [[glass furnace]] or [[carpenter's workshop]] menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' deals less [[damage]] than other trap components when mounted in weapon traps, but can also be mounted in [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently than do [[Trap#Weapon_trap|weapon traps]].  Its high critical boost makes it a decent choice against enemies with impale-able internal organs, although the spiked ball's triple attack tends to have a higher chance to impale, despite the lower critical boost.&lt;br /&gt;
&lt;br /&gt;
(Because of this, a single menacing spike, often of glass or wood, is often the weapon of choice when intentionally trying to cripple a dwarf without killing them.)&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
A '''large, serrated disc''' deals large amounts of slashing [[Weapon#Weapon Stats|damage]], and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed [[chunks|body part]] to a [[butcher's shop]] or [[stockpile|refuse pile]].  While large serrated discs do less damage than trap components like the giant axe blade, they attack three times, giving this trap weapon the highest potential damage of any weapon that can be mounted in a [[trap]].&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
While the '''spiked ball''' deals the least damage per strike of any trap weapon, it strikes three times, giving it the second highest potential damage of any trap component, almost as much as the legendary large, serrated disc.  Despite the slightly lower damage threshold, the critical boost possessed by the spiked ball may make it more effective than the disc against enemies with internal organs.&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in [[Trap]]s as well as for [[screw pump]]s.&lt;br /&gt;
&lt;br /&gt;
While the enormous corkscrew does the least total [[damage]] of any trap component, it has the highest critical boost, giving it a very high chance of instantly destroying its targets' vital organs ''(~if~ they have any)'', resulting in an instant kill.  Since the enormous corkscrew is needed to create [[screw pump]]s, many players recycle the corkscrews from unneeded screw pumps into serviceable weapon traps.  Those interested in more lethal weapon traps should invest in some spiked balls or large, serrated discs.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
Like the large, serrated disc, the '''giant axe blade''' deals slashing damage - a lot.  Giant axe blades deal more [[damage]] per hit than do large, serrated discs, but only strike once, compared to the disc's three attacks.  Thus the large, serrated disc generally does more damage than the giant axe blade.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axe blade]] || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Enormous corkscrew]]&amp;amp;dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*[[Weapon]]&lt;br /&gt;
:*[[Trap]]&lt;br /&gt;
:*[[Weapon#Material damage modifiers|Damage modifiers by material]]&lt;br /&gt;
:*[[Weapon#Item_quality|Damage modifiers by item quality]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
SOMEONE WENT TO THE TROUBLE OF SPLITTING THE COMBINED CHART INTO 5 SEPARATE WEAPON TABLES FOR THE PREVIOUS 5 INDIVIDUAL ARTICLES - THESE ARE THOSE:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
&amp;amp;Dagger; ''This trap component is a spike and can also be used in upright spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Large, serrated disc''' || 120&amp;amp;dagger; || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Spiked Ball''' || 100&amp;amp;dagger; || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Enormous corkscrew''' || 100&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Giant axe blade''' || 220&amp;amp;dagger; || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap_component&amp;diff=60016</id>
		<title>40d:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap_component&amp;diff=60016"/>
		<updated>2009-12-23T10:32:52Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: /* Enormous corkscrew */ For clarification. Previously, both the corkscrew and the spiked ball did the &amp;quot;least&amp;quot; damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any [[weapon]] in Fortress Mode can be placed into a [[Trap#Weapon Trap|weapon trap]].  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
While these trap components are wieldable weapons in Adventure Mode, they are only available to use in traps in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of 1 [[bar]] of [[Weapons-grade#Material_damage_modifiers|weapons-grade]] [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), with appropriate [[Weapon#Material_Damage_Effects|material modifiers]] for damage.  Three can also be made out of [[wood]] (by a [[carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal. The [[Weapon#Material_damage_modifiers|material multiplier]] for glass is the same as wood items, 50%.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training [[weaponsmith]]s on maps with little metal.  Trap components are a separate sub-section of a [[forge]] menu, but are at the bottom of the general [[glass furnace]] or [[carpenter's workshop]] menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' deals less [[damage]] than other trap components when mounted in weapon traps, but can also be mounted in [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently than do [[Trap#Weapon_trap|weapon traps]].  Its high critical boost makes it a decent choice against enemies with impale-able internal organs, although the spiked ball's triple attack tends to have a higher chance to impale, despite the lower critical boost.&lt;br /&gt;
&lt;br /&gt;
(Because of this, a single menacing spike, often of glass or wood, is often the weapon of choice when intentionally trying to cripple a dwarf without killing them.)&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
A '''large, serrated disc''' deals large amounts of slashing [[Weapon#Weapon Stats|damage]], and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed [[chunks|body part]] to a [[butcher's shop]] or [[stockpile|refuse pile]].  While large serrated discs do less damage than trap components like the giant axe blade, they attack three times, giving this trap weapon the highest potential damage of any weapon that can be mounted in a [[trap]].&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
While the '''spiked ball''' deals the least damage of any trap weapon, it strikes three times, giving it the second highest potential damage of any trap component, almost as much as the legendary large, serrated disc.  Despite the slightly lower damage threshold, the critical boost possessed by the spiked ball may make it more effective than the disc against enemies with internal organs.&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in [[Trap]]s as well as for [[screw pump]]s.&lt;br /&gt;
&lt;br /&gt;
While the enormous corkscrew does the least total [[damage]] of any trap component, it has the highest critical boost, giving it a very high chance of instantly destroying its targets' vital organs ''(~if~ they have any)'', resulting in an instant kill.  Since the enormous corkscrew is needed to create [[screw pump]]s, many players recycle the corkscrews from unneeded screw pumps into serviceable weapon traps.  Those interested in more lethal weapon traps should invest in some spiked balls or large, serrated discs.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
Like the large, serrated disc, the '''giant axe blade''' deals slashing damage - a lot.  Giant axe blades deal more [[damage]] per hit than do large, serrated discs, but only strike once, compared to the disc's three attacks.  Thus the large, serrated disc generally does more damage than the giant axe blade.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axe blade]] || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Enormous corkscrew]]&amp;amp;dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*[[Weapon]]&lt;br /&gt;
:*[[Trap]]&lt;br /&gt;
:*[[Weapon#Material damage modifiers|Damage modifiers by material]]&lt;br /&gt;
:*[[Weapon#Item_quality|Damage modifiers by item quality]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
SOMEONE WENT TO THE TROUBLE OF SPLITTING THE COMBINED CHART INTO 5 SEPARATE WEAPON TABLES FOR THE PREVIOUS 5 INDIVIDUAL ARTICLES - THESE ARE THOSE:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
&amp;amp;Dagger; ''This trap component is a spike and can also be used in upright spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Large, serrated disc''' || 120&amp;amp;dagger; || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Spiked Ball''' || 100&amp;amp;dagger; || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Enormous corkscrew''' || 100&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Giant axe blade''' || 220&amp;amp;dagger; || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Attribute&amp;diff=60015</id>
		<title>40d Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Attribute&amp;diff=60015"/>
		<updated>2009-12-23T10:25:46Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: /* Stat Maximum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Which Attribute?==&lt;br /&gt;
&lt;br /&gt;
What determines which attribute you get when you gain an attribute? Is it random, does it follow a preset order, or does it depend on which skills you've been increasing? --[[User:Valdemar|Valdemar]] 19:32, 21 January 2008 (EST)&lt;br /&gt;
:It is random. [[User:VengefulDonut|VengefulDonut]] 01:09, 22 January 2008 (EST)&lt;br /&gt;
::hehe yes, my legendary clerk has max strength and agility, and is very tough. never done a days manual labour in his life... [[User:Twiggie|Twiggie]] 12:05, 16 April 2008 (EDT)&lt;br /&gt;
::: You try working in an office where the chairs, tables, doors, filing cabinets, etc are made out of rock :) Heck, I wouldn't be surprised if the dwarves made their pens and even writing paper out of rock (and don't forget the menacing spikes and hanging rings of goblin bone). [[User:Iapetus|Iapetus]] 15:23, 20 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Do pre-assigned skill levels give attributes? ==&lt;br /&gt;
&lt;br /&gt;
Let's say I'm just starting out and I bring along a Proficient Mason.  Will he start off with attribute bonuses?  How about if a &amp;lt;no-title&amp;gt; Mason immigrates?  Will he have any XP to start off his attribute gain?  [[User:Gairabad|Gairabad]] 18:14, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes and yes.  Further, I suspect invaders, diplomats, caravan guards, and the like all come with undisplayed skills that are the source of their attributes.--[[User:Maximus|Maximus]] 19:20, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stat Maximum ==&lt;br /&gt;
&lt;br /&gt;
Is 16 the maximum or is there really no limit?  My two most experienced miners have max in each category (ultra-mighty, superdwarvenly tough, perfectly agile), which is pretty unlikely if the max is 16.  Anyways, I'm just curious [[User:Greep|Greep]] 00:09, 27 June 2009 (UTC)&lt;br /&gt;
:The MAX is 16, but the max DISPLAYED is 5.  I had a few dwarves with 13ish strength and toughness, they got, at most, bruised from a hail of iron crossbolt fire from goblins.  You'll need some kind of viewer to see any stat gains after 5. --Gotthard 04:08, 7 August 2009 (UTC)&lt;br /&gt;
::Still true? In 40d16 I have a champion with a 17 Agility, according to Dwarf Therapist. [[User:Jogar2|Jogar2]] 10:25, 23 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Agility and Workshops ==&lt;br /&gt;
&lt;br /&gt;
It's stated in the article that increased agility doesn't affect workshop tasks, though if I increase the raw speed of my dwarves (e.g. [SPEED:1]), then they are able to complete tasks at workshops almost instantaneously. I've also observed that, when training dwarfs in moodable skills, highly agile dwarves are able to complete their tasks far more quickly than a fresh migrant would be able to. --[[User:Quietust|Quietust]] 16:38, 14 October 2009 (UTC)&lt;br /&gt;
:I always thought this, the same should be true with mining, although I also suspect strength has something to do with many jobs aswell, such as masonry, construction, smoothing and mining. I can't really test it though, since I'm on a mac and I can't see my framerate for comparisons, and the framerate seems very variable in my fort.--[[User:Overspeculated|Overspeculated]] 20:58, 14 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Agility speedups ==&lt;br /&gt;
Why do the agility numbers INCREASE, rather than decrease, for more agile? Speeds are reported by how long it takes to do something, or so it seems, so why is this not reflected in the numbers?&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Xx&amp;diff=59979</id>
		<title>Xx</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Xx&amp;diff=59979"/>
		<updated>2009-12-21T10:59:50Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: Redirected page to Item designations#Wear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Item_designations#Wear]]&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=59978</id>
		<title>40d:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=59978"/>
		<updated>2009-12-21T10:58:20Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: Added note about wear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Clothing''' is material made out of [[cloth]] or [[leather]] which is worn by sentient [[humanoid]] [[creatures]] to protect them from the elements.  Articles of clothing are similar in concept to [[armor]], but distinguished by the fact that they are ''owned'' by your dwarves and mostly do provide significantly less protection against attacks.&lt;br /&gt;
&lt;br /&gt;
Clothes are stored as finished goods, and may be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[dwarves]], and [[elf|elves]] do not distinguish between articles of clothing with regards to gender, so it is common to see females wearing tunics and trousers and males wearing dresses and skirts{{version|0.28.181.40d}}.  One could call Dwarf Fortress a paragon of gender equality.&lt;br /&gt;
&lt;br /&gt;
Clothes, as they're worn, [[Item_designations#Wear|wear out]] eventually.&lt;br /&gt;
&lt;br /&gt;
== Size does matter ==&lt;br /&gt;
Clothing and armor marked as &amp;quot;'''large'''&amp;quot; can not be made or worn by dwarves*, but will still be offered by human and elven [[caravan]]s. &amp;quot;'''Small'''&amp;quot; articles of clothing and armor usually come from killed [[kobold]]s and are also unusable. Items labeled as &amp;quot;'''narrow'''&amp;quot; come from [[goblin]]s and can't be made or worn either.  However, all of these can be sold to caravans for a nice price.  Note that they will not count toward [[created wealth]] (or [[exported wealth]]) unless first [[decorate]]d.&lt;br /&gt;
&lt;br /&gt;
:''(* with one exception: Items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  There are no &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is definitive.)''&lt;br /&gt;
&lt;br /&gt;
==Articles==&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, the following articles of clothing exist:&lt;br /&gt;
&lt;br /&gt;
; Bodywear&lt;br /&gt;
: Coat &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Shirt &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cloak &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Tunic &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Toga &amp;amp;ndash; uncommon for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cape &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Vest &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Dress &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Robe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
; Legwear&lt;br /&gt;
: Trousers &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Loincloth &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Thong &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Short Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Long Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Braies &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Headwear&lt;br /&gt;
: Cap &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Hood &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Turban &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Mask &amp;amp;ndash; uncommon for [[goblin]]s, rare for [[human]]s&lt;br /&gt;
: Head Veil &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Face Veil &amp;amp;ndash; rare for [[human]]s only&lt;br /&gt;
: Headscarf &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Handwear&lt;br /&gt;
: Glove &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Mitten &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Footwear&lt;br /&gt;
: Shoe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: High Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Low Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Sandal &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Chausse &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Sock &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
==Pairs==&lt;br /&gt;
&lt;br /&gt;
Some articles of clothing, when made at a [[clothier's shop]] or [[leather works]], will always produce pairs. Specifically, all handwear and footwear will be produced in pairs: each job tasked at such a workshop will make two out of a single piece of [[cloth]] or [[leather]], one for each limb.&lt;br /&gt;
&lt;br /&gt;
==Layering of clothing==&lt;br /&gt;
&lt;br /&gt;
Clothing in the game has four layers: ''under'', ''over'', ''armor'', and ''cover''.  Each article of clothing is intended for only one of these purposes.&lt;br /&gt;
&lt;br /&gt;
* Clothing identified as ''under'' is intended to be worn directly against the skin.&lt;br /&gt;
* Clothing specified as ''over'' is a thin covering to be worn over top of under wear.&lt;br /&gt;
* Clothing classified for ''armor'' is intended to be worn over top of clothing to protect the person more generally.&lt;br /&gt;
* Clothing categorised as ''cover'' is worn over top of everything, including armour, usually for insulation against cold climates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Under&lt;br /&gt;
! Over&lt;br /&gt;
! Armor&lt;br /&gt;
! Cover&lt;br /&gt;
|-&lt;br /&gt;
|Bodywear||Shirt, Dress, Tunic||Coat, Toga, Vest, Robe||Plate mail, Chain mail||Cloak, Cape&lt;br /&gt;
|-&lt;br /&gt;
|Legwear||Loincloth, Thong, Braies||Trousers, Skirt, Short skirt, Long skirt||Greaves, Leggings||&lt;br /&gt;
|-&lt;br /&gt;
|Handwear||Gloves||||Gauntlets||Mittens&lt;br /&gt;
|-&lt;br /&gt;
|Headwear||Mask, Face veil||Cap, Turban, Head veil, Headscarf||Helm||Hood&lt;br /&gt;
|-&lt;br /&gt;
|Footwear||Chausses, Socks||Shoes, Sandals || High boots, Low boots ||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Clothier's shop]]&lt;br /&gt;
* [[Leather works]]&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Clothing industry]]&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bracelets&amp;diff=59303</id>
		<title>Bracelets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bracelets&amp;diff=59303"/>
		<updated>2009-12-06T04:17:53Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: Redirected page to Trade good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Trade good]]&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=58984</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=58984"/>
		<updated>2009-12-01T19:42:40Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
:You think that's bad? 241 dwarves, 70 children.  I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants.  It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Noble children don't become nobles right? ==&lt;br /&gt;
&lt;br /&gt;
I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Happy to be free ==&lt;br /&gt;
&lt;br /&gt;
I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
&lt;br /&gt;
:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something.  Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail.  By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I noticed the &amp;quot;happy to be free&amp;quot; thought in a baby that was actually freed after its kidnapper was taken down by dogs.  (It happened automatically once the bag was dropped.)  Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Child production ==&lt;br /&gt;
&lt;br /&gt;
Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children.  She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)&lt;br /&gt;
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items.  My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids.  However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)&lt;br /&gt;
In my fort, I have a dwarf whom is a mother of 10, two are currently babies, she's one of my champions, but she's constantly on patrol, shooting goblins (76 kills), or practicing her marksdwarfship. She's never NOT pregnant, and spits out a dwarf every 3 seasons or so. --[[Special:Contributions/75.73.50.254|75.73.50.254]] 13:32, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Triplets... ==&lt;br /&gt;
&lt;br /&gt;
Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unusual Family Structures ==&lt;br /&gt;
&lt;br /&gt;
Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, &amp;quot;She is also my aunt.&amp;quot; o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)&lt;br /&gt;
* It makes sense, but only if you consider inbreeding.  And it makes a great deal of sense if you consider everything else. --[[User:FJH|FJH]] 15:12, 15 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Children strenght ? ==&lt;br /&gt;
&lt;br /&gt;
Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The only way I can think to test it is to have your dwarves haul some heavy things (&amp;gt;2000Γ) to the depot and see if the children do it slower than the adults.  My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat.  So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives.  I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught.  Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;abandoned&amp;quot; baby ==&lt;br /&gt;
&lt;br /&gt;
Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't believe babies receive food or drink at all (this leads to the &amp;quot;has not had a drink in far too long&amp;quot; message by the end of their infancy).  It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No Profession? ==&lt;br /&gt;
&lt;br /&gt;
One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hm.  I remember in older versions my harvesting children, upon reaching adulthood, became farmers.  Does he have Proficient or higher [[broker skills]]?  Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)&lt;br /&gt;
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::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)&lt;br /&gt;
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:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer.  He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)&lt;br /&gt;
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:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level...  I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)&lt;br /&gt;
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:If you use Dwarf Manager to set a fast-levelling labour on a child, like Pump Operating, you can actually end up with a Legendary Pump Operator &amp;quot;peasant&amp;quot; who still has the peasant cyan colour and even flashes appropriately.  My theory is that the game recalculates the appropriate label for a dwarf each time they gain a level in any skill, just in case it's changed.  Hence, getting any further skills of any sort will readjust them appropriately. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:27, 9 June 2009 (UTC)&lt;br /&gt;
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== The bones of the young ==&lt;br /&gt;
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How many bones do you get from a dwarven baby? This seems odd and I find no page for the &amp;quot;baby&amp;quot; dwarf here on the wiki so.. it's like this:&lt;br /&gt;
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The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?&lt;br /&gt;
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)&lt;br /&gt;
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:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults.  Babies might be distinct from children, however -- 1/3 size?  That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)&lt;br /&gt;
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::That makes sense. Thanks! - [[User:Aspgren|Aspgren]] 06:48, 23 December 2008 (EDT)&lt;br /&gt;
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:As for forbidding the corpses, I don't believe this is necessary.  Dwarves will only make bolts and totems and stuff out of &amp;quot;refuse&amp;quot; bones, whereas dwarves and pets are considered &amp;quot;graveyard&amp;quot; (or coffin) bones and will not be used. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:24, 9 June 2009 (UTC)&lt;br /&gt;
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== Birthdays? ==&lt;br /&gt;
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Is there any way to determine the birth date of a Dwarf, short of writing it down manually when a child is born?  The information must be stored by the game, since infants do become children and then adults. I've been unable to find anything more specific that the relationship tags (''younger'' brother, ''oldest'' daughter, etc.), which are pretty vague.&lt;br /&gt;
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And are children more likely to organize parties near their birthday?  --[[User:Oddrune|Oddrune]] 15:30, 5 February 2009 (EST)&lt;br /&gt;
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== Nudists ==&lt;br /&gt;
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I took a look at the children in my fort and noticed that they are all '''NAKED'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Perhaps it should be added to the article? The only things the children had in their inventory was mud, vomit and blood splatter. Which I guess means they hang around the barracks alot.  --[[User:Aspgren|Aspgren]] 00:05, 8 February 2009 (CET)&lt;br /&gt;
:Actually, in the Middle Ages, children would often go naked; because clothes could cost more than a week's wages and children would just ruin them.  --[[User:Arkenstone|Arkenstone]] 15:23 18 August 2009&lt;br /&gt;
:As far as I know only children born in your fort are all-time-nudists. Migrantchildren wear clothes. I wonder if they keep on being naked even after getting to adulthood.(would save the entire clothing industries. :D ) Never had fort for bout... 14 years though. &lt;br /&gt;
Best regards --[[User:Laranto|Laranto]] 23:01, 8 November 2009 (UTC)&lt;br /&gt;
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== Can't change parent's jobs ==&lt;br /&gt;
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When there's a dwarf you want to change a job on, but she's carrying a baby, you can't access her v-&amp;gt;p menu.The baby's v-&amp;gt;p menu takes precendence. Is this an oversight? [[User:Blargityblarg|Blargityblarg]] 09:24, 15 May 2009 (UTC)&lt;br /&gt;
:Press v again, this should switch to the mother instead of her baby. When there are multiple creatures layered on top of each other, pressing v should switch between them. Unless you are doing that and it is happening as you described. The Dwarfmanager utility can help you out here if you want to use it. --[[User:Smjjames|Smjjames]] 12:18, 15 May 2009 (UTC)&lt;br /&gt;
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== What the heck, children can be assigned jobs? ==&lt;br /&gt;
I don't know whether this is a fluke or what, but after using Dwarf Manager to assign all dwarves the masonry task to quickly complete something and after I did that, I noticed that two of the kids were working in the masonry shop. If you don't believe me, look at the screenshot. No idea if this is a bug/exploit or what. I'm not planning on keeping the jobs there on the kids once that quick project is done. I checked again after that workshop task was done and they apparently will do a workshop task but not the construct wall/floor. It most likely has to do with the coding that allow them to use a workshop when in a mood.&lt;br /&gt;
[IMG]http://img.photobucket.com/albums/v214/smjjames/Untitled-6.png[/IMG]&lt;br /&gt;
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I don't know how to get images up here properly though.--[[User:Smjjames|Smjjames]] 23:34, 15 May 2009 (UTC)&lt;br /&gt;
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:In my experience, children are basically just dwarves with their labour screen disabled and most of their labours disabled as well.  So yes, you can make them do all kinds of things: Hauling, fishing, working in workshops, etc.  Personally, I order them to do nothing but work the pumps until adulthood, so they'll be ready for speedy hauling duty by the time they grow up.&lt;br /&gt;
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:Dwarf Manager is a memory hacking tool, and should be treated as such &amp;amp;mdash; i.e. while most of what it does is provide shortcuts to things you could do in-game, it's not going to prevent you from doing certain things that would indeed be considered cheating.  You can set labours on pretty much anything friendly: Children, babies, nobles, heroes/champions (not that they'll do anything since you can't undraft them), etc.  It simply doesn't discriminate between what you should and shouldn't be able to tweak. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:32, 9 June 2009 (UTC)&lt;br /&gt;
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== babies can swim? ==&lt;br /&gt;
i had a babie fall into some water, (well, the parents swam off without it), it will be find, drown for 1 second, be winded for a second, and then be fine again... [[User:Corhen|Corhen]] 01:30, 12 June 2009 (UTC)&lt;br /&gt;
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==Combat children?==&lt;br /&gt;
I recently discovered a thief attempting to enter my fortress. The adults, including the Ultra-Mighty, Superdwarvenly Tough mechanic leading a war dog to a rope, all ran away, but one of the nearby children took it upon themselves to take down the thief. The child quickly punctured the thief's heart with his bare hands (all that partying made him Extremely Strong) and walked away without a scratch. Can anyone else confirm that children may gladly enter battle as though they were in the military?--[[User:King of the Internet|King of the Internet]] 15:03, 31 August 2009 (UTC)&lt;br /&gt;
:On that note, I begin my project of creating a holding cell for all children, and babies if possible, at the entrance to my fortress. They will be the first line of defense. [[User:Pariah|Pariah]] 19:10, 11 November 2009 (UTC)&lt;br /&gt;
::A sort of &amp;quot;help yourself&amp;quot; offering to child-snatchers, no doubt. ;)&lt;br /&gt;
::Any creature (inc. civilians) will fight if cornered. (This is why [[carp]], who have no [PREDATOR] tag, become so vicious when encountered in murky pools - nowhere to run, so they bring it.)  Same here - and since combat has a huge randomizing factor (a kitten can, in theory and practice, kill a dragon), and since children do nothing all day but sit around socializing and amassing huge attributes, we see cornered children casually heart-ripping gobbos, despite intuitive expectations.--[[User:Albedo|Albedo]] 19:44, 11 November 2009 (UTC)&lt;br /&gt;
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== Cliff-Chucking ==&lt;br /&gt;
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I'm currently looking at a pair of babies whose mother died of thirst while melancholy (following a failed possession - damn you, silk-seeking ghosts!). Going by the wiki's words, I tried to keep them from going anywhere at first to make sure that they wouldn't throw themselves off a cliff, but I got quickly tired of that and let them roam freely, where they instead wandered as they pleased and partook of food and drink like any other (albeit very slow) dwarf. Anyone got any idea if the cliff-chucking fact is still true?&lt;br /&gt;
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I'm running v0.28.181.40d16, for the record. [[Special:Contributions/24.22.239.156|24.22.239.156]] 19:50, 16 October 2009 (UTC)&lt;br /&gt;
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:I just killed off the mayor, since she was bugged for some reason, and both of her babies (Yes, she had TWO and seven more children in this fortress' nine year history) promptly threw themselves into the reservoir under my dining hall, requiring me to drain it so they can get the little carpers' bodies.  So yes, I'd say that babies are still suicidal if their mother dies. --[[Special:Contributions/97.104.167.109|97.104.167.109]] 18:03, 31 October 2009 (UTC)&lt;br /&gt;
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== Giving birth to babies doesn't interrupt sleeping ==&lt;br /&gt;
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I had a dwarf sleeping in her bed while it gave born to her baby. The dwarf &lt;br /&gt;
didn't wake up after this and the baby crawled away, i guess seeking for his father o.O. &lt;br /&gt;
But the baby didn't came far, the mother woke up a few minutes later and took her&lt;br /&gt;
baby into her arms. The mother is healthy and has no injuries. Happened with DF &lt;br /&gt;
v0.28.181.40d16 under linux. &lt;br /&gt;
[[Special:Contributions/95.33.103.233|95.33.103.233]] 06:57, 25 October 2009 (UTC)&lt;br /&gt;
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== Levers ==&lt;br /&gt;
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Do children actually pull levers? In my fort, I set a Lever's workshop profile to only allow a Child and issued a &amp;quot;Pull the Lever&amp;quot; command, and it isn't being pulled. --[[User:Quietust|Quietust]] 23:54, 29 November 2009 (UTC)&lt;br /&gt;
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== Adoption? ==&lt;br /&gt;
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The article states that orphans are never adopted. However, I had both a child's father lost to a goblin ambush, and the mother eventually went insane and pitched herself off a cliff, and when I found the child later sleeping in someone else's bed, the description said that he had been &amp;quot;rescued&amp;quot; by Urist Somethingorother. Isn't that adoption, or something else? (Hmm... or considering he has a chronic spine injury, maybe he was a failed suicide??) --[[User:Jogar2|Jogar2]] 19:42, 1 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Succession_League&amp;diff=58905</id>
		<title>Bloodline Talk:Succession League</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Succession_League&amp;diff=58905"/>
		<updated>2009-11-30T20:26:16Z</updated>

		<summary type="html">&lt;p&gt;Jogar2: /* Questions */&lt;/p&gt;
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&lt;div&gt;__NOTOC__&lt;br /&gt;
*Discuss edits for the main page.&lt;br /&gt;
*Discuss the League and any ideas you have or changes you would like to see. Consider linking from the main page to a more specific page and using its Discussion area!&lt;br /&gt;
*Ask questions about the League&lt;br /&gt;
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You do not need to be a wiki member to play, but it will help everyone who is trying to identify you. You do, however, need to be a League &amp;quot;Member&amp;quot; to be listed among available players and to be rated. It's none of my business if you want to include non-Members in your games, but they will not be rated nor be able to rate Members.&amp;lt;br /&amp;gt;&lt;br /&gt;
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=Joining=&lt;br /&gt;
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This is DWR, my login here is Morinon, yay two internet handles. I'm not quite sure I could start one, but if someone else will...&lt;br /&gt;
:Hey man, going to adjust your name and add a section to the Members area with Bay12 forums names. You can use &amp;lt;nowiki&amp;gt;---~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:to create a signature after your post (use what is displayed, not what's in the edit!), tho I have not figured out how to move the timezone without re-editing. If you want to join a&lt;br /&gt;
:game, you could either join my Survival Challenge or just send me a PM of what you want and I'll format a request in the &lt;br /&gt;
:[[ Succession League Games|Games]] section. I haven't created the Survival Challenge game's page yet, but it should be up by tomorrow. --[[User:The Architect|The Architect]] 09:03, 8 October 2009 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
Hey, me Kilakan&lt;br /&gt;
:just testing out the chat.  Though when would the first game start, I can do file hosting, picture hosting, map genning, and I can find a suitable &amp;quot;random&amp;quot; location. In other words, I can start a game.&lt;br /&gt;
::You are a god! check out the [[Succession League Games|Games]] page for a link to my current succession project, if you like it  then please help us out with finding a location. If you have something else in mind, you can post it on any of these Discussion pages and it will be picked up. You can make whatever kind of game you want, and to help with that I'm on the way to put a template in the Games area. By the way, the code here is goofy, a : at the beginning of your paragraph indents the whole thing. Tab doesn't work. Also, joining this wiki doesn't even require an email or validation so i hope you will do it for communication purposes. --[[User:The Architect|The Architect]]&lt;br /&gt;
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=Questions=&lt;br /&gt;
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What are the ground rules for succession games? I'm particularly interested in frequency of play and length of turn. If I were to pull an idea for default from my noobish brain, I would say play one season, 3 days a week. In a looping scenario, how many players would be appropriate? [[User:Jogar2|Jogar2]] 20:26, 30 November 2009 (UTC)&lt;br /&gt;
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=Ideas=&lt;br /&gt;
* There are a lot of [[Succession League]] pages and links already. A [[Special:Categories|wiki category]] could help to tie them all together. --[[User:HebaruSan|HebaruSan]] 03:53, 19 October 2009 (UTC)&lt;br /&gt;
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=whatever you want to discuss=&lt;br /&gt;
Just made the connection between the people replying to survival post and to league post... a lot of the same people. haha! due in one case to the links maybe, but still. Beginning to hate the handle &amp;quot;architect&amp;quot; because it is so impersonal, but whatever. it's stuck now. I'm Luke by the way, so you have something to call me.&lt;br /&gt;
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Oh well the, hi luke............ call me kilakan, my normal name is boring, and I think my user name is very personal.  Anyone else wanna say something so we can know how many people are actually gonna use this?[[User:Kilakan|Kilakan]]&lt;br /&gt;
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Hah I think by now we can tell the Wiki is too difficult for people. A lot of enthusiastic responses on the forum, but we're going to need help to move it along. Time to work up the guts to ask Toady, at the risk of being rejected and this whole thing thus becoming a failure. Here goes... --[[User:The Architect|The Architect]] 00:17, 16 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jogar2</name></author>
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