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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JohnEvans</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-28T19:02:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trade_depot&amp;diff=144319</id>
		<title>v0.31:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trade_depot&amp;diff=144319"/>
		<updated>2011-04-03T01:08:11Z</updated>

		<summary type="html">&lt;p&gt;JohnEvans: /* Trade - Multiple sets of merchants DO work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:32, 8 November 2010 (UTC)}}&lt;br /&gt;
{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
* {{L|Broker}} noble (optional)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Metal bar}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with merchants.&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Trade Depot''' allows you to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the {{L|Architecture}} skill along with the appropriate craft labor ({{L|Carpentry}}, {{L|Masonry}}, or {{L|Metalsmithing}}).  There must be at least 10 spaces between the Depot and the edge of the map.  They can be built on top of {{L|construction|constructed}} floors and walls, allowing you to make a trade depot which is elevated above the surrounding land.&lt;br /&gt;
&lt;br /&gt;
Once built, hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options:&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the {{L|stocks}} menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export {{L|mandate}}.  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your {{L|mayor}} has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
After selecting items and exiting the screen, {{L|job}}s will be queued to move the items to the depot.  All dwarves, regardless of {{L|labor}} settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].&lt;br /&gt;
&lt;br /&gt;
Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the {{L|Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems}} in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a job will be created for a dwarf to make their way to the depot and remain there until released with this setting, or the job is interrupted, such as by the dwarf deciding to drink, sleep, or eat.  The Trade at Depot job is fairly low-priority, so {{L|labor}}s may have to be disabled in order to get the broker to begin the job.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the {{L|Broker}} {{L|noble}} will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low {{L|Broker skills}} will receive poorer deals when trading. If anyone may trade is selected, and someone other than the broker becomes a better {{L|appraiser}} than the broker, the broker's appraisal skill is still used.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading. If more than one set of merchants is using the trade depot, you will be given the option of who you want to trade with.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>JohnEvans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=135077</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=135077"/>
		<updated>2011-01-18T06:06:11Z</updated>

		<summary type="html">&lt;p&gt;JohnEvans: /* Cleaned up the improved magma pump stack section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Trap component#Enormous corkscrew|Enormous corkscrew}}&lt;br /&gt;
* {{L|Pipe section}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* 1 of&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small {{L|building}} that can lift liquids ({{L|water}} or {{L|magma}}) from one level below onto the same {{L|Z-level}} as the pump. It is two tiles by one tile in size, and it can be either manually operated by a {{L|dwarf}} with the {{L|pump operator}} job or by being {{L|power}}ed by {{L|water wheel}}s and/or {{L|windmill}}s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a {{L|pressure}} equal to the exit {{L|z-level}} - a pump never &amp;quot;forces&amp;quot; water to a higher {{L|z-level}} than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will desalinate and become drinkable. However if the water then touches any natural water or tiles, smoothed or not, it will immediately be undrinkable again. So it is important to pump into a reservoir that is made entirely of constructed material. Please note that the block/tile underneath the reservoir-side of the pump also needs to be a construction.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an {{L|Trap component#Enormous corkscrew|enormous corkscrew}}, a {{L|block}}, and a {{L|pipe section}}. The construction itself is completed in two stages. First a dwarf with the {{L|architect}} labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be {{L|carpentry}}, {{L|metalsmithing}}, or {{L|masonry}}, depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
To select pump, use keys {{k|b}}-{{k|M}}-{{k|s}}. It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump.&lt;br /&gt;
&lt;br /&gt;
[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See {{L|pressure}}; see {{L|Screw pump#Pump Stack|Pump stack}}). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the {{L|pump operator}} stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for {{L|magma|magma}} as well, with the {{L|magma-safe|appropriate precautions}}.)'']]&lt;br /&gt;
&lt;br /&gt;
The example shown in the infobox above &amp;quot;pumps from the north&amp;quot; (top) to the south (bottom).  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the {{L|z-axis}}) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a {{L|grate}}, floor {{L|bars}}, or a {{L|construction|constructed}} {{L|fortification}} on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a {{L|water wheel}} or a {{L|windmill}} to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a {{L|gear assembly}} linked to a {{L|lever}} to disconnect the {{L|power}}.&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no {{L|axle}} or {{L|mechanism}} is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a {{L|lever}} or {{L|pressure plate}}) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See {{L|Pressure}})&lt;br /&gt;
* In order to safely pump magma, you must use {{L|magma-safe}} materials, though magma-unsafe metals have been observed to be safe unless the open tile is going to be submerged in magma. Wooden parts will burst into flames the instant the pump is activated, and magma-unsafe stone {{L|block}}s melt after a short time.&lt;br /&gt;
* Magma, which normally has no pressure, will behave as though pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
* Pumps do not pump up 1/7 liquid.&lt;br /&gt;
* If a pump's intake tile on the z-level below the pump becomes blocked (as with a cave-in or magma cooling into obsidian) the pump will still run but not pump any fluid.&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[40d:flood|flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
* Not channeling below the impassable tile of an individual pump in a pump stack.  This is how power is transmitted to the pump below.&lt;br /&gt;
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the same z-level further down the line (where you were planning your magma forges, for example.)&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack.''']]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer.''']]&lt;br /&gt;
[[File:Pumpstack.gif|thumb|right|'''Animation showing the general construction using an isometric projection.''']]&lt;br /&gt;
&lt;br /&gt;
A Pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-magma-safe parts can cause an entire magma pump stack to spontaneously disassemble.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level (often the {{L|magma sea}}) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative {{l|waterfall}} (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.  &lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
Be warned: pump stacks move water '''fast.''' If you are pumping from a large reservoir into an open area, be prepared for a huge outflow, roughly akin to the kind of water dump you'd get if the whole reservoir was balanced above the pump output and then released. If you are using pumps to empty a large underground reservoir (or, say, a flooded fortress) onto open land, use an aqueduct or some other method to make sure the pump system outlet is a good distance away from anything you wouldn't want to get drenched.&lt;br /&gt;
&lt;br /&gt;
As an alternative to a large reservoir, it is also possible to combine a Dwarven Atom-Smasher with the top layer of the Pump Stack to create a &amp;quot;vaccuum cleaner&amp;quot; of sorts.&lt;br /&gt;
&lt;br /&gt;
====Improved Magma Pump Stack====&lt;br /&gt;
&lt;br /&gt;
Because a pump stack pumping magma is known to cause lag, a new type of pump stack was developed that causes a much smaller drop in framerate.  Changing the single tile magma chamber at the output of every pump from a 1 by 1 to a 3 by 3 area reduces the lag to 1/15th of that caused by the original pump stack. The designer theorizes that the larger chamber requires many fewer temperature calculations when magma is pumped in or out; that also implies that there will be no improvement for water pumps.  See http://www.bay12forums.com/smf/index.php?topic=72296.0 on the Bay 12 Forums for more details.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>JohnEvans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=117018</id>
		<title>v0.31 Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=117018"/>
		<updated>2010-06-05T22:29:06Z</updated>

		<summary type="html">&lt;p&gt;JohnEvans: Created page with '==How to strip prisoners==  I've noticed that if you have prisoners and you want to steal their items...You first have to unforbid the items.  Then you can dump them (as worked i…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to strip prisoners==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if you have prisoners and you want to steal their items...You first have to unforbid the items.  Then you can dump them (as worked in 40d).&lt;br /&gt;
&lt;br /&gt;
So, really it's a 3-step process:&lt;br /&gt;
&lt;br /&gt;
1) d-b-c, reclaim the cage and everything in it.&lt;br /&gt;
2) d-b-d, dump the cage and everything in it.&lt;br /&gt;
3) k or t, then d, to un-dump the cage.&lt;br /&gt;
&lt;br /&gt;
--[[User:JohnEvans|JohnEvans]] 22:29, 5 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnEvans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Joining_the_Succession_League&amp;diff=110264</id>
		<title>Bloodline Talk:Joining the Succession League</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Joining_the_Succession_League&amp;diff=110264"/>
		<updated>2010-05-16T02:39:01Z</updated>

		<summary type="html">&lt;p&gt;JohnEvans: Joining DF Succession League&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had NO IDEA there was still this much interest. This project was put on hold for two reasons:&lt;br /&gt;
1) A severe falling off of interest in all succession and community games during the last few months pre-2010 release.&lt;br /&gt;
2) A crippling inability for the Wiki to properly serve as the home for this project. The code makes what should be a quick update process a matter of hours (really) for the simplest things, even once you've gotten used to it. It's also nearly impossible to maintain communications (notice all of the red links for names?).&lt;br /&gt;
&lt;br /&gt;
The Bay12 forum proved to be even worse, as I can't mass email there (limit a couple of emails per hour, to 10 players at a time, means that it became impossible for me to work with back when we hit around 30 players).&lt;br /&gt;
&lt;br /&gt;
It appears there is once again a rising need for /interest in an organized and accessible community of succession games and players. The problem now is that the wiki is truly incapable of serving as its home, and so is the current Bay12. I'll start asking around for help again, but I'm a busy person with work, college, and social life. It will happen at a crawl unless someone can step in. Even ideas would be helpful. [[User:The Architect|The Architect]] 06:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Join=&lt;br /&gt;
Post your decision to join, along with your wiki stamp if you have one, or just a nickname you can be known by. A Bay12 forum name is acceptable as well, and should be posted to the appropriate thread linked to the main joining page.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This sounds very fun!  I would love to join.  I can only commit to about an hour’s worth of play per day due to real life stuff, but I think that should be plenty.  I’ve been playing the game now for a couple of years off and on and I think I have a handle on the basics. [[User:Frewfrux|Frewfrux]] 20:21, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'd like to join too, I am very familiar with dwarf fortress and really want to try this out--[[User:Supercharazard|Supercharazard]] 19:23, 18 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'd like to join, but I'm on a Mac, so I guess I'd have to be in a separate league for any pass-along-the-savefile games, and possibly any worldgenned games?  Compatibility across various versions/platforms is not well documented. [[User:Cheepicus|Cheepicus]] 02:29, 9 October 2009 (UTC) (&amp;quot;fleacircus&amp;quot; on forums)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I would also like to join.  I'm totally new to Dwarf fortress.  But I can see the potential for much fun and [[fun]] with a succession game.  However I have the same problem as above; I'm using a Mac.  --[[User:Kelsa|Kelsa]] 20:19, 11 October 2009 (UTC)  (also &amp;quot;kelsa&amp;quot; on the forums)&lt;br /&gt;
: For what it's worth, I have the Mac and PC versions of Dwarf Fortress set up in the same folder on my thumb drive so I can play the same saved games on both platforms. So far this has worked fine. --[[User:HebaruSan|HebaruSan]] 03:31, 20 October 2009 (UTC)&lt;br /&gt;
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Very interested in joining. I'm familiar with Dwarf Fortress, on a PC with Vista. Nothing much else on my mind to ask/say! --[[User:Rogabeetah|Rogabeetah]] 12:44, 12 October 2009 (UTC) (now registered as &amp;quot;Rogabeetah&amp;quot; on the forums *15 October 2009*)&lt;br /&gt;
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I'm interested in joining. I' not exactly new to Dwarf Fortress, also I can write eloquently and design forts very well.  -- [[User:DJ Work Safety|DJ Work Safety]] 3:57, 12 October 2009 (UTC) (Same name on forums)&lt;br /&gt;
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I too find an opportunity to participate enthralling. I play dwarf fortress a good bit and am pretty skilled at managing dem dorfs. I'm not gonna be a jerk and run the fort into the ground and leave you with one engraver in the fort's lowest level with nothing to do but engrave until he drowns either. --[[User:Qcrane|Qcrane]] 8:22. 12 October 2009 (UTC)(not registered on the forums)&lt;br /&gt;
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:Hey, I only did that ONCE. -- DJ Work Safety&lt;br /&gt;
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::Wow, I need to apologize to all of you. Sorry, but I somehow failed to Watch this page and thus had no idea people were responding like this. You will all be added promptly, and if you need an email let me know. Also let me know what kind of games you want to see and if you need help starting them.&lt;br /&gt;
--[[User:The Architect|The Architect]] 14:28, 17 October 2009 (UTC)&lt;br /&gt;
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I'm interested in joining. I posted on the forums under the same name. I'm somewhat new to DF (I've been at it for about a month) but I'm ready to try a few succession games.&lt;br /&gt;
--[[User:Chicken Launcher|Chicken Launcher]] 18:27, 18 October 2009 (UTC)&lt;br /&gt;
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I am very interested in playing a bloodline game. --[[User:Notquitethere|Notquitethere]] 01:30, 20 October 2009 (UTC)&lt;br /&gt;
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I think I'd like to get in on this. My school work kinda waxes and wanes, so I should be around at least a decent amount of time. I go by Vicas on Bay12 and that works or here, too. I'm familiar with DF (been playing since the 2D version) but I'm very rusty, since I haven't played in a little under a year. - Vicas&lt;br /&gt;
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I would love to join this! I made an account just for that. I'm interested in any kind of game, fun is present in most of them! --[[User:Jokim|Jokim]] 01:46, 3 November 2009 (UTC)&lt;br /&gt;
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This sounds awesome and I would like to join. I've played DF quite a bit and at least know how not to cause a fortress to die immediately. I would be interested in pretty much any sort of game. --[[User:Hyperbox|Hyperbox]] 21:59, 4 November 2009 (UTC)&lt;br /&gt;
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well iam quite new to dwarf fortress but iam following the tuttorials and would be very interested in playing a succession game :] &lt;br /&gt;
. --[[User:Denisol|Denisol]] 15:23 , 17 december 2009&lt;br /&gt;
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Ever since I read the legendary tales of Boatmurdered and Nist Akath (even though Nist Akath wasn't a succession game) I've wanted to try this.  Count on me, I know what it takes to get a fort up and running smoothly and in good order.  Please sign me up!&lt;br /&gt;
--[[User:Xvareon|Xvareon]]  10:26 PM, 25 December 2009&lt;br /&gt;
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I would love to join this. I've played DF for awhile and I think I have it all down up to the dwarven economy and noble swarms. [[User:Bentusi16|Bentusi16]] 5:00 PM, 27 December 2009&lt;br /&gt;
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Sign me up! I'm pretty knowledgable, general fortress defence, dealing with water, magma, nobles, military, above ground construction etc...&lt;br /&gt;
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I would NOT say I'm an expert though, just up for a good laugh! -- [[User:Melek|Melek]] 17:55, 31 December 2009 (UTC)&lt;br /&gt;
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:Well, for those interested I got bored waiting and have decided to start two games of my own. Check my user page for more info! -- [[User:Melek|Melek]] 19:35, 4 February 2010 (UTC)&lt;br /&gt;
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::I'm up for this :D --[[User:Defiance|Defiance]] 21:22, 7 January 2010 (UTC)&lt;br /&gt;
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Count me in. --[[User:Gyron|Gyron]] 14:13, 12 January 2010&lt;br /&gt;
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I'm in. --[[User:Schiller|Schiller]] 20:26, 14 February 2010 (UTC)&lt;br /&gt;
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All for having lots and lots of [[fun]] :D --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:21, 23 February 2010 (UTC)&lt;br /&gt;
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Sign me up and ship me off, lets play! --[[User:Dissimulation|Dissimulation]] 16:47, 12 March 2010 (UTC)&lt;br /&gt;
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I wish I had known about this earlier... I'm definitely interested in joining, and I already have my own succession game started [http://www.bay12games.com/forum/index.php?topic=52361.0 here]. I'm willing to join any others, as well. --[[User:AzureShadow|AzureShadow]] 01:59, 5 April 2010 (UTC)&lt;br /&gt;
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I'd like to join - I usually use Linux, but I can dual boot into windows if needed for compatibility. --[[User:Bdunderscore|Bdunderscore]] 01:58, 9 April 2010 (UTC)&lt;br /&gt;
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That sounds great, I always wanted to participate in a Succession game. I´m really interested in other players building-style. Sign me up! :3 ~ [[User:Felcis|Felcis]] 12:06, 19 April 2010 (UTC)&lt;br /&gt;
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I'd like to join too, I've been playing DF for a while now and I'd like to try a succession game. I'm not familiair with talking trough a wiki so please tell me if there is anything I'm doing wrong now (like not having a user tag, how and where do I make one?). For now you can call me Vex.&lt;br /&gt;
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I'm definitely interested.  On the Bay12 forum I'm &amp;quot;Chaoseed&amp;quot;. By the way, what's needed for this community?  The ability to send mass emails?  Is that truly necessary?  What technical features are holding us back?&lt;br /&gt;
--[[User:JohnEvans|JohnEvans]] 02:39, 16 May 2010 (UTC)&lt;br /&gt;
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=Wiki Communication=&lt;br /&gt;
To create indents, stack colons at the beginning of your paragraph like so&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;:reply 1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;::next user's reply&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;:::next user's reply&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is the standard method of posting in the Wiki.&lt;/div&gt;</summary>
		<author><name>JohnEvans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=62344</id>
		<title>40d:Philosopher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=62344"/>
		<updated>2010-02-04T03:01:14Z</updated>

		<summary type="html">&lt;p&gt;JohnEvans: /* Philosopher will 'change the prices of goods' */&lt;/p&gt;
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&lt;div&gt;{{Noble&lt;br /&gt;
| noble= Philosopher&lt;br /&gt;
| arrival=&lt;br /&gt;
* 100 population{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Thinking&lt;br /&gt;
* Looking Pretty&lt;br /&gt;
* Eating&lt;br /&gt;
* &amp;lt;s&amp;gt;Drinking heavily&amp;lt;/s&amp;gt; &amp;lt;&amp;lt;Philosophising&amp;gt;&amp;gt;&lt;br /&gt;
* (ie, absolutely nothing, other than wasting your food supply)&lt;br /&gt;
}}&lt;br /&gt;
'''The philosopher''' is a [[noble]] who arrives via [[immigration]], with the message &amp;quot;wise X has arrived.&amp;quot; It is not currently known what the trigger for his arrival is.&lt;br /&gt;
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The philosopher has no worldly needs and makes no mandates, but also appears to perform no useful function.  What do you expect from someone that spends all of his time thinking?&lt;br /&gt;
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While he has no formal requirements, he will, like any other dwarf, get unhappy thoughts from sleeping on the floor or without a 'proper' room; and he will not rent or claim a room himself, so it is advisable to assign at least some form of bedroom to him.&lt;br /&gt;
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He has been known to do &amp;quot;all dwarf&amp;quot; tasks such as de-constructing walls and even trading at the depot, much like a child.  Like other [[Noble|nobles]], he will [[Dwarven economy|change the prices of goods]].&lt;br /&gt;
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[[Category:Nobles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>JohnEvans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:JohnEvans&amp;diff=62343</id>
		<title>User:JohnEvans</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:JohnEvans&amp;diff=62343"/>
		<updated>2010-02-04T02:57:24Z</updated>

		<summary type="html">&lt;p&gt;JohnEvans: Created page with 'This is my page. There are many like it but this one is mine.  --~~~~'&lt;/p&gt;
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&lt;div&gt;This is my page. There are many like it but this one is mine.&lt;br /&gt;
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--[[User:JohnEvans|JohnEvans]] 02:57, 4 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnEvans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=62342</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=62342"/>
		<updated>2010-02-04T02:57:00Z</updated>

		<summary type="html">&lt;p&gt;JohnEvans: /* Do I want this guy? */&lt;/p&gt;
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&lt;div&gt;==Some Chatter==&lt;br /&gt;
Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
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I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
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:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
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::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
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::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
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I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
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I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
 :: is there a screen that displays the value of roads? --[[User:Loganis|Loganis]] 16:34, 6 August 2009 (UTC)&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
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Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
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So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
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:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
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==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
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==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
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From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
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== Do I want this guy? ==&lt;br /&gt;
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im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
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:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
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:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
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::Apparently the [[Advisor]] is actually the previous liaison?&lt;br /&gt;
::--[[User:JohnEvans|JohnEvans]] 02:57, 4 February 2010 (UTC)&lt;br /&gt;
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== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
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== No King (or Queen rather) ==&lt;br /&gt;
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I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
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I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
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Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
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(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
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This also happened to me. Queen was marked as Friendly and sidestepped her entrance point to let her guards through. Her advisor also arrived and was marked as &amp;quot;Visitor&amp;quot;. I reloaded to see if it would happen again or if it was just her location. She arrived on the same day in a different location with no change, after everyone else went inside (even her 'visitor' advisor) she remained there even after her imigrant status faded (at which point she went and maced a hoary marmot in the face and returned to her position. She also doesn't appear on the nobles screen or as someone that I can assign rooms to, which is too bad because I built my entire fortress around her throne room, including an artifact throne with an engraving of her on it... --[[User:Dapanman|Dapanman]] 20:10, 12 August 2009 (UTC)&lt;br /&gt;
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:this happened to me as well.  I thought the friendly setting was a result of him being an elf (see my entry below).  But other than that everything you describe above is almost exactly like what I had happen.  Maybe this friendly setting is a bug?  Anyone else have this happen?--[[User:Jpwrunyan|Jpwrunyan]] 03:36, 13 August 2009 (UTC)&lt;br /&gt;
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::An update on my Queen: since she wouldn't move from her spot at the edge of the map I decided to channel under her, dropping her a level then covering the hole with a floor. I dug over to her spot from underground and she wandered slightly, remaining in her tunnel (her advisor with the &amp;quot;visitor&amp;quot; status in the 'u'nit screen had already left to my meeting hall). Eventually in the spring a year after she arrived an elven diplomat came and she ran off to the dining hall to meet with him (the human diplomat met witht he mayor and the dwarves didn't send one because I had gotten the Queen. So my next plan was to try to find some adamantine to see if that might fix her, but that failed (after countless tunnels into my mountain I gave in and used reveal.exe to learn there was no adamatine) so that is inconclusive. After I abandoned that fortress our of boredom I returned in adventure mode to find good old Kulet Yearlabor and her wraslean' advisor Servesh fighting off some critters that had spawned there. I must say this was the first time visiting an old fortress after recieving the King/Queen so I don't know if that is normal or specific to my case due to her 'Friendly' status. If I had to guess why it happened to my queen I would say she probably came from a neighboring civilization (whether that be another dwarven civ or elf/hummie/goblin civ I don't know) and rose up the ranks in mine much like your elf king did in your civ.&lt;br /&gt;
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== How long does it take for this guy to get here? ==&lt;br /&gt;
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I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
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==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
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He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
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I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
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==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
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==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
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==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
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== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
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This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
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==Still trading with previous mountainhome==&lt;br /&gt;
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I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
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==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
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:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
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== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
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What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
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:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
:::I can confirm that not only roads count: my current fortress has road value 5274 dwarfbucks, but I haven't built any roads, only bridges. --[[User:TommyAtkins|TommyAtkins]] 02:07, 13 September 2009 (UTC)&lt;br /&gt;
::::A quick test confirms that bridges '''do''' count toward road value, though they may need to be above ground and/or be accessible to one's trade depot - I just tried deconstructing one of the 5 segments of the bridge across my magma pipe (which are all covered by constructed floors), and my road value decreased the instant deconstruction began (once it went from solid to &amp;quot;O O O O O O&amp;quot;). --[[User:Quietust|Quietust]] 19:15, 17 September 2009 (UTC)&lt;br /&gt;
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== elf king?! ==&lt;br /&gt;
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Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids--[[User:CrazyMcfobo|CrazyMcfobo]] 07:37, 6 August 2009 (UTC)&lt;br /&gt;
::Well, the article does state that you can have kings from another race. And chances are that this &amp;quot;Elf king&amp;quot; is an elf that rose to the rank of king of the Dwarves. Of course, only a sissy dwarf would ever recognize that king as the real king. Now go and kill him so you get a better king instead! [[User:Shardok|Shardok]] 19:49, 6 August 2009 (UTC)&lt;br /&gt;
:::I'm the one who edited the article to include information about non-dwarven kings... but I added the above comment just so people looking at the log would know what prompted me to add the information.  And no, I did not edit the raws in any way.  I am a total vanilla purist at the moment.  I've suspended the game until I get around to taking screen shots or... doing SOMETHING with it.  And as far as titles, the titles for a noble are dependent on the civilization and not the race.  I think the reason all my other nobles were dwarves and not elves is because I believe they get spawned on demand (as opposed to getting created during world generation) and when they get spawned, they are created according the default race of their civilization.  I could be totally wrong, but I doubt it.  If dwarven immigrants (including nobles) weren't created from thin air, then it should be possible for a player to do something crazy like deplete a civilization 7 dwarves at a time by embarking in the artic and getting killed by polar bears.  Eventually, that civ wouldn't have 7 dwarves left to start a new outpost.  Crazy.  But probably not the case.  Anyway, to get back on track, the King would be an exception since we know about him (and some other NPC's) from world generation and from the civilization screen.--[[User:Jpwrunyan|Jpwrunyan]] 10:44, 8 August 2009 (UTC)&lt;br /&gt;
:Just use tile edit to drop 1/7 lava on him, and then when he's gone remove it. Get a dwarf king that works in the next wave. [[User:Rkyeun|Rkyeun]] 15:32, 12 August 2009 (UTC)&lt;br /&gt;
::For future reference, this would '''not''' work, since kings will never be replaced. --[[User:Quietust|Quietust]] 19:17, 17 September 2009 (UTC)&lt;br /&gt;
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== Demands ==&lt;br /&gt;
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In my announcements page, I saw &amp;quot;Melbil Ozkakkeskal, King has a new demand.&amp;quot;. Upon checking the Nobles page, he showed up with [DEMAND] in brown and, when viewing his info, the line &amp;quot;Demands: cabinet in Dining Room&amp;quot; was present. So yes, they '''do''' make demands. My queen consort also demanded a cabinet in her tomb a while ago, but she recently forgot it. --[[User:Quietust|Quietust]] 18:11, 22 August 2009 (UTC)&lt;br /&gt;
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== Old Versions ==&lt;br /&gt;
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It's known that, in the old 2D version, the King would order miners to dig toward Adamantine and force them to dig out more of it until it brought about the &amp;quot;lost contact&amp;quot; endgame. What I haven't seen discussed, however, is what would happen if you were to '''kill''' the King in those old versions - did it simply increase your freedom to do whatever you wanted, or did it outright end the game or cause some other disastrous consequences? --[[User:Quietust|Quietust]] 18:16, 2 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnEvans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Butcher%27s_shop&amp;diff=20343</id>
		<title>40d:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Butcher%27s_shop&amp;diff=20343"/>
		<updated>2009-09-24T19:07:48Z</updated>

		<summary type="html">&lt;p&gt;JohnEvans: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Butcher's Shop|key=u|job=[[Butchery]] &lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
* [[Animal dissector|Small animal dissection]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Animal|Tame land animal]]&lt;br /&gt;
* [[Corpse|Unrotten animal corpse]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Bone]]s&lt;br /&gt;
* [[Chunks]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Skin]]&lt;br /&gt;
* [[Skull]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is a [[workshop]] used to slaughter livestock that has been designated to be [[butchering|butchered]] in the z-status Animals submenu. There is no task for this in the workshop task menu; instead it will be done automatically if it isn't disabled in the {{key|o}}rder-{{key|W}} menu. Unlike butchering [[corpse]]s, slaughtering occurs the instant the [[butcher]] brings the [[animal]] to the shop, and so is not affected by the butcher's skill level, agility, or [[workshop]] [[clutter]].  Although slaughtering is not affected by experience, it does provide experience in the [[butcher]] skill.  If you have many excess animals, you can slaughter them for gains in food, bones, skins, experience and frame rate.  &lt;br /&gt;
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Butchers also do the dirty job of processing animal corpses and body parts for [[meat]], [[fat]], [[skin]], [[bone]]s, and [[skull]]s at the butcher's shop. Higher skill allows them to process these corpses faster. A corpse doesn't have to be particularly close to the workshop to trigger the task, but it needs to be on a (refuse) [[stockpile]].&lt;br /&gt;
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A butcher's shop can also be used to catch [[vermin]] (like a [[kennel]]s) and make extracts from captured vermin.&lt;br /&gt;
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==Tasks==&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of [[meat]], [[fat]], [[skin]], [[bone]]s, and [[skull]]s. Usually used on animals that your [[hunter]] brings back.&lt;br /&gt;
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*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged [[fire snake]], [[cave spider]], or [[phantom spider]] and [[Animal dissector|animal dissection]]. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces [[Fire snake|liquid fire]] and [[venom]], respectively.&lt;br /&gt;
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*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an [[animal trap]] and [[trapping]].&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
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==Tips==&lt;br /&gt;
* Slaughtering produces a lot of products that go to a variety of [[stockpile]]s. Meat and fat go to your food stockpile, while bones, skulls, chunks, and raw hides will go the [[refuse]]. Setting up appropriate and proximate stockpiles can speed production and reduce [[clutter]] in the butcher's shop.&lt;br /&gt;
* Create custom stockpiles for hides close to your tanner's shop (see [[Meat_industry#Tanning|''Tanning'']]) and build your tanner's shop next to your butcher's shop&lt;br /&gt;
* Create custom stockpiles for bones close to your craftdwarves workshop (see [[Meat_industry#Bone carving|''Bone carving'']])&lt;br /&gt;
* Change the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
* Slaughtering will produce [[chunk]]s, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off [[thoughts|unhappy thoughts]] generated by [[miasma]].&lt;br /&gt;
* If your butcher's shop is outdoors and you have the &amp;quot;Dwarves ignore refuse from outside&amp;quot; option set, refuse will stay in the shop. Chunks will rot away and hides will be tanned (if you have a tanner's shop), but the bones and skulls will build up, making the butcher's shop more and more [[Clutter|cluttered]].&lt;br /&gt;
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==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Butchery|Butchery skill]] &lt;br /&gt;
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{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>JohnEvans</name></author>
	</entry>
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