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		<id>https://dwarffortresswiki.org/index.php?title=User:Jpwrunyan&amp;diff=220432</id>
		<title>User:Jpwrunyan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jpwrunyan&amp;diff=220432"/>
		<updated>2015-09-05T03:20:23Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Playing since 40d!''&lt;br /&gt;
&lt;br /&gt;
I like waterfalls.&lt;br /&gt;
&lt;br /&gt;
=Fortresses Past and Present=&lt;br /&gt;
&lt;br /&gt;
==Dreadwood Fortress and the Combined Luck of Fools==&lt;br /&gt;
&amp;quot;Because suffering builds character.&amp;quot;&lt;br /&gt;
===Biome===&lt;br /&gt;
Dreadwood is located in a temperate broadleaf forest.  To the south is a small stream and hills gently roll to the north.  The entire forest and vegetation are utterly dead, hence the name.  Likewise, the animal life are also mostly undead:  foxes and deer, skeletal and zombie.  The fortress is located on top of a small bluff with nearby pools of water where toads and turtles are the only legitimately living things.  The fortress was founded directly adjacent to the ruins of a fortress that was abandoned the previous year.&lt;br /&gt;
===Group===&lt;br /&gt;
The Combined Luck of Fools are seven dwarves from the extreme south east (data incomplete):&lt;br /&gt;
*Weaponsmith (lvl 5); Appraiser, Judge of Intent; Novice Persuader&lt;br /&gt;
*Armorsmith (lvl 5); Novice Furnace Operator&lt;br /&gt;
*Blacksmith (lvl 5); Novice Cook, Brewer, Grower&lt;br /&gt;
*Metalsmith, Gem Encruster (lvl 5)&lt;br /&gt;
*Carpenter (lvl 5); Novice Axedwarf, Wrestler, Armor User, Shield User&lt;br /&gt;
*Mechanic, Glassworker (lvl 5)&lt;br /&gt;
*Mason (lvl 5); Novice Hammerdwarf, Wrestler, Armor User, Shield User, Woodburner&lt;br /&gt;
We departed with large quantities of bismuthinite, copper nuggets, cassiterite, and bituminous coal.  The plan is to smelt these into our initial wealth the first year until native resources are found.  Other resources include an anvil, two loads of bauxite, and 5 turtle.  A mere 1 or 2 seeds of each underground crop will have to be planted immediately when we arrive.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
====Year 302====&lt;br /&gt;
The first thing we did upon arrival was build two smelters to begin processing our bituminous coal and other ores.  It would have been simple enough to have brought picks or even metal bars so that this initial smelting would not be necessary but we decided to bring as much raw material as possible and wouldn't spare any expense for other essentials like food.&lt;br /&gt;
&lt;br /&gt;
This posed a problem since the surrounding vegetation is all dead.  There was not a single living herb or bush to be foraged as far as the eye could see.  This meant that in the spring, while still waiting for the first harvest of plump helmet, The Fools had to tighten their belts and reign in the howling of their hunger.  The less busy dwarves fished the nearby ponds and a fishery was temporarily installed to process the turtle that was caught.  Since none of us were fisherdwarves by trade, this was an unhappy solution.&lt;br /&gt;
&lt;br /&gt;
In the meantime, we forged a pick and two battle-axes and began chopping down the evil wood and digging out a home below.  The design of the first layers is not ergonomic.  We anticipate incursions from the undead and so have laid out pinch points at the stairwells for traps.  The design is four-cornered with a central area for temporary dining.  Later, we will use it for storage.&lt;br /&gt;
&lt;br /&gt;
The second layer consists of yellow sand which will be used for glass-making later.&lt;br /&gt;
&lt;br /&gt;
The only other springtime event to note is that while fishing, our weaponsmith was accosted by a skeletal dear.  Fortunately he smote it handily with his axe and suffered no trauma.  But the incident weighs heavily on our minds.  An outer wall must be established and fishing discontinued.&lt;br /&gt;
&lt;br /&gt;
In the summer we plant more rock nuts, sweet pod, and plump helmets as well as our cave wheat and pig tails.  Are stores are empty but we manage to cook and brew our crops in time for dinner.&lt;br /&gt;
&lt;br /&gt;
A well area and a passage to one of the surface pools is ready.  As soon as the stone gets cleared, we shall construct our well.  A wall now surrounds our above ground entrance except for one small entrance/exit.  Soon only our axe bearers will be allowed outside to haul wood.  Hopefully the narrow entrance will mean no thieves sneak in undetected.  And a door should keep the undead out.  Alas, we have no dogs...&lt;br /&gt;
&lt;br /&gt;
As our mason constructs blocks for our outer fortifications, our mechanic builds mechanisms.  He has already constructed one masterpiece!  Our carpenter also created a masterpiece.  It is a wooden bin.  Though appreciative, we would rather he dedicate this care to the quality of our beds.  Our armorer is also forging armor pieces, starting with guantlets and high boots.  Quality goods will be kept in the barracks.&lt;br /&gt;
&lt;br /&gt;
Finally, our miner has established living quarters so we may all have the privacy we could not obtain from sleeping in the barracks.&lt;br /&gt;
&lt;br /&gt;
By autumn moods are high but less than ecstatic.  A racoon stole a wooden shield.  We noticed the burgler just as he made off into the underbrush.  Some are taking this as a bad omen.  One of the few living creatures in this cursed place and it practices evil against us.  But the wooden shields we have were made in the spring against the possible contigency of early attack.  We have since prepared bismuth bronze shields to replace them.  Regardless, a cage trap has been ordered in case the racoon comes back.  But the mechanic is taking a month off first.&lt;br /&gt;
&lt;br /&gt;
Food stores have reached a comfortable threshold.&lt;br /&gt;
&lt;br /&gt;
The caravan arrived with only two mules worth of stuff.  It was very disappointing.  But we traded for some silver bars which were forged into a nice chain for the well.  The merchants became insulted, however, and stormed off after we purchased their donkey meat and tried to trade it back to them at a profit as donkey meat biscuits.  How did they know?&lt;br /&gt;
&lt;br /&gt;
After the merchants left and winter encroached, a swarm of new immigrants arrived!  And were immediately beset by a skeletal wolf.  Fortunately, there were enough immigrants that they formed a militia and bashed the wolf to pieces--all while our two military members were still donning armor.  Indeed, such brave souls are welcome members to our fortress.  This also means that our high ranking workers can stop with the mundane tasks of milling, processing plants, and planting seeds.&lt;br /&gt;
&lt;br /&gt;
More good news came as we started carving out quarters for our new members.  We struck magnetite!  Now our bismuth bronze can be used for decoration and crossbows while the iron from the magnetite will be used to make fine weapons and armor!  It will be a warm winter in the fortress, heated by the efforts of our labor.&lt;br /&gt;
&lt;br /&gt;
The winter was unforgiving.  First a skeletal racoon made off with a masterpiece wooden shield made by our carpenter.  We tried to comfort him the typical dwarven way by saying things like:  &amp;quot;It's just a wooden shield.  It's not really that good...&amp;quot; and &amp;quot;You know, if you had made a masterpiece bed this never wood have happened.&amp;quot;  But he would not be consoled.  Even worse, our new leather worker was caught outside when another skeletal racoon appeared.  Perhaps wishing to take vengeance upon racoonkind for their transgressions against us, he charged the thing completely unarmed.  Alas, he bled to death soon after before our soldiers arrived in time to smash the undead horror.&lt;br /&gt;
&lt;br /&gt;
====Year 303====&lt;br /&gt;
&lt;br /&gt;
The elven caravan arrived just in time to be assailed by a skeletal cougar.  The fairies did not bring any guards with them.  That's probably for the best as they would have likely been killed.  The elves fled and one of their camels fought bravely against the abomination.  It held out long enough for our troops to get there and put down the horrible thing.  They then came and we traded mechanisms for fresh food.  Now we can farm on the surface!&lt;br /&gt;
&lt;br /&gt;
More immigrants arrived.  Many more.  Work has begun on new quarters.&lt;br /&gt;
&lt;br /&gt;
Summer began with yet more immigrants arriving.  We are slowly preparing a military force.  The outer walls are also being expanded.  Altogether, we have far too many masons for the work that needs to be done.&lt;br /&gt;
&lt;br /&gt;
Our new leatherworker was seized with a fey mood and demanded tanned hides.  We obliged by slaughtering a horse.  He took the single leather hide and created a marvelous, though simple, artifact:  &amp;quot;Rotraced&amp;quot; the horse leather leggings.  We congratulated him on his good practical sense!  Now if only we had more leather...&lt;br /&gt;
&lt;br /&gt;
A skeletal deer was caught in one of our cage traps and brought back to the fortress.  This alerted us that we needed to clear the general vicinity of undead.  What an ordeal!  We were in the middle of it when the caravan arrived.  Our hunter decided at that time to go hunting (desperate to do so after going so long without a single living creature to kill).  Then some goblins showed up and were immediately beset by undead.  The traders got to our outpost and our local militia was mobilized.  What a pathetic lot!  They had plenty of time but still couldn't manage to get organized before the caravan guards slaughtered the goblin raiding party from atop our butte.  We promptly gathered the goblins' things and then traded them to the caravan... along with the horrid skeletal deer we had caught.  At least we have a ton of steel and leather now!  We also grabbed an excess of fine giant cave spider silk!&lt;br /&gt;
&lt;br /&gt;
After the caravan left, one of our new arrivals went into a strange mood and seized a craftdwarf's shop.  He emerged with an artifact drum made of wood, decorated with... wood!  We are a simple, practical lot.&lt;br /&gt;
&lt;br /&gt;
=Obnoxious Things That Have Happened to Me=&lt;br /&gt;
Here I will keep a list of some of the more attrocious things Dwarf Fortress does either to me directly or to my dwarves by proxy.  Unless noted explicitly otherwise, the following incidents have resulted in abandoning the fortress.&lt;br /&gt;
==Dwarf cancels drink: unconscious==&lt;br /&gt;
My mason, while fleeing from a skeletal fox took a kidney punch in the back, lightly wounding her lower spine.  Naturally, I retaliated by drafting her so she'd fight back.  Grabbing a nearby war-hammer (that was convenient!) she pulverized the fox into so many skeletal bits.  Unfortunately, some of the shards must have gotten into her eyes as one was bleeding and the other completely ruined.  At this point, my dwarf is falling over unconscious.  Why?  You have vanquished the skeletal fox!  Stand up!  Only one eye?  That just means you have to turn your head more!  Come on, are you a man or a dwarf!  She does, eventually, get up and then must have a drink for her efforts have parched her throat, I guess.  She makes her way to the barrels of wine below, falling over repeatedly--I assume by running headlong into walls she can't see.  By the time she is hunkering over the beer barrels she is now suffering from pain as well as thirst, and yes, the pain is so bad it knocks her unconscious.  This has the obnoxious effect of aborting her beer drinking and guaranteeing a slow death by dehydration (which conveniently exacerbates her already intense pain).  This process plays out repeatedly.  I despair.  &lt;br /&gt;
&lt;br /&gt;
None of the other dwarves can be bothered to help her, of course, because in Dwarf Fortress, you're not really injured unless you're dead.&lt;br /&gt;
&lt;br /&gt;
==Dwarf pumps river, and self, back into river==&lt;br /&gt;
My first attempt at a screwpump resulted in my dwarf pumping the water out behind him... which then flowed along with him back into the river.&lt;br /&gt;
&lt;br /&gt;
Sadly, the dwarf did not survive.&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Squad&amp;diff=195586</id>
		<title>v0.34:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Squad&amp;diff=195586"/>
		<updated>2014-01-15T22:08:13Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: Each dwarf in a squad needs his own uniform and weapons. This is something I found counter-intuitive but want to clarify. Feel free to edit, but please don't remove!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:27, 3 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you may want to go into the [[noble]]s screen ({{k|n}}) and designate a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad on the {{k|m}}ilitary screen and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander or captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be assigned that position.&lt;br /&gt;
&lt;br /&gt;
When you create a squad, you will be asked what uniform to give them.  The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose ''No uniform''.  (See [[#Equipping Soldiers|Equipping Soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any military-capable dwarves in your fort. No more than ten dwarves can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane. Dwarves that are already in a military squad will have the name of that squad in the uppermost box, allowing you to skip them over if necessary.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want, and add or remove items from any uniform (even the standard ones). Uniforms are only ''created'' or ''modified'' in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, {{k|V}}iew/Customize, will be open.  We'll come back to that in a moment. To apply one of your uniform templates, press {{k|U}} to open the Assign Uniforms sub-tab. Make sure the squad you want is highlighted under Squads/Leaders and then move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad. If you edit a uniform after this, you will need to reapply the uniform for the dwarves to recognize the changes.&lt;br /&gt;
&lt;br /&gt;
In the {{k|V}}iew/Customize sub-tab, you can select individual dwarves (technically squad positions) and apply individual pieces of equipment to them - {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons.  You can also specify {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.  Finally, there are two settings that can be toggled for each dwarf: ''Ove{{k|r}} clothing'' and ''Partial {{k|m}}atches''.  These are both on (highlighted) by default.  ''Over clothing'' means the dwarf will do his best to wear his uniform in addition to his civilian [[clothing]]; if toggled, it becomes ''Replace clothing'', and the dwarf will strip naked before donning his military gear.  ''Partial matches'' means that if a dwarf cannot satisfy an equipment assignment, he'll substitute something close; if toggled to ''Exact matches'', he'll go without rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the {{k|r}} key on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''equipment''' tab will show that these items have been assigned to a solider they will not actually wear them.  To avoid this use the ''Replace clothing'' option.  As armor now counts as clothing, dwarves will no longer get bad thoughts if only wearing armor.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' tab ({{k|f}}) to assign [[ammunition]] to your dwarves. If you chose the ''Archer'' uniform when you created the squad, then the game has already assigned 250 bolts to this squad. Otherwise, you must assign them some ammo (Important: The assigned amount of ammunition refers to the total amount which is carried by the whole squad--you'll generally want about 30 bolts per soldier). If you don't care what type of bolts they use, just pick &amp;quot;bolts&amp;quot; and they will use any bolts they can find.&lt;br /&gt;
&lt;br /&gt;
If you want them to train at an [[archery target]], you may want to assign lower-quality [[wood]] or [[bone]] bolts for training use. While this prevents your dwarves from wasting high-quality bolts, it can cause problems when training or combat bolts become &amp;quot;stuck&amp;quot; in inventory{{bug|4530}}. By default, both training and combat use are allowed for all assigned ammunition; use {{k|C}} and {{k|T}} to toggle these settings. If the letter is present next to the ammunition the use is turned on.&lt;br /&gt;
&lt;br /&gt;
Soldiers who have more than one item to put on will not use distance to determine which of the remaining items will be equipped next. Therefore it is best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]].&lt;br /&gt;
&lt;br /&gt;
The {{k|m}}ilitary-{{k|e}}quipment screen can also be used to ''see'' what equipment has been assigned, without changing it.  A green checkmark will appear next to each equipment that has successfully been assigned to a dwarf (which doesn't necessarily mean the dwarf has actually picked it up yet).  For example, if your 9th and 10th squad members don't have a checkmark next to their gauntlets, then you may want to make some more. Pressing {{k|P}} lets you see ''precisely'' what items the dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squadmate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
&lt;br /&gt;
===Changing Equipment===&lt;br /&gt;
Let's suppose you started with the ''Leather armor '' uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the military screen {{k|m}}, access the '''equipment''' view {{k|e}}. Then open the uniforms sub-view {{k|U}} which will show the standard Leather, Metal, and Archer uniforms on the right (if you haven't deleted them). To change a full squad, select the squad on the left, then select the uniform (metal) on the right, and hit {{k|shift}}-{{k|enter}} (if you only hit {{k|enter}} it will only apply the change to the lone selected squad member). Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor.  Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
===Equipping Bone and Shell Armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that, for the purposes of the '''equipment''' and '''uniforms''' tabs, bone and shell are metals.  Further, they are not explicitly listed in the {{k|M}}aterial of the {{k|V}}iew/Customize sub-tab.  A workaround for this problem is that bone and shell are the only &amp;quot;metals&amp;quot; that are both white colored and can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of &amp;quot;white metal&amp;quot; (thus, a &amp;quot;white metal helm&amp;quot;).  This workaround is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot).  It also requires that the armor template be for &amp;quot;Exact matches&amp;quot; (not &amp;quot;Partial matches&amp;quot;) using the {{k|m}} in the Uniforms tab.&lt;br /&gt;
&lt;br /&gt;
===Equipping Leather Shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the uniform screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The ''squads'' menu is predominantly used for direct orders, and the ''Alerts'' and ''Schedule'' tabs of the ''military'' menu are used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads/Soldiers===&lt;br /&gt;
&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been canceled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves: a move order or an attack order.&lt;br /&gt;
&lt;br /&gt;
===Nobles in Squads ===&lt;br /&gt;
Here's a link to the DF forum, with some not always correct speculation on if you should put any nobles in the military:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
====Move Order====&lt;br /&gt;
&lt;br /&gt;
From the {{k|s}}quad menu, a '''move order''' (also known as a ''Station'' order) is issued by selecting a squad, pressing {{k|m}}, choosing an area, and pressing {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random (reachable) point within 3 tiles of the spot you specify, and will move directly to that point.  He will stand there until you cancel the order, or until he is overcome by [[hunger]], [[thirst]], or [[exhaustion]].&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, he will return to his chosen station point.&lt;br /&gt;
&lt;br /&gt;
====Attack Order====&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', sometimes referenced to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. A kill order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill order, press {{k|k}} to Attack. You now have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until he is within striking distance.  Ranged attackers will not do anything clever like climbing up to the top of your archery tower.  If you want them to fire from a specific position, use a move order instead.&lt;br /&gt;
&lt;br /&gt;
This order will remain after the intended victim is killed (fixed in some of 34.* - in 34.11 they will cancel order when target is terminated), leaving your squad standing over the corpse of their slain enemy waiting for new orders. Similar behavior will emerge if the intended target is caught in a [[trap|cage trap]]; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill order is canceled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature {{version|0.34.07}}.&lt;br /&gt;
&lt;br /&gt;
====Cancelling Orders====&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
==Order Scheduling==&lt;br /&gt;
&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the squad menu you can cycle through any alerts you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}}-{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Training or Combat bolts become stuck in inventory, preventing acquisition of combat or training bolts respectively.{{bug|4530}}&lt;br /&gt;
* &amp;quot;Long Patrol&amp;quot; negative [[thought]]s seem to escalate, even with long break.{{bug|3190}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tile_attributes&amp;diff=180760</id>
		<title>v0.34:Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tile_attributes&amp;diff=180760"/>
		<updated>2013-02-03T01:35:09Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: I can only see 3 combinations here... is this correct?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|05:52, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every tile in Dwarf Fortress is described as {{DFtext|Outside|3:1}} or {{DFtext|Inside|6:0}}, {{DFtext|Light|6:1}} or {{DFtext|Dark|0:1}}, and {{DFtext|Above Ground|2:1}} or {{DFtext|Subterranean|0:1}}. These keywords can be observed from the {{k|k}} menu, when the cursor is located over any single tile. Currently, only the 3 following combinations are possible:&lt;br /&gt;
&lt;br /&gt;
# {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}&lt;br /&gt;
# {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}&lt;br /&gt;
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}}&lt;br /&gt;
&lt;br /&gt;
The entire [[Location|fortress site]] starts out as {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}}. After that, a ray for {{DFtext|Outside|3:1}} and a ray for {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} falls straight down from the highest [[z-level]] for every (x,y) position on the local map, changing each tile's modifiers until something that blocks that particular &amp;quot;ray&amp;quot; is encountered. Due to this behavior, any of the previous three tile combinations will never be encountered in the same (x,y) position on a lower z-level than a higher numbered combination.&lt;br /&gt;
&lt;br /&gt;
== Outside vs. Inside ==&lt;br /&gt;
&lt;br /&gt;
This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed [[wall]]s, [[floor]]s, [[stair]]s, and [[fortification]]s, and open and closed [[bridge]]s, [[grate|floor grates]], [[bars|floor bars]], and [[hatch]]es. A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.&lt;br /&gt;
&lt;br /&gt;
== Light vs. Dark and Above Ground vs. Subterranean ==&lt;br /&gt;
&lt;br /&gt;
Currently these two attributes are determined in exactly the same way. Once an area is exposed to the outside world, it is ''Above Ground'' and ''Light'' (and thus channeling this tile will make the tile below it also ''Above Ground'' and ''Light''). Even after being covered up again, it will remain this way. This allows growing outdoor crops inside safely.&lt;br /&gt;
&lt;br /&gt;
[[Ice]] will allow light to pass through, marking tiles as &amp;quot;light&amp;quot; and &amp;quot;above ground.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Category|Map tiles|*}}&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glacier&amp;diff=60378</id>
		<title>40d Talk:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glacier&amp;diff=60378"/>
		<updated>2010-01-01T23:11:55Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* melting ice */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No animals at all, what about polar bears? I'm thinking about starting up an Inuit fortress soon, any tips for glacier would be appreciated.&lt;br /&gt;
::I've seen animals on a glacier, don't worry. But you'd be well advised to bring a couple dozen dogs anyway, they ARE rare, and usually bad-tempered.--[[User:Zombiejustice|Zombiejustice]] 14:05, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also there are plenty of stones and ores, glaciers are quite ore rich.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do rivers in glacier zones ever melt? Just curious... [[User:Xaque|Xaque]] 22:25, 13 August 2008 (EDT)&lt;br /&gt;
:I think glaciers are, by definition freeing. So, nope. --[[User:Simmura McCrea|Simmura McCrea]] 08:42, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== melting ice/farming ==&lt;br /&gt;
&lt;br /&gt;
Can someone discuss how to get an underground farm set up on a glacier?--[[User:Jpwrunyan|Jpwrunyan]] 07:07, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining a Glacier ==&lt;br /&gt;
&lt;br /&gt;
I recently started a new fort on a glacier and started to dig down using up/down stairs for the central column for my fort.  I designated all the stairs first, and then let my miners loose on them.  The composition of the ground was several layers of ice overtop of layers of rock, the first of which was an aquifer layer.  The dwarves mined the up/down stairways fine until the hit the rock.  Let me see if I can explain this properly.&lt;br /&gt;
&lt;br /&gt;
All the levels of ice, except the one right above the rock/aquifer, ended up with up/down stairs.  The layer of ice that was right before the rock ended up with just down stairs, not up/down ones, but my dwarves were not stuck on that level.  Nor could they continue their mining because they could no longer reach the level as the continuous stairway now had a break in it.  Because dwarves digging down in such a manner mine the up/down stair from above, my best guess as to what happened was that the up part of the stairs melted (though there was no evidence to suggest this).  I subsequently dug ramps all around the stairwell but these did not melt.  They also did not provide access to the above level due to the finicky nature of ramps.  However, in the process my miners did get stuck on the bottom level and were able to build up stairs from some nearby ice they had mined out and thereby escape.&lt;br /&gt;
&lt;br /&gt;
It seems as though the melting of anything ice from being indoors and underground isn’t completely true.  The stairs were all labeled as both inside and underground.  However, as soon as I broke the surface of the last level of ice with the up/down stairs, the ice up/down stairs were replaced with rock down stairs.  I would surmise that the melting of constructed objects only occurs at levels that are not ice levels.  So, if you carved out your fort from ice you would be able to build ice constructions like walls inside, as long as it was on an ice level.&lt;br /&gt;
&lt;br /&gt;
This really needs more testing.  I was using version 40d16. --[[User:Frewfrux|Frewfrux]] 17:05, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The above was done with ice ontop of a rock layer that was an aquifer.  I've recently tried with a non-aquifer layer of rock and the same thing happened except I didn't end up with the down-stairs.  I will continue to test soon and will update the main glacier page with the results.  --[[User:Frewfrux|Frewfrux]] 20:49, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Quietust: Amazing discovery about the soil!  (Is it when you build and deconstruct *any* construction, or just ice ones?)  This must be all the dirt in the glacier ice that escapes when an ice construction melts.  Yeah, that’s it.  It’s not a bug.&lt;br /&gt;
&lt;br /&gt;
::Your change mentions that “up stairs” will disappear.  Do you mean the up part of the up/down stairs, the entire up/down stairs, or a carved up stair itself?  I have only experienced this with up/down stairs myself, but haven’t actually tried with plain up stairs.  My theory is that anything carved from the lower level of the glacier that breaks the surface of the stone will instantly melt into thin air.  There are only two possibilities here, up/down stairs and down stairs.  (You can carve down stairs from a natural wall, right?  You don’t have to dig it out first?  For some reason I can’t recall.)  This would explain why carving ramps works, but if you were testing with plain up stairs, then my theory is no good. --[[User:Frewfrux|Frewfrux]] 00:24, 5 December 2009 (UTC)&lt;br /&gt;
:::The &amp;quot;soil&amp;quot; oddity is actually a known bug, and it happens with any process that alters the floor type (removing a construction, building a paved road, or ''designating'' a farm plot) &amp;quot;001058 □ [dwarf mode][jobs][constructions]    ([http://www.bay12games.com/forum/index.php?topic=29295.0 Report]) when a wall placed on stone is deconstructed on the lowest glacier level, you can get soil instead of stone&amp;quot;. --[[User:Quietust|Quietust]] 00:53, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I did some more testing and discovered that my theory was correct after all.  Up stairs work just fine, but both down and up/down disappear entirely.  I also tested out smoothing ice walls verses non-economic (Quartzite, in this case) and economic (Obsidian as I didn't have access to any flux at the time.  Here are the results:&lt;br /&gt;
&lt;br /&gt;
::::Each smoothing and engraving occurred three times after my bookkeeper got the records up to date and all food and drink was forbidden, all tasks stopped.  The stone detailer was of the lowest quality possible.&lt;br /&gt;
&lt;br /&gt;
::::Starting fortress wealth: 10296&lt;br /&gt;
&lt;br /&gt;
::::Wealth after three smoothings of Quartzite wall: 10300, 10304, and 10308&lt;br /&gt;
::::Wealth after three engravings of Quartzite wall: 10318, 10328, and 10338&lt;br /&gt;
::::Wealth after three smoothings of Obsidian wall: 10342, 10346, and 10350&lt;br /&gt;
::::Wealth after three engravings of Obsidian wall: 10360, 10370, and 10380&lt;br /&gt;
::::Wealth after three smoothings of Ice wall: 10388, 10396, and 10404&lt;br /&gt;
::::Wealth after three engravings of Ice wall: 10414, 10424, and 10434&lt;br /&gt;
&lt;br /&gt;
::::Fortress wealth was checked separately after each smoothing or engraving.  The result is that smoothing of any stone adds 4 to the value of the fortress (before adding quality mods) regardless of stone type, however the smoothing of Ice adds 8 to the value of a fortress.  Engravings always add 10 (again, prior to quality mods) regardless of wall material. --[[User:Frewfrux|Frewfrux]] 05:51, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Animals from traders ==&lt;br /&gt;
&lt;br /&gt;
I just had my first caravan show up.  Initially I thought they didn't bring any creatures.  I bought the cages anyway and put them in the animal stockpile which was when I noticed that there was something in them.  A closer examination revealed a lot of them contained animal corpses.  Is this a normal behavior for glacier biomes?  Animals in cages from the traders have difficulty surviving the elements?  Or is this something unrelated?  --[[User:Frewfrux|Frewfrux]] 03:57, 7 December 2009 (UTC)&lt;br /&gt;
:This happens to me in my taiga fortress.  I'm not sure if there's some temperature at which (most) animals can't survive or if animals just take damage while being transported through a cold or freezing biome, but it seems to happen in colder regions.  Immigrant pets and animals you bring at embark seem to be unaffected.  --[[User:LaVacaMorada|LaVacaMorada]] 08:38, 7 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== melting ice ==&lt;br /&gt;
&lt;br /&gt;
Frozen ice that is mined and which turns into &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;ice&amp;lt;/font&amp;gt; melts into water but this must not be confused with traditional &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;water&amp;lt;/font&amp;gt;.  Apparently mined ice acts like a stone with a very low melting point.  Natural water (for drinking and farming) is a completely separate entity that freezes into an ice tile which can be mined.  So anyway, this is hard to explain but drinkable water is like a raw rock tile with special rules and uses.  &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Ice&amp;lt;/font&amp;gt; is like the stone left over when you mine raw rock except it melts into useless puddles.  I have updated the page info accordingly.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 23:11, 1 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glacier&amp;diff=60377</id>
		<title>40d:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glacier&amp;diff=60377"/>
		<updated>2010-01-01T23:03:38Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Some Hints and Ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''glacier''' [[biome]] is a biome with a freezing [[climate]] that is mostly composed of [[ice]]. They are normally only found on the larger world maps.&lt;br /&gt;
&lt;br /&gt;
There are few resources on an ice tile; no [[trees]], [[plants]], [[water]], [[animals]], [[stone]], or [[ores]] are typically included. In addition the [[Ice]] can be several z-layers thick, which can make getting to any stone underneath even more challenging. Also, the extra layers of ice make it difficult to find Magma Pipes if you embarked with one. Digging through the last layer of ice you can generally find the Magma Pipe's cap (actually, It will be a layer below this). But this will not reveal the Path through the Z-levels the Magma takes.&lt;br /&gt;
&lt;br /&gt;
These factors make a glacier a very difficult biome to build a successful [[fortress]] in, although many players try it as a challenge. &lt;br /&gt;
&lt;br /&gt;
Also, because of a glacier's isolation (generally), it is entirely possible that you won't see a Mountainhome Caravan for anywhere up to 3 years. Migrants may be even more rare. On the plus side, though, no hostile nations should bother you for a while.&lt;br /&gt;
&lt;br /&gt;
== Starting on a Glacier ==&lt;br /&gt;
&lt;br /&gt;
Take a lot of wood, food and drink. Consider bringing extra [[domestic animal]]s ([[dog]]s are recommended) as an emergency food source, and/or to jumpstart a long-term [[breeding]] program.&lt;br /&gt;
&lt;br /&gt;
Dump your wood cutter and Axe in favour of another Miner and Pick. Alternatively, find a Glacier near a forested Taiga and enjoy the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
[[Ice]] is everywhere. So read up on it before you make any major plans. One difference between regular ice and glacier ice that you may want to know before you head out is that, unlike ice from other biomes, glacier ice constructions and workshops do not melt when above ground in the &amp;quot;summer&amp;quot;.  The disadvantage, however, is that it is more difficult to use the ice as a potential water source.&lt;br /&gt;
&lt;br /&gt;
== Some Hints and Ideas ==&lt;br /&gt;
&lt;br /&gt;
Flowing sources of [[water]], such as [[river]]s or [[brook]]s, don't ever seem to be present in glacier [[biome]]s.  So getting [[water]] for wounded dwarves may prove a challenge.&lt;br /&gt;
&lt;br /&gt;
Ice that is underground melts, but creates only useless puddles of water (marked as a cyan double tilde) identical to water dumped from a bucket.  These puddles can only be cleaned.  They cannot form usable water (blue tilde with depth attribute).  Dumping block after block of mined ice blocks indoors will simply result in a huge stack of useless &amp;quot;water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Aquifer]]s are sometimes present, and magma can be used to melt ice - if that's present. Seaside glaciers can allow you to bring some water in underground, but [[Water#Salt_Water|desalinating]] the water will be necessary before it is drinkable by dwarfs (or even before it can be designated as a [[Activity_zone#Water_Source|water zone]] for filling ponds).&lt;br /&gt;
&lt;br /&gt;
Some glacier biomes have such low temperatures that your dwarves may die during winter when above ground.  Once you've got an inside area, don't go out into the cold...&lt;br /&gt;
&lt;br /&gt;
== Oddities ==&lt;br /&gt;
*When digging down through the ice, up/down and down stairs exposed to the surface of the rock (as is the case when digging straight down) have a tendency to disappear, possibly due to the heat from the stone below. This is regardless of outside exposure (will happen even if is labeled as dark, underground or light, above ground) and can be avoided by digging [[ramp]]s or up stairs. {{version|0.28.181.40d}}&lt;br /&gt;
*Excavating the bottom layer of ice will leave stone floors rather than ice floors. Building and removing a [[construction]] on this layer (but not on any layer with a natural ice floor) will change the floor into a random type of [[soil]], possibly [[sand]]. The type of soil is constant for a given biome. {{version|0.28.181.40d}}&lt;br /&gt;
*Smoothing natural ice walls is also worth double what a smooth rock (non-economic or economic) wall is worth, though engravings add exactly the same amount of value. {{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sedimentary_layer&amp;diff=60376</id>
		<title>40d:Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sedimentary_layer&amp;diff=60376"/>
		<updated>2010-01-01T22:52:38Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], &lt;br /&gt;
[[bituminous coal]], and [[lignite]].&lt;br /&gt;
&lt;br /&gt;
[[Chalk]]*, [[chert]], [[claystone]], [[conglomerate]], [[dolomite]]*, [[flint]], [[limestone]]*,  [[mudstone]], [[rock salt]], [[sandstone]], [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name of a sedimentary layer appears white on the embark menu.&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four mineral layers.  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] [[steel]]-making requires (especially if you lack [[tree]]s).  Even if magma is present, only sedimentary layers contain [[bauxite]], the only rock and [[mechanism]] (other than [[Raw_adamantine|Hidden Fun Stuff]]) which can withstand the heat of magma.  They are much richer in [[iron]] [[ores]] than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required to make steel and also of double value when turned into [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
(In real world geology, sedimentary [[stone]] is formed by sediment. The sediment collects in constantly growing heaps and the pressure at the bottom eventually forms the sediment into stone. This is not true for Dwarf Fortress.)&lt;br /&gt;
&lt;br /&gt;
==Types of sedimentary layers==&lt;br /&gt;
{{list|sedimentary layer}}&lt;br /&gt;
==Metal ores==&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
==Gems==&lt;br /&gt;
===Ornamental===&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
===Semi-precious===&lt;br /&gt;
{{list|sedimentary semi-precious gem}}&lt;br /&gt;
&lt;br /&gt;
==Other stone==&lt;br /&gt;
{{list|sedimentary stone}}&lt;br /&gt;
[[Category:Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sedimentary_layer&amp;diff=60375</id>
		<title>40d Talk:Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sedimentary_layer&amp;diff=60375"/>
		<updated>2010-01-01T22:51:53Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* 5 layers, yes... but only 4 rock layers... */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;todo: list of gems, ores, and stones present in the layer&lt;br /&gt;
&lt;br /&gt;
== 5 layers, yes... but only 4 rock layers... ==&lt;br /&gt;
&lt;br /&gt;
... so that is why I am editing it...--[[User:Jpwrunyan|Jpwrunyan]] 22:51, 1 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_layers&amp;diff=60374</id>
		<title>40d:Stone layers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_layers&amp;diff=60374"/>
		<updated>2010-01-01T22:50:14Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Igneous extrusive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(For layering armor, see [[Armor#Size, Permit, and layering armor|Armor:Size, Permit, and layering armor]])''&lt;br /&gt;
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----&lt;br /&gt;
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There are four '''layers of stone''' in Dwarf Fortress. Each has different types of of [[ore]] and [[gems]] available. Layers are extremely important in site selection because it determines what [[metals]] there are to work with. Layers also help in determining where to begin [[exploratory mining]] depending on what is needed for the fortress.&lt;br /&gt;
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&lt;br /&gt;
== Sedimentary ==&lt;br /&gt;
{{main|Sedimentary layer}}&lt;br /&gt;
&lt;br /&gt;
Appears in a lighter shade on the embark menu. Often includes [[coal]], [[iron]] [[ore]], and all but one of the [[flux]] [[stones]], all the components for making [[steel]]. Never found in the same [[biome]] as igneous extrusive. Full to the brim with &amp;lt;s&amp;gt;solid sexiness&amp;lt;/s&amp;gt; valuable and useful deposits. Only place to find [[bituminous coal]] and [[lignite]], and [[iron]] [[ore]] in [[large clusters]] ([[magnetite]]). Good choice for [[Exploratory mining]].&lt;br /&gt;
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== Metamorphic ==&lt;br /&gt;
{{main|Metamorphic layer}}&lt;br /&gt;
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Contains a small variety of ores, but tends to be rich in gems. Includes [[marble]], the only non-[[Sedimentary]] [[flux]]. If there are no [[flux]] [[sedimentary]] layers Metamorphics can be useful in the early stages but the lack of weapon quality [[ore]] (besides [[copper]] and [[silver]]) make it a poor choice for full scale [[Exploratory mining]] in the early game.&lt;br /&gt;
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== Igneous extrusive ==&lt;br /&gt;
{{main|Igneous extrusive layer}}&lt;br /&gt;
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Appears in a darker shade on the embark menu. It is likely to include [[obsidian]] and metal [[ores]]. It also indicates a good chance of &amp;lt;s&amp;gt;liquid sexiness&amp;lt;/s&amp;gt; [[magma]] being present in some form or another. Never found in the same [[biome]] as sedimentary. Igneous extrusive layers can contain [[veins]] of [[Hematite]], an ore of [[iron]].&lt;br /&gt;
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== Igneous intrusive ==&lt;br /&gt;
{{main|Igneous intrusive layer}}&lt;br /&gt;
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Like extrusive, also often contains &amp;lt;s&amp;gt;liquid sexiness&amp;lt;/s&amp;gt; [[magma]], but farther down typically.&lt;br /&gt;
Often contains gold or copper ore.&lt;br /&gt;
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== Other layers ==&lt;br /&gt;
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=== Soil ===&lt;br /&gt;
{{main|Soil}}&lt;br /&gt;
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When soil is present, it will always be the top layer or two, above any stone layers. Appears in brown on the embark menu. Useful for growing [[crops]] and storage, but provides no rock for building. &lt;br /&gt;
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=== Aquifer ===&lt;br /&gt;
{{main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is not a separate layer, but overlaps one or more layers of stone.  When viewing the layers on the embark menu, it is indicated by a line of tildes(~) next to the layer(s) involved. This layer of water-generating stone can be used as a water source, but also can be a potential barrier to all layers below it. &lt;br /&gt;
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'''See Also:''' [[Stone]]&lt;br /&gt;
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[[Category:World]]&lt;br /&gt;
[[Category:Stone Layers| ]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=57243</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=57243"/>
		<updated>2009-11-07T12:40:09Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Metal Floor over Engraving? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Smoothing walls==&lt;br /&gt;
&amp;quot;Walls with ore or gems cannot be smoothed, much less detailed.&amp;quot; Is this still true? I'd heard that smoothing/engraving of ore veins is now possible. And yet again, I can't test because I'm reading the wiki at work while waiting for a database query to finish... &amp;gt;_&amp;gt; --[[User:Alfador|Alfador]] 17:28, 31 October 2007 (EDT)&lt;br /&gt;
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:I deleted the comment about not being able to smooth ore or gems, because you CAN in this version (they all count as different types of rocks). Boo whoever copy pasted the article without looking at it.&lt;br /&gt;
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::what was the point in aechiving old wiki if people are going to copy and paste, please people if you are going to copy paste thourghly read the article to ensure all info is correct, i didnt read past this so there may be more but rooms are no longer diamonds, this is somehing really obvious and should have been picked up on by whoever copy pasted it otherwise we may as well stick with edditing old wiki. [[User:Thatguyyaknow|Thatguyyaknow]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
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==room value==&lt;br /&gt;
Is there a way to check what price a room currently has without counting it yourself? Just wanted to know if I counted right. --[[User:Mizipzor|Mizipzor]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
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::if the economy has started you might be able to, past that though probably not :( --[[User:Frostedfire|Frostedfire]] 18:17, 8 November 2007 (EST)&lt;br /&gt;
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My dwarves' thoughts have lately included reference to dining in a &amp;quot;legendary&amp;quot; dining room, but the best one I currently have is listed as &amp;quot;Fine&amp;quot; when I assign it to someone.  Does this correspond directly to the value of the room (I intend to bring it up to Royal to find out) or is there something else at work there? [[User:Dolohov|Dolohov]] 10:55, 15 November 2007 (EST)&lt;br /&gt;
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I have a proper closed bedroom in silty clay loam. There is a masterpiece bed in that room. The price of the bed is 120. The rental cost of the room is 99. Most (all?) other bedrooms also have their rental cost less then the sum of the furniture values. There could be 2 explanations: &lt;br /&gt;
1) rental cost is not exactly equal to the room value in this version.&lt;br /&gt;
2) the way room value is calculated is substantially different from the previous version.&lt;br /&gt;
--[[User:Another|Another]] 11:56, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anybody know of a more recent study than the Draxxalon one?  It's really, really old, and even my limited testing has shown that it is very, very wrong.  I'm hoping that there's something more recent that we can use to fix it before resorting to the gutting that it most likely would otherwise require --[[User:LegacyCWAL|LegacyCWAL]] 11:16, 20 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just started looking at this in earnest yesterday.  I built a dorm complex of several nearly-identical rooms and wanted to verify that there was at least some stratification so poorer dorfs could find a place to sleep.  The algebra isn't hard to do, so I'm going to see if I can dig out some bedroom test chambers and get verification.  My driving goal is to quantify the value of wall tiles, floor tiles, smoothing, and engraving; initial poking around seemed to imply that all furniture except for the bed contributes its sticker price to the room.  --[[User:Jurph|Jurph]] 19:50, 13 April 2009 (UTC)  &lt;br /&gt;
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:: I'm also looking at this.  Though, mostly in respect to royal quality rooms.  I've built a room above-ground entirely out of obsidian blocks and masterful clear glass windows... assuming every obsidian tile is therefore worth 15 (164 ground tiles, 42 wall), and every window is worth 1500 (there are 16 of these), the room should be worth 27090, with no other objects.  Added two giant spider silk bags to get the value to 30150, and it is still grand.  I'll play around with this some more, as I'm baffled as to how this isn't yet royal quality. -[[User:Belathus|Belathus]] 17:26, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
:''As a bonus, a single chest, cabinet, armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.)&lt;br /&gt;
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:&amp;lt;span style=&amp;quot;color:#009900;&amp;quot;&amp;gt;000173 ▪ (0.22.120.23a) [dwarf mode][nobles]   if you have a noble claim the same item with three of their rooms, it'll count three times in their holdings number&amp;lt;/span&amp;gt;&lt;br /&gt;
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Am I reading the changelog right? It looks like this bug was fixed in 23a. --[[User:Jackard|Jackard]] 02:31, 26 November 2007 (EST)&lt;br /&gt;
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In that same section, it states that the value of a shared room is quartered. I've seen several times on the forum that the value of a shared room is only halved. This should be checked as well.  --[[User:Skanky|Skanky]] 03:14, 28 January 2008 (EST)&lt;br /&gt;
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:I've only seen it as half, but I typically assign the two rooms to the same noble.  It could be that it's quatered if you assign the two rooms to two different nobles (and same for more rooms to one noble vs more than one).--[[User:Draco18s|Draco18s]] 17:42, 3 March 2008 (EST)&lt;br /&gt;
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Question regarding rent: does anybody know the time period that a bedroom's listed rent refers to?  For instance, if a room's rent says 44☼, is that per month, or per season, or what? --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 30 January 2009 (EST)&lt;br /&gt;
:Aaaaaand just saw another discussion that said that no, nobody knows.  So nevermind then --[[User:LegacyCWAL|LegacyCWAL]] 11:16, 20 February 2009 (EST)&lt;br /&gt;
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== Names ==&lt;br /&gt;
&lt;br /&gt;
MANY of the names in the thing are wrong. My epic dining room is described as &amp;quot;Legendary&amp;quot; and the beds that share the room get &amp;quot;Like a personal palace&amp;quot;--[[User:Shadow archmagi|Shadow archmagi]] 17:48, 28 February 2008 (EST)&lt;br /&gt;
:Are you going by the {{key|r}}oom list or by dwarf thoughts? The article refers to the actual room grade rather than how impressed dwarves are by the room. [[User:VengefulDonut|VengefulDonut]] 19:42, 28 February 2008 (EST)&lt;br /&gt;
:: Oh dear. My mistake. Letsee... you're right. Bedrooms are Grand and the dining room is Royal. My mistake. --[[User:Shadow archmagi|Shadow archmagi]] 20:03, 28 February 2008 (EST)&lt;br /&gt;
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== doors ==&lt;br /&gt;
It seems doors don't count anymore in 38c? Every room i checked where the door should move it to the next quality level, it doesn't. This also is true for my artifact door which before turned a room into royal; it's gone now. --[[User:Koltom|Koltom]] 08:10, 17 March 2008 (EDT)&lt;br /&gt;
: What if the door is set as internal? -- [[User:Zardus|Zardus]] 20:14, 18 April 2008 (EDT)&lt;br /&gt;
:: Then it is counted, but such can make room overlapping difficult.  Does anyone know why it was removed? I am saddened by my Artifact door not working right. --[[User:Stalinbulldog|Stalinbulldog]] 21:57, 11 June 2008 (EDT)&lt;br /&gt;
: Doors seem to add to the room's value if the room (as in the blinking teal X's when you q-select the room's defining furniture) extends over the door.  However, by default, a room will stop at an external door without actually including that tile.  So this means that the easiest way to include a door in a room's value is to set it to internal.  However, if you define a room in such a way as to include the door's tile (such as defining the room before you order the door built), you can then set up the door and it will still count towards the room's value. Note that the room's value won't necessarily change by the exact value of the door, due to the newly-added tile affecting the value as well. [[User:LegacyCWAL|LegacyCWAL]] 13:55, 13 October 2008 (EDT)&lt;br /&gt;
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== engravings ==&lt;br /&gt;
How do you tell which side of the wall engravings are on?  Do they still have a direction?  [[User:QMarx|QMarx]] 01:36, 30 April 2008 (EDT)&lt;br /&gt;
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:I think they're on both sides of the wall.  At least, if i have two 5x3 rooms that share a wall, and I engrave all the walls for the two rooms, both rooms are of the same quality.  I'd have to do some specific testing to see if one is worth more but not enough for a difference in quality level... --[[User:Squirrelloid|Squirrelloid]] 01:43, 30 April 2008 (EDT)&lt;br /&gt;
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== Coffin, Red highlight and (S) ==&lt;br /&gt;
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When viewing rooms using &amp;quot;r&amp;quot;, what does a red highlight and (S) mean? Also, there isn't anything wrong with sticking their own coffin in their room right?--[[User:Seaneat|Seaneat]] 16:19, 4 July 2008 (EDT)&lt;br /&gt;
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: I believe that red room names in the rooms panel mean that the room overlaps with another room and thus the value of both rooms is diminished. --[[User:Toloran|Toloran]] 20:52, 25 July 2008 (EDT)&lt;br /&gt;
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== finding a dwarfes room(s) ==&lt;br /&gt;
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Am i right that the {{k|r}}ooms screen is meant to let you jump straight to a specific dwarfs room when it is fully implemented?&lt;br /&gt;
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In the meantime, other than by looking at every table/chair/bed/cage/coffin/statue, how do I find all the (X)rooms allocated to Domas Othsinlolar (or any of his fellows)?[[User:GarrieIrons|GarrieIrons]] 06:52, 8 July 2008 (EDT)&lt;br /&gt;
:press t after highlighting the room to view the item that makes it so.--[[User:Seaneat|Seaneat]] 13:40, 8 July 2008 (EDT)&lt;br /&gt;
::What I was getting at: &lt;br /&gt;
:::When my [[rock hauler]] gets elected [[Mayor]], how do I find his bedroom to free it, so I can allocate him a new one? Do I have to look at every bedroom using either {{k|q}} or {{k|t}}, or is there another way where I can &amp;quot;look up the dwarf&amp;quot; then see all the rooms allocated to him. I hope that is clearer.[[User:GarrieIrons|GarrieIrons]] 07:41, 1 August 2008 (EDT)&lt;br /&gt;
::::Workaround: you can allocate a new bedroom to your new mayor without bothering with his former bedroom, which will automatically be allocated to nobody. Your only problem now is that you have a crappy hauler bedroom somewhere, which is free. At some point that evasive free bedroom might be claimed by a homeless dwarf.--[[User:Aykavil|Aykavil]] 07:59, 1 August 2008 (EDT)&lt;br /&gt;
:::::This does not work. I just tried moving all my Metalsmiths to a new set of quarters, and they all ended up wit two bedrooms (vr 28_181_40d). Instead, I had to open the {{k|r}}room window, and locate the dwarf on the list, and use {{k|t}} to zoom to the listed entry in the main menu.&lt;br /&gt;
::::::I know it's a bit late for this, but: to be honest, I wouldn't bother. Your Mayor will probably get booted out of office sooner or later, at which point he'll need his hauler bedroom back, and for the effort of finding, deassigning, and reassigning that room you might as well just dig out one more than you need and have done with it. The redundancy doesn't really cost you anything. [[User:Aosher|Aosher]] 19:35, 14 April 2009 (UTC)&lt;br /&gt;
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== Idea ==&lt;br /&gt;
&lt;br /&gt;
Here's a hint.. In my current game I was having trouble getting my Count's rooms up to an acceptable level. I had a lever in his bedroom with artifact mechanisms that raised the bedroom to royal, but unfortunately I have no very good metalcrafters or masons to make good enough furniture for the other rooms. I did have a legendary weaponsmith though, so I made him construct some steel serrated discs and spiked balls. When masterful, these are worth 3600 each. Then I just constructed a weapon trap in the throne room and it became opulent right away. Too bad there's no way to place armor in a room in a similar way, a steel plate mail that requires the same amount of material is worth 15k even when just exceptional. -- [[User:D64|D64]] 07:58, 28 July 2008 (EDT)&lt;br /&gt;
:masons can now make native gold statues if you enable native gold for general use,--[[User:Eerr|Eerr]] 17:32, 13 August 2008 (EDT)&lt;br /&gt;
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== Z levels? ==&lt;br /&gt;
&lt;br /&gt;
I've got a question pertaining to Z levels. Can rooms span multiple Z levels? Does it require a floor hatch? This question is prompted by a floor hatch having the internal/external option. If they can, then I'm in luck, since my communal bedroom (entirely smoothed and engraved) is over a massive smoothed and engraved stockpile.&lt;br /&gt;
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[[User:Erathoniel|Erathoniel]] 18:30, 12 October 2008 (EDT)&lt;br /&gt;
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: Nope, same Z-level only. [[User:LegacyCWAL|LegacyCWAL]] 13:57, 13 October 2008 (EDT)&lt;br /&gt;
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I've added a note about this in the main article and taken away the old-version warning. But it's sparked an interesting question. If you have an area which spans several z-levels, and you define the lowest level as a room, will the dwarves 'look up' and admire any engravings or such one z-level above their room? --[[User:Khimaera UK|JK]] 21:54, 12 January 2009 (EST)&lt;br /&gt;
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== Metal Floor over Engraving? ==&lt;br /&gt;
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I built metal floors over engraved stone in my King's old quarters to increase the room value.  I don't know if it worked or not, but later, when I moved him to larger quarters and pried up the floor, the rock underneath had turned into cavern floor.  I re-smoothed and re-engraved it.  [[User:Lloyd C Griscom|Lloyd C Griscom]] 18:44, 13 April 2009 (UTC)&lt;br /&gt;
:Right.  If you build a constructed floor over any engraved or smooth or even muddy floor and then remove the constructed floor, the natural floor reverts to dry/rough.--[[User:Jpwrunyan|Jpwrunyan]] 12:40, 7 November 2009 (UTC)&lt;br /&gt;
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== Room Quality and Nobles ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that assigning a normal (legendary) dwarf to a high quality room can make nobles '''very''' unhappy that somebody else got a room as good as (or better than) they did. For example, when I temporarily assigned a Royal bedroom (containing several dozen bags) to one of my siege operators, my King and Queen were &amp;quot;utterly traumatized by a lesser's pretentious sleeping arrangements lately&amp;quot; and my Duchess was &amp;quot;enraged&amp;quot;. --[[User:Quietust|Quietust]] 03:24, 10 August 2009 (UTC)&lt;br /&gt;
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== Selecting the quality of furniture ==&lt;br /&gt;
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Is it possible to select the exact quality of furniture that i place in a room? I want to place a certain bed (+larch bed+ or somthing), but whenever i say &amp;quot;place a bed&amp;quot; here, they always put a crappy bed there. Help ''please''. --[[User:Frandude|Frandude]] 20:42, 14 August 2009 (UTC)&lt;br /&gt;
:Any and all methods of doing such a thing require forbidding all the other beds of the given material (excluding the one you want to place, of course). You can detail the beds via encrusting them, and if you take note of the quality of the details on the bed you want to place, you should be able to pick it out from the others (objects of the same type but with different quality details show up as seperate on lists) - but to do that, you'll probably have to forbid all the other beds anyway. COnsidering that as long as you don't have a furniture stockpile the beds are only going to be stacked in one or two places anyway, forbidding them shouldn't be too hard (especially if you use hotkeys). If you don't know how to forbid items inside a building, use &amp;quot;t&amp;quot; to access them. --[[User:3|3]] 21:43, 14 August 2009 (UTC)&lt;br /&gt;
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:Press {{K|x}} to expand all and select the One piece of furniture you want. This info is located in the very same menu as the selection of the furniture item. --[[User:Maska|Maska]] 23:02, 14 August 2009 (UTC)&lt;br /&gt;
::Hmmm, now where's the best spot to put that little tidbit of information? I didn't think about it before, but some people might not get what it means by Expand when building beds, etc. Any ideas on where that could fit in? Room page? Furniture page? Or where? It just seems like a necessary thing to mention. [[User:Shardok|Shardok]] 23:52, 14 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I would say [[Building]], as it's all about the stuff you {{K|b}}uild. We could have a chapter about the actual process: selecting desired items(distance, quality), hauling, building, profit.&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=55418</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=55418"/>
		<updated>2009-10-18T10:09:32Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Eligibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress will only have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[Soldier]]s and [[baby|babies]] cannot enter moods, nor [[Noble#Immigrant_Nobles|immigrant nobles]], but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|#fff}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
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=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|#ccc}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|#f0f}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|#a0a}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|#777}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw (green) glass, both silk and plant cloth.&lt;br /&gt;
&lt;br /&gt;
In somewhat rarer cases, a dwarf with a personality preference for a specific material, such as steel or silver [[bars]], will demand exactly that specific sub-type of material. For this reason, it is a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material or they are able to find it some other way - or they go [[insane]]. Asking a liaison for likely materials ''in advance'' is a good plan - &amp;quot;next year&amp;quot; is far too long for a moody dwarf to last.  Check your dwarves' [[preference]]s if you care.&lt;br /&gt;
&lt;br /&gt;
Once you have struck [[Adamantine]], all moods which use cloth or metal as a primary component will insist on using Adamantine cloth or wafers over all other materials; moody dwarves which happen to want metal for decorations will still choose bars based on distance or preference. Moods involving stone crafting or masonry will not prefer [[raw Adamantine]] over other stones.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200.  It is unknown whether mined-out rock counts as an &amp;quot;item created&amp;quot;, or whether bolts and units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Appointed [[nobles]] may enter moods as per their default profession, but [[Noble#Immigrant Nobles|immigrant nobles]] are '''not''' eligible for moods.  That includes:&lt;br /&gt;
:Advisor, Baron/ess, Baron/ess Consort, Count/ess, Countess Consort, Duke/Duchess, Duke/Duchess Consort, Dungeon Master, Hammerer, King/Queen, King/Queen Consort, Philosopher, and Tax Collector.&lt;br /&gt;
&lt;br /&gt;
Further, dwarfs with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'', as listed at the time.  Military professions include:&lt;br /&gt;
:Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler.&lt;br /&gt;
&lt;br /&gt;
Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]], [[Administrator]], [[Trader]], [[Architect]], [[Alchemist]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarfs getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||All other eligible professions&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, woodcutters &amp;amp; etc (with 6 chances each), plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120, + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  An Alchemist, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the mooodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
If a dwarf has the same experience points in two skills (as opposed to same experience title), the first listed for that dwarf will be the one affected by the mood (the exact experience can only be made visible with 3rd party [[utilities]]).&lt;br /&gt;
&lt;br /&gt;
When multiple workshops are listed, the dwarf may require one or the other, so ensure that ''both'' are available, if possible. If you have one, and the dwarf is not interested, then build the other, right away.  (i.e. If you have only [[magma forge]]s, you may have to build a standard [[forge]] for the moody dwarf). &lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarfs skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skill]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]], [[Metal crafter|Metal Crafter]] and [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is [[melancholy]] or [[stark raving mad]] is harmless to others (until they die and start a [[tantrum]] spiral), but a [[berserk]] dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
Severe distractions such as hostile creatures, however, can interrupt a strange mood, resulting in immediate insanity; similar results will happen if the workshop suddenly becomes unavailable, whether from being destroyed (by a cave-in or a dwarf throwing a tantrum) or from losing power (in the case of magma workshops). Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Legendary artifact|Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary|Legendary Skill]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=55310</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=55310"/>
		<updated>2009-10-17T15:18:00Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Immigration tied to liason, not caravan */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Multiple civs==&lt;br /&gt;
What information do we have about the relationship between immigration rate and the number of dwarven civs? Is there info? Is there a relation? [[User:VengefulDonut|VengefulDonut]] 18:35, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Comments regarding new version==&lt;br /&gt;
Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==migration vs location on world map==&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
:::::Just to confirm, I have to confirmed marriages at my fortress (these were both from my original seven dwarves) [[User:Shabang50|Shabang50]] 06:01, 5 October 2008 (EDT)&lt;br /&gt;
::::::Uh, this has been known since, like, version 0.27.176.38a. Did you not read that comment properly, much less check the date of it? --[[User:GreyMario|GreyMaria]] 21:57, 5 October 2008 (EDT)&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==clarification on editing ini file==&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
&lt;br /&gt;
The section where it says &amp;quot;A '''migrant''' is a member of a wave of immigration.&amp;quot; is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --[[User:Tachyon|Tachyon]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it depends a bit on how multi-skilled they are: if he had been a [[woodcutter]] he would have had an axe but as he was a woodworker... well, carpenters need a workshop not an axe.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
 '''Immigrant's equipment'''&amp;lt;br /&amp;gt;A migrant may not not always come with the necessary equipment... &amp;lt;br /&amp;gt;...a Wood cutter may or may not come with a battle axe.... &amp;lt;br /&amp;gt;Rarely, ...a Carpenter may come with a battle axe. &lt;br /&gt;
I've seen a lot of migrants - I cannot remember ''any'' axes ''ever'' showing up except with axedwarves.  Ambushers do the &amp;quot;free leather armor/crossbow/bolts&amp;quot; dance, and military dwarves sometimes come armed/armored, but can anyone confirm that the above is, even rarely, a valid statement for ''any'' other equipment? The poster above (Soyweiser) posted back in '07, several versions ago.  Axes? Picks? I've never seen either. --[[User:Albedo|Albedo]] 17:27, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
:: Might as well add some info. While testing, I lost 4 of my initial dwarf. I digged a 3x3 up/down stair (mined some gold), build one bed, one armor rack. And that's it. Well I did kill some rhesus macaque and stole some food from a caravan. Yet 5 migrants still came anyway without a lot of wealth. --[[User:Karl|Karl]] 15:54, 28 January 2009 (EST)&lt;br /&gt;
:::A bear attacked me during the first season, killing 2 dwarves, and badly wounding my leader/carpenter.  After mining about 5 or 6 gem deposits, a hematite vein, a limonite vein, and a coal vein, my first immigrant wave came with 24 dwarves.  Now, after a moody engraver made an artifact, I've engraved pretty much every available surface, masterpieces everywhere, and I'm afraid of how many dwarves I'll have after the next wave.  The biggest problem is I don't know how many bedrooms to build ahead of time.  --[[User:Smartmo|Smartmo]] 14:56, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
::Multiple waves of immigration isn't unusual, I often get migrants in both autumn AND spring.[[User:GarrieIrons|GarrieIrons]] 21:19, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just had an immigrant wave arrive mid-summer in my first year. 6th Malachite, to be specific.--[[User:Mabmoro|mabmoro]] 15:07, 9 September 2008 (EDT)&lt;br /&gt;
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== Headline text ==&lt;br /&gt;
&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I seem to get this a lot - the wealth embodied by all those new clothes on the backs of the immigrants might push the fortress wealth over a level needed to trigger a strange mood, perhaps. Then it's luck of the draw whether it strikes a settled dwarf or a new immigrant. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:50, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lone Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The population cap is only checked to see if another migrant wave is allowed. It is entirely possible, often likely, that the actual number of migrants in the wave pushes the population over the value set. IIRC, pregnancies will also bypass the cap. The softness of this limit is a well known... feature... :) --[[User:Raumkraut|Raumkraut]] 00:13, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:However I had mine set to 50, had a wave of immigration that pushed it from &amp;lt;50 to 59, and have just gotten another load of migrants. Is there some hard coded minimum population? [[User:Dangerous Beans|Dangerous Beans]] 21:05, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It won't stop at exactly 50 -- you just stop getting immigrant waves after you exceed your cap.--[[User:Maximus|Maximus]] 22:36, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've got a cap of 0 and I still get bleeding migrant waves. I still get them with a cap of 1, too. Is there any way to turn them off? --[[User:Simmura McCrea|Simmura McCrea]] 12:46, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Migrant skills ==&lt;br /&gt;
&lt;br /&gt;
Does the amount of workshops you have for a skill affect how many immigrants have that skill? I've had no dyer's shop for a really long time, and I notice I have only one dyer, whereas I have plenty of dwarves with every other skill. --[[User:Tachyon|Tachyon]] 21:19, 10 August 2008 (EDT)&lt;br /&gt;
: I don't think so, because I always get hordes of dyers, cheese makers, and woodburners, even when I don't have any of the appropriate workshops. I really miss the days of getting miners, siege operators, growers, and masons.--[[User:DDouble|DDouble]] 16:59, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Your fortress attracted no migrants this season.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm playing a Haunted fortress on a volcano for the first time, and I got this message in my first summer.  It seemed odd because I almost never get migrants during the first summer, but this is the first time that fact was announced.  Is this a tweak in the new version (181.40c), which I just downloaded today, or is it because I'm in a haunted map?  I got the message again in the fall.  --[[User:Ookpik|Ookpik]] 17:05, 21 August 2008 (EDT)&lt;br /&gt;
:lots of people dying discourages immigration, as well as certain import/export/mining and immigration map factors, as far as i can tell.--[[User:Eerr|Eerr]] 21:04, 21 August 2008 (EDT)&lt;br /&gt;
:Id say its a new feature of the game, since it didn't occur before that version.--[[User:Mabmoro|mabmoro]] 15:08, 9 September 2008 (EDT)&lt;br /&gt;
::I noticed an extension of this- I got a message just now, all in red, saying &amp;quot;Migrants refused to journey to such a dangerous fortress this season.&amp;quot; Ive been raided near constantly by goblins over the last year of this game, so maybe that influences immigrants now? .--[[User:Mabmoro|mabmoro]] 13:47, 22 September 2008 (EDT)&lt;br /&gt;
:::I'd imagine it's due to the number of recent deaths, specifically. [[Immigration#How_can_I_curb_immigration.3F|That's covered in the article]]. --[[User:Janus|Janus]] 13:11, 23 September 2008 (EDT)&lt;br /&gt;
:^_^ I got a new message about immigration recently. &amp;quot;Some migrants have decided to brave this terrifying place, knowing it may be their tomb&amp;quot;. Seriously, I get very few deaths normally... this last season was bad because I've been building roads to try to entice the king, so I have more dwarves ranging far from the fortress. -[[User:Fuzzy|Fuzzy]] 22:00, 27 September 2008 (EDT)&lt;br /&gt;
::&amp;quot;No one even considered making the journey to such a cursed death-trap this season.&amp;quot; Can you tell I just breached the [[Glowing pits|Fun stuff]]? 150 Dwarfs dead in less then a season.[[User:HeWhoIsPale|HeWhoIsPale]] 09:09, 7 October 2008 (EDT)&lt;br /&gt;
:::I don't think it takes much... losses of about 4-5 dwarfs over the course of a year resulted in my getting both of the above messages about cursed death traps and probable tombs. Maybe it was the horrific way in which they happened... the Duchess's consort was ripped limb from limb right in front of the forest by an ambushing goblin party and I lost a few other people to goblin raids where they had every single body part broken and mangled before they died (sometimes a high toughness is a bad idea... as Jame said in ''Godstalk'', it's a good idea to always have the option of dying). -[[User:Fuzzy|Fuzzy]] 09:46, 7 October 2008 (EDT)&lt;br /&gt;
:: I've got many time this message : &amp;quot;Migrants were too nervous to make the journey this season.&amp;quot;. &lt;br /&gt;
I don't really know where does this come from... facts that can explain that are :&lt;br /&gt;
&lt;br /&gt;
* I've been raided many times (something like 3-4 ambushes a year, and it's my 4th year) by goblin ambushers, and have been besieged by humans. But the last ambushers hadn't killed many dwarves (1 dwarf and 2 kittens last time).&lt;br /&gt;
* I settled on cold (north) and freezing (south, my fortress being approximatively in the north) biomes. The river in the south part of the map is always frozen, and the north murky pools freezes something like 6 months a year.&lt;br /&gt;
* Merchants (human, that's what caused the siege, but also -maybe- dwarves) has been killed during ambushes. I don't remember how many, but it may have scared the mountainhomes.&lt;br /&gt;
&lt;br /&gt;
Also, immigration seems to be much slower than in my precedents forts (one wave per year or so, when it's not cancelled by the above message), and I noticed that I haven't received caravans since a year or so (maybe related with the above statement about merchants deaths). -[[User:Timst|Timst]] 12:58, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I also got the migrants where to nervous to migrant message, i dont know where it came from, before i got the migrants braved the danger message but for the past 2 years or so even with 2 sieges and numerous ambushes ive had no deaths, and im not on a dangerous biome, so the nervous migrant message most likely as nothing to do with either deaths or biomes... -sindain&lt;br /&gt;
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I've killed off nearly every single dwarf that's immigrated to my fortress. I've got a nasty infestation of Carp (40+, with the assorted Sturgeon, Sea Lamprey, and Longnose Gar) in my river, and I've been sending the immigrants I didn't like to their deaths to whittle away at their numbers. The only immigration messages I've gotten are &amp;quot;Some immigrants have arrived, despite the danger,&amp;quot; and &amp;quot;No immigrants have arrived this season.&amp;quot; Odd that no one seems to be concerned about the high percentage of deaths in my immigrants any more than to say, &amp;quot;Well, it seems kind of dangerous there, but let's go anyway!&amp;quot; Then they end up being ripped limb from limb by vicious schools of Carp. Why is my fortress not yet labelled a death trap? [[User:Pariah|Pariah]] 14:03, 3 April 2009 (UTC)&lt;br /&gt;
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==No immigration?==&lt;br /&gt;
I just played a game with no immigration. There were no dwarven civilizations nearby. How did that even happen? --[[User:Fringd|Fringd]] 22:10, 8 November 2008 (EST) (Moved from article page --[[User:Navian|Navian]] 08:23, 9 November 2008 (EST))&lt;br /&gt;
: You didn't start the game on an island, did you?  It's not entirely impossible to find a location where there are no other civilizations near you, but the world gen certainly does a good job at making this difficult.  Can you post an export or seed of your map? --[[User:FJH|FJH]] 17:01, 15 March 2009 (EST)&lt;br /&gt;
: You said it yourself - &amp;quot;There were no dwarven civilizations nearby&amp;quot;.  If, during world-gen, all of those get wiped out (by the various forces and fates that worldgen subjects civs to), then congrats - you're all alone.  Islands can do it too - it's hardly unheard of.  But it does deserve a comment here I suppose.  (I always check all the various info via {{key|tab}} on that site finder screen - make sure I have both trading partners and enemies. --[[User:Albedo|Albedo]] 22:46, 2 May 2009 (UTC)&lt;br /&gt;
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==Immigration season ==&lt;br /&gt;
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For me, immigration seems to follow this trend: Randomly and completely independent of wealth, a small imigration may occur during summer/autumn/winter.  This immigration is always typically in the very small amount range (seems to be no greater than about 10).  However, during spring, immigration will ''always'' occur and be an amount dependent on wealth [[User:Greep|Greep]] 09:40, 29 June 2009 (UTC)&lt;br /&gt;
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== Immigrants braving the tomb ==&lt;br /&gt;
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Just got the message with 61 deaths and ~2,070,0000 created wealth.  I'm guessing wealth is based on 2,000,000 and that the message occurs whenever one gets no immigration from danger, regardless of deaths (I let my queen die, e.g. and that's probably all it took). [[User:Greep|Greep]] 01:45, 14 July 2009 (UTC)&lt;br /&gt;
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==This page contradicts itself.== &lt;br /&gt;
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Where it says the caravan reports your wealth, than says if you are productive immigrants may come in the first summer. Something must be wrong, if there is no caravan report than your productivity would have nothing to do with it. If on the other hand it is productivity AND the caravan reports, then the guesses on other parts of the calculations for migrant waves are probably off.--[[User:Criptfeind|Criptfeind]] 16:42, 15 July 2009 (UTC)&lt;br /&gt;
: I went ahead and reworded a bit. Probably anyone agrees that wealth is a strong factor and I also have the impression that the dwarven caravan has an influence, but indeed neither is this proven fact AFAIK, nor is it the whole story. One might argue that word of early success (and great wealth/growth generally) gets around without caravan, but the detailed report of the caravan attracts more dwarves to come, but this is simply speculation. --[[User:Koltom|Koltom]] 22:21, 15 July 2009 (UTC)&lt;br /&gt;
:: Well it really doesn't matter too much in any case.  After lots and lots of experimention and trying out builds, the amount of wealth required to get the maximum immgrants up until 50 population is incredibly low, and the first spring/summer/august immgrations will always happen randomly (after starting the first year for about 16 tests, I actually got more summer/autumn immigration with less wealth than the very high wealth trials (120k+ by first caravan), but I'm guessing it's coincidence).  Getting 20k by the first caravan and 100k by the first caravan will net the exact same immgration for a long time (~8 for non-spring, 20-30 for spring).  It's when you get incredibly low amounts, like 5k or so, by doing nothing but stat training on sand walls for two straight seasons, that you even notice a change in immigration. In that case I've gotten as little as 6 immigrants on the gauranteed new year's spring immigration, but you STILL get a random chance for summer/autumn/winter immigration.  Once you get about 50, though, wealth makes a solid difference, but I'm too lazy to run tests for 3 year old fortresses.  [[User:Greep|Greep]] 23:05, 16 July 2009 (UTC)&lt;br /&gt;
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==migration and location on world map==&lt;br /&gt;
I know this is a really old discussion on the matter, and was from a different version. But to bring this topic back into context. I just started a fortress on the space right next to a dwarven mountainhome and in Summer of my first year I got 9 immigrants, then come Autumn, before my caravan left, I got another 9 dwarves coming. These were the first dwarves I had ever received before Spring of the second year of a fortress, and my wealth was under 5000 even when the first wave came, and just around 15000 when the second wave arrived. Could the close proximity to the other fortress be having an affect on my immigrant waves? [[User:Shardok|Shardok]] 11:37, 8 August 2009 (UTC)&lt;br /&gt;
:Well, I would agree, especially when you start your new fortress near your home civ. When I do so my autumn wave arrives rather fast after the carvan leaves. --[[User:Birthright|Birthright]] 12:43, 8 August 2009 (UTC)&lt;br /&gt;
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== Immigration tied to liason, not caravan ==&lt;br /&gt;
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I don't think your wave of immigrants is tied to the caravan.  I believe it is tied to the liason.  In one game I traded with the caravan first and then talked to the liason.  No immigrants arrived that fall of my first year.  I reloaded, talked to the liason first, and sent him on his way as fast as I could and then traded with the caravan.  And I got 7 immigrants my first year.  My fortress wealth also was not very high at all (20k or so).  Finally, sometimes, no matter how quickly I talk to the liason, I still don't get the immigrants the first year... so my theory could be wrong.  But my experience indicates that the liason is tied to your immigrant waves.--[[User:Jpwrunyan|Jpwrunyan]] 15:18, 17 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=55302</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=55302"/>
		<updated>2009-10-17T14:39:19Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Please clarify (article is mistaken, there can easily be more than one pit per region) */ new section&lt;/p&gt;
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&lt;div&gt;{{spoiler}}&lt;br /&gt;
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== The Demons ==&lt;br /&gt;
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How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
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:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
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:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
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:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
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:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
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:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
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: from Lumpen on SomethingAwful: &amp;quot;Last night I cracked into the glowing pits and massacred the demons by filtering them through a massive maze of twisting fortifications through which my legendary siege operators unleashed a hail of over a hundred ballista arrows cranked out by 6 ballistae.&amp;quot; So, that could work. --[[User:Jellyfishgreen|Jellyfishgreen]] 12:19, 29 September 2008 (EDT)&lt;br /&gt;
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:I broke into the pitlast night, and beforeI could close it up, frog demons were across my cut of adamantine viens. I sent very little, but very strong people down there, as I only had about 39 dwarves :D. They killed them no sweat. They had abit trouble with a demon. There was only about 10 of the that came from the pit. I was quick to seal up where the whole where the demons came out of, yet my fortress still being able to get in.&lt;br /&gt;
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== Magma mini-pipes/vents? ==&lt;br /&gt;
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Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
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:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
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::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
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:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
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::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Rewalling/Flooring ==&lt;br /&gt;
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If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
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:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
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:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
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== First encounter ==&lt;br /&gt;
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A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
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20 tentacle demons, 5 daemons.&lt;br /&gt;
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Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
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:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Captives ==&lt;br /&gt;
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what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
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:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
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::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
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== Unchained humanoids? ==&lt;br /&gt;
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The article talks about caged/chained humanoids.&lt;br /&gt;
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Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
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The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
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has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
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:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]] 00:53, 28 September 2008 (EDT)&lt;br /&gt;
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)&lt;br /&gt;
:::: So how do we get rid of the little lag monsters?  Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate.  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)&lt;br /&gt;
::::: Well, my tentacle demons killed nothing (apart some marksdwarves), and I still got '''104''' (not kidding, there's more than 5 pages of them in the &amp;quot;u&amp;quot; menu) elves, dwarves and humans babbling around. How am I supposed to kill them all ? Most of them are still in the chamber, and because of the adamantine veins I can't force myself to flood it with magma, create a cave in or something like that. It will be fairly complicated to kill them with the dwarven atom smasher too... Do you have any ideas ? [[User:Timst|Timst]] 15:18, 13 April 2009 (UTC)&lt;br /&gt;
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::::::[[Ballista]]e --[[User:LegacyCWAL|LegacyCWAL]] 15:34, 13 April 2009 (UTC)&lt;br /&gt;
::::::Time. Leave it a season and they'll all starve or die of thirst. [[User:Aosher|Aosher]] 09:11, 14 April 2009 (UTC)&lt;br /&gt;
:::::::Oh, they can do that ? Even if it's, err, NPC ? The merchants never die of thirst or starve, for instance. Anyway, it's &amp;quot;great&amp;quot;. :) [[User:Timst|Timst]] 09:30, 14 April 2009 (UTC)&lt;br /&gt;
::::::::They can do that! Don't know about diplomats etc, but the chained humanoids - i.e. anything labelled &amp;quot;From the Deep&amp;quot; in the {{K|u}} menu - can definitely starve, as of 40d. [[User:Aosher|Aosher]] 19:31, 14 April 2009 (UTC)&lt;br /&gt;
::::::::Confirmed. Refugees are physically unharmed but all insane and wearing nothing but filth, blood, and stains. My refugees all died about two months later, all on the same week, except the caged ones. Evidently insanity means forgetting to drink when you're thirsty. The tortured dwarves were laid to rest with proper dwarf coffins by my citizens. The elves...were added to the bonepile. --[[User:Jellyfishgreen|Jellyfishgreen]] 20:25, 30 May 2009 (UTC)&lt;br /&gt;
:::::::::I did a few tests and it seems that only tentacle demon pits contain prisoners on every level (along with the depraved engravings and filth, slime, and unknown substances) - frog demon and SoF pits only contain prisoners on the lowest level. --[[User:Quietust|Quietust]] 15:06, 30 September 2009 (UTC)&lt;br /&gt;
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== Water? ==&lt;br /&gt;
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Anybody know if pumping the glowing pit full of water will affect the demons? I've started a fortress to try it out, but it's slow going(I'm really more of a modder as DF goes).&lt;br /&gt;
*Demon leaders, frog demons, and tentacle demons can all swim, and spirits of fire are so hot that they'll boil the water from several tiles away, so flooding the pit is all but useless (aside from possibly drowning the chained prisoners). --[[User:Quietust|Quietust]] 13:22, 24 September 2009 (UTC)&lt;br /&gt;
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== [[Sphere]]s ==&lt;br /&gt;
A bit of research has revealed that the actual contents of each level of the glowing pit are determined by the [SPHERE] tags on the [[Demon]] entity (bottom level only) and on the Tentacle Demon/Frog Demon/Spirit of Fire entities (all other levels):&lt;br /&gt;
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* [SPHERE:FIRE] - ashes + charcoal, pools of magma&lt;br /&gt;
* [SPHERE:WATER] - pools of water&lt;br /&gt;
* [SPHERE:MUCK] - muddy floors, vermin&lt;br /&gt;
* [SPHERE:DEPRAVITY] - engravings of depraved acts, general filth&lt;br /&gt;
* [SPHERE:THRALLDOM] - unchained prisoners&lt;br /&gt;
* [SPHERE:TORTURE] - caged and chained prisoners, corpses + body parts + chunks + meat + skins on pikes/in cages/on floor, pools of blood&lt;br /&gt;
* [SPHERE:DEATH] - engravings of death and suffering, bones, bone meal, skulls on pikes&lt;br /&gt;
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It's very much possible to combine these spheres in other ways for interesting results - for example, giving a demon both FIRE and WATER spheres will give their pit levels pools of both water '''and''' magma. --[[User:Quietust|Quietust]] 20:44, 5 October 2009 (UTC)&lt;br /&gt;
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== Demon Count ==&lt;br /&gt;
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In my first fortress to uncover HFS, I got 1 red demon and 20 spirits of fire, while in my current fortress I got 1 red demon and 30 spirits of fire. Trying to figure out exactly what determined the demon count, I took a closer look at the two and discovered that while my current fortress had 3 floors worth of charcoal and ashes above the &amp;quot;torture pit&amp;quot;, my last fortress had only 2 such floors - thus, it would appear that each &amp;quot;minion&amp;quot; floor contains ten minion-type demons (or simply causes 10 to be spawned within the entire region the instant the chamber is breached). --[[User:Quietust|Quietust]] 17:52, 7 October 2009 (UTC)&lt;br /&gt;
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==Spawning?==&lt;br /&gt;
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Do glowing pits spawn demons? or do they just contain them?--[[User:Drunken dwarf|Drunken dwarf]] 23:32, 16 October 2009 (UTC)&lt;br /&gt;
:Open one and find out =) --[[User:Squirrelloid|Squirrelloid]] 00:00, 17 October 2009 (UTC)&lt;br /&gt;
::In other words, no, they do not spawn demons. All of the fun is there the instant you open it, and once they're '''all''' dead, you're perfectly safe. Back in the 2D version, it may have been different. --[[User:Quietust|Quietust]] 00:48, 17 October 2009 (UTC)&lt;br /&gt;
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== Please clarify (article is mistaken, there can easily be more than one pit per region) ==&lt;br /&gt;
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Ok, if by region you mean the area occupied by the &amp;quot;region&amp;quot; display in the embark screen, this is definately false.  I have confirmed it with the site finder.  I think probably the word &amp;quot;region&amp;quot; in this article must be refering to something else.  Could the author please clarify?--[[User:Jpwrunyan|Jpwrunyan]] 14:39, 17 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Goblin&amp;diff=55299</id>
		<title>40d Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Goblin&amp;diff=55299"/>
		<updated>2009-10-17T14:34:01Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Do HFS attack goblins? */ new section&lt;/p&gt;
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&lt;div&gt;==== Thieves &amp;amp; cage traps ====&lt;br /&gt;
Not sure that Goblin (master) thieves /can/ evade traps. I've caught a bucketful in cage traps. Didn't know what to do with them, mind... [[User:Runspotrun|Runspotrun]] 09:23, 13 November 2007 (EST)&lt;br /&gt;
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I've noticed that when i melt down Narrow Steel Equipment, all i get is Copper! can someone verify this  as a bug or intentional? -- Bullion&lt;br /&gt;
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:I would think that that would be a bug. [[User:Mindsnap|Mindsnap]] 18:42, 3 December 2007 (EST)&lt;br /&gt;
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Does adding [CURIOUSBEAST_GUZZLER] actually semi-fix sieges? I thought that it didn't. [[User:Mindsnap|Mindsnap]] 18:42, 3 December 2007 (EST)&lt;br /&gt;
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:Uh, surely this isn't a real tag?  --[[User:Geofferic|Geofferic]] 17:15, 12 December 2007 (EST)&lt;br /&gt;
::It's used on gnomes, so that they can drink your booze if they find it.  Strangely, it's also used on bears.  Mindsnap, try &amp;lt;nowiki&amp;gt;[CURIOUSBEAST]&amp;lt;/nowiki&amp;gt;.  It's not anywhere in the default raws, but it's in the program text so it may be recognised.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:38, 12 December 2007 (EST)&lt;br /&gt;
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== Snatchers / pedophiles ==&lt;br /&gt;
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Why not just leave it as &amp;lt;s&amp;gt;pedophiles&amp;lt;/s&amp;gt; &amp;quot;snatchers&amp;quot;?  I think it's funny.  --[[User:Peristarkawan|Peristarkawan]] 13:55, 12 December 2007 (EST)&lt;br /&gt;
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:Why not deal with it as &amp;quot;civilized&amp;quot; people? I mean have some sort of a voting with an argumented discussion on the talk page before a wiki admin say his final word. Those who reverted the change were at least stating something in the summary field. I myself don't think that this bit of humor is appropriate to this article and the user who did it again and again seems to be a vandal for me.--[[User:Another|Another]] 15:12, 12 December 2007 (EST)&lt;br /&gt;
::Whatever you do or say, pedophiles are no laughing matter. What's wrong with you [[User:Peristarkawan|Peristarkawan]]? &amp;gt;:( --[[User:Eagle of Fire|Eagle of Fire]] 15:28, 12 December 2007 (EST)&lt;br /&gt;
:::There are about 30 episodes of Family Guy that would beg to differ.  However this turns out, please stop the edit war. --[[User:Peristarkawan|Peristarkawan]] 15:51, 12 December 2007 (EST)&lt;br /&gt;
::::I'm very confident that if it continue, it will result in the ban of [[User:Billdauterive|Billdauterive]]. --[[User:Eagle of Fire|Eagle of Fire]] 15:54, 12 December 2007 (EST)&lt;br /&gt;
:I support the word &amp;quot;snatcher&amp;quot; over &amp;quot;pedophile&amp;quot;, for three reasons.  First, it's more likely to be immediately understood by all wiki readers.  Second, we're not talking same-species kiddy snatchers here - these are goblins, and goblins enslave and/or eat dwarf children.  Third, why suggest nastiness and smut (as though dwarven kids ''a la carte'' wasn't horrid enough!) in a wiki without firm grounds?  [[User:Fedor|Fedor]] 16:07, 12 December 2007 (EST)&lt;br /&gt;
::I wasn't suggesting removing the word &amp;quot;snatcher&amp;quot; at all.  You've got to agree that it seems a bit peculiar that the snatchers ''only'' target children.  Why is it that murderous carp are funny but pedophile goblins are sick?  Seems like a double standard to me.  --[[User:Peristarkawan|Peristarkawan]] 16:27, 12 December 2007 (EST)&lt;br /&gt;
:::Nothing strange at all about targetting only children.  They're easier to catch, easier for goblins (who are no great size themselves) to carry, can't resist as well, are much more tender when cooked, and can be permanently enslaved more easily.  There's just flat-out no reason to bother with any mention of pedophilia. --[[User:Fedor|Fedor]]&lt;br /&gt;
:::''Why is it that murderous carp are funny but pedophile &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; are sick?'': Because it's the truth. --[[User:Eagle of Fire|Eagle of Fire]] 16:42, 12 December 2007 (EST)&lt;br /&gt;
::::Meh.  As long as it stays fantasy I don't have a problem with them.  Much.  I don't subscribe to the notion of thoughtcrime.  It's the pederasts, who act on the urge, that are the criminals.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:46, 12 December 2007 (EST)&lt;br /&gt;
:::::For the record, it's not just boys that get molested, girls do too. --Gotthard 17:52, 12 December 2007 (EST)&lt;br /&gt;
::::::Well, if I keep with the current &amp;quot;for the record&amp;quot; trend, I have to say that I would have no problem with having goblin pedophiles in game. It's a simulation afterall. Thing is, the current discussion is related to the article page, which is used in real life by humans and not dwarves. There is also no proof at all that goblin snatchers are pedophile, so not only it is a false entry but, as I said, since it's read by real life humans then the comment can also be considered offensive. Which is my case, I do find it offensive and there's no good reason to justify it. --[[User:Eagle of Fire|Eagle of Fire]] 18:10, 12 December 2007 (EST)&lt;br /&gt;
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::::::&amp;lt;br/&amp;gt;Certainly.  I know that.  Pederasty is the closest word we have, though.  Statutory rape, while applicable, is a broader term.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:46, 12 December 2007 (EST)&lt;br /&gt;
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::::::The only reason I made the distinction is that girls are far more likely to suffer long term damage from sexual abuse.  Pederasty refers only to males.  Anyway, [[User:Eagle of Fire|Eagle of Fire]] I don't think the term should be in the article unless for some reason it is in the game.  My 'for the record' comment was more off topic on the definition of the word than an attack. [[User:0x517A5D|0x517A5D]] and I seem to be on the same page anyway. --Gotthard 19:12, 12 December 2007 (EST)&lt;br /&gt;
:::::::A through search of the games strings turns up no occurances of '''pedo''', '''pede''', or '''rape'''.  '''Sex'''  occurs only in the word '''''sex'''tuplets'', and in the programming term ''RegisterClas'''sEx'''''.  For what that's worth.  I will add my personal opinion that I also think it doesn't belong in the article.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:03, 12 December 2007 (EST)&lt;br /&gt;
::::::::To be fair, 'rape' is a word in the in-game goblin language, and often appears as a surname, or civilization name. I do agree that this oughtn't be in the article, though; I suspect that children are probably taken for eating, not raping. &amp;amp;mdash;[[User:Captain Epix|Captain Epix]] 22:51, 12 December 2007 (EST)&lt;br /&gt;
:::Besides, murderous carp aren't real to life the way pedophilia is.  A large zombie fish attacking a mythological creature is a bit more abstract than the a pedophile (traditionally viewed as human) molesting a small child.  Frankly, I like the lack of swearing and general offensiveness of the wiki, it's a nice change compared to most of the internet.  Why spoil that for the ones that like it, for information that is unclear and doesn't help understanding the article? --Gotthard 17:50, 12 December 2007 (EST)&lt;br /&gt;
:A thought: assume, arguendo, that the children are stolen for such a purpose.  This implies not only rape and statutory rape, but also sex outside one's species.  (Not quite bestiality, but similar.  We don't have a word for sex with a sapient that is not of one's own species.)  And since there are many snatchers, this must be sanctioned by goblin society.  How warped they must be!  Comments?  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:54, 12 December 2007 (EST)&lt;br /&gt;
::''We don't have a word for sex with a sapient that is not of one's own species.'' Isn't that more or less what the word yiffing means? --[[User:Peristarkawan|Peristarkawan]] 19:19, 12 December 2007 (EST)&lt;br /&gt;
:::Point.  Though I think it hasn't entered the mainstream.  Another one: in the ''Ringworld'' series, there's the concept of 'rishathra', ceremonial inter-species (though all descended from homo erectus) sex for the purpose of sealing trade agreements and alliances.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:53, 12 December 2007 (EST)&lt;br /&gt;
::::Mainstream? Crossbreeding would be a scientific term. --[[User:Digger|Digger]] 12:01, 25 February 2008 (EST)&lt;br /&gt;
'''I find it surprising that such a large debate has resulted [[User_talk:Billdauterive|from the actions of an obvious vandal.]]''' --[[User:Jackard|Jackard]] 20:04, 12 December 2007 (EST)&lt;br /&gt;
:Yeah, that comment's not scoring him any points.  Although at least he appears to have stopped editing the page. --[[User:Peristarkawan|Peristarkawan]] 21:05, 12 December 2007 (EST)&lt;br /&gt;
:It's not like I like to talk about those things, but I thought it was important to have a discussion against the idea of having pedophilia added to a page when it's unneeded... Read above. --[[User:Eagle of Fire|Eagle of Fire]] 23:18, 12 December 2007 (EST)&lt;br /&gt;
::I don't believe there was a chance it ''would'' be added, discussion or no. At best it was a crude, immature attempt at humor. --[[User:Jackard|Jackard]] 06:17, 13 December 2007 (EST)&lt;br /&gt;
:::[[User:Peristarkawan|Peristarkawan]] started this discussion, and I've taken his first comment as a suggestion to consider it. It was enough for me. --[[User:Eagle of Fire|Eagle of Fire]] 22:04, 13 December 2007 (EST)&lt;br /&gt;
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== Goblin Siege ==&lt;br /&gt;
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it´s the year 1059 and I stillwaiting for a goblin siege. the kitnappers are comming since 2 years already...&lt;br /&gt;
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I have the newest verison (0.27.169.33g)&lt;br /&gt;
so what´s wrong?&lt;br /&gt;
:Are you sure goblins have access to your fortress? You should be able to see that on the embark screen. If goblins used to raid you all the time (like me) and you don't see them at all since the new version (like me), goblin sieges might be broken again... (I'm very happy to have been able to play almost two years now without invasions... I now have almost double amount of dwarves and I can trade now!) --[[User:Eagle of Fire|Eagle of Fire]] 07:47, 27 December 2007 (EST)&lt;br /&gt;
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::sorry. that waqs just a bad timing. (10 minutes later the goblins came. late but now they are here)&lt;br /&gt;
::bad luck ^^;&lt;br /&gt;
::by the way...since the first dig in the mountain I am waiting for the goblins (I have over 400 traps) and a bridge-system with fortifications...so it was a little bit boring without goblins. no matter &amp;gt;:D&lt;br /&gt;
::thank you for your help!&lt;br /&gt;
:::No problems... I've seen so many people complaining about the lack of gobling sieges since 33g that I was wondering myself if they were broken or not. They're supposed to attack you now instead of sitting on the edge of the map, can you confirm that? --[[User:Eagle of Fire|Eagle of Fire]] 08:42, 27 December 2007 (EST)&lt;br /&gt;
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::::of course they do. but they came in where no connection was (okok...it was a bridge)&lt;br /&gt;
::::so I had to dig a new way...and yes they are very agressive! I wondered why the goblin force came exacly at the beginning of 1060...coincidence?&lt;br /&gt;
:::::Depends if you're playing a game from a fortress ported from lower versions like me or not. Hard to say when you're playing an old game and didn't start the fortress on a world generated on the same version. It could be anything that Toady ajusted and you're simply over a certain limit by far and it takes a while before they raid you again... From that point on, it's only speculation unless some specific corrolations can be made. --[[User:Eagle of Fire|Eagle of Fire]] 09:17, 27 December 2007 (EST)&lt;br /&gt;
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::::::it´s an old version generated world.&lt;br /&gt;
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== add smth about timing? ==&lt;br /&gt;
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Goblins seem to prefer arriving with caravans. Comments? Any guesses on percentage distribution?&lt;br /&gt;
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:I believe there's an event chance when something like caravan appears. Once i had a goblin squad spawn along with human caravan, after a reload, @same place&amp;amp;time it didn't happen. --[[User:Digger|Digger]] 12:05, 25 February 2008 (EST)&lt;br /&gt;
::things seem to like arriving in the middle of a season. that includes caravans, thieves, ambushes, and migrants. -[[User:Chariot|Chariot]] 02:45, 1 March 2008 (EST)&lt;br /&gt;
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:::For me, goblins always show up with the elves so I dont need to worry about trading with them. --CrazyMcfobo&lt;br /&gt;
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== Protection? ==&lt;br /&gt;
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Ive noticed that there are 3 ways to dispose of goblins.&lt;br /&gt;
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1. Make huge walls of cage traps to capture them and then proceed to drown them in your flooding chamber. This also prevents blood from getting on the goblins so the elves will trade for their items. (Thieves cannot be moved as they escape from cages as you take them out)&lt;br /&gt;
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2. Make a choke point at the entrance of your base and fire your ballistas! Usually around 4 should do the trick if they are close together. When they come, call in all your dwarves, and arm your ballistas. Once they enter the choke point, have them fire at will and they will be disposed of.&lt;br /&gt;
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3. Of course you can always set up zounds of stone-fall traps all over your map.&lt;br /&gt;
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4. armies work to start, but goblin champions are quite excellent at striking down your armies through fortifications and platemail.&lt;br /&gt;
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== Become friends with your fellow Goblin!==&lt;br /&gt;
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Goblins are fun to kill. I like watching them suffer as a barrage of bolts rains down upon the. Sometimes I watch them drown with a kitten in there to see if it survives. I look forward to goblins and their trolls. Oh goblins! Come to me now!&lt;br /&gt;
--[[User:CrazyMcfobo|CrazyMcfobo]] 14:42, 10 April 2008 (EDT)&lt;br /&gt;
:Is there any way to speed up the goblin ambushes?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:12, 10 April 2008 (EDT)&lt;br /&gt;
::Letting the kobolds/goblins steal from you makes them come with better gear I believe, but I am not sure about whether or not they come faster. --[[User:Wafl|Wafl]] 22:30, 16 April 2008 (EDT)&lt;br /&gt;
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Should we add anything to the main article about the reports of friendly goblin caravans looking to trade with certain civilizations? &amp;quot;Darn friendly goblins! What am I going to use these traps for now?&amp;quot; --[[User:Jellyfishgreen|Jellyfishgreen]] 05:30, 13 January 2009 (EST)&lt;br /&gt;
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== The goblin annoyance ==&lt;br /&gt;
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These forces of vile darkness are invading me more than once a year. I barely have time to clean off the battle-field before the next force arrives. This has, of course supplied me with 40+ bins of valuable goblin clothing, as well as a ridiculous amount of iron from melting down their gear. I can defeat these forces easily enough with my 50+ crossbow dwarfs raining death down upon them, but really, enough is enough. Are these attacks ever going to cease or slow down a bit? --[[User:Wafl|Wafl]] 14:28, 11 April 2008 (EDT)&lt;br /&gt;
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::Nope.  In further versions, it will be possible to affect the world map, and other cities/towers/forts.  I imagine that this will mean that at some point, a goblin civilization will run out of goblins, or you can take over their city. --[[User:Mirthmanor|Mirthmanor]] 20:33, 18 August 2008 (EDT)&lt;br /&gt;
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== Snatcher message ==&lt;br /&gt;
&lt;br /&gt;
When the game tells you &amp;quot;A kidnapper has made off with Baby (name)!&amp;quot; does that mean the child has been successfully taken off the map? Or just that it has been grabbed? I never noticed any other warning about the snatcher so I'm guessing it succesfully remained invisible...? The baby doesn't show up on the unit list, nor does the snatcher. [[User:Caradhras|Caradhras]] 21:47, 26 April 2008 (EDT)&lt;br /&gt;
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: &amp;quot;made off&amp;quot; means he successfully left the map with the baby. [[User:Qwertyu|Qwertyu]] 06:34, 27 April 2008 (EDT)&lt;br /&gt;
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===Releasing Caged Children===&lt;br /&gt;
I got a message &amp;quot;(Child) has canceled sleep: Caged&amp;quot;, and (I'm pretty sure) I killed the snatcher before he managed to leave. How do I get the child back?&lt;br /&gt;
:if you drowned him your probably out of luck, otherwise have the child's cage built, or have him moved to another cage/restraint, then free him--[[User:Eerr|Eerr]] 15:47, 8 August 2008 (EDT)&lt;br /&gt;
===master thieves===&lt;br /&gt;
it appears i have a goblin master thief in my cage trap, perhaps they're not trap-immune unless stealthed?&lt;br /&gt;
:No thief is 100% immune to traps.  They have a certain chance to avoid traps whether sneaking or revealed.  Kobolds are a lot better at it than goblins, but even they aren't completely immune. --[[User:ThunderClaw|ThunderClaw]] 13:22, 7 November 2008 (EST)&lt;br /&gt;
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::Theoretically that would mean you can even catch a demon... O_o --[[User:Maximus|Maximus]] 21:48, 7 November 2008 (EST)&lt;br /&gt;
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::: You can catch ''anything'' with a cage trap. Demons (well in fact, I think they're immune to traps, but I'm not a Proficien Raw Reader), dragons, colossi, giant eagle, elephants, dwarves (well, when they're unconscious), titans, everything. And this, even with a wooden, or worse, a ''glass'' cage (more exactly, a terrarium). [[User:Timst|Timst]] 06:20, 8 November 2008 (EST)&lt;br /&gt;
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::::Well, demons have [TRAPAVOID], unlike all those others.  So do kobolds.  Goblins don't have it, although goblin thieves seem to.--[[User:Maximus|Maximus]] 16:49, 8 November 2008 (EST)&lt;br /&gt;
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:::::I've seen a video where the &amp;quot;unconscious creature triggers trap&amp;quot; rule was able to overcome [TRAPAVOID] for demons. Yes. Really.-- Count Dorku&lt;br /&gt;
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===Fun Snatcher Facts===&lt;br /&gt;
It might be nice if goblin snatchers had their own page so there was someplace relevant to put this other than a talk page...&lt;br /&gt;
&lt;br /&gt;
-If a Goblin Snatcher successfully makes it off the map with a child, you can find the exact square the child was snatched from by zooming to the child from the Relationship screen of a dwarf still present on the map (say, the parent).  Basically, despite being removed from the (U)nit list, they can still be 'found' via the relationship list because they still retain friends/family/etc...&lt;br /&gt;
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-Snatched children receive a happy thought from being grabbed, which you can see if you go to (v)iew from the relationship screen: &amp;quot;(S)he is happy to be free.&amp;quot;&lt;br /&gt;
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:I bet that thought is supposed to be for when you free them from the goblins, but what if it isn't?  A dwarf's life is hard, usually spent serving nobles, and the slightest misstep gets you hammerized.  Are we really the good guys? [[User:Rolan7|Rolan7]] 14:03, 27 February 2009 (EST)&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 01:52, 2 December 2008 (EST)&lt;br /&gt;
:I changed the Snatcher redirect to [[Thief]] instead of [[Goblin]]. Snatchers are considered a type of thief. [[User:HeWhoIsPale|HeWhoIsPale]] 13:40, 2 December 2008 (EST)&lt;br /&gt;
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== i think i need some help ==&lt;br /&gt;
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so i settled riiight next to what i thought was a goblin settlement, as i have before, but the same thing happened that always does, its like there isnt anyone there-&lt;br /&gt;
i could see goblins, and humans but they werent moving or anything, i even sent my squad over, they didnt even notice the goblin the the square next to them.&lt;br /&gt;
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what am I doing wrong?&lt;br /&gt;
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:I noticed the same thing - starting on a goblin fort and all the goblins are FRIENDLY in the view unit screen. (40d) Anybody? --[[User:Kwieland|Kwieland]] 12:22, 18 February 2009 (EST)&lt;br /&gt;
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::I would guess that they're friendly goblins. Depending on how worldgen goes, it's possible (though uncommon) for a dwarven civilization to be on good terms with a goblin civilization. When that happens and you choose to be a member of that dwarven civ upon embark, moving in next to goblins is no different than moving in next to humans or elves usually is. Goblins will even send trade caravans to friendly dwarven forts that are accessible. They're not really any different than the other races except that the values the worldgen uses for them make them MUCH more likely to be hostile than humans or elves. [[User:Kirig Stonebeard|Kirig Stonebeard]] 03:42, 6 March 2009 (EST)&lt;br /&gt;
:::Nope. It's broken. As was in the last versions. You get some odd behaviour, including with goblin ambushes. --[[User:Koltom|Koltom]] 14:20, 25 August 2009 (UTC)&lt;br /&gt;
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== Do HFS attack goblins? ==&lt;br /&gt;
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I'd like to know if Hidden Fun Stuff will attack goblins (like if I released them from a cage into the path of a stampeding HFS)... this would seem strange but is there anywhere to verify whether it is true or not?--[[User:Jpwrunyan|Jpwrunyan]] 14:34, 17 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=55297</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=55297"/>
		<updated>2009-10-17T13:54:11Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Elven society */&lt;/p&gt;
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&lt;div&gt;{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|&lt;br /&gt;
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their retreats, usually in [[forest]]s&lt;br /&gt;
}}&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[Map_legend#Sites|forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[tree]]s in the area were named, before 3-d happened. You can just make up names for the trees.  They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.&lt;br /&gt;
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== Elves in Fortress Mode ==&lt;br /&gt;
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Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[Restraint|rope]], various [[plants]] and [[seed]]s, [[wood]]en items, and some [[wood]]. They may also bring some [[tame]] [[animal]]s, often even exotic ones like [[giant eagle]]s or [[jaguar]]s, which are good to build up a [[zoo]], [[arena]] or [[defense]]s.  Be aware that these animals often arrive with injuries.  Note that if your fort is set in a freezing biome, the animals will most likely arrive dead. Possibly, the animals will also be dead if the elves had to cross a freezing biome traveling to you, which might also explain the injuries, but this is impossible to prove.  &lt;br /&gt;
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Elves also bring a crapload of tradables of questionable or no worth to dwarves: [[armor]] and clothes that are too large for dwarves to wear, inferior wooden [[weapons]] (that could, admittedly, be used for [[sparring]]), a spectrum of [[alcohol|booze]] both [[Prickle berry wine|inferior]] and [[sun berry|superior]], inferior value redroot [[dye]], and [[bow]]s and [[arrow]]s ''(which at least can be used for weapon traps, as long as the arrows last)''.&lt;br /&gt;
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They are very picky about what they will accept in return: Elves will accept anything except items made out of or decorated with any wood.  This includes clear and crystal [[glass]] items ''(due to the [[pearlash]] which comes from [[ash]] which comes from [[Wood burner|burning wood]])''.  Even offering them something wood-related will cause them to immediately end the trading, pack up and leave.&lt;br /&gt;
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[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. Dairy products, such as milk and cheese, are currently  acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]]. They also no longer mind purchasing blood-soaked items.&lt;br /&gt;
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Although [[tower-cap]]s are giant mushrooms, they are considered [[trees]] by the elves and thus are not acceptable.&lt;br /&gt;
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Elves are also known to completely ignore &amp;quot;menaces with spikes&amp;quot; [[decoration]]s when considering the value of your trade goods - such goods should be traded to other races instead.&lt;br /&gt;
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Elves may send [[diplomat]]s, independent of their [[caravan]]s, to warn you when they feel you are cutting down too many trees. &amp;lt;small&amp;gt;please add details&amp;lt;/small&amp;gt;&lt;br /&gt;
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=== Living among them ===&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
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== Elven society ==&lt;br /&gt;
The ethics of elven society are substantially divergent from other races; [[liar|Lying]] is punishable by exile, the killing of plants is an unthinkable crime, and eating the corpse of one's opponent in battle is socially acceptable, even if the opponent was also an elf (and would otherwise be considered cannibalism). The elven leaders are referred to as druids, not kings.&lt;br /&gt;
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Elves currently never settle outside their initial elven retreat's forest.  If not for this limitation, the world would quickly overflow with elves because they are immortal.&lt;br /&gt;
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== Elves in Adventure Mode ==&lt;br /&gt;
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Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
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Elven characters start with a wooden [[weapon]] and a set of basic wooden [[armor]] that lacks protection for the torso. This limitation often leads to a quick death. They do have some advantages, however: they're one [[size]] larger than [[dwarves]], which makes them hit harder and absorb more damage, though they also have a natural armor penalty which causes them to take slightly more damage than normal. Their main redeeming quality is their speed, being roughly 20% faster than the other playable races.&lt;br /&gt;
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Those that live among other races may have metal or leather armor fitted for a narrow frame, though elven shopkeepers in human towns will still only sell human equipment. These Elven shopkeepers will also not accept coins, you must trade actual goods with them. Elven adventurers may equip any metal weapons or [[shield]]s they come across, just like any other.&lt;br /&gt;
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Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
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{{Game_Data|[CREATURE:ELF]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[TILE:'E'][COLOR:3:0:0]&lt;br /&gt;
	[SPEED:700][GRASSTRAMPLE:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[NARROW]&lt;br /&gt;
	[DAMBLOCK:-1]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:60:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:45:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=55296</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=55296"/>
		<updated>2009-10-17T13:52:33Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Elven society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|&lt;br /&gt;
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their retreats, usually in [[forest]]s&lt;br /&gt;
}}&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[Map_legend#Sites|forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[tree]]s in the area were named, before 3-d happened. You can just make up names for the trees.  They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[Restraint|rope]], various [[plants]] and [[seed]]s, [[wood]]en items, and some [[wood]]. They may also bring some [[tame]] [[animal]]s, often even exotic ones like [[giant eagle]]s or [[jaguar]]s, which are good to build up a [[zoo]], [[arena]] or [[defense]]s.  Be aware that these animals often arrive with injuries.  Note that if your fort is set in a freezing biome, the animals will most likely arrive dead. Possibly, the animals will also be dead if the elves had to cross a freezing biome traveling to you, which might also explain the injuries, but this is impossible to prove.  &lt;br /&gt;
&lt;br /&gt;
Elves also bring a crapload of tradables of questionable or no worth to dwarves: [[armor]] and clothes that are too large for dwarves to wear, inferior wooden [[weapons]] (that could, admittedly, be used for [[sparring]]), a spectrum of [[alcohol|booze]] both [[Prickle berry wine|inferior]] and [[sun berry|superior]], inferior value redroot [[dye]], and [[bow]]s and [[arrow]]s ''(which at least can be used for weapon traps, as long as the arrows last)''.&lt;br /&gt;
&lt;br /&gt;
They are very picky about what they will accept in return: Elves will accept anything except items made out of or decorated with any wood.  This includes clear and crystal [[glass]] items ''(due to the [[pearlash]] which comes from [[ash]] which comes from [[Wood burner|burning wood]])''.  Even offering them something wood-related will cause them to immediately end the trading, pack up and leave.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. Dairy products, such as milk and cheese, are currently  acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]]. They also no longer mind purchasing blood-soaked items.&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered [[trees]] by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
Elves are also known to completely ignore &amp;quot;menaces with spikes&amp;quot; [[decoration]]s when considering the value of your trade goods - such goods should be traded to other races instead.&lt;br /&gt;
&lt;br /&gt;
Elves may send [[diplomat]]s, independent of their [[caravan]]s, to warn you when they feel you are cutting down too many trees. &amp;lt;small&amp;gt;please add details&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== Living among them ===&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elven society ==&lt;br /&gt;
The ethics of elven society are substantially divergent from other races; [[liar|Lying]] is punishable by exile, the killing of plants is an unthinkable crime, and eating the corpse of one's opponent in battle is socially acceptable, even if the opponent was also an elf (and would otherwise be considered cannibalism). The elven leaders are referred to as druids, not kings.&lt;br /&gt;
&lt;br /&gt;
Elves currently never settle outside their initial elven retreat.  If not for this limitation, the world would quickly overflow with elves because they are immortal.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a set of basic wooden [[armor]] that lacks protection for the torso. This limitation often leads to a quick death. They do have some advantages, however: they're one [[size]] larger than [[dwarves]], which makes them hit harder and absorb more damage, though they also have a natural armor penalty which causes them to take slightly more damage than normal. Their main redeeming quality is their speed, being roughly 20% faster than the other playable races.&lt;br /&gt;
&lt;br /&gt;
Those that live among other races may have metal or leather armor fitted for a narrow frame, though elven shopkeepers in human towns will still only sell human equipment. These Elven shopkeepers will also not accept coins, you must trade actual goods with them. Elven adventurers may equip any metal weapons or [[shield]]s they come across, just like any other.&lt;br /&gt;
&lt;br /&gt;
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELF]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[TILE:'E'][COLOR:3:0:0]&lt;br /&gt;
	[SPEED:700][GRASSTRAMPLE:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[NARROW]&lt;br /&gt;
	[DAMBLOCK:-1]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:60:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:45:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=55295</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=55295"/>
		<updated>2009-10-17T13:48:53Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Goblin society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Goblin|symbol=g|color={{COLOR:7:0:0}}|butcher=no|&lt;br /&gt;
bones=6|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their towers and dark fortresses&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently populous or wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more goblin &amp;quot;snatchers&amp;quot; may arrive if you have [[child]]ren in your fortress. They are stealthy like [[kobold]]s. Detecting them is announced by &amp;quot;Snatcher! Protect the children!&amp;quot;. They will attempt to kidnap any children they come across and carry a [[bag]] with them for this purpose. After a few attempts, goblin master [[thief|thieves]] may start showing up. Besides being generally more competent, these can also evade [[trap]]s. There is also a small chance of getting the goblin ruler with these thieves, if he is a thief himself. Toady stated in a [[Developer interviews|RPPR interview]] that these children will be raised by the goblins and can eventually show up in future goblin armies. Dwarven, Elven and Human converts are confirmed, though whether or not a child can return and siege his own fortress remains undetected.&lt;br /&gt;
&lt;br /&gt;
Independent of this goblins will [[ambush]] your fortress, sending squads of different soldier types. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding [[beak dog]]s as cavalry. It is rare for goblin sieges to last until all of them die - the last few uncaged, un-eviscerated goblins will generally run for their lives rather than continue their attack.&lt;br /&gt;
&lt;br /&gt;
Goblins carry somewhat valuable gear. They often wear [[giant cave spider]] [[silk]] [[cloth]]ing, [[iron]] [[armor]], even [[steel]] armor (that can be melted down) and steel [[weapon]]s. Crossbowmen will carry dwarf-usable [[bolt]]s. Goblin clothing is considered &amp;quot;[[narrow]]&amp;quot; and dwarves cannot wear it, though it can be used as [[trade]] goods or [[melted]].  Goblin [[bone]]s and [[skull]]s are not particularly valuable, although - as with all bones and skulls - the bones can be crafted into bolts and the skulls crafted into [[totem]]s.&lt;br /&gt;
&lt;br /&gt;
Unlike other races, goblin &amp;quot;roads&amp;quot; are underground, and if you get in to one, be sure you are ready &amp;amp;mdash; it can be a long walk to the other side, and you cannot enter the travel map when walking one. Being underground, they do not show up on the map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. In the current version of the game, the goblins will begin as friends to you. Be aware though, this is but a temporary ceasefire.&lt;br /&gt;
&lt;br /&gt;
Because the goblin master thieves can avoid your traps, it's useful to chain a few war [[dog]]s at the entrance. [[Trap#Cage_Trap|Cage traps]] also seem to be more effective than other traps at catching those sneaking goblin masters.&lt;br /&gt;
&lt;br /&gt;
As with Kobolds, it is possible to start next to a friendly goblin tower.  This will add a great amount of wealth to your fortress, as well as provide you with potentially powerful allies.&lt;br /&gt;
&lt;br /&gt;
In v40d, however, as soon as an invading force sieges you they will ALL turn hostile towards you, and will run out of their towers to slaughter you entirely.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
If starting in a goblin fort you should definitely ditch your [[anvil]]. If you have a [[soil]] level you can probably get by bringing less [[food]] and less [[alcohol|booze]], thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of [[meat]]. &lt;br /&gt;
&lt;br /&gt;
== Goblin society ==&lt;br /&gt;
Goblin society has few laws. Slavery, assault, oath-breaking, and murder are all considered a personal matter between the parties involved. Additionally goblins view all forms of torture as acceptable (and fun).&lt;br /&gt;
&lt;br /&gt;
Goblins, like elves, are immortal.&lt;br /&gt;
&lt;br /&gt;
Goblins do not possess the aptitude for [[grower|growing]], tending more towards [[fishing]], [[hunting]], and [[butcher]]ing livestock for their food sources. Fortunately for goblins their digestive systems can derive as much sustenance from [[bone]]s as from the [[meat]] that came on it.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GOBLIN]&lt;br /&gt;
	[NAME:goblin:goblins:goblin]&lt;br /&gt;
	[TILE:'g'][COLOR:7:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[INTELLIGENT][LIKES_FIGHTING]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:50:75:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:40:90]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
	[PERSONALITY:MODESTY:0:40:90]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Underground_river&amp;diff=55294</id>
		<title>40d Talk:Underground river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Underground_river&amp;diff=55294"/>
		<updated>2009-10-17T13:30:21Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Do to underground rivers still spawn creatures in 40d? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assuming that there's some logic behind underground river locations, it seems to me that the following might be good places to look: 'Upstream' from the source of a regular river (perhaps that river doesn't start there, but that's simply where it makes it to the surface first), in an area without many visible surface rivers (rain falls and has to go somewhere), and in areas with lots of limestone, which is where a lot of real-world underground rivers are. [[User:NPComplete|NPComplete]] 13:18, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It is in my understanding that underground rivers spawn cave fish. Also, above ground rivers channeled under ground do not spawn cave fish. Can someone verify this? --[[User:Flaa|Flaa]] 12:55, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I'm concerned creatures spawn only in respectable biomes. When you channel to cave river this biome does not extend up. It cannot be extended in any direction. If you could block flow of the cave river you could make small pond, from which cave fishes could travel up the channels to the aboveground river, but they will never spawn there.--[[User:Someone-else|Someone-else]] 14:38, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the current version (38c) underground river creatures do get caught in cages. I can verify this, I have a pit full of cave crocodiles, and I've caught numerous lizardmen. -- [[User:Lotus|Lotus]] 9:58, (CST) June 11, 2008&lt;br /&gt;
&lt;br /&gt;
==Flooding==&lt;br /&gt;
&lt;br /&gt;
Do cave rivers still flood seasonally like in the 2D versions? [[User:Extar|Extar]] 15:11, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Odd River ==&lt;br /&gt;
&lt;br /&gt;
I have a very... odd river. It starts out as mist, in the middle of nowhere, and counts as a waterfall, then it goes on for a screen, then falls off a chasm.&lt;br /&gt;
http://s4.tinypic.com/6sgi90.jpg&lt;br /&gt;
The entire area 1z above is empty space the same size as the river. Then above that, rock. Where is the water comming from?&lt;br /&gt;
It's mildly amusing, because random underground river creatures will spawn in it, swim around for a while, then fall into the chasm.&lt;br /&gt;
:A underground river tends to start within pure rock without any &amp;quot;real&amp;quot; reason. My actual map has one starting this way, too. It´s not as odd as yours. It goes south, then 1 z-level down, then nort-west, then down again, then east... There are five of these short parts before it goes down a chasm. I think this is normal when it doesn´t come from the edge or leaves the map.--[[User:Kami|Kami]]&lt;br /&gt;
::(I hope I'm doing this right. First comment.) My map has a river. It starts as the odd river described, a 'waterfall' which doesn't fall. From there, it travels west southwest for quite a ways, then has a sharp bend, to northwest, for a short way, and then it falls several Z-levels. After that, it travels north for a ways, then drops several more Z-levels, to a chasm. --[[User:Wattj|wattj]] 15:43, 31 January 2009 (EST)&lt;br /&gt;
:::Underground rivers can spawn anywhere, essentially.  They are created by a special tile-type that creates water out of thin air.  My most interesting underground river started at the very edge of the map, in the middle of a chasm, which meant the water just fell straight down into the chasm.  It looked pretty funny.  -- [[User:j0nas|j0nas]]&lt;br /&gt;
::::Every one of your underground rivers fell into a chasm. Do they all have this attribute in DF?--[[User:Richards|Richards]] 21:19, 10 August 2009 (UTC)&lt;br /&gt;
:::::Nothing &amp;quot;odd&amp;quot; about how these start - that's textbook if your map encompasses one or both ends of an UG river.  (If they seem to &amp;quot;go off the map&amp;quot;, then you are not seeing the actual start/end of the feature.)  As for the &amp;quot;chasm&amp;quot;, I believe that is also the case, yes - it's how the feature seems to terminate at the down-river end. Not an actual, proper [[chasm]] in that technical sense, but something close enough.--[[User:Albedo|Albedo]] 21:25, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do to underground rivers still spawn creatures in 40d? ==&lt;br /&gt;
&lt;br /&gt;
All the frogmen and giant olms on my map fell into a bottomless chasm.  Will I ever see one again?  Or, like regular chasm creatures, do they never replenish in 40d?--[[User:Jpwrunyan|Jpwrunyan]] 05:31, 13 August 2009 (UTC)&lt;br /&gt;
:No. --[[User:Birthright|Birthright]] 09:55, 18 August 2009 (UTC)&lt;br /&gt;
::+1.  Have no idea what you mean by &amp;quot;regular chasm creatures&amp;quot; - no [[creature]] ever &amp;quot;spawns&amp;quot;, only [[vermin]].--[[User:Albedo|Albedo]] 17:09, 18 August 2009 (UTC)&lt;br /&gt;
:::Except for wild animals, which reportedly will migrate onto your embark region from the map edge (though I haven't had the opportunity to observe such behavior). --[[User:Quietust|Quietust]] 21:09, 18 August 2009 (UTC)&lt;br /&gt;
::::Migration occurs, but it's not &amp;quot;spawning&amp;quot;, which is the sudden appearance of the (fully grown) vermin/fish anywhere - not entering from a map edge.  Vermin (and fish that fall into that category) have no &amp;quot;young&amp;quot;.  Creatures do.--[[User:Albedo|Albedo]] 22:24, 18 August 2009 (UTC)&lt;br /&gt;
:Just to clarify, regular chasm creatures = creatures that regularly appear in chasms (trolls, gremlins, batmen, etc.).  Anyway, thanks for answering my question.--[[User:Jpwrunyan|Jpwrunyan]] 13:30, 17 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=55293</id>
		<title>40d Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=55293"/>
		<updated>2009-10-17T13:24:46Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Where does the dwarf go? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
#[[Talk:Screw pump|Current discussion]]&lt;br /&gt;
#[[Talk:Screw pump/archive1|Archive1]]&lt;br /&gt;
}}&lt;br /&gt;
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== Archiving ==&lt;br /&gt;
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See [[/archive1]] for discussions before July '08.&lt;br /&gt;
Most discussion was regarding page development which has been implemented. There are a few comments which might help people trying to work things out but most of it is in the article.[[User:GarrieIrons|GarrieIrons]] 00:56, 5 July 2008 (EDT)&lt;br /&gt;
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==Two versions of the L-shaped tunnels design==&lt;br /&gt;
As I said when I removed it, there is no point having two. Do not add mine back in again. --[[User:Juckto|Juckto]] 21:57, 25 July 2008 (EDT)&lt;br /&gt;
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You'd also cut how to set up water wheels &amp;amp; connect them to the pump tower. I wasn't 100% certain how to diagram connecting the wheels to the smaller tower design so I thought it best to restore the whole section until someone added that into the L-shape design. [[User:Calenth|Calenth]]&lt;br /&gt;
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== Pumping Magma? ==&lt;br /&gt;
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Would this work if the pump was made of magma-safe materials? --[[User:Mizzy|Mizzy]] 21:10, 27 July 2008 (EDT)&lt;br /&gt;
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:Please check a talk page's [[Talk:Screw_pump/archive1#Materials_for_magma_pumps|archives]] before asking a question. --[[User:N9103|Edward]] 02:46, 28 July 2008 (EDT)&lt;br /&gt;
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:An edit to the [[Stupid dwarf trick]] page implied that only the blocks need be made of magma-safe materials. This needs to be studied further. --[[User:Raumkraut|Raumkraut]] 17:28, 2 August 2008 (EDT)&lt;br /&gt;
::I have been building magma pumps out of wood (pipe/screw) and stone blocks for ages now; there are no detrimental effects. Since non-bauxite/non-raw adamantine stones are not magma safe, presumably a wooden block will work as well (a waste of logs if you have stone, though). It is only an issue if any part of the pump (namely, the walkable end) is going to be submerged in magma. You're probably working with a poor design if your pumps are submerged in what they're pumping, but whatever. In that case your best bet is to use green glass tubes/screws/blocks, if you have sand. Metal is a last resort. --[[User:Pavlov|Pavlov]] 20:59, 27 October 2008 (EDT)&lt;br /&gt;
:::Wait - glass is magma-safe? what's its melting point? [[User:Random832|Random832]] 23:29, 27 October 2008 (EDT)&lt;br /&gt;
::::Glass itself appears to be hardcoded and from what I can tell does not have a melting point. Pretty sure glass is magma safe. I have never had problems with it. It's a nice way to get infinite tubes and corkscrews. --[[User:Pavlov|Pavlov]] 23:27, 28 October 2008 (EDT)&lt;br /&gt;
::::Just tried to build a pump using a nickel block with a wooden screw and a wooden tube.  All it created was a huge mess and a bit of smoke and fire.  Luckily, the pump is separated enough from my fort that I can just let the magma cool before moving back in.--[[User:Alkyon|Alkyon]] 00:57, 28 October 2008 (EDT)&lt;br /&gt;
:Did you make sure the magma coming out of the pump (on the same z-level of the pump) couldn't go back around and over the back of the pump? [[User:Random832|Random832]] 08:56, 28 October 2008 (EDT)&lt;br /&gt;
::Hmm...actually, I had to cut a whole because the dwarf who constructed it had the bright idea to get himself stuck by standing on the walkable tile.  I guess maybe I should put a door there to allow access while blocking the magma next time to make sure it work.--[[User:Alkyon|Alkyon]] 12:59, 28 October 2008 (EDT)&lt;br /&gt;
::Tested this again.  There is no problem using a wooden Archimedes screw (giant wood screw+giant pipe) to pump magma as long as the block used is magma proof and  magma does not leak around to the passable tile.  The second that happens, though, the pump bursts into flame.--[[User:Alkyon|Alkyon]] 02:29, 29 October 2008 (EDT)&lt;br /&gt;
:::Upon further testing, it seems that wooden magma pumps can work, but only for so long.  As soon as the magma reaches a certain height, it burns up the wood and pushes the burn-proof block out of the way.  I just lost about 10 worker dwarves in a accident trying to create an above ground lava cistern for my glass fortress, as soon as it reached an average level of about 5, the pump gave way.  Between those deaths and the ones from the recent goblin ambush, I fear my fortress will devolve into madness and tantrums any day now.  ADDENDUM:  I would also like to add that the magma has just ''burned a hole through 2 z-levels of sand'' and is now flooding my workshops.  It seems that the red liquid deserves a lot more respect and caution in the latest release. --[[User:Alkyon|Alkyon]]&lt;br /&gt;
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== Self powered pumps ==&lt;br /&gt;
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So I'm just starting a new fortress, its got everything but an easy to make moat, but there is a river start to the east a little and two or three levels lower than my entrance. So, what I'm wondering is, is there some easy way to get a hydraulic powered pump going off of the power of the water being pumped (after the dwarves do the initial pumping). Also if anyone has diagrams or something of how to easily bring water up two or three levels (or possibly higher if theres some advantage to having water fall from a height). Sorry if this is kind of stupid or answered or anything, last time I played the game it had 1 level and I never got too much into mechanics farther than floodgates (lots of complicated and redundant floodgates as I recall) so I've never tried a pump or waterwheel. I'd rather not screw up this map (its just short of perfect, major magnemite deposits with limestone being the main component to the mountain overall, access to every civ, its Cold [I'm from Canada so I like the cold], has good hunting and a major river start). Thanks --[[User:Lowlandlord|Lowlandlord]] 15:43, 31 July 2008 (EDT)&lt;br /&gt;
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:Place a waterwheel in the original river to supply power. You can raise water multiple levels by the methods described [[Screw_pump#Multiple_Levels|here]]. --[[User:Juckto|Juckto]] 20:01, 31 July 2008 (EDT)&lt;br /&gt;
::Thanks --[[User:Lowlandlord|Lowlandlord]] 01:57, 1 August 2008 (EDT)&lt;br /&gt;
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Note that if you bring the water up higher than the moat, it '''will''' (not might. will.) overtop your moat. That's a good way to flood your fortress. [[User:Random832|Random832]] 16:07, 14 October 2008 (EDT)&lt;br /&gt;
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An example of the [[Screw_pump#Multiple_Levels|multi-level pump]] including power source, gear assemblies and axles would pretty much make my entire month. Anyone up to the challenge? Pretty please? [[User:RomeoFalling|RomeoFalling]] 22:09, 14 October 2008 (EDT)&lt;br /&gt;
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Wait, the stacked pumps transmit power upwards ''through themselves''? I didn't realise that - if it's true, then the whole L-shaped tunnels section is unrequired and should probably be removed. --[[User:Juckto|Juckto]] 06:05, 6 November 2008 (EST)&lt;br /&gt;
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: I've been playing around with this for the last week or so. I completely missed the bit where you need to have a channel underneath the front end of the pump in order for power to transmit (you put the channel under the front end so that the pump blocks the water). You can also draw water from a stairway or into a stairway. And since water pressure will push water up z-levels, you don't actually need to stack your pumps. In other words:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 0-lvl  all others levels&lt;br /&gt;
 ~www~ .....   www  a waterwheel&lt;br /&gt;
 ..|.. .....    |   pumps from&lt;br /&gt;
 .#V#. .###.    v   the north&lt;br /&gt;
 .#X#. .#X#.    X   into up/down stairway&lt;br /&gt;
 .###. .###.    #    surrounded by walls&lt;br /&gt;
 ..... .....&lt;br /&gt;
&lt;br /&gt;
That should work for a substantial height. Sadly, my current river is filled with carp, so I won't be able to find out for a while. --[[User:RomeoFalling|RomeoFalling]] 08:49, 6 November 2008 (EST)&lt;br /&gt;
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:Pumps only push fluids up to their height. --[[User:Savok|Savok]] 21:47, 28 November 2008 (EST)&lt;br /&gt;
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== Front vs rear ==&lt;br /&gt;
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Do I understand correctly that the 'front' tile (i.e. blocks water flow) is the one where the water comes out of?&lt;br /&gt;
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Sort of - it actually just 'spawns' water in the tile on the opposite side of that tile from the rear walkable tile, an amount equal to that which is removed a z-level down. --[[User:Sukasa|Sukasa]] 16:19, 14 October 2008 (EDT)&lt;br /&gt;
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But either way, the output side blocks flow (so if in a narrow channel water cannot backflow through the pump if it is turned off), right? I need to know this for a design. [[User:Random832|Random832]] 16:31, 14 October 2008 (EDT)&lt;br /&gt;
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: Yes, you are correct. I too was confused by the use of the word &amp;quot;front&amp;quot;, as my perception is that the &amp;quot;front&amp;quot; of a pump would be where the water goes in, not out. --[[User:Raumkraut|Raumkraut]] 04:14, 18 October 2008 (EDT)&lt;br /&gt;
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== Alternate vs. other ==&lt;br /&gt;
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Alternate generally means &amp;quot;in turn&amp;quot; or &amp;quot;in place of&amp;quot; -- not &amp;quot;as an alternative&amp;quot;.[http://englishplus.com/grammar/00000296.htm][http://cjrarchives.org/tools/lc/alt.asp]  But &amp;quot;alternative&amp;quot; can have its own problems,[http://www.wsu.edu/~brians/errors/alternate.html] which is why I would recommend &amp;quot;other uses&amp;quot; here.--[[User:Maximus|Maximus]] 20:05, 22 October 2008 (EDT)&lt;br /&gt;
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:While I appreciate the need for clarity, I don't think either word particularly changes the scope, knowledge, breadth or content of the page. I suggest that both words work equally well. --[[User:RomeoFalling|RomeoFalling]] 21:31, 22 October 2008 (EDT)&lt;br /&gt;
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::May I ask for people's permission, then, to change it to 'other'?  The function of the page may not be substantially affected by it, but I hate to be unable to correct what I understand to be an error.  'Course, if no one agrees, I'll let it drop.--[[User:Maximus|Maximus]] 11:28, 23 October 2008 (EDT)&lt;br /&gt;
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:::I support other! [[User:Milskidasith|Milskidasith]] 14:09, 11 November 2008 (EST)&lt;br /&gt;
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== Pump + Stairs = Win? ==&lt;br /&gt;
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Is there any reason why I can't use the stairs as the open space that I'm pumping water from?&lt;br /&gt;
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 Side View   Top Views   Key&lt;br /&gt;
 ######      ######   &lt;br /&gt;
 #v-&amp;gt;__      #v-&amp;gt;^#      -&amp;gt; or &amp;lt;- : Direction of pump&lt;br /&gt;
 #^&amp;lt;-v#      ######      v : down stairs&lt;br /&gt;
 #v-&amp;gt;^#      #^&amp;lt;-v#      ^ : up stairs&lt;br /&gt;
 #^&amp;lt;-v#      ######      # : Wall&lt;br /&gt;
 ____^#                  _ : space&lt;br /&gt;
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I came up with this right after exiting the game. I'll try it out soon. --[[User:RomeoFalling|RomeoFalling]] 10:02, 23 October 2008 (EDT)&lt;br /&gt;
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:No reason you couldn't, but it'd be rather silly as your dwarves can't walk through the pump. [[User:Random832|Random832]] 08:58, 28 October 2008 (EDT)&lt;br /&gt;
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== /fail at pump stacking. ==&lt;br /&gt;
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I'm trying to construct a pump stack as shown in figure 2, which says 'notice how the front of the pump doesn't need a floor'. If I have open space there, it says it's blocked, 'needs ground or near machine'. I can't build the bottom one to go up. So I tried the top down; same problem. To (badly) diagram it vertically; (_= floor, .= space, %=front of pump over space, @=pump on solid floor)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 .@@_ &amp;lt;- Pumps from left to right onto solid floor&lt;br /&gt;
 _@%. &amp;lt;- right to left.&lt;br /&gt;
 .%@_ &amp;lt;- left to right. &lt;br /&gt;
 wmwm &amp;lt;-water&lt;br /&gt;
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I can't build any of the pumps if either of their Xs are sitting over an open space. If I build a gear, it won't let me build on top of it. The diagram doesn't seem to show a need for gears, anyway, which is what I was trying to do. Just for laughs, I closed off one of the two holes on the bottom, built the pump and had someone pump it. It quickly (Almost immediately) filled the room with 1/7 water, so I got that right... how do I build the next level up so it connects to the one below, then the one on the surface that will begin the perpetual motion through the attached waterwheel? Trying to give the ungrateful little buggers a waterfall in the statue garden...--[[User:Azaram|Azaram]] 01:41, 30 November 2008 (EST)&lt;br /&gt;
:Ok, I now got the whole stack built...for some reason, it wouldn't let me when I tried it previously, but now I have it going... but they don't seem to all operate when one is manually pumped to prime. --[[User:Azaram|Azaram]] 02:12, 30 November 2008 (EST)&lt;br /&gt;
:Or when temporarily powered with a windmill. As soon as the gear and axle gets wet, it stops working. With three guys pumping, the waterfall runs for a little bit, half flooding the statue garden. :-p Why are they not connecting to power each other vertically?&lt;br /&gt;
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You need to put the power-transfer hole under the output end of the pump. The impassable part will prevent backflow. Also, from your diagram it looks like the top pump isn't getting a power hole while the bottom onw is. Thta should be reversed. --[[User:Bilkinson|Bilkinson]] 08:35, 30 November 2008 (EST)&lt;br /&gt;
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:Aargh. I tore the whole thing down, built floors over everything, then very, very carefully figured out where I needed holes. I removed the floors so that the dark green Xs were over the open spaces above the light green Xs of the pump below, and still nothing. I gave up on the water wheel idea because I didn't have enough vertical space to channel beneath it, so I set up a windmill on a roof on top of built walls above the top pump, very carefully making sure to leave space above the dark green X on the pump... and STILL nothing. -- Hm. Just went to tear down the windmill and it says 'has 20 power, need 30'. (Spends two hours fiddling around adding walls in the wrong place, tearing them down, rebuilding them, convincing a bunch of doofuses to move the mechanism that is there to make a gear out of the way of the axle) Success! Finally got it... was a lack of power. One dwarf is capable of running one pump (until he nearly drowns himself. :p) but apparently they don't run each other in that configuration. That's what was foozling me. And yes, I screwed up on what I diagrammed above...which was part of the problem. The diagram was accurate to what I'd built...(Edited to add what I forgot: Thanks for the help, Bilkinson. :D) --[[User:Azaram|Azaram]] 05:51, 1 December 2008 (EST)&lt;br /&gt;
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== Structure around stacked pumps? ==&lt;br /&gt;
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I also /fail at pump stacking.  I keep getting &amp;quot;no access&amp;quot;.  Could someone please explain the structure needed around the pump so that another pump can be built on top of it?  --[[User:Keesto|Keesto]] 15:20, 2 September 2009 (UTC)&lt;br /&gt;
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== Pump Rate ==&lt;br /&gt;
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Does anyone have a good estimate of the pump rate?  It doesn't have to be accurate 7ths of a tile per step, but maybe enough to say &amp;quot;if you're building a waterfall that is x tiles across, and the fall is fed from a reservoir of y tiles, you need z pumps operating to maintain constant water flow, and z pumps operating to keep the upper reservoir full&amp;quot; or something...&lt;br /&gt;
--[[User:Yidda|Yidda]] 00:58, 28 March 2009 (UTC)&lt;br /&gt;
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== Water Purifying / Desalting ==&lt;br /&gt;
Can someone better explain how exactly one must dig/build a water purifier to turn salt water into drinkable water?  My last 3 tries have failed miserably...[[User:Kenji 03|Kenji 03]] 03:36, 26 July 2009 (UTC)&lt;br /&gt;
Ok, I just built an entire zone out of wood and stone, it stands free of all walls.  I dug a chasm out for the entire thing, I even built the floor of the screw pump out of wood floor just to be safe.  The moment I turned that pump on it was salt water (double ~) so I don't know how old this information is but unless I'm missing something you cannot de-salt water with a screw pump [[User:Kenji 03|Kenji 03]] 09:15, 26 July 2009 (UTC)&lt;br /&gt;
Alright, I figured it out.  I added a video to make sure there is no confusion on how to do this for newbies. [[User:Kenji 03|Kenji 03]] 00:32, 27 July 2009 (UTC)&lt;br /&gt;
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== &amp;quot;Natural&amp;quot; walls and floors ==&lt;br /&gt;
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''Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.''&lt;br /&gt;
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I dug out a reservoir, pumped some water into it, and put a well on top of it. The dwarves drank from the well. I didn't build the reservoir's walls or floor. I just dug them out. I didn't even smooth them down. They are natural.&lt;br /&gt;
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What is meant by &amp;quot;natural&amp;quot; walls and floors?[[User:LogicalDash|LogicalDash]] 02:17, 1 August 2009 (UTC)&lt;br /&gt;
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:Afaik, exactly what you have described.  Did you have any &amp;quot;salt&amp;quot; water anywhere? (You didn't mention it, so I have to ask.) --[[User:Albedo|Albedo]] 07:31, 1 August 2009 (UTC)&lt;br /&gt;
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::Dwarves don't seem to care about salinity when drinking from wells, which is strange. If you use the same well to fill up a second, constructed cistern, however, the water is still salty, so wells don't actually desalinate the water. By &amp;quot;natural&amp;quot; it is meant walls that are there when the game starts, and cannot be removed with the d &amp;gt; remove coNstructions.&lt;br /&gt;
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== Water Containment ==&lt;br /&gt;
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The uses of pumps to contain water pressure have been discussed extensively, but what about using pumps to transmit mechanical power into an area without allowing water to flow out at all?&lt;br /&gt;
&lt;br /&gt;
Axles run into both sides of the pump. The impassible square of the pump prevents water flowing from the right (submerged) to the left (unsubmerged), while the pump transmits power from one axle to the other. I know this is a simple concept, but it took me a while to think of it - and when most of this system has to be submerged in pressurized water, it's rather nice to be able to block water entirely, and I think the concept merits a section on the page (whether it works or not, actually).&lt;br /&gt;
&lt;br /&gt;
('#'=stone wall, '='=dry axle, '-'=submerged axle, '%%'=pump, pumping from the left to the right (so active, but accomplishing nothing because the left is entirely dry))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 ===%%---&lt;br /&gt;
 ########&lt;br /&gt;
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I'm setting up for a test run; I'll report results shortly, I hope.&lt;br /&gt;
--[[User:Cowmage|Cowmage]] 17:25, 1 August 2009 (UTC)&lt;br /&gt;
:This does work, even under significant pressure. I'll add it to the 'alternate uses' section. --[[User:Cowmage|Cowmage]] 22:53, 1 August 2009 (UTC)&lt;br /&gt;
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==No Flow to Diagonals==&lt;br /&gt;
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Due to space constrains, I tried pulling off this scenario:&lt;br /&gt;
&lt;br /&gt;
 .####&amp;lt;br /&amp;gt;#%%=#&amp;lt;br /&amp;gt;#####&lt;br /&gt;
&lt;br /&gt;
('#'=stone, '.'=level land, '='=floor bars over channel, '%'=pump from right to left)&lt;br /&gt;
&lt;br /&gt;
The the pump would not output to the diagonal level land, so I had to modify my plans somewhat. Should this be noted somewhere? [[User:Jaaz|Jaaz]] 17:30, 15 August 2009 (UTC)&lt;br /&gt;
:Your diagram is unclear, but if that's a side view then it's known (and noted) that water does not flow diagonally up or down.  If that's a top view, it's ''clearly'' stated that a pump requires 4 tiles in a row - not in a diagonal.--[[User:Albedo|Albedo]] 21:30, 17 August 2009 (UTC)&lt;br /&gt;
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== Where does the dwarf go? ==&lt;br /&gt;
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It would be nice if someone who knew how these contraptions work could include an illustration of how to pump water just using a dwarf.  I tried and my dwarf go washed into the river he was pumping and drowned.&lt;br /&gt;
&lt;br /&gt;
In case of an emergency your beard cannot be used as a floatation device.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 14:13, 9 October 2009 (UTC)&lt;br /&gt;
:When a dwarf operates a pump, he always stands directly on the &amp;quot;rear&amp;quot; tile of the pump. In your case, you probably didn't have walls around the output tile to prevent backflow, and said backflow was enough to push your dwarf into the river. --[[User:Quietust|Quietust]] 14:28, 9 October 2009 (UTC)&lt;br /&gt;
 The light pump tile is where a pump operator will stand (if the pump is not powered mechanically). &lt;br /&gt;
::There's a lot to read, but it's there, the 2nd point in the &amp;quot;Notes&amp;quot; section.  (And, oddly enough, the dwarf doesn't stand on the dark-colored tile, which is repeatedly defined as ''impassable.'') Adding redundant comment elsewhere for emphasis/clarity, because it is rather key.--[[User:Albedo|Albedo]] 18:51, 13 October 2009 (UTC)&lt;br /&gt;
:::Hey thanks, I must have missed that the first time and when I came back I just scanned the article and missed it again!  I think I get it now, though!--[[User:Jpwrunyan|Jpwrunyan]] 13:24, 17 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jpwrunyan&amp;diff=54607</id>
		<title>User:Jpwrunyan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jpwrunyan&amp;diff=54607"/>
		<updated>2009-10-09T14:16:58Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Obnoxious Things That Have Happened to Me */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like waterfalls.&lt;br /&gt;
&lt;br /&gt;
=Fortresses Past and Present=&lt;br /&gt;
&lt;br /&gt;
==Dreadwood Fortress and the Combined Luck of Fools==&lt;br /&gt;
&amp;quot;Because suffering builds character.&amp;quot;&lt;br /&gt;
===Biome===&lt;br /&gt;
Dreadwood is located in a temperate broadleaf forest.  To the south is a small stream and hills gently roll to the north.  The entire forest and vegetation are utterly dead, hence the name.  Likewise, the animal life are also mostly undead:  foxes and deer, skeletal and zombie.  The fortress is located on top of a small bluff with nearby pools of water where toads and turtles are the only legitimately living things.  The fortress was founded directly adjacent to the ruins of a fortress that was abandoned the previous year.&lt;br /&gt;
===Group===&lt;br /&gt;
The Combined Luck of Fools are seven dwarves from the extreme south east (data incomplete):&lt;br /&gt;
*Weaponsmith (lvl 5); Appraiser, Judge of Intent; Novice Persuader&lt;br /&gt;
*Armorsmith (lvl 5); Novice Furnace Operator&lt;br /&gt;
*Blacksmith (lvl 5); Novice Cook, Brewer, Grower&lt;br /&gt;
*Metalsmith, Gem Encruster (lvl 5)&lt;br /&gt;
*Carpenter (lvl 5); Novice Axedwarf, Wrestler, Armor User, Shield User&lt;br /&gt;
*Mechanic, Glassworker (lvl 5)&lt;br /&gt;
*Mason (lvl 5); Novice Hammerdwarf, Wrestler, Armor User, Shield User, Woodburner&lt;br /&gt;
We departed with large quantities of bismuthinite, copper nuggets, cassiterite, and bituminous coal.  The plan is to smelt these into our initial wealth the first year until native resources are found.  Other resources include an anvil, two loads of bauxite, and 5 turtle.  A mere 1 or 2 seeds of each underground crop will have to be planted immediately when we arrive.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
====Year 302====&lt;br /&gt;
The first thing we did upon arrival was build two smelters to begin processing our bituminous coal and other ores.  It would have been simple enough to have brought picks or even metal bars so that this initial smelting would not be necessary but we decided to bring as much raw material as possible and wouldn't spare any expense for other essentials like food.&lt;br /&gt;
&lt;br /&gt;
This posed a problem since the surrounding vegetation is all dead.  There was not a single living herb or bush to be foraged as far as the eye could see.  This meant that in the spring, while still waiting for the first harvest of plump helmet, The Fools had to tighten their belts and reign in the howling of their hunger.  The less busy dwarves fished the nearby ponds and a fishery was temporarily installed to process the turtle that was caught.  Since none of us were fisherdwarves by trade, this was an unhappy solution.&lt;br /&gt;
&lt;br /&gt;
In the meantime, we forged a pick and two battle-axes and began chopping down the evil wood and digging out a home below.  The design of the first layers is not ergonomic.  We anticipate incursions from the undead and so have laid out pinch points at the stairwells for traps.  The design is four-cornered with a central area for temporary dining.  Later, we will use it for storage.&lt;br /&gt;
&lt;br /&gt;
The second layer consists of yellow sand which will be used for glass-making later.&lt;br /&gt;
&lt;br /&gt;
The only other springtime event to note is that while fishing, our weaponsmith was accosted by a skeletal dear.  Fortunately he smote it handily with his axe and suffered no trauma.  But the incident weighs heavily on our minds.  An outer wall must be established and fishing discontinued.&lt;br /&gt;
&lt;br /&gt;
In the summer we plant more rock nuts, sweet pod, and plump helmets as well as our cave wheat and pig tails.  Are stores are empty but we manage to cook and brew our crops in time for dinner.&lt;br /&gt;
&lt;br /&gt;
A well area and a passage to one of the surface pools is ready.  As soon as the stone gets cleared, we shall construct our well.  A wall now surrounds our above ground entrance except for one small entrance/exit.  Soon only our axe bearers will be allowed outside to haul wood.  Hopefully the narrow entrance will mean no thieves sneak in undetected.  And a door should keep the undead out.  Alas, we have no dogs...&lt;br /&gt;
&lt;br /&gt;
As our mason constructs blocks for our outer fortifications, our mechanic builds mechanisms.  He has already constructed one masterpiece!  Our carpenter also created a masterpiece.  It is a wooden bin.  Though appreciative, we would rather he dedicate this care to the quality of our beds.  Our armorer is also forging armor pieces, starting with guantlets and high boots.  Quality goods will be kept in the barracks.&lt;br /&gt;
&lt;br /&gt;
Finally, our miner has established living quarters so we may all have the privacy we could not obtain from sleeping in the barracks.&lt;br /&gt;
&lt;br /&gt;
By autumn moods are high but less than ecstatic.  A racoon stole a wooden shield.  We noticed the burgler just as he made off into the underbrush.  Some are taking this as a bad omen.  One of the few living creatures in this cursed place and it practices evil against us.  But the wooden shields we have were made in the spring against the possible contigency of early attack.  We have since prepared bismuth bronze shields to replace them.  Regardless, a cage trap has been ordered in case the racoon comes back.  But the mechanic is taking a month off first.&lt;br /&gt;
&lt;br /&gt;
Food stores have reached a comfortable threshold.&lt;br /&gt;
&lt;br /&gt;
The caravan arrived with only two mules worth of stuff.  It was very disappointing.  But we traded for some silver bars which were forged into a nice chain for the well.  The merchants became insulted, however, and stormed off after we purchased their donkey meat and tried to trade it back to them at a profit as donkey meat biscuits.  How did they know?&lt;br /&gt;
&lt;br /&gt;
After the merchants left and winter encroached, a swarm of new immigrants arrived!  And were immediately beset by a skeletal wolf.  Fortunately, there were enough immigrants that they formed a militia and bashed the wolf to pieces--all while our two military members were still donning armor.  Indeed, such brave souls are welcome members to our fortress.  This also means that our high ranking workers can stop with the mundane tasks of milling, processing plants, and planting seeds.&lt;br /&gt;
&lt;br /&gt;
More good news came as we started carving out quarters for our new members.  We struck magnetite!  Now our bismuth bronze can be used for decoration and crossbows while the iron from the magnetite will be used to make fine weapons and armor!  It will be a warm winter in the fortress, heated by the efforts of our labor.&lt;br /&gt;
&lt;br /&gt;
The winter was unforgiving.  First a skeletal racoon made off with a masterpiece wooden shield made by our carpenter.  We tried to comfort him the typical dwarven way by saying things like:  &amp;quot;It's just a wooden shield.  It's not really that good...&amp;quot; and &amp;quot;You know, if you had made a masterpiece bed this never wood have happened.&amp;quot;  But he would not be consoled.  Even worse, our new leather worker was caught outside when another skeletal racoon appeared.  Perhaps wishing to take vengeance upon racoonkind for their transgressions against us, he charged the thing completely unarmed.  Alas, he bled to death soon after before our soldiers arrived in time to smash the undead horror.&lt;br /&gt;
&lt;br /&gt;
====Year 303====&lt;br /&gt;
&lt;br /&gt;
The elven caravan arrived just in time to be assailed by a skeletal cougar.  The fairies did not bring any guards with them.  That's probably for the best as they would have likely been killed.  The elves fled and one of their camels fought bravely against the abomination.  It held out long enough for our troops to get there and put down the horrible thing.  They then came and we traded mechanisms for fresh food.  Now we can farm on the surface!&lt;br /&gt;
&lt;br /&gt;
More immigrants arrived.  Many more.  Work has begun on new quarters.&lt;br /&gt;
&lt;br /&gt;
Summer began with yet more immigrants arriving.  We are slowly preparing a military force.  The outer walls are also being expanded.  Altogether, we have far too many masons for the work that needs to be done.&lt;br /&gt;
&lt;br /&gt;
Our new leatherworker was seized with a fey mood and demanded tanned hides.  We obliged by slaughtering a horse.  He took the single leather hide and created a marvelous, though simple, artifact:  &amp;quot;Rotraced&amp;quot; the horse leather leggings.  We congratulated him on his good practical sense!  Now if only we had more leather...&lt;br /&gt;
&lt;br /&gt;
A skeletal deer was caught in one of our cage traps and brought back to the fortress.  This alerted us that we needed to clear the general vicinity of undead.  What an ordeal!  We were in the middle of it when the caravan arrived.  Our hunter decided at that time to go hunting (desperate to do so after going so long without a single living creature to kill).  Then some goblins showed up and were immediately beset by undead.  The traders got to our outpost and our local militia was mobilized.  What a pathetic lot!  They had plenty of time but still couldn't manage to get organized before the caravan guards slaughtered the goblin raiding party from atop our butte.  We promptly gathered the goblins' things and then traded them to the caravan... along with the horrid skeletal deer we had caught.  At least we have a ton of steel and leather now!  We also grabbed an excess of fine giant cave spider silk!&lt;br /&gt;
&lt;br /&gt;
After the caravan left, one of our new arrivals went into a strange mood and seized a craftdwarf's shop.  He emerged with an artifact drum made of wood, decorated with... wood!  We are a simple, practical lot.&lt;br /&gt;
&lt;br /&gt;
=Obnoxious Things That Have Happened to Me=&lt;br /&gt;
Here I will keep a list of some of the more attrocious things Dwarf Fortress does either to me directly or to my dwarves by proxy.  Unless noted explicitly otherwise, the following incidents have resulted in abandoning the fortress.&lt;br /&gt;
==Dwarf cancels drink: unconscious==&lt;br /&gt;
My mason, while fleeing from a skeletal fox took a kidney punch in the back, lightly wounding her lower spine.  Naturally, I retaliated by drafting her so she'd fight back.  Grabbing a nearby war-hammer (that was convenient!) she pulverized the fox into so many skeletal bits.  Unfortunately, some of the shards must have gotten into her eyes as one was bleeding and the other completely ruined.  At this point, my dwarf is falling over unconscious.  Why?  You have vanquished the skeletal fox!  Stand up!  Only one eye?  That just means you have to turn your head more!  Come on, are you a man or a dwarf!  She does, eventually, get up and then must have a drink for her efforts have parched her throat, I guess.  She makes her way to the barrels of wine below, falling over repeatedly--I assume by running headlong into walls she can't see.  By the time she is hunkering over the beer barrels she is now suffering from pain as well as thirst, and yes, the pain is so bad it knocks her unconscious.  This has the obnoxious effect of aborting her beer drinking and guaranteeing a slow death by dehydration (which conveniently exacerbates her already intense pain).  This process plays out repeatedly.  I despair.  &lt;br /&gt;
&lt;br /&gt;
None of the other dwarves can be bothered to help her, of course, because in Dwarf Fortress, you're not really injured unless you're dead.&lt;br /&gt;
&lt;br /&gt;
==Dwarf pumps river, and self, back into river==&lt;br /&gt;
My first attempt at a screwpump resulted in my dwarf pumping the water out behind him... which then flowed along with him back into the river.&lt;br /&gt;
&lt;br /&gt;
Sadly, the dwarf did not survive.&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=54600</id>
		<title>40d Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=54600"/>
		<updated>2009-10-09T14:13:56Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Where does the dwarf go? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
#[[Talk:Screw pump|Current discussion]]&lt;br /&gt;
#[[Talk:Screw pump/archive1|Archive1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Archiving ==&lt;br /&gt;
&lt;br /&gt;
See [[/archive1]] for discussions before July '08.&lt;br /&gt;
Most discussion was regarding page development which has been implemented. There are a few comments which might help people trying to work things out but most of it is in the article.[[User:GarrieIrons|GarrieIrons]] 00:56, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two versions of the L-shaped tunnels design==&lt;br /&gt;
As I said when I removed it, there is no point having two. Do not add mine back in again. --[[User:Juckto|Juckto]] 21:57, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'd also cut how to set up water wheels &amp;amp; connect them to the pump tower. I wasn't 100% certain how to diagram connecting the wheels to the smaller tower design so I thought it best to restore the whole section until someone added that into the L-shape design. [[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
== Pumping Magma? ==&lt;br /&gt;
&lt;br /&gt;
Would this work if the pump was made of magma-safe materials? --[[User:Mizzy|Mizzy]] 21:10, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Please check a talk page's [[Talk:Screw_pump/archive1#Materials_for_magma_pumps|archives]] before asking a question. --[[User:N9103|Edward]] 02:46, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:An edit to the [[Stupid dwarf trick]] page implied that only the blocks need be made of magma-safe materials. This needs to be studied further. --[[User:Raumkraut|Raumkraut]] 17:28, 2 August 2008 (EDT)&lt;br /&gt;
::I have been building magma pumps out of wood (pipe/screw) and stone blocks for ages now; there are no detrimental effects. Since non-bauxite/non-raw adamantine stones are not magma safe, presumably a wooden block will work as well (a waste of logs if you have stone, though). It is only an issue if any part of the pump (namely, the walkable end) is going to be submerged in magma. You're probably working with a poor design if your pumps are submerged in what they're pumping, but whatever. In that case your best bet is to use green glass tubes/screws/blocks, if you have sand. Metal is a last resort. --[[User:Pavlov|Pavlov]] 20:59, 27 October 2008 (EDT)&lt;br /&gt;
:::Wait - glass is magma-safe? what's its melting point? [[User:Random832|Random832]] 23:29, 27 October 2008 (EDT)&lt;br /&gt;
::::Glass itself appears to be hardcoded and from what I can tell does not have a melting point. Pretty sure glass is magma safe. I have never had problems with it. It's a nice way to get infinite tubes and corkscrews. --[[User:Pavlov|Pavlov]] 23:27, 28 October 2008 (EDT)&lt;br /&gt;
::::Just tried to build a pump using a nickel block with a wooden screw and a wooden tube.  All it created was a huge mess and a bit of smoke and fire.  Luckily, the pump is separated enough from my fort that I can just let the magma cool before moving back in.--[[User:Alkyon|Alkyon]] 00:57, 28 October 2008 (EDT)&lt;br /&gt;
:Did you make sure the magma coming out of the pump (on the same z-level of the pump) couldn't go back around and over the back of the pump? [[User:Random832|Random832]] 08:56, 28 October 2008 (EDT)&lt;br /&gt;
::Hmm...actually, I had to cut a whole because the dwarf who constructed it had the bright idea to get himself stuck by standing on the walkable tile.  I guess maybe I should put a door there to allow access while blocking the magma next time to make sure it work.--[[User:Alkyon|Alkyon]] 12:59, 28 October 2008 (EDT)&lt;br /&gt;
::Tested this again.  There is no problem using a wooden Archimedes screw (giant wood screw+giant pipe) to pump magma as long as the block used is magma proof and  magma does not leak around to the passable tile.  The second that happens, though, the pump bursts into flame.--[[User:Alkyon|Alkyon]] 02:29, 29 October 2008 (EDT)&lt;br /&gt;
:::Upon further testing, it seems that wooden magma pumps can work, but only for so long.  As soon as the magma reaches a certain height, it burns up the wood and pushes the burn-proof block out of the way.  I just lost about 10 worker dwarves in a accident trying to create an above ground lava cistern for my glass fortress, as soon as it reached an average level of about 5, the pump gave way.  Between those deaths and the ones from the recent goblin ambush, I fear my fortress will devolve into madness and tantrums any day now.  ADDENDUM:  I would also like to add that the magma has just ''burned a hole through 2 z-levels of sand'' and is now flooding my workshops.  It seems that the red liquid deserves a lot more respect and caution in the latest release. --[[User:Alkyon|Alkyon]]&lt;br /&gt;
&lt;br /&gt;
== Self powered pumps ==&lt;br /&gt;
&lt;br /&gt;
So I'm just starting a new fortress, its got everything but an easy to make moat, but there is a river start to the east a little and two or three levels lower than my entrance. So, what I'm wondering is, is there some easy way to get a hydraulic powered pump going off of the power of the water being pumped (after the dwarves do the initial pumping). Also if anyone has diagrams or something of how to easily bring water up two or three levels (or possibly higher if theres some advantage to having water fall from a height). Sorry if this is kind of stupid or answered or anything, last time I played the game it had 1 level and I never got too much into mechanics farther than floodgates (lots of complicated and redundant floodgates as I recall) so I've never tried a pump or waterwheel. I'd rather not screw up this map (its just short of perfect, major magnemite deposits with limestone being the main component to the mountain overall, access to every civ, its Cold [I'm from Canada so I like the cold], has good hunting and a major river start). Thanks --[[User:Lowlandlord|Lowlandlord]] 15:43, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Place a waterwheel in the original river to supply power. You can raise water multiple levels by the methods described [[Screw_pump#Multiple_Levels|here]]. --[[User:Juckto|Juckto]] 20:01, 31 July 2008 (EDT)&lt;br /&gt;
::Thanks --[[User:Lowlandlord|Lowlandlord]] 01:57, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Note that if you bring the water up higher than the moat, it '''will''' (not might. will.) overtop your moat. That's a good way to flood your fortress. [[User:Random832|Random832]] 16:07, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
An example of the [[Screw_pump#Multiple_Levels|multi-level pump]] including power source, gear assemblies and axles would pretty much make my entire month. Anyone up to the challenge? Pretty please? [[User:RomeoFalling|RomeoFalling]] 22:09, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wait, the stacked pumps transmit power upwards ''through themselves''? I didn't realise that - if it's true, then the whole L-shaped tunnels section is unrequired and should probably be removed. --[[User:Juckto|Juckto]] 06:05, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've been playing around with this for the last week or so. I completely missed the bit where you need to have a channel underneath the front end of the pump in order for power to transmit (you put the channel under the front end so that the pump blocks the water). You can also draw water from a stairway or into a stairway. And since water pressure will push water up z-levels, you don't actually need to stack your pumps. In other words:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 0-lvl  all others levels&lt;br /&gt;
 ~www~ .....   www  a waterwheel&lt;br /&gt;
 ..|.. .....    |   pumps from&lt;br /&gt;
 .#V#. .###.    v   the north&lt;br /&gt;
 .#X#. .#X#.    X   into up/down stairway&lt;br /&gt;
 .###. .###.    #    surrounded by walls&lt;br /&gt;
 ..... .....&lt;br /&gt;
&lt;br /&gt;
That should work for a substantial height. Sadly, my current river is filled with carp, so I won't be able to find out for a while. --[[User:RomeoFalling|RomeoFalling]] 08:49, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Pumps only push fluids up to their height. --[[User:Savok|Savok]] 21:47, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Front vs rear ==&lt;br /&gt;
&lt;br /&gt;
Do I understand correctly that the 'front' tile (i.e. blocks water flow) is the one where the water comes out of?&lt;br /&gt;
&lt;br /&gt;
Sort of - it actually just 'spawns' water in the tile on the opposite side of that tile from the rear walkable tile, an amount equal to that which is removed a z-level down. --[[User:Sukasa|Sukasa]] 16:19, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
But either way, the output side blocks flow (so if in a narrow channel water cannot backflow through the pump if it is turned off), right? I need to know this for a design. [[User:Random832|Random832]] 16:31, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes, you are correct. I too was confused by the use of the word &amp;quot;front&amp;quot;, as my perception is that the &amp;quot;front&amp;quot; of a pump would be where the water goes in, not out. --[[User:Raumkraut|Raumkraut]] 04:14, 18 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alternate vs. other ==&lt;br /&gt;
&lt;br /&gt;
Alternate generally means &amp;quot;in turn&amp;quot; or &amp;quot;in place of&amp;quot; -- not &amp;quot;as an alternative&amp;quot;.[http://englishplus.com/grammar/00000296.htm][http://cjrarchives.org/tools/lc/alt.asp]  But &amp;quot;alternative&amp;quot; can have its own problems,[http://www.wsu.edu/~brians/errors/alternate.html] which is why I would recommend &amp;quot;other uses&amp;quot; here.--[[User:Maximus|Maximus]] 20:05, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:While I appreciate the need for clarity, I don't think either word particularly changes the scope, knowledge, breadth or content of the page. I suggest that both words work equally well. --[[User:RomeoFalling|RomeoFalling]] 21:31, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::May I ask for people's permission, then, to change it to 'other'?  The function of the page may not be substantially affected by it, but I hate to be unable to correct what I understand to be an error.  'Course, if no one agrees, I'll let it drop.--[[User:Maximus|Maximus]] 11:28, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I support other! [[User:Milskidasith|Milskidasith]] 14:09, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pump + Stairs = Win? ==&lt;br /&gt;
&lt;br /&gt;
Is there any reason why I can't use the stairs as the open space that I'm pumping water from?&lt;br /&gt;
&lt;br /&gt;
 Side View   Top Views   Key&lt;br /&gt;
 ######      ######   &lt;br /&gt;
 #v-&amp;gt;__      #v-&amp;gt;^#      -&amp;gt; or &amp;lt;- : Direction of pump&lt;br /&gt;
 #^&amp;lt;-v#      ######      v : down stairs&lt;br /&gt;
 #v-&amp;gt;^#      #^&amp;lt;-v#      ^ : up stairs&lt;br /&gt;
 #^&amp;lt;-v#      ######      # : Wall&lt;br /&gt;
 ____^#                  _ : space&lt;br /&gt;
&lt;br /&gt;
I came up with this right after exiting the game. I'll try it out soon. --[[User:RomeoFalling|RomeoFalling]] 10:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No reason you couldn't, but it'd be rather silly as your dwarves can't walk through the pump. [[User:Random832|Random832]] 08:58, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== /fail at pump stacking. ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to construct a pump stack as shown in figure 2, which says 'notice how the front of the pump doesn't need a floor'. If I have open space there, it says it's blocked, 'needs ground or near machine'. I can't build the bottom one to go up. So I tried the top down; same problem. To (badly) diagram it vertically; (_= floor, .= space, %=front of pump over space, @=pump on solid floor)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 .@@_ &amp;lt;- Pumps from left to right onto solid floor&lt;br /&gt;
 _@%. &amp;lt;- right to left.&lt;br /&gt;
 .%@_ &amp;lt;- left to right. &lt;br /&gt;
 wmwm &amp;lt;-water&lt;br /&gt;
&lt;br /&gt;
I can't build any of the pumps if either of their Xs are sitting over an open space. If I build a gear, it won't let me build on top of it. The diagram doesn't seem to show a need for gears, anyway, which is what I was trying to do. Just for laughs, I closed off one of the two holes on the bottom, built the pump and had someone pump it. It quickly (Almost immediately) filled the room with 1/7 water, so I got that right... how do I build the next level up so it connects to the one below, then the one on the surface that will begin the perpetual motion through the attached waterwheel? Trying to give the ungrateful little buggers a waterfall in the statue garden...--[[User:Azaram|Azaram]] 01:41, 30 November 2008 (EST)&lt;br /&gt;
:Ok, I now got the whole stack built...for some reason, it wouldn't let me when I tried it previously, but now I have it going... but they don't seem to all operate when one is manually pumped to prime. --[[User:Azaram|Azaram]] 02:12, 30 November 2008 (EST)&lt;br /&gt;
:Or when temporarily powered with a windmill. As soon as the gear and axle gets wet, it stops working. With three guys pumping, the waterfall runs for a little bit, half flooding the statue garden. :-p Why are they not connecting to power each other vertically?&lt;br /&gt;
&lt;br /&gt;
You need to put the power-transfer hole under the output end of the pump. The impassable part will prevent backflow. Also, from your diagram it looks like the top pump isn't getting a power hole while the bottom onw is. Thta should be reversed. --[[User:Bilkinson|Bilkinson]] 08:35, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Aargh. I tore the whole thing down, built floors over everything, then very, very carefully figured out where I needed holes. I removed the floors so that the dark green Xs were over the open spaces above the light green Xs of the pump below, and still nothing. I gave up on the water wheel idea because I didn't have enough vertical space to channel beneath it, so I set up a windmill on a roof on top of built walls above the top pump, very carefully making sure to leave space above the dark green X on the pump... and STILL nothing. -- Hm. Just went to tear down the windmill and it says 'has 20 power, need 30'. (Spends two hours fiddling around adding walls in the wrong place, tearing them down, rebuilding them, convincing a bunch of doofuses to move the mechanism that is there to make a gear out of the way of the axle) Success! Finally got it... was a lack of power. One dwarf is capable of running one pump (until he nearly drowns himself. :p) but apparently they don't run each other in that configuration. That's what was foozling me. And yes, I screwed up on what I diagrammed above...which was part of the problem. The diagram was accurate to what I'd built...(Edited to add what I forgot: Thanks for the help, Bilkinson. :D) --[[User:Azaram|Azaram]] 05:51, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure around stacked pumps? ==&lt;br /&gt;
&lt;br /&gt;
I also /fail at pump stacking.  I keep getting &amp;quot;no access&amp;quot;.  Could someone please explain the structure needed around the pump so that another pump can be built on top of it?  --[[User:Keesto|Keesto]] 15:20, 2 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pump Rate ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have a good estimate of the pump rate?  It doesn't have to be accurate 7ths of a tile per step, but maybe enough to say &amp;quot;if you're building a waterfall that is x tiles across, and the fall is fed from a reservoir of y tiles, you need z pumps operating to maintain constant water flow, and z pumps operating to keep the upper reservoir full&amp;quot; or something...&lt;br /&gt;
--[[User:Yidda|Yidda]] 00:58, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water Purifying / Desalting ==&lt;br /&gt;
Can someone better explain how exactly one must dig/build a water purifier to turn salt water into drinkable water?  My last 3 tries have failed miserably...[[User:Kenji 03|Kenji 03]] 03:36, 26 July 2009 (UTC)&lt;br /&gt;
Ok, I just built an entire zone out of wood and stone, it stands free of all walls.  I dug a chasm out for the entire thing, I even built the floor of the screw pump out of wood floor just to be safe.  The moment I turned that pump on it was salt water (double ~) so I don't know how old this information is but unless I'm missing something you cannot de-salt water with a screw pump [[User:Kenji 03|Kenji 03]] 09:15, 26 July 2009 (UTC)&lt;br /&gt;
Alright, I figured it out.  I added a video to make sure there is no confusion on how to do this for newbies. [[User:Kenji 03|Kenji 03]] 00:32, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Natural&amp;quot; walls and floors ==&lt;br /&gt;
&lt;br /&gt;
''Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.''&lt;br /&gt;
&lt;br /&gt;
I dug out a reservoir, pumped some water into it, and put a well on top of it. The dwarves drank from the well. I didn't build the reservoir's walls or floor. I just dug them out. I didn't even smooth them down. They are natural.&lt;br /&gt;
&lt;br /&gt;
What is meant by &amp;quot;natural&amp;quot; walls and floors?[[User:LogicalDash|LogicalDash]] 02:17, 1 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Afaik, exactly what you have described.  Did you have any &amp;quot;salt&amp;quot; water anywhere? (You didn't mention it, so I have to ask.) --[[User:Albedo|Albedo]] 07:31, 1 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Dwarves don't seem to care about salinity when drinking from wells, which is strange. If you use the same well to fill up a second, constructed cistern, however, the water is still salty, so wells don't actually desalinate the water. By &amp;quot;natural&amp;quot; it is meant walls that are there when the game starts, and cannot be removed with the d &amp;gt; remove coNstructions.&lt;br /&gt;
&lt;br /&gt;
== Water Containment ==&lt;br /&gt;
&lt;br /&gt;
The uses of pumps to contain water pressure have been discussed extensively, but what about using pumps to transmit mechanical power into an area without allowing water to flow out at all?&lt;br /&gt;
&lt;br /&gt;
Axles run into both sides of the pump. The impassible square of the pump prevents water flowing from the right (submerged) to the left (unsubmerged), while the pump transmits power from one axle to the other. I know this is a simple concept, but it took me a while to think of it - and when most of this system has to be submerged in pressurized water, it's rather nice to be able to block water entirely, and I think the concept merits a section on the page (whether it works or not, actually).&lt;br /&gt;
&lt;br /&gt;
('#'=stone wall, '='=dry axle, '-'=submerged axle, '%%'=pump, pumping from the left to the right (so active, but accomplishing nothing because the left is entirely dry))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 ===%%---&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
I'm setting up for a test run; I'll report results shortly, I hope.&lt;br /&gt;
--[[User:Cowmage|Cowmage]] 17:25, 1 August 2009 (UTC)&lt;br /&gt;
:This does work, even under significant pressure. I'll add it to the 'alternate uses' section. --[[User:Cowmage|Cowmage]] 22:53, 1 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Flow to Diagonals==&lt;br /&gt;
&lt;br /&gt;
Due to space constrains, I tried pulling off this scenario:&lt;br /&gt;
&lt;br /&gt;
 .####&amp;lt;br /&amp;gt;#%%=#&amp;lt;br /&amp;gt;#####&lt;br /&gt;
&lt;br /&gt;
('#'=stone, '.'=level land, '='=floor bars over channel, '%'=pump from right to left)&lt;br /&gt;
&lt;br /&gt;
The the pump would not output to the diagonal level land, so I had to modify my plans somewhat. Should this be noted somewhere? [[User:Jaaz|Jaaz]] 17:30, 15 August 2009 (UTC)&lt;br /&gt;
:Your diagram is unclear, but if that's a side view then it's known (and noted) that water does not flow diagonally up or down.  If that's a top view, it's ''clearly'' stated that a pump requires 4 tiles in a row - not in a diagonal.--[[User:Albedo|Albedo]] 21:30, 17 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where does the dwarf go? ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if someone who knew how these contraptions work could include an illustration of how to pump water just using a dwarf.  I tried and my dwarf go washed into the river he was pumping and drowned.&lt;br /&gt;
&lt;br /&gt;
In case of an emergency your beard cannot be used as a floatation device.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 14:13, 9 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=54582</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=54582"/>
		<updated>2009-10-09T14:05:44Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Minimum Savagery/Maximum Savagery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[World generation]] allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrain Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
Note that this setting is closely tied to the savagery squares settings.  If you increase this number beyond 25 or so but do not increase the minimum number of mid- and high-savagery squares for your map you will have endless world rejects.  The opposite is also true.  If you specify a large number of high-savagery squares and no low-savagery squares and then set the above Minimum Savagery/Maximum Savagery percentage to 0, you will also have endless map rejects.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. A cave with a greater &amp;quot;size&amp;quot; will be deeper and more sprawling, and therefore have more and more dangerous creatures.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Icon !!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#0000FF|#0000FF}}&lt;br /&gt;
|[[Ocean|Water]] ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|[[Sand]] [[Desert]] ||rowspan=&amp;quot;13&amp;quot;|100-299 ||rowspan=&amp;quot;4&amp;quot;|0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|Rock [[Desert]] ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|[[Desert]] [[Badlands]] A ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|[[Desert]] [[Badlands]] B ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|[[Grassland]] ||rowspan=&amp;quot;2&amp;quot;|10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|[[Hills]] ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|[[Savanna]] ||rowspan=&amp;quot;2&amp;quot;|20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|[[Hills]] ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|&amp;quot;|#008000|#008000}}&lt;br /&gt;
|[[Marsh]] ||rowspan=&amp;quot;3&amp;quot;|33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
|[[Shrubland]] ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|[[Hills]] ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌠|⌠|#008000|#008000}}&lt;br /&gt;
|[[Swamp]] ||rowspan=&amp;quot;2&amp;quot;|66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|[[Forest]] * ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌂|⌂|#808080|#808080}}&lt;br /&gt;
|Low [[Mountain]] ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|[[Mountain]] ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|High [[Mountain]] ||366-399 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|[[Peak]] ||400{{verify}} ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around &amp;gt; 65, depending on rain value).&lt;br /&gt;
&lt;br /&gt;
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=54569</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=54569"/>
		<updated>2009-10-09T14:00:25Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Minimum Savagery/Maximum Savagery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[World generation]] allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrain Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
Note that this setting is closely tied to the savagery tiles/region settings.  If you increase this number beyond 25 or so but do not increase the default number of savage tile settings you will have endless world rejects.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. A cave with a greater &amp;quot;size&amp;quot; will be deeper and more sprawling, and therefore have more and more dangerous creatures.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Icon !!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#0000FF|#0000FF}}&lt;br /&gt;
|[[Ocean|Water]] ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|[[Sand]] [[Desert]] ||rowspan=&amp;quot;13&amp;quot;|100-299 ||rowspan=&amp;quot;4&amp;quot;|0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|Rock [[Desert]] ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|[[Desert]] [[Badlands]] A ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|[[Desert]] [[Badlands]] B ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|[[Grassland]] ||rowspan=&amp;quot;2&amp;quot;|10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|[[Hills]] ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|[[Savanna]] ||rowspan=&amp;quot;2&amp;quot;|20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|[[Hills]] ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|&amp;quot;|#008000|#008000}}&lt;br /&gt;
|[[Marsh]] ||rowspan=&amp;quot;3&amp;quot;|33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
|[[Shrubland]] ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|[[Hills]] ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌠|⌠|#008000|#008000}}&lt;br /&gt;
|[[Swamp]] ||rowspan=&amp;quot;2&amp;quot;|66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|[[Forest]] * ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌂|⌂|#808080|#808080}}&lt;br /&gt;
|Low [[Mountain]] ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|[[Mountain]] ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|High [[Mountain]] ||366-399 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|[[Peak]] ||400{{verify}} ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around &amp;gt; 65, depending on rain value).&lt;br /&gt;
&lt;br /&gt;
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Underground_river&amp;diff=30986</id>
		<title>40d Talk:Underground river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Underground_river&amp;diff=30986"/>
		<updated>2009-08-13T05:31:40Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Do to underground rivers still spawn creatures in 40d? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assuming that there's some logic behind underground river locations, it seems to me that the following might be good places to look: 'Upstream' from the source of a regular river (perhaps that river doesn't start there, but that's simply where it makes it to the surface first), in an area without many visible surface rivers (rain falls and has to go somewhere), and in areas with lots of limestone, which is where a lot of real-world underground rivers are. [[User:NPComplete|NPComplete]] 13:18, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It is in my understanding that underground rivers spawn cave fish. Also, above ground rivers channeled under ground do not spawn cave fish. Can someone verify this? --[[User:Flaa|Flaa]] 12:55, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I'm concerned creatures spawn only in respectable biomes. When you channel to cave river this biome does not extend up. It cannot be extended in any direction. If you could block flow of the cave river you could make small pond, from which cave fishes could travel up the channels to the aboveground river, but they will never spawn there.--[[User:Someone-else|Someone-else]] 14:38, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the current version (38c) underground river creatures do get caught in cages. I can verify this, I have a pit full of cave crocodiles, and I've caught numerous lizardmen. -- [[User:Lotus|Lotus]] 9:58, (CST) June 11, 2008&lt;br /&gt;
&lt;br /&gt;
==Flooding==&lt;br /&gt;
&lt;br /&gt;
Do cave rivers still flood seasonally like in the 2D versions? [[User:Extar|Extar]] 15:11, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Odd River ==&lt;br /&gt;
&lt;br /&gt;
I have a very... odd river. It starts out as mist, in the middle of nowhere, and counts as a waterfall, then it goes on for a screen, then falls off a chasm.&lt;br /&gt;
http://s4.tinypic.com/6sgi90.jpg&lt;br /&gt;
The entire area 1z above is empty space the same size as the river. Then above that, rock. Where is the water comming from?&lt;br /&gt;
It's mildly amusing, because random underground river creatures will spawn in it, swim around for a while, then fall into the chasm.&lt;br /&gt;
:A underground river tends to start within pure rock without any &amp;quot;real&amp;quot; reason. My actual map has one starting this way, too. It´s not as odd as yours. It goes south, then 1 z-level down, then nort-west, then down again, then east... There are five of these short parts before it goes down a chasm. I think this is normal when it doesn´t come from the edge or leaves the map.--[[User:Kami|Kami]]&lt;br /&gt;
::(I hope I'm doing this right. First comment.) My map has a river. It starts as the odd river described, a 'waterfall' which doesn't fall. From there, it travels west southwest for quite a ways, then has a sharp bend, to northwest, for a short way, and then it falls several Z-levels. After that, it travels north for a ways, then drops several more Z-levels, to a chasm. --[[User:Wattj|wattj]] 15:43, 31 January 2009 (EST)&lt;br /&gt;
:::Underground rivers can spawn anywhere, essentially.  They are created by a special tile-type that creates water out of thin air.  My most interesting underground river started at the very edge of the map, in the middle of a chasm, which meant the water just fell straight down into the chasm.  It looked pretty funny.  -- [[User:j0nas|j0nas]]&lt;br /&gt;
::::Every one of your underground rivers fell into a chasm. Do they all have this attribute in DF?--[[User:Richards|Richards]] 21:19, 10 August 2009 (UTC)&lt;br /&gt;
:::::Nothing &amp;quot;odd&amp;quot; about how these start - that's textbook if your map encompasses one or both ends of an UG river.  (If they seem to &amp;quot;go off the map&amp;quot;, then you are not seeing the actual start/end of the feature.)  As for the &amp;quot;chasm&amp;quot;, I believe that is also the case, yes - it's how the feature seems to terminate at the down-river end. Not an actual, proper [[chasm]] in that technical sense, but something close enough.--[[User:Albedo|Albedo]] 21:25, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do to underground rivers still spawn creatures in 40d? ==&lt;br /&gt;
&lt;br /&gt;
All the frogmen and giant olms on my map fell into a bottomless chasm.  Will I ever see one again?  Or, like regular chasm creatures, do they never replenish in 40d?--[[User:Jpwrunyan|Jpwrunyan]] 05:31, 13 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35504</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35504"/>
		<updated>2009-08-13T03:53:18Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* decorating armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be.  [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple gem decorations? ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item with more than one type of gem?  [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)&lt;br /&gt;
:Yes.  Each gem type is a separate decoration. --[[User:Squirrelloid|Squirrelloid]] 01:17, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Base Item Material ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item made of &amp;lt;Material&amp;gt; with decorations made of &amp;lt;Same Material&amp;gt;? [[User:Rkyeun|Rkyeun]] 13:50, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;Yes&amp;gt;.--[[User:Maximus|Maximus]] 13:53, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of decorations ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what all the possible types of decoration are?  I assume you couldn't have the same type of decoration twice (even if the material used is different) but is that really true?  How do multiple decorations of different quality affect the quality tag that shows up on the item?--[[User:Jpwrunyan|Jpwrunyan]] 01:15, 29 January 2009 (EST)&lt;br /&gt;
:From the value page: Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is banded with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;.--[[User:Dorten|Dorten]] 01:57, 3 February 2009 (EST)&lt;br /&gt;
::Thank you!--[[User:Jpwrunyan|Jpwrunyan]] 02:26, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== sew image ==&lt;br /&gt;
&lt;br /&gt;
both clothiers and leatherworkers can sew images onto all the same materials.. as in, leatherworkers can sew on cloth and vice versa. bug? (v0.28.181.40d.)&lt;br /&gt;
:If I understand your question, the answer is No.  Why does this strike you as strange?  In real life you can have leather decorations on regular cloth.  You can also sow into (soft) leather.  Most leather jackets, for example, have a cloth liner.  Military clothes of any material will have insignia sewn on it.  You need to go clothes shopping some time!--[[User:Jpwrunyan|Jpwrunyan]] 05:41, 2 February 2009 (EST)&lt;br /&gt;
==Quality Question==&lt;br /&gt;
Anybody know if the decorations affect the damage done?  As in, which is better as a weapon:&amp;lt;br&amp;gt;&lt;br /&gt;
=(Sword)= &amp;lt;br&amp;gt;☼(Sword)☼ &amp;lt;br&amp;gt; or&amp;lt;br&amp;gt;-Sword-&amp;lt;br&amp;gt;--[[User:Kwieland|Kwieland]] 15:40, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You are talking bout the Quality of an item, wich does affect its damage, this is about studing it, wich does not.[[User:Corhen|Corhen]] 06:02, 6 June 2009 (UTC)&lt;br /&gt;
::Decorations do not.  Decorations can have quality as well as the weapon - decorations are outside the double angle-brackets, the item quality is within them. So if you have *&amp;lt;&amp;lt;+steel battle axe+&amp;gt;&amp;gt;*, you have a +steel battle axe+ with *decorations* on it.  Weapon quality modifiers are under [[Weapon#Damage calculation]]. (And, looking at the main page, I can't believe that this basic concept is not explained.)  Parentheses indicate something that you brought with you, that you did not create (not part of &amp;quot;created wealth, not until decorated - then it all counts.)  --[[User:Albedo|Albedo]] 11:09, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== decorating armor ==&lt;br /&gt;
&lt;br /&gt;
I posted this at the jeweler's workshop but will ask here as well.&lt;br /&gt;
Is there some trick to getting Armor decorated, particularly with gems?&lt;br /&gt;
I had my armor in an armor stockpile locked behind doors with my jeweler and his workshop but when I selected encrust finished goods, he didn't do anything.&lt;br /&gt;
Is it because the stockpile has to be a finished goods stockpile???  What gives?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 03:55, 26 July 2009 (UTC)&lt;br /&gt;
: Objects can be studded with various metals at a metalsmith's forge. Requires metalcrafting. This does not require fuel. '''Metal studs are the only way to decorate weapons and metal armor.''' So if it is metal armor... --[[User:Karl|Karl]] 07:03, 26 July 2009 (UTC)&lt;br /&gt;
::I don't mean to sound rude but can you tell how you verified that?  I haven't seen that about decorating armor until now.  And on the bay12 forum one poster talked explicitely about encrusting his armor with gems.  Was he just full of poo?--[[User:Jpwrunyan|Jpwrunyan]] 03:53, 13 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26614</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26614"/>
		<updated>2009-08-13T03:36:12Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* No King (or Queen rather) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&lt;br /&gt;
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;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::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;
&lt;br /&gt;
::: 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
==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;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
: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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== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
(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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== 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;
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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;
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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;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26610</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26610"/>
		<updated>2009-08-08T10:44:30Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* elf king?! */&lt;/p&gt;
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&lt;div&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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== 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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== 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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&lt;br /&gt;
==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;
&lt;br /&gt;
==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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Still trading with previous mountainhome==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
: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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: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;
&lt;br /&gt;
== elf king?! ==&lt;br /&gt;
&lt;br /&gt;
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;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35502</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35502"/>
		<updated>2009-07-26T03:55:44Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* decorating armor */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be.  [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple gem decorations? ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item with more than one type of gem?  [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)&lt;br /&gt;
:Yes.  Each gem type is a separate decoration. --[[User:Squirrelloid|Squirrelloid]] 01:17, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Base Item Material ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item made of &amp;lt;Material&amp;gt; with decorations made of &amp;lt;Same Material&amp;gt;? [[User:Rkyeun|Rkyeun]] 13:50, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;Yes&amp;gt;.--[[User:Maximus|Maximus]] 13:53, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of decorations ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what all the possible types of decoration are?  I assume you couldn't have the same type of decoration twice (even if the material used is different) but is that really true?  How do multiple decorations of different quality affect the quality tag that shows up on the item?--[[User:Jpwrunyan|Jpwrunyan]] 01:15, 29 January 2009 (EST)&lt;br /&gt;
:From the value page: Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is banded with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;.--[[User:Dorten|Dorten]] 01:57, 3 February 2009 (EST)&lt;br /&gt;
::Thank you!--[[User:Jpwrunyan|Jpwrunyan]] 02:26, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== sew image ==&lt;br /&gt;
&lt;br /&gt;
both clothiers and leatherworkers can sew images onto all the same materials.. as in, leatherworkers can sew on cloth and vice versa. bug? (v0.28.181.40d.)&lt;br /&gt;
:If I understand your question, the answer is No.  Why does this strike you as strange?  In real life you can have leather decorations on regular cloth.  You can also sow into (soft) leather.  Most leather jackets, for example, have a cloth liner.  Military clothes of any material will have insignia sewn on it.  You need to go clothes shopping some time!--[[User:Jpwrunyan|Jpwrunyan]] 05:41, 2 February 2009 (EST)&lt;br /&gt;
==Quality Question==&lt;br /&gt;
Anybody know if the decorations affect the damage done?  As in, which is better as a weapon:&amp;lt;br&amp;gt;&lt;br /&gt;
=(Sword)= &amp;lt;br&amp;gt;☼(Sword)☼ &amp;lt;br&amp;gt; or&amp;lt;br&amp;gt;-Sword-&amp;lt;br&amp;gt;--[[User:Kwieland|Kwieland]] 15:40, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You are talking bout the Quality of an item, wich does affect its damage, this is about studing it, wich does not.[[User:Corhen|Corhen]] 06:02, 6 June 2009 (UTC)&lt;br /&gt;
::Decorations do not.  Decorations can have quality as well as the weapon - decorations are outside the double angle-brackets, the item quality is within them. So if you have *&amp;lt;&amp;lt;+steel battle axe+&amp;gt;&amp;gt;*, you have a +steel battle axe+ with *decorations* on it.  Weapon quality modifiers are under [[Weapon#Damage calculation]]. (And, looking at the main page, I can't believe that this basic concept is not explained.)  Parentheses indicate something that you brought with you, that you did not create (not part of &amp;quot;created wealth, not until decorated - then it all counts.)  --[[User:Albedo|Albedo]] 11:09, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== decorating armor ==&lt;br /&gt;
&lt;br /&gt;
I posted this at the jeweler's workshop but will ask here as well.&lt;br /&gt;
Is there some trick to getting Armor decorated, particularly with gems?&lt;br /&gt;
I had my armor in an armor stockpile locked behind doors with my jeweler and his workshop but when I selected encrust finished goods, he didn't do anything.&lt;br /&gt;
Is it because the stockpile has to be a finished goods stockpile???  What gives?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 03:55, 26 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:King&amp;diff=26531</id>
		<title>40d:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:King&amp;diff=26531"/>
		<updated>2009-07-21T11:51:48Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=King&lt;br /&gt;
| quarters=Royal [[Bedroom]]&lt;br /&gt;
| dining=Royal [[Dining Room]]&lt;br /&gt;
| office=Royal Throne Room&lt;br /&gt;
| tomb=Royal Mausoleum&lt;br /&gt;
| stands=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| arrival=&lt;br /&gt;
* [[Duchy]], high [[value]] of architecture, roads and offerings to a Dwarven [[caravan]]&lt;br /&gt;
* '''or''' discover [[Adamantine]] (bugged{{version|0.27.176.38c}})&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to Mountainhome&lt;br /&gt;
}}&lt;br /&gt;
This is the [[dwarf]] named as ruler of the dwarf civilization in the [[civilization]]s screen. When the King arrives, your fortress will be promoted to Mountainhome and capital of that civilization.&lt;br /&gt;
&lt;br /&gt;
The king may, in fact, be a Queen.  She will be referred to as the King in text relating to the process of her arrival.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
Once your [[fortress]] becomes the capital of a [[Duke/Duchess|duchy]], 'The Incoming King' will appear on your nobles screen. You will need to reach a certain architectural [[value]], [[road]] value, and [[offering|offerings]] required (to the dwarven civ's merchants) for the King to arrive. The values needed for each vary from fort to fort, but can be viewed by examining 'The Incoming King' on the nobles screen. Offerings to merchants must actually reach the king: the merchants must make it safely off the map with your offerings.&lt;br /&gt;
&lt;br /&gt;
Alternately, if you find [[adamantine]], this [[noble]] will make a surprise arrival, dressed as a [[peasant]].  Despite arriving dressed as a peasant, he will make the same room and furniture demands as otherwise.  &lt;br /&gt;
&lt;br /&gt;
The adamantine king was bugged in some previous versions,{{version|0.27.176.38c}} where you were not guaranteed the ruler when you discover adamantine, but instead the first dwarf in the full civ list.  This may have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Arrival==&lt;br /&gt;
If the king arrives normally (i.e., not from adamantine), he will come with some Royal [[Guard]]s and an [[advisor]].  The spouses (if any) of the king's entourage will also arrive at this time, all in the form of peasants.  The [[king consort|king's spouse]] will also arrive if he or she is still alive (this is dependent on history generation).&lt;br /&gt;
&lt;br /&gt;
A king that comes dressed as a peasant will have no entourage, and therefore no advisor and no royal guards.&lt;br /&gt;
&lt;br /&gt;
The arrival of the king makes your fortress the mountainhome.  The foremost consequence of this is you will no longer receive a trade [[liaison]] from your civilization.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Demands==&lt;br /&gt;
Aside from his room and furniture requirements, the king makes no demands and issues no mandates.&lt;br /&gt;
&lt;br /&gt;
==Non-dwarven Rulers==&lt;br /&gt;
It is possible to have non-dwarven rulers.  In these cases your liason may be of another race other than dwarf and when the king arrives, he will also be of that race.  All other nobles that come will still be dwarves.  Non-dwarven kings make no room demands, their advisor is also of the same non-dwarven race, and they do not move into your fortress.  In the unit list, they appear as &amp;quot;Friendly&amp;quot;.  They do not appear in your nobles list.  The length of their reign is usually limited to the next seige of your fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26602</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26602"/>
		<updated>2009-07-21T11:44:58Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* elf king?! */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&lt;br /&gt;
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;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::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;
&lt;br /&gt;
::: 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
==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;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
: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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
(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;
&lt;br /&gt;
== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
: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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
==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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Still trading with previous mountainhome==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
: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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: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;
&lt;br /&gt;
== elf king?! ==&lt;br /&gt;
&lt;br /&gt;
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;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Jeweler%27s_workshop&amp;diff=41140</id>
		<title>40d Talk:Jeweler's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Jeweler%27s_workshop&amp;diff=41140"/>
		<updated>2009-06-20T10:47:44Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* How do you Encrust Gems in Armor? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Encrusting==&lt;br /&gt;
&lt;br /&gt;
''Most other crafters have the option to encrust gems into their respective craft too.''&lt;br /&gt;
&lt;br /&gt;
Are we sure of this? I don't see an option to encrust things anywhere but the Jeweler's workshop. You need the Gem setter skill to encrust things.&lt;br /&gt;
&lt;br /&gt;
:I'm gonna delete it.  [[User:Gairabad|Gairabad]] 22:26, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How do you Encrust Gems in Armor? ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
Trying to encrust my armor with gems.  But my jeweler tells me there is nothing he can encrust.  I can't figure it out.  I am telling him to encrust finished goods.  I have him locked in the same room as the armor I want to encrust, but I get that message.  Any ideas?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 10:47, 20 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49202</id>
		<title>40d Talk:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49202"/>
		<updated>2009-05-27T22:49:25Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* note on consistency */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interesting color to help the newbies for things that have no other use.--[[User:Zchris13|Zchris13]] 01:27, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Color Column=&lt;br /&gt;
I think breaking out the color into a separate column (perhaps featuring a block of the actual color) would be very useful. Thoughts? --[[User:Aristoi|Aristoi]] 17:04, 22 May 2009 (UTC)&lt;br /&gt;
:That would be kinda awesome. Any chance someone could could do a breakdown of &amp;quot;How to find&amp;quot;? I've had 12 different embark sites, and I can't for the life of me find one with bauxite... [[User:Decius|Decius]] 17:34, 22 May 2009 (UTC)&lt;br /&gt;
:::Color columns: +1.  Do it! You could also just copy/past the tiles from the original table on the [[stone]] page - that would be even better, more info. --[[User:Albedo|Albedo]] 22:35, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Bauxite]] has a chance of being in any [[Sedimentary layer]].--[[User:Mrdudeguy|Mrdudeguy]] 19:26, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=How to Find=&lt;br /&gt;
:Re &amp;quot;How to Find&amp;quot; - that would be a diff article, but maybe another we need. This is NOT intended as a guide to everything about the rocks! This is uses for rock - for newbies - so KISS is the rule. Important associations and significance when a new stone is discovered, ''not'' where to find them or why they are not so valuable. Other articles are expected to have &amp;quot;complete info&amp;quot;, and newbies should get used to doing their own simple research if they are interested. Trying to include minor info will clutter this sort of presentation, which is fairly large as it stands. For now, click [[bauxite]], read that page, look at the relationships, click those links - figure it out.--[[User:Albedo|Albedo]] 22:35, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is also going to be irrelevant in later versions due to more rocks having realistic melting temperatures and therefore more magma safe.--[[User:Mrdudeguy|Mrdudeguy]] 22:54, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I didn't intend to ask for a complete guide, just enough that I could target my exploration efforts to where it could actually be. Is the standard way of finding things really &amp;quot;Exploratory mining throughout all areas of all biomes that could contain it&amp;quot;? (Or reveal.exe?) Even showing all features in the map, I don't know of a better way to find coal, much less adamantine. [[User:Decius|Decius]] 23:50, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added a basic &amp;quot;how to&amp;quot;, not a complete guide. And yes, that's it - there's no magic to it.  There is a bit of local knowledge re what layers/stones might contain what, and depending on what you're looking for (layers, features, large clusters, veins, small clusters) the exact choice of tactics for the exploratory mining varies, but yeah - you dig blind until you stumble upon what you're looking for.  That's how &amp;quot;mining&amp;quot; works (in the absence of Reveal.)&lt;br /&gt;
&lt;br /&gt;
:::Example: For coal: We know it's in sedimentary, we know it's a vein, and we know (from [[vein|veins &amp;amp; clusters]] that a vein covers about 3-4 tiles wide and rarely goes in a straight line. So a shaft-grid every 6 tiles is bound to stab into it or right next to it, either of which will reveal it. We also know that area blocks are 48x48.  So once we find an area block with a sedimentary layer, we count and find its borders, and dig our starting shaft in 6 diagonal from one corner - and we find out how deep those sedimentary layers go.  Then maybe 12 diagonal in from that, and then 12 and 12 more across the block, from one corner to the other.  That's 4 shafts in a diagonal across the whole thing.  4 more form a &amp;quot;cross&amp;quot; on the other diagonal if we want. At most, that's 16 to pepper the whole thing at 12-tile intervals - just to start, to get a feel for &amp;quot;what's down there&amp;quot;.  If we find a large cluster of cheap stone in the middle, we ignore that whole central area and stick to the edges - no sense digging in the middle of a large cluster of microcline, at least not on that [[z-level]]. (And we know from that veins &amp;amp; clusters page that a &amp;quot;large cluster&amp;quot; is about 20x40 - nice big area to avoid.)  From there, if we have to, we fill in with a 6-wide pattern to search where we want.  If that doesn't find it, either we're incredibly unlucky, or it's not in that block and we move on to the next one.&lt;br /&gt;
&lt;br /&gt;
:::And that's mining, RL and DF.--[[User:Albedo|Albedo]] 00:29, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::And here I am, thinking you were keeping the arcane knowledge secret. I thought that there was some equivalent of exploratory and mining ''geology'' to be had. (E.G. x forms near boundary between Y and Z) RL geology has elements of &amp;quot;Figure out where it is&amp;quot; and &amp;quot;Look for it&amp;quot; too, but modern geology leans more toward &amp;quot;Figure out where it is&amp;quot; then &amp;quot;Dig shafts everywhere&amp;quot;. [[User:Decius|Decius]] 01:25, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I won't say there isn't - just no one's noticed/deciphered it (or if they have they're not talking). Toady has some skill at both geology and simulation - what elements he's incorporated, and how that is presented in the game, I have no idea.--[[User:Albedo|Albedo]] 01:48, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Column Size==&lt;br /&gt;
The sizes of the columns are rather excessive, especially Aluminum, bauxite, and magnetite.  Also includes some unnecessary humor.  Bad jokes.--[[User:Zchris13|Zchris13]] 18:05, 24 May 2009 (UTC)&lt;br /&gt;
:Edit - I missed [[Lamp]]'s earlier edits - just came here and saw your comments. After a series of edits, it's back to where it should be. I hope.&lt;br /&gt;
:Lamp - your changes were not consistent with the text of the rest of the article, nor the layout of other stones.  There are 4 &amp;quot;value&amp;quot; categories for metals - low, mid, high, and highest (2, 10, 30 &amp;amp; 40).  The diff between 30 &amp;amp; 40 is only 33% - significant enough for a rough distinction, and that's all this article is presenting - a new-comer's rough understanding.  Adamantine is clearly explained as &amp;quot;not exactly a metal&amp;quot;, w/ additional emphasis on its value.  --[[User:Albedo|Albedo]] 22:26, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Purpose of Article?==&lt;br /&gt;
What was the original purpose of this article?  I get this feeling that some of what is here, although useful, is not part of the original purpose. I might be wrong.--[[User:Zchris13|Zchris13]] 18:42, 25 May 2009 (UTC)&lt;br /&gt;
:As defined in the opening paragraph of this article (''always a good place to look, at least to start)'', if a new user strikes X type of rock, this article will tell them whether it's valuable or not. So, at a base level, it gives a''' basic idea of the uses of that rock''' - so you've struck microcline or platinum or rhyolite or obsidian, so what?.  That has necessarily broadened a bit to add a ''minimum'' understanding of concepts like &amp;quot;material value&amp;quot; and &amp;quot;smelting&amp;quot;, without which the comments might be largely meaningless.&lt;br /&gt;
&lt;br /&gt;
:Since it's a wiki, some small latitude should be allowed - but we're not here to tell people where to find rock, nor what the obscure implications are between a layer and rocks within that and the gems within those - just &amp;quot;What does this rock mean?&amp;quot; at a basic level.  What you need to know the first day you play.--[[User:Albedo|Albedo]] 03:12, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In other words, what should be in the quick-start rules of the manual. It's hard to get new alpha testers when the bar to entry is too high. [[User:Decius|Decius]] 04:39, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== note on consistency ==&lt;br /&gt;
&lt;br /&gt;
Nice page, but a few things:  &lt;br /&gt;
&lt;br /&gt;
No time to edit myself, so I will just jot it down now.&lt;br /&gt;
&lt;br /&gt;
Need consistency in ore ratings.  Aluminum is &amp;quot;high&amp;quot; platinum is &amp;quot;highest&amp;quot; but they're the same value, no?  Also see the iron ores.  Oh and then Adamantine is &amp;quot;THE highest&amp;quot;.  In my opinion, Gold should be &amp;quot;high&amp;quot;, Platinum and Aluminum &amp;quot;very high&amp;quot; and Adamantine &amp;quot;highest&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just a pet peave, but please use proper spelling.  &amp;quot;Altho&amp;quot; is not proper spelling.&lt;br /&gt;
&lt;br /&gt;
Good work.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 22:49, 27 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24879</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24879"/>
		<updated>2009-05-20T13:49:47Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Markdwarves only work with bucklers?!?! */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Boots==&lt;br /&gt;
Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==clothes layers==&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Protection values==&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 23.130.23a ==&lt;br /&gt;
&lt;br /&gt;
We had much more info on armor in the [http://archive.dwarffortresswiki.net/index.php/Armor old wiki]. Could someone with an account there bring the relevant bits over? [[User:VengefulDonut|VengefulDonut]] 11:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Edit: Ported over most information; change anything that isn't correct.--[[User:Richards|Richards]] 13:06, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
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A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 06 2007&lt;br /&gt;
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:In the old versions, the materials of the armor pieces were irrelevant, regardless of the fact that the lowest armor level is called &amp;quot;leather&amp;quot;.  Leather and chain wearers would wear any kind of legging or boot, and a plate wearer would wear even a pig tail helm, if they happened to come across one, showing no preference for better material types or quality.  Has this changed, or does the table in this article contain some wrong assumptions?--[[User:Maximus|Maximus]] 02:42, 7 January 2008 (EST)&lt;br /&gt;
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::I seem to recall that 'light' materials like cloth, shell, and bone effectively 'downgraded' armor by one level, weighed half as much, and were 50% of the maximum effectiveness per their type. However! I can see right now in my current fortress a steel cap is 78 pounds and a cave spider silk cap is 13 pounds. This shows not all old information is correct. &lt;br /&gt;
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Furthermore, bone and shell doesn't become a 'lighter' class. Shell Gauntlets require Chain or above to be assigned, and Turtle Bone Greaves go un-used until a dwarf is set to Plate.&lt;br /&gt;
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However, I /can/ confirm from this very fortress I'm looking at right now, that dwarves assigned to leather went to pick up and wear Leather Helms. Unless, that is, they already have metal Caps. I'm looking at a marksdwarf right now assigned to wear Leather who has a Steel Cap, a pig tail hood (they all have hoods), and no helm. Everybody else has a leather helm.&lt;br /&gt;
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I should note my fortress has no metal helms lying around, nor does it have spare metal caps, so I'm unable to verify that dwarves set to Leather wouldn't wear metal Helms or preferentially choose caps (they'd probably choose /either/ Metal Caps or Leather Helms if given a choice). However, I'm pretty sure they would not. Therefore, it is my understanding that they make a distinction between different material types. --[[User:Stromko|Stromko]] 03:22 (PST), January 07 2007&lt;br /&gt;
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== Shields and Bucklers ==&lt;br /&gt;
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Hmm it states here that dwarves can wear BOTH shields and bucklers, however in soldiering screen you can select EITHER shield OR buckler, but NOT both. Does this part of article apply to Adv. mode only? Could someone verify, please? --[[User:Digger|Digger]] 18:21, 24 February 2008 (EST)&lt;br /&gt;
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I would guess the trick is to tell them to use bucklers first, waiting til they pick one up, then telling them to use shields, at which point they'll pick up a shield without dropping the buckler first. Like how you can get dwarves to wear a leather armour, chain mail, and plate on top all at the same time if you set them to leather, then chain, then plate. [[User:Furiousfish|Furiousfish]] 20:54, 6 March 2008 (EST)&lt;br /&gt;
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== Natural Selection ==&lt;br /&gt;
&lt;br /&gt;
Being a bit of a nooblet, and not having much war in any of my fortresses, I'm confused as to how armor selection works. &lt;br /&gt;
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Would I be correct if I said &amp;quot;Setting a dwarf to wear Plate armor will cause him to grab plate whenever and wherever possible, but substitute leather, chain, or bone wherever no plate is available. So, for example, if my metalsmiths never make helms, but my leatherworker has caps and helms galore, they'll wear plate armor and a leather helm. Right?  If so, this should probably be mentioned. --[[User:Shadow archmagi|Shadow archmagi]] 19:24, 28 February 2008 (EST)&lt;br /&gt;
:I've found that a dwarf set to wear plate will grab the best available armor. More puzzling is that they will sometimes stack armor; IE dwarves wearing plate mail and chain mail at the same time. However, I never keep a stock of leather armor, so I wouldn't know if it can be used in conjunction with metal armor.--[[User:Eurytus|Eurytus]] 22:29 21 April 2008 (EDT)&lt;br /&gt;
::The dwarves seem to be notorious for pulling on a full suit of armour ie chain-then-plate, there's a reason a fort I made (whose metal industry relies on eg [[coal]] and [[lignite]]) is making all chain-mail, crossbows and shields to defend against gobbo raids ;)  --[[User:Frostedfire|Frostedfire]] 09:13, 3 June 2008 (EDT)&lt;br /&gt;
Just wanted to point out that leather armor and plate can't be put on together.&lt;br /&gt;
&lt;br /&gt;
== Gloves ==&lt;br /&gt;
My military is set to wear Leather armor, but they don't take leather gloves. High boots, leggings, armor and helmets are used OK. Is the article data incorrect?--[[User:Dorten|Dorten]] 04:51, 15 April 2008 (EDT)&lt;br /&gt;
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Some equipment is unavaliable for dwarf use because it is the incorrect size. --[[User:AlexFili|AlexFili]] 09:40, 3 June 2008 (EDT)&lt;br /&gt;
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My guess is that your dwarves are already wearing cloth gloves. This is considered clothing level armor, the same level as leather gloves. They see no reason to switch armor when the leather gloves provide the same &amp;quot;level of protection.&amp;quot; I think your best bet would be to dump their cloth gloves, if you're that worried about them. You can always reclaim them later. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:00, 4 July 2008 (EDT)&lt;br /&gt;
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== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
This has an excellent table defining the bonuses for quality/materials, but completely excludes artifact modifiers. I would assume that these would always be the best, regardless, of material, but I just found myself with a rhesus macaque leather shield and don't know if I should use it in place of, oh, I don't know, a more ''steel'' one.&lt;br /&gt;
:Currently, the exact modifier for artifact quality seems to be unknown. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 30 September 2008 (EDT)&lt;br /&gt;
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==Fort-mode equipment quirks==&lt;br /&gt;
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The edit I just made was prompted by seeing a dwarf wearing ''twelve'' cloaks, and remembering the &amp;quot;cannot wear cloaks&amp;quot; phrase mentioned in the pre-edit version of the bit below the giant table.  I tried to reconcile the two statements that were already there, particularly in light of said cloak-happy dwarf.  However, there's also one thing I'm wondering about: is the number of equipped items partially determined by what order they're put on in fortress mode?  I ''think'' it is, but am not sure, so I decided not to include that.  If it's the case, however, I think it'd be worth mentioning along with the cloaks part (even in the old version of the page, should somebody decide to revert my edit or something). --[[User:LegacyCWAL|LegacyCWAL]] 20:23, 6 July 2008 (EDT)&lt;br /&gt;
:Dungeon masters wear nothing but 12 colors of cloaks and mittens. --[[User:Zchris13|Zchris13]] 13:07, 23 April 2009 (UTC)&lt;br /&gt;
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== Over Under Armor Cover ==&lt;br /&gt;
&lt;br /&gt;
Besides sounding like a Daft Punk chorus, these are four LAYER values.  I know what Over and Under do with respect to each other:  You can't wear Under on top of Over.  Do the others follow the same pattern, are they all ordered?  Is there some more mysterious effect for &amp;quot;Cover&amp;quot; and &amp;quot;Armor&amp;quot;? --[[User:Sowelu|Sowelu]] 01:04, 27 November 2008 (EST)&lt;br /&gt;
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== Decorating Armor ==&lt;br /&gt;
Wasn't sure whether to ask this here or under gem setter - is it not possible to get a gem setter to decorate armor?  I know leather armor can receive images and bone/shell decorations (and presumably the bone/shell applies to metal as well), I can't fathom why you can't put gems on suits of armor given that.... --[[User:Squirrelloid|Squirrelloid]] 11:44, 5 December 2008 (EST)&lt;br /&gt;
:AFAIK no, it isn't possible to decorate armor or weapons.  That's one of the more frequently requested additions on the forums.[[User:LegacyCWAL|LegacyCWAL]] 14:33, 5 December 2008 (EST)&lt;br /&gt;
::It is, however, possible to acquire armor already decorated with gems via trade with a caravan. --[[User:Sev|Sev]] 16:09, 5 December 2008 (EST)&lt;br /&gt;
:::Said armor would unlikely to be masterwork, nor with masterwork decorations.  Nor would it be made of adamantine.  I'm afraid its no real supplement.  --[[User:Squirrelloid|Squirrelloid]] 16:35, 5 December 2008 (EST)&lt;br /&gt;
::::Oh, sure, if you want to, like, *survive*.  Instead of look pretty.  Where are your priorities? :) --[[User:Sev|Sev]] 16:50, 5 December 2008 (EST)&lt;br /&gt;
:::::I want to survive *and* look pretty.  When faced with a choice of two appealing options, the correct choice is obviously 'yes'. --[[User:Squirrelloid|Squirrelloid]] 17:01, 5 December 2008 (EST)&lt;br /&gt;
::::::I suppose you have a point.  Oh, well, back to [[Decoration|Stud with platinum]].  --[[User:Sev|Sev]] 19:25, 5 December 2008 (EST)&lt;br /&gt;
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== Markdwarves only work with bucklers?!?! ==&lt;br /&gt;
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I guess that makes sense since historically, bucklers were made to strap to the forearm and allow archers to use their bows...&lt;br /&gt;
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Anyway, it seems my markdwarves don't like it when I make them use a shield.  They stop carrying ammunition and won't practice shooting when off duty.&lt;br /&gt;
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Is this the reason or is something else going on?  Anyway, if it is indeed the case that markdwarves don't work with shields, it deserves mention, right?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 13:49, 20 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7906</id>
		<title>40d:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7906"/>
		<updated>2009-05-20T13:46:30Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: I would say food is &amp;quot;essential&amp;quot;... but that's just me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Food''' is anything [[dwarves]] eat to ward off starvation, but if they are not able to attain sustenance then they will eventually die.  The most common foods are [[butcher|meat]], [[fishing|fish]], [[farming|crops]], and [[plant gathering|gathered shrubs]].  Each dwarf has a [[preference]] for certain foods.&lt;br /&gt;
&lt;br /&gt;
==Types of Food==&lt;br /&gt;
&lt;br /&gt;
Food comes in two main varieties: [[Meat industry|meat]] and [[plants]], with cooked food possibly mixing the two.&lt;br /&gt;
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Plants can be grown [[underground]] or on the surface, and a single dedicated [[grower]]/harvester can produce enough food for all but the largest of fortresses.  The advantages of plants are the infinite and readily available supply, and the versatility; plants can be [[alcohol|brewed]], made into [[cloth]]ing and [[dye]], and also used as further ingredients for [[cooking]].  Further processing plants leads to greater amount delivered as an end product. The disadvantage is it's exponential growth; without control, [[seed]]/plant [[stockpile]]s will envelop all available space.&lt;br /&gt;
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Meat can be obtained from [[hunting]] and [[fishing]], as well as raising livestock. Uncooked meat and fish is subject to [[wear]] and will eventually rot if it is not cooked, even in [[barrel]]s. The advantages are the additional skills raised during hunting, and there is less mass labor required for [[butchering]] meat or [[fish cleaner|cleaning]] fish than planting a seed, waiting for it to grow, eating it, moving the seed back, etc.  Cleaned [[Turtle]]s leave behind [[bone]]s and [[shell]]s.  [[Animal]]s, when butchered, leave behind large stacks of [[bone]]s, and usually [[raw hide]]s and [[skull]]s.  An export industry devoted to bone [[craft]]s can be profitable, and [[marksdwarf|marksdwarves]] always benefit from a cheap supply of [[bolt]]s made from bone.  The disadvantages are a limited supply of food; in the current version, animals are eventually depleted from a map, and even though aquatic life restocks, there are limited numbers present at a particular time, so larger fortresses usually cannot be supported with hunting/fishing alone.  There is also no way to make alcohol from animals, so without trading some plants are necessary.  Finally, even though livestock breeding can be unlimited, the additional units on the map required for this to work put additional strain on the CPU, slowing the game down.&lt;br /&gt;
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On occasion, if you have a trapper that has captured a [[vermin]] creature in an [[animal trap]], a [[dwarf]] may eat that creature instead of other food.&lt;br /&gt;
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==Eating==&lt;br /&gt;
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A dwarf with the &amp;quot;Eat&amp;quot; task will pick up a unit of food, often according to his or her dietary preferences, then bring it to an available [[table]] or [[chair]] for consumption.  A private [[room]] will normally be chosen over a public room; for this reason, note that a dwarf who owns a table-less [[office]] but no [[dining room]] will [[thought|complain]] about the lack of tables, even if a high-quality public dining room is available. This problem is easily solved by adding a table next to such an office-chair (like you would in a dining room). Also note that eating in a high-quality dining room does wonders for a dwarf's [[Thoughts|mood]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will eat two meals per season on average, and drink four drinks. A fortress of 100 dwarves will thus consume 800 meals (food-units) and 1600 drinks (booze-units) in a single year. Plan your stockpiles accordingly.&lt;br /&gt;
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==Storage==&lt;br /&gt;
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Food is stored in food [[stockpile]]s and may be placed in barrels.  [[Seed]]s (and powders, such as flour or dye) are put in [[bag]]s, which are themselves stored within barrels.  [[Meat]] and [[prepared meal]]s will [[rot]] (making it inedible) if not placed on a stockpile within a month or so.  Plants not on a stockpile will wither, which also makes them inedible but does not produce [[miasma]].  Food on a stockpile will never rot, nor will food in a barrel even if it is not on a stockpile.  Seeds will never rot no matter where they are.&lt;br /&gt;
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According to [[Toady]], [[vermin]] can eat your food, even when it is on a stockpile (although the amount they eat appears to be quite minimal).  Food in barrels is even less likely to be eaten by vermin.&lt;br /&gt;
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==Cooked food==&lt;br /&gt;
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Raw food can be [[cook]]ed into meals at a [[kitchen]]. The wider the variety of ingredients that a meal contains, the greater the number of dwarves who will have a preference for that meal.  Additionally, some foods must be cooked before they can be eaten.  Cooking destroys all seeds, shells and bones.&lt;br /&gt;
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See Also: [[Kitchen#Prepared meals|Kitchen]]&lt;br /&gt;
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==Obtaining food==&lt;br /&gt;
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The possible sources of food are [[farming]], [[plant gathering|foraging]], [[fishing]], [[caravan|trading]], [[butcher's shop|butchering animals]], [[hunting]], and a few exotic [[cheese|processes]].  Farming is by far the most reliable, foraging is perhaps the easiest to manage, and fishing is good early in a fortresses' life.  If you are constantly experiencing problems with starvation, you are well advised to look into alternate means of procuring food.&lt;br /&gt;
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==Processing food==&lt;br /&gt;
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Some food is inedible raw, and needs processing first.  For example:&lt;br /&gt;
* [[Fat]] must be rendered ([[kitchen]]) into [[tallow]] and then cooked ([[kitchen]])&lt;br /&gt;
* Raw [[fish]] must be [[fish cleaner|cleaned]] ([[fishery]])&lt;br /&gt;
* [[Sweet pod]]s must be either milled into [[dwarven sugar]] ([[mill]]/[[quern]]), processed to barrels of [[dwarven syrup]] ([[farmer's workshop]]), or brewed into barrels of [[dwarven rum]] ([[brewery]]) before they can finally be cooked ([[kitchen]])&lt;br /&gt;
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Unprocessed food and non-food [[crop]]s will be stored in a food stockpile and take up barrel space, the [[bookkeeper]] can tell you how much of each type of &amp;quot;food&amp;quot; you have in the [[stocks]] screen.&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
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==Food is essential==&lt;br /&gt;
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Food is crucial to the survival of your fortress. Before you know it your 200 population will dive-bomb right down to 10 or even lower. Your population will go on a downward spiral because of all the Miasma and dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can get some helpful migrants.&lt;br /&gt;
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Remember to keep a large stockpile of food. If you do not have food;&lt;br /&gt;
*Dwarves will become unhappy and generate bad thoughts&lt;br /&gt;
*Dwarves will start hunting for vermin instead of doing important jobs&lt;br /&gt;
*Dwarves will get upset and start breaking things&lt;br /&gt;
*Dwarves will get mad and start trying to kill each other&lt;br /&gt;
*Dwarves will die from starvation&lt;br /&gt;
*The new dead bodies will only make everyone even more depressed&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27186</id>
		<title>40d Talk:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27186"/>
		<updated>2009-05-20T13:45:04Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Drawbacks of prepared meals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What makes something &amp;quot;minced?&amp;quot; And what are the values for each type of prepared meal? [[User:Schm0|Schm0]] 07:34, 18 November 2007 (EST)&lt;br /&gt;
:&amp;quot;Minced&amp;quot; is simply a description of food items that get added to a meal. If a cook grabs a plump helmet and a turtle, the resulting meal would be described as having &amp;quot;minced plump helmet&amp;quot; and &amp;quot;minced turtle&amp;quot;, or &amp;quot;finely minced&amp;quot; etc. based on the skill of the cook. [[User:Rpb|Rpb]] 12:48, 18 November 2007 (EST)&lt;br /&gt;
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== Best way to boost skill? ==&lt;br /&gt;
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Given that lavish meals will usually clutter the kitchen due to number of ingredients, what's the best way to boost a cook's skill? Repeatedly make easy or lavish meals? In fact, do the various levels of meal give different XP? [[User:Runspotrun|Runspotrun]] 01:37, 20 November 2007 (EST)&lt;br /&gt;
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Never mind! Answered in [[Cook]]. [[User:Runspotrun|Runspotrun]] 01:38, 20 November 2007 (EST)&lt;br /&gt;
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== &amp;quot;job item lost or destroyed&amp;quot; ==&lt;br /&gt;
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My repeated &amp;quot;cook fine meal&amp;quot; or &amp;quot;cook easy meal&amp;quot; tasks keep getting halted when the cook loses or destroys the food he is trying to cook. Is this a result of some flaw in my fortress? [[User:Shoez|Shoez]] 03:09, 14 April 2008 (EDT)&lt;br /&gt;
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:That's due to people eating or drinking the things he tasks for cooking before he can cook them. I suggest putting cook tasks through the manager menu to deal with it. [[User:VengefulDonut|VengefulDonut]] 10:04, 14 April 2008 (EDT)&lt;br /&gt;
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:Alternatively, for the massive-cooking that I've occasionally had to do (100+ meals!) I just queue up the task 10x with repeats on all of them. It's far easier/faster than doing a job order for all of them (for me anyways) and the multiple jobs means that odds are it won't get fully canceled until he gets to the actual end of the supply chain, rather than the occasional interruption. Either way, it'll work fine. If you have a couple dozen meals (or an exact amount at all) to make, VD's method is better. If it's more like a couple hundred, mine will probably work better. If it's a couple thousand... have you considered doing anything with your dwarves other than farming? :P  --[[User:N9103|Edward]] 18:22, 14 April 2008 (EDT)&lt;br /&gt;
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== Prepared meal value ==&lt;br /&gt;
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This was sitting around in the talk section of [[item value]] for a while... if it's in the wrong spot, or if I've formatted it poorly, please fix it up!  --[[User:Jurph|Jurph]] 11:59, 16 January 2009 (EST)&lt;br /&gt;
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:We should make a special note somewhere on the page that, for the current version {{v|0.28.181.40d}}, you still can not trade Prepared Meals due to bug 000072 but liaisons are still capable of listing them as potential Trade Agreement exports.  --[[User:FJH|FJH]] 13:33, 18 February 2009 (EST)&lt;br /&gt;
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:I might be mistaken, but I know i'm running 40d and I'm fairly certain the only thing I've exported is meals :/. I'll double check to make sure its working for me but it might somehow be through tiny mods I've done though I don't see how (more creatures tameable). Checked the exact bug list and it just says food inside prepared meal barrels, which would be easy enough to deal with if thats the case; just build a prepared meal only stockpile next to the normal one and allow no barrels then que up the take from pile task. Meals have such a broken value that it won't take that much space or that much hauling if your cooks and farmers are some level of skilled. --[[User:Silver|Silver]] 02:01, 26 February 2009 (EST)&lt;br /&gt;
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::I can very much confirm that on version 0.28.181.40d, I can and have traded prepared meals, and in fact, I often find them becoming my main export, due to their high value.  However, in the &amp;quot;bring goods to depot&amp;quot; menu, they do not appear on any sublists, except &amp;quot;All&amp;quot;.  To find them, just do a search for &amp;quot;prepared meal barrel&amp;quot;, &amp;quot;roast&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;biscuit&amp;quot;.  It is a bug that needs fixing, both concerning the list, and the price.  It isn't too insane for an expert chef to make some good exports, but as it is, any moderately skilled chef can get me enough money to buy just about anything the caravans can bring.  --[[User:Smartmo|Smartmo]] 14:12, 17 May 2009 (UTC)&lt;br /&gt;
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== Drawbacks of prepared meals ==&lt;br /&gt;
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I think this subsection should be removed or renamed and at least rewritten. I was unable to rewrite it in a way that I felt good about, so I just added a few relevant lines. --[[User:Nahno|Nahno]] 13:35, 17 May 2009 (UTC)&lt;br /&gt;
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:I agree, rotting isn't much of a drawback, but it is something to watch out for.  I'll see if I can change it to something more appropriate.  --[[User:Smartmo|Smartmo]] 14:14, 17 May 2009 (UTC)&lt;br /&gt;
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::Why is there an ampersand in the title?  And should this still be in the kitchen article or should there now be a prepared meal article?  Seems like half the page is now dedicated to prepared meals... on the other hand, that's the point of the kitchen I suppose.  On the third hand, does the metalsmith forge do that for its products?  On the fourth hand, there's far more products that the metalsmith's forge produces...--[[User:Jpwrunyan|Jpwrunyan]] 13:45, 20 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:N9103&amp;diff=32695</id>
		<title>User talk:N9103</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:N9103&amp;diff=32695"/>
		<updated>2009-05-20T13:42:13Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Prepared meals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
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== Comments/Opinions/Rants Welcome Here ==&lt;br /&gt;
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Nice simplification on the containers page.  Thanks. --[[User:Mithra|Mithra]] 15:36, 24 April 2009 (UTC)&lt;br /&gt;
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== Problems/mistakes/corrections ==&lt;br /&gt;
&amp;lt;small&amp;gt;Forgive me for the occasional slip up. Just make a note here of where I managed to screw up, so that I may endeavor to learn from my mistakes.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Prepared meals ==&lt;br /&gt;
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re: &amp;quot;I don't know why you made the claim that you can't set a stockpile for them exclusively.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Can you explain how to do it?  My understanding of the UI is that you tell the stockpile what types of food to have and then flag (u) as to whether to include prepared meals or not.  That means that prepared meals AND unprepared food (ie raw ingredients) will also fill up that pile.  For example, if I set the stockpile to allow only seeds and then leave (u) flagged then both seeds AND prepared meals made from seeds will fill that stockpile.  If my understanding is wrong, I apologize.  Either way, I want to include the information in the page because I don't think it is obvious.  That means that if indeed you can set an exclusively prepared meal stockpile, I would like to have explicit instructions in the article (because I don't know how to do it yet myself).&lt;br /&gt;
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Thanks!--[[User:Jpwrunyan|Jpwrunyan]] 12:20, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No need to apologize, but your understanding is, indeed, wrong.  Blocking/forbidding all foodstuffs and hitting {{k|u}} will create a stockpile with nothing but prepared food.  Once it's prepared, it doesn't matter what's in it - it's generic &amp;quot;prepared food&amp;quot; as far as stockpiles go. (You can still sort pf by quality, iirc.) &lt;br /&gt;
&lt;br /&gt;
:Look at the &amp;quot;&amp;amp; stockpiles&amp;quot; subsection of the [[kitchen#Prepared meals|kitchens]] article (where currently &amp;quot;prepared meals&amp;quot; are addressed - it's all there already.  Also a link to that same section under [Food#Cooked food]) --[[User:Albedo|Albedo]] 12:39, 18 May 2009 (UTC)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
LoL... problems posted in my talk are solved other users, before I can get a chance to read the problem :p&amp;lt;br&amp;gt;&lt;br /&gt;
-[[User:N9103|Edward]] 18:33, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Um... yeah. Oops. It was late, I had just edited that very topic - my bad.--[[User:Albedo|Albedo]] 21:59, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No problem. I think it's great that people are so eager to help, they'll go see what's said on other peoples talk pages. It's a great sign of a strong community! -[[User:N9103|Edward]] 22:32, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There were two reasons I didn't think you could get only prepared meals into a stockpile:  1) My experience with stockpiles (although I hadn't tried turning all options off other than (u) because...) 2) The layout of the GUI made the prepared meals flag seem like something separate from the other options.  It looked like it was meant to function as the equivalent of a check-box entirely independent of the other options.  So I searched the wiki for &amp;quot;prepared meals&amp;quot; and got sent to the kitchen page.  I couldn't find the info I was looking for so I added it myself as I saw fit.  Anyway, thanks to everyone for clearing it up.  The explanation is very clear and addressed all the questions/doubts I had previously!  It's exactly what I was looking for in the first place!--[[User:Jpwrunyan|Jpwrunyan]] 13:42, 20 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:N9103&amp;diff=32688</id>
		<title>User talk:N9103</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:N9103&amp;diff=32688"/>
		<updated>2009-05-18T12:20:34Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Prepared meals */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments/Opinions/Rants Welcome Here ==&lt;br /&gt;
&amp;quot;Pointless, unconstructive, and generally humorless. practically vandalism.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the interests of clarity and cohesion--two values of which I can now assume you praise to at least some degree--it is with regret that I find myself compelled to inform you that your observations, as quoted above, aren't strictly true: The point was to entertain and if I am to take your position seriously I now expect you to strip the Wiki of any similar content. It is not constructive, but neither is a blank page. A homogeneous collection can realistically find no derision of a generality, and &amp;quot;vandalism&amp;quot; is certainly not the word I would select to describe the modifications I made--may I suggest you consider the alternatives?&lt;br /&gt;
&lt;br /&gt;
I anticipate your response on this issue and implore you to consider my stance; that until a better, more informative description is created a little lightheartedness is superior to a lack of anything at all. You are, let us not forget, vandalizing my purely altruistic efforts with your pragmatic attitude and unenlightening blank spaces. ~ [[User:Rep|Rep]]&lt;br /&gt;
&lt;br /&gt;
: Well, if I can give my advice, not ''everyting'' is better than a blank page. I mean, instead of your rather unexplainable sentences, you could have made a little bit of description on the stone (something like &amp;quot;This is a brown stone, found in igenous extrusive layer, it may contain hematite, rock crystal etc etc&amp;quot;). Il will be more constructive than a blank page, and more than your previous modifications, which were effectively useless and practically humorless, altough the intent was nice. Not that this wiki shouldn't have humor (it already has), but it should had least be humoristic and understandable by everyone :) [[User:Timst|Timst]] 09:14, 18 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Your opinion has been duly noted, your example scrutinized without any impressions of inadvertent condescension and your position appears clear, so thank you. I suspect, also, from your efforts, you appear to be a prime candidate for what the blank stone pages &amp;lt;i&amp;gt;really&amp;lt;/i&amp;gt; require--may I suggest you consider applying your insight to them at some point in the future? It would be somewhat unbecoming for you to now leave them blank. ~ [[User:Rep|Rep]]&lt;br /&gt;
&lt;br /&gt;
: Timst seems to grasp my position on the matter pretty well, and I'll only add this: I did leave at least one of your additions untouched, because the humor was done in a dwarfy way. Even bad humor, in a dwarven mindset, is acceptable to me.. but yes, I'd prefer no description, to a bad attempt at humor that doesn't even fit the background of the wiki as a whole. I said they were ''practically'' vandalism, meaning that while they weren't, the rest of my statements about them applied; The same statements are usually applied to judge what could be considered vandalism. I do appreciate you coming here, rather than starting an edit war, and if I could have put a couple hundred more characters in my undo descriptions, I'd have given more explained reasons, but such is the way it is. Hopefully this won't rub you too badly, and I apologize if any undue grief has been had. --[[User:N9103|Edward]] 23:25, 18 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nice simplification on the containers page.  Thanks. --[[User:Mithra|Mithra]] 15:36, 24 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problems/mistakes/corrections ==&lt;br /&gt;
&amp;lt;small&amp;gt;Forgive me for the occasional slip up. Just make a note here of where I managed to screw up, so that I may endeavor to learn from my mistakes.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prepared meals ==&lt;br /&gt;
&lt;br /&gt;
re: &amp;quot;I don't know why you made the claim that you can't set a stockpile for them exclusively.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Can you explain how to do it?  My understanding of the UI is that you tell the stockpile what types of food to have and then flag (u) as to whether to include prepared meals or not.  That means that prepared meals AND unprepared food (ie raw ingredients) will also fill up that pile.  For example, if I set the stockpile to allow only seeds and then leave (u) flagged then both seeds AND prepared meals made from seeds will fill that stockpile.  If my understanding is wrong, I apologize.  Either way, I want to include the information in the page because I don't think it is obvious.  That means that if indeed you can set an exclusively prepared meal stockpile, I would like to have explicit instructions in the article (because I don't know how to do it yet myself).&lt;br /&gt;
&lt;br /&gt;
Thanks!--[[User:Jpwrunyan|Jpwrunyan]] 12:20, 18 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kitchen&amp;diff=18558</id>
		<title>40d:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kitchen&amp;diff=18558"/>
		<updated>2009-05-17T11:26:22Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: Explained the problems with preparing large stacks of lavish meals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Kitchen|key=z|job=[[Cooking]]&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;
* [[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
|production=&lt;br /&gt;
* Prepared meal&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kitchen''' is a [[workshop]] used by a [[cook]]. The cook uses this [[workshop]] primarily to combine base ingredients ([[meat]], [[plump helmet]]s, etc.) into prepared [[food]]. It is also used to render [[fat]] into [[tallow]].&lt;br /&gt;
&lt;br /&gt;
== Prepared meals ==&lt;br /&gt;
&lt;br /&gt;
On the Kitchen submenu of the [[status|Overall Status]] screen ({{key|z}}), you can specify which foods the kitchen is allowed to cook (and also which plants the [[still]] is allowed to brew).  Blue means &amp;quot;cook this food&amp;quot;; red means &amp;quot;do not cook&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are three grades of meals you can prepare at a kitchen:&lt;br /&gt;
&lt;br /&gt;
* '''Easy''' (biscuit) requires two cookable items.&lt;br /&gt;
* '''Fine''' (stew) requires three cookable items.&lt;br /&gt;
* '''Lavish''' (roast) requires four cookable items.&lt;br /&gt;
&lt;br /&gt;
The items to be cooked do not have to be different: for instance, a cook might combine two plump helmet spawn into a stack of two &amp;quot;plump helmet spawn biscuits&amp;quot;, or four spawn into four &amp;quot;plump helmet spawn roasts&amp;quot;.  The amount of food produced always equals the total number of food items used.  &lt;br /&gt;
&lt;br /&gt;
If large stacks of food are used as the ingredients, a large stack of meals will be produced.  For example, 22 &amp;quot;Minced cave fish roasts&amp;quot; could be created from &amp;quot;minced cave fish [5], minced [[turtle]], minced [[dwarven wine]] [14], and minced turtle [2]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Prepared meals do not produce any byproducts such as [[seed]]s, [[shell]]s, or [[bone]]s when cooked or eaten.  This makes them ideal for placement in dining rooms located far away from your main population because food and refuse haulers will not have to trek long distances to retrieve the seeds or bones left after a meal, and a single enormous meal stack can feed several dwarves for a year or more.&lt;br /&gt;
&lt;br /&gt;
==Drawbacks of Prepared Meals==&lt;br /&gt;
&lt;br /&gt;
The major drawback of prepared meals is that if they are not stored properly they can quickly rot, effectively rendering their preparation a waste of time.  Currently, prepared food of stacks 10 or less can be stored in a barrel insuring their long-lasting preservation.  Stacks greater than 10 cannot be stored in barrels.  Often these large, lavish meals are left in the kitchen where vermin quickly bring about contamination and spoil.  Care must be taken to insure larger meals do not putresce in this manner.  This is further complicated by the fact that there is no way to set a food stockpile exclusively for prepared meals--you may only set your stockpiles to include/exclude them.&lt;br /&gt;
&lt;br /&gt;
==Value of a prepared meal==&lt;br /&gt;
&lt;br /&gt;
Regardless of the type of meal you produce, a stack of prepared meals has a base value of 10 for each meal in the stack, multiplied by the quality rating of the preparation quality.  However, the final value of a stack of meals is highly variable because it is so strongly influenced by the quality of the ingredients and the size of the ingredient stacks.  The [[quality]] designator shown is not taken from the preparation results, but from the best quality of any one ingredient.  The value added by the preparation can be a small fraction of the total value of the meal when expensive or exceptionally-prepared ingredients go into the meal.  [[Meat]] from animals with high [[animal material multiplier|MODVALUE]], processed plants that generate large stacks, or luxury food items like [[cheese]] are all ingredients that can cause a stack of prepared meals to have a surprisingly high value.&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
&lt;br /&gt;
===≡Dwarven wheat flour roast [33]≡===&lt;br /&gt;
&lt;br /&gt;
This is a stack of 33 well-prepared Dwarven wheat flour roast. The ingredients are exceptionally minced Plump helmet, well-minced deer meat, superiorly minced Quarry bush Leaves and minced Dwarven wheat flour.&lt;br /&gt;
&lt;br /&gt;
Total value: 3102☼&lt;br /&gt;
&lt;br /&gt;
10 (prepared meal)               * 3 (well)        == 30 &amp;lt;br /&amp;gt;&lt;br /&gt;
2 (plant) * 2 ([[plump helmet]]) * 5 (exceptional) == 20&amp;lt;br /&amp;gt;&lt;br /&gt;
2 (meat) * 1 ([[deer]])          * 2 (well-made)   ==  4&amp;lt;br /&amp;gt;&lt;br /&gt;
5 ([[quarry bush leaves]])       * 4 (superior)    == 20&amp;lt;br /&amp;gt;&lt;br /&gt;
20 ([[dwarven wheat flour]])     * 1 (no label)    == 20&amp;lt;br /&amp;gt;&lt;br /&gt;
Subtotal (value of one serving): 94☼&lt;br /&gt;
&lt;br /&gt;
94 (value) * 33 (quantity) == 3102☼&lt;br /&gt;
&lt;br /&gt;
=== *Dragon meat stew [41]* ===&lt;br /&gt;
&lt;br /&gt;
This is a stack of 41 well-prepared dragon meat stew. The ingredients are finely-minced Dwarven syrup, minced quarry bush leaves and well-minced dragon meat.&lt;br /&gt;
&lt;br /&gt;
Total value: 11685☼&lt;br /&gt;
&lt;br /&gt;
10 (prepared meal)* 2 (well)     == 20&amp;lt;br /&amp;gt;&lt;br /&gt;
20 ([[dwarven syrup]]) * 3 (fine) == 60&amp;lt;br /&amp;gt;&lt;br /&gt;
5 ([[quarry bush leaves]]) * 1 (no label)    == 5&amp;lt;br /&amp;gt;&lt;br /&gt;
2 (meat) * 50 ([[dragon]]) * 2 (well) == 200&amp;lt;br /&amp;gt;&lt;br /&gt;
Subtotal (value of one serving): 285☼&lt;br /&gt;
&lt;br /&gt;
285 (value) * 41 (quantity) == 11685☼&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43425</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43425"/>
		<updated>2009-05-16T13:55:24Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Mountain Peaks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minimum Volcanism/Maximum Volcanism&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say Igneous extrusive layer are only found in areas with a volcanism higher than 90. Volcanoes  are only placed on tiles with a volcanism of 100.&lt;br /&gt;
 &lt;br /&gt;
Minimum Volcano Number&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected. &lt;br /&gt;
&lt;br /&gt;
Does that imply, that if I set max volcanism to 99 and min volcano number to 50 it'll never accept the world?--[[User:Dorten|Dorten]] 00:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, in the tests i did, setting max volcanism to 99 and min volcano to 1 caused infinite rejects. [[User:Killy|Killy]] 17:48, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volcanism seems to impact stone types. High minimum volcanism and you won't get sedimentary or metamorphic layers, just lots of igneous rock.&lt;br /&gt;
&lt;br /&gt;
I don't think magma pipes are exclusive to volcanism-100 tiles; i've had pipes come up through flux, albiet rarely.&lt;br /&gt;
[[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
===Cookbook===&lt;br /&gt;
That thread is nice and all, but it seems more for works in progress. We should have a wiki page for the tried-and-true worldgen recipes, ones that have been tested thoroughly and are complete. --[[User:Jackard|Jackard]] 07:17, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===X/Y Variance?===&lt;br /&gt;
I've been experimenting with the X- and Y-variance values to try and get a better handle on them. Anybody already gone through and figured this out before I waste my time? :) Especially since it seems there's a certain procedural order I'll need to untangle (elevation modifies temperature, both modify rainfall, etc.) [[User:RedKing|RedKing]] 02:20, 24 January 2009 (EST)&lt;br /&gt;
:I believe those are tied to how much the tiles are allowed to vary along the appropriate axes, with higher values producing a more random result. I haven't messed too much with worldgen settings, though. --[[User:Zeta|Zeta]] 13:02, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== World Painter ==&lt;br /&gt;
&lt;br /&gt;
Perhaps the information on the [[World Painter]] should be moved to the new page, possibly with a link from this one. --[[User:Timmeh|Timmeh]] 06:57, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mountain Peaks ==&lt;br /&gt;
&lt;br /&gt;
I believe mountain peaks are used as starting points for creating elevation during world generation.  I think I remember reading this in a Gamustra interview with Toady.  Can't confirm though so no edits made to the article.--[[User:Jpwrunyan|Jpwrunyan]] 13:55, 16 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43424</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43424"/>
		<updated>2009-05-16T13:55:09Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Mountain Peaks */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minimum Volcanism/Maximum Volcanism&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say Igneous extrusive layer are only found in areas with a volcanism higher than 90. Volcanoes  are only placed on tiles with a volcanism of 100.&lt;br /&gt;
 &lt;br /&gt;
Minimum Volcano Number&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected. &lt;br /&gt;
&lt;br /&gt;
Does that imply, that if I set max volcanism to 99 and min volcano number to 50 it'll never accept the world?--[[User:Dorten|Dorten]] 00:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, in the tests i did, setting max volcanism to 99 and min volcano to 1 caused infinite rejects. [[User:Killy|Killy]] 17:48, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volcanism seems to impact stone types. High minimum volcanism and you won't get sedimentary or metamorphic layers, just lots of igneous rock.&lt;br /&gt;
&lt;br /&gt;
I don't think magma pipes are exclusive to volcanism-100 tiles; i've had pipes come up through flux, albiet rarely.&lt;br /&gt;
[[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
===Cookbook===&lt;br /&gt;
That thread is nice and all, but it seems more for works in progress. We should have a wiki page for the tried-and-true worldgen recipes, ones that have been tested thoroughly and are complete. --[[User:Jackard|Jackard]] 07:17, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===X/Y Variance?===&lt;br /&gt;
I've been experimenting with the X- and Y-variance values to try and get a better handle on them. Anybody already gone through and figured this out before I waste my time? :) Especially since it seems there's a certain procedural order I'll need to untangle (elevation modifies temperature, both modify rainfall, etc.) [[User:RedKing|RedKing]] 02:20, 24 January 2009 (EST)&lt;br /&gt;
:I believe those are tied to how much the tiles are allowed to vary along the appropriate axes, with higher values producing a more random result. I haven't messed too much with worldgen settings, though. --[[User:Zeta|Zeta]] 13:02, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== World Painter ==&lt;br /&gt;
&lt;br /&gt;
Perhaps the information on the [[World Painter]] should be moved to the new page, possibly with a link from this one. --[[User:Timmeh|Timmeh]] 06:57, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mountain Peaks ==&lt;br /&gt;
&lt;br /&gt;
I believe mountain peaks are used as starting points for creating elevation during world generation.  I think I remember reading this in a Gamustra interview with Toady.  Can't confirm though so no edits made to the article.&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43423</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43423"/>
		<updated>2009-05-16T13:49:31Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: code format was screwing up my browser!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minimum Volcanism/Maximum Volcanism&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say Igneous extrusive layer are only found in areas with a volcanism higher than 90. Volcanoes  are only placed on tiles with a volcanism of 100.&lt;br /&gt;
 &lt;br /&gt;
Minimum Volcano Number&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected. &lt;br /&gt;
&lt;br /&gt;
Does that imply, that if I set max volcanism to 99 and min volcano number to 50 it'll never accept the world?--[[User:Dorten|Dorten]] 00:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, in the tests i did, setting max volcanism to 99 and min volcano to 1 caused infinite rejects. [[User:Killy|Killy]] 17:48, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volcanism seems to impact stone types. High minimum volcanism and you won't get sedimentary or metamorphic layers, just lots of igneous rock.&lt;br /&gt;
&lt;br /&gt;
I don't think magma pipes are exclusive to volcanism-100 tiles; i've had pipes come up through flux, albiet rarely.&lt;br /&gt;
[[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
===Cookbook===&lt;br /&gt;
That thread is nice and all, but it seems more for works in progress. We should have a wiki page for the tried-and-true worldgen recipes, ones that have been tested thoroughly and are complete. --[[User:Jackard|Jackard]] 07:17, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===X/Y Variance?===&lt;br /&gt;
I've been experimenting with the X- and Y-variance values to try and get a better handle on them. Anybody already gone through and figured this out before I waste my time? :) Especially since it seems there's a certain procedural order I'll need to untangle (elevation modifies temperature, both modify rainfall, etc.) [[User:RedKing|RedKing]] 02:20, 24 January 2009 (EST)&lt;br /&gt;
:I believe those are tied to how much the tiles are allowed to vary along the appropriate axes, with higher values producing a more random result. I haven't messed too much with worldgen settings, though. --[[User:Zeta|Zeta]] 13:02, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== World Painter ==&lt;br /&gt;
&lt;br /&gt;
Perhaps the information on the [[World Painter]] should be moved to the new page, possibly with a link from this one. --[[User:Timmeh|Timmeh]] 06:57, 8 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18118</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18118"/>
		<updated>2009-05-05T06:48:24Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* At War with Elves */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
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:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
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I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
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:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
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I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
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:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
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::I think how they react depends on your broker's social skills, since they sometimes get unpacifiably pissy at me and sometimes only whine mildly.  I have on &amp;quot;Anyone may trade&amp;quot;.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 21:05, 12 November 2008 (EST)&lt;br /&gt;
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::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
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:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
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What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
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I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
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I accidentally offered an elf some wooden items, and after that the Trade option was disabled even after exiting out of the interface and starting a new trading session. Is that supposed to happen? Seems a little harsh to me... --[[User:Theory|Theory]] 14:12, 10 August 2008 (EDT)&lt;br /&gt;
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:Yes, that is how it works. If you offer to trade something repugnant to a merchant, they will leave in a huff for that season. Consider how you would react if someone offered to sell you a necklace made of puppy and kitten skulls with sewn images in human leather of elephants slaughtering people while on fire. [[User:HeWhoIsPale|HeWhoIsPale]] 08:36, 13 November 2008 (EST)&lt;br /&gt;
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== Fortress in Elf Territory ==&lt;br /&gt;
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I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
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==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
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:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
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::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
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:::I was sieged by humans in I think 39c after a merchant's guild representative was slaughtered by a goblin ambush. [[User:Mingebag|Mingebag]] 01:07, 26 July 2008 (EDT)&lt;br /&gt;
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==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
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: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
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:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
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::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
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:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
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== Elves and Animals ==&lt;br /&gt;
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Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
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== Elven warnings ==&lt;br /&gt;
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The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
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== Elven traders ==&lt;br /&gt;
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I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
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:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
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::I've raided an elven caravan for everything they were carrying, and had a human force siege my fortress not long after. There was no compelling reason for them to do so (I didn't raid their caravan, nor were there any human casualties at my fortress) yet they sieged me anyway. [[User:JubalHarshaw|JubalHarshaw]] 01:21, 8 January 2009 (EST)&lt;br /&gt;
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==Blood Covering?==&lt;br /&gt;
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I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
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I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
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:As of 0.28.181.40d, I just traded a huge pile of blood covered leather clothes, and the elves didn't seem to mind.  --[[User:Smartmo|Smartmo]] 16:20, 29 April 2009 (UTC)&lt;br /&gt;
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== Speaking with Halfmen ==&lt;br /&gt;
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What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
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In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;br /&gt;
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Animalmen are no longer wildlife in 39e, so they're hostile to elves. Someone should edit the article to express this. --[[User:Neoskel|Neoskel]] 21:40, 8 August 2008 (EDT)&lt;br /&gt;
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== Elves as of .39c ==&lt;br /&gt;
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I feel the Elves went under a pretty big overhaul in the latest version. They've turned into tree huggers who do little else but complain, to zerging cannibals who dominate worlds when given enough time. Also little things, like Elves regrowing trees around captured sites, in addition to the aforementioned personality changes, may warrant it's own section, and/or editing.&lt;br /&gt;
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== Elven Ambushes ==&lt;br /&gt;
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While they may not seige, They do preform Ambushes.&lt;br /&gt;
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And I noticed something quite strange...&lt;br /&gt;
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They ambushed with Mounts.  I saw a swarm of Unicorns heading torwards my location.  There where no unicorns on my map, so I sent my military to meet them, and when battle was engaged, it said &amp;quot;An Ambush!&amp;quot;  And, for each Unicorn, there was also an elf (on the same square)&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this in the article though.  I've been ambushed by non-mounted elves several times as well.  Maybe a new section &amp;quot;Amubsh/Seige habits?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I've seen Elves ambush on unicorns too (version 0.28.181.39e), and they had no qualms about slaughtering the puppies I had tied to chains outside -[[User:Namako|Namako]] 14:09, 25 July 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
== Elven Trading as of Latest Version ==&lt;br /&gt;
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It seems to me that the elves are much, much more tolerant than before as to what items they will accept. So far I've successfully given them leather, bone, and shell crafts just fine. I have also tried offering them the same branch of items, and they will happily accept them. They even accept items that have blood on them. They will still reject pure wooden goods.&lt;br /&gt;
I haven't fully tested skulls, soap, or other animal byproducts yet. But if I were to hazard a guess, I would say they still will reject any item that has wood involved in it's creation, or any item with decorations of wood.&lt;br /&gt;
[[User:Lightning4|Lightning4]] 09:37, 31 July 2008 (EDT)&lt;br /&gt;
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== How do I kill elves? ==&lt;br /&gt;
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I don't like elves in my fortress and I would like to kill them with my thirty axedwarfs, how would I go about doing this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:TheLastBarber|TheLastBarber]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:You can only attack people who have come to your fortress with ill intent. Anger them enough (cut down trees, take their stuff, involve their merchants in unfortunate &amp;quot;accidents&amp;quot;, etc.) and they should send forces to attack you, whereupon you can finally take joy in the slaughter. --[[User:Raumkraut|Raumkraut]] 15:39, 5 August 2008 (EDT)&lt;br /&gt;
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::You can also kill Elves that have gone insane, but that would require imprisoning them for a considerable length of time.--[[User:Stryc9fuego|Stryc9fuego]] 14:08, 20 October 2008 (EDT)&lt;br /&gt;
:::I can kill ones that go beserk, sure, but the melancholy ones can emo out unimpeded. --[[User:Corona688|Corona688]] 21:06, 13 November 2008 (EST)&lt;br /&gt;
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== Last edit ==&lt;br /&gt;
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I've have heard extensive talking about how elves eat the dead. A note to this effect was removed in the last update, can anyone confirm/deny this behavior? [[User:HeWhoIsPale|HeWhoIsPale]] 18:45, 28 October 2008 (EDT)&lt;br /&gt;
: No civ creature will eat the dead unless it's acceptable or such in entity_default.txt.  --[[User:Squeegy|Squeegy]] 20:59, 3 November 2008 (EST)&lt;br /&gt;
::EAT_SAPIENT_KILL is the (a) relevant tag, right? That's acceptable for elves. [[User:Random832|Random832]] 00:40, 4 November 2008 (EST)&lt;br /&gt;
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::: While scrolling through Legends mode, I noticed that there are only a handful of reasons why wars occur, and one of those reasons is cannibalism, or more accurately, &amp;quot;One of the most significant causes of the conflict was a dispute over the devouring of sapient beings.&amp;quot; So perhaps the elven cannibal stories are only by-products of the historical conflict-basis generator? --[[User:RomeoFalling|RomeoFalling]] 20:02, 4 November 2008 (EST)&lt;br /&gt;
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== Seeing Bad Things Drives Elves Beserk? ==&lt;br /&gt;
On the way out, I had a small elven trading party go beserk for no readily discernible reason.  Checking it later I found they had stopped at one of my fortifications, all of which sport stockpiles full of awesome things like «☼Human Bone Bolts [30]☼».  (Problems with goblins, carvers weren't too discriminating...aheh...)  I later knocked out part of a wall and added doors to funnel the elves away from The Bad Things and that's kept the peace.  I'm half-tempted to offer them a «☼Human Skull Totem☼» just to see if elves can achieve nuclear fusion. --[[User:Corona688|Corona688]] 21:03, 13 November 2008 (EST)&lt;br /&gt;
:If traders are trapped for too long, they go berserk.  I think it is more likely that they somehow got hung up near your fortification and their pathfinding broke. --[[User:ThunderClaw|ThunderClaw]] 00:37, 14 November 2008 (EST)&lt;br /&gt;
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== Elven in-laws? ==&lt;br /&gt;
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Like many of the above, I randomly decided to live with the elves. the first thing I noticed about them was the ''three and a half'' pages on the units screen dedicated completely to the children. is this normal? it can really be annoying when the announcement box pops up with &amp;quot;Elven name&amp;quot; has grown to be an elf. I expected it a little, but not like this! Either the Elves were more than &amp;quot;tree&amp;quot; huggers or the game had made a seemingly unrealistic script that only made sense to itself. On the bright side, I found the druid!&lt;br /&gt;
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== At War with Elves ==&lt;br /&gt;
&lt;br /&gt;
I think there should be a section about what happens when your civ is at war with Elves (and Goblins and Humans for that matter).  Before I add it in, though, I want to say what I think should be in it:&lt;br /&gt;
&lt;br /&gt;
*There seems to be a gliche where the game zooms you to the elven caravan in spring except that there is no caravan and no message.  So basically, your screen just wigs out for a bit.&lt;br /&gt;
&lt;br /&gt;
*Elves only ambush (as mentioned below/above).  You might think they attack in Spring... but you'd be wrong.&lt;br /&gt;
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*Although Goblins are always assumed to be at war with you, elves are not.  So on the civ screen Goblins have a red dashed line next to their civ name.  Elves, on the other hand, if they are at war with your civ have a red &amp;quot;WAR!&amp;quot; text next to their civ name.  I found this confusing, actually.  Maybe it should be in the embark screen articles.&lt;br /&gt;
&lt;br /&gt;
*How can you start a war with Elves?  Just by ignoring their diplomats and clear-cutting forests?&lt;br /&gt;
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*Do elves get angry if you cut down undead trees?  I assume they are too stupid to know the difference.&lt;br /&gt;
&lt;br /&gt;
*Is there a way to establish peace with elves?  What is necessary to do so?  (do you need to have the king?)&lt;br /&gt;
&lt;br /&gt;
*Anything else about being at war with elves?&lt;br /&gt;
&lt;br /&gt;
If I find the answers myself, I will add them here.&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31203</id>
		<title>40d Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31203"/>
		<updated>2009-05-04T14:56:05Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Put Captain Into Actual Guard Unit? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it just me, or can this dwarf not be assigned a room once the economy starts (and thus cannot satisfy his &amp;quot;Quarters&amp;quot; requirement)? --[[User:Bobson|Bobson]] 09:11, 6 December 2007 (EST)&lt;br /&gt;
:This same thing seems to apply to the mayor. Assigning bedrooms can only be done for migrated nobles and legendary dwarves during the economy for some reason. --[[User:Pigbuster|Pigbuster]] 12:35, 6 December 2007 (EST)&lt;br /&gt;
---I'm pretty sure the mayor and captain could be assigned quarters under the economy in .33c, but I don't have that fort anymore to check it.  Administrators (broker, trader..) needed to rent though. [[User:Coelocanth|Coelocanth]] 13:13, 6 December 2007 (EST)&lt;br /&gt;
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== Anarchy ==&lt;br /&gt;
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Is it necessary to have a standing guard? Will my fortress revolt if there isn't one?--[[User:Benitosimies|Benitosimies]] 03:54, 14 March 2008 (EDT)&lt;br /&gt;
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:Nope. This article [http://archive.dwarffortresswiki.net/index.php/Fortress_Guards here], in the archive, does a good job on the guards, but I don't know whether or not it is completely accurate in this version.&lt;br /&gt;
:It will give unhappy thoughts to certain nobles, though. --[[User:Savok|Savok]] 10:01, 14 March 2008 (EDT)&lt;br /&gt;
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== Captain unnecessary for fortress guard ==&lt;br /&gt;
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I tend to put off assigning a Sheriff, so I recently discovered that dwarves can still be assigned to the fortress guard, even if the Captain's position is vacant.&lt;br /&gt;
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I'm not sure if they actually dispense justice, though.  Can anyone confirm that?&lt;br /&gt;
[[User:Medi|Medi]] 20:58, 22 July 2008 (EDT)&lt;br /&gt;
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== Put Captain Into Actual Guard Unit? ==&lt;br /&gt;
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This may seem like an odd question, but do I have to literally put my Captain of the Guard into the Guard (&amp;quot;C&amp;quot; in prefs)?&lt;br /&gt;
[[User:Squints|Squints]] 10:23, 20 January 2009 (EDT)&lt;br /&gt;
:No, the captain of the guard does their job regardless, I do believe.--[[User:Quil|Quil]] 11:59, 20 January 2009 (EST)&lt;br /&gt;
::I'm not contradicting you, but it seems like having the Captain of the Guard as part of the guard would be one less dwarf you would need tied up with guard related jobs... but then I guess the Captain wouldn't do other civilian tasks, eh?  Oh, and I suppose the weaker he is from sitting around, the less likely he'll kill someone with a beating.--[[User:Jpwrunyan|Jpwrunyan]] 14:56, 4 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:JubalHarshaw&amp;diff=46618</id>
		<title>User talk:JubalHarshaw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:JubalHarshaw&amp;diff=46618"/>
		<updated>2009-04-28T10:59:35Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Please don't delete my contributions willy-nilly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. This is a template.&lt;br /&gt;
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* Most importantly, [[Dwarf Fortress Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dude, you have done over 100 edits over the last few hours. You should probably take a break and just play for a bit. Thanks for doing all of the work no one else did though, I'm sure everyone appreciates it.--[[User:Destor|Destor]] 15:19, 29 December 2008 (EST)&lt;br /&gt;
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:Thanks, it's slow here at work during the holidays so I really have the time to spare at the moment (and editing a wiki is a lot less likely to get me in trouble than, say, playing DF :) ) ... it's a great game and this is a great resource for it so I'm just trying to help whatever way I can. Regards! JubalHarshaw 15:20, 29 December 2008 (EST)&lt;br /&gt;
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You really like [[Pike (fish)|Pike]] or something? That's a lot of [[pike (fish)|pike]] related changes. --[[User:Zchris13|Zchris13]] 17:41, 7 April 2009 (UTC)&lt;br /&gt;
:P.S. Dude, you still have the welcome text. Eh?&lt;br /&gt;
::Yeah, never bothered to delete the welcome text. And yeah, a lot of [[Pike]]-related changes, because I wanted to disambiguate it properly. [[User:JubalHarshaw|JubalHarshaw]] 17:43, 7 April 2009 (UTC)&lt;br /&gt;
:::Keep it all on the same page. --[[User:Zchris13|Zchris13]] 17:48, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Please don't delete my contributions willy-nilly ==&lt;br /&gt;
&lt;br /&gt;
Hi, I created the short article for Braies.&lt;br /&gt;
You made it a redirect to clothing.&lt;br /&gt;
I assume you didn't do it thinking it would bother me or anyone else, but I hope that in the future you'll remember to tell me when you delete my articles.&lt;br /&gt;
Since Braies at least now forwards to a page that says what Braies actually are (in the game), I don't really want to make this a big deal--I'm perfectly happy with the edit.  &lt;br /&gt;
I just would have appreciated the courtesy of some notification.&lt;br /&gt;
It's an unpleasant feeling when you come to edit an article you started and find it suddenly no longer exists.&lt;br /&gt;
Thanks.--[[User:Jpwrunyan|Jpwrunyan]] 18:14, 25 April 2009 (UTC)&lt;br /&gt;
:Thanks for the follow-up reply.  If I were offended by anything it would have been just feeling left out of the loop.  So to put it another way, please keep me in the loop.  This was an improvement but it wasn't immediately obvious to me.  If there's ever a case that I don't see the logic to an edit, a note will help preclude time spent trying to puzzle out why the edit was made.  Furthermore, it will insure that in the future I will know what to do next time.  Again, it's not an issue of having &amp;quot;my stuff&amp;quot; edited so much as not knowing why it was edited.  Semantic note: &amp;quot;my stuff&amp;quot;, &amp;quot;my article&amp;quot;, etc. == my contributions.  Anyway, despite this long message, there's really no hard feelings behind it.  --[[User:Jpwrunyan|Jpwrunyan]] 02:58, 26 April 2009 (UTC)&lt;br /&gt;
::Hi, thanks again.  No worries.  I don't think there was anything wrong at all with your first response.  I could have chosen my words better the first time so if there was any misunderstanding it was my fault (or the fault of fatigue!).  For my part I will try to be more clear (and less confrontational) when communicating with other editors!  As well as putting clothing articles in the right place...--[[User:Jpwrunyan|Jpwrunyan]] 10:59, 28 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:JubalHarshaw&amp;diff=46617</id>
		<title>User talk:JubalHarshaw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:JubalHarshaw&amp;diff=46617"/>
		<updated>2009-04-26T02:58:55Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Please don't delete my contributions willy-nilly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. This is a template.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
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* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
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* Most importantly, [[Dwarf Fortress Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dude, you have done over 100 edits over the last few hours. You should probably take a break and just play for a bit. Thanks for doing all of the work no one else did though, I'm sure everyone appreciates it.--[[User:Destor|Destor]] 15:19, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks, it's slow here at work during the holidays so I really have the time to spare at the moment (and editing a wiki is a lot less likely to get me in trouble than, say, playing DF :) ) ... it's a great game and this is a great resource for it so I'm just trying to help whatever way I can. Regards! JubalHarshaw 15:20, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You really like [[Pike (fish)|Pike]] or something? That's a lot of [[pike (fish)|pike]] related changes. --[[User:Zchris13|Zchris13]] 17:41, 7 April 2009 (UTC)&lt;br /&gt;
:P.S. Dude, you still have the welcome text. Eh?&lt;br /&gt;
::Yeah, never bothered to delete the welcome text. And yeah, a lot of [[Pike]]-related changes, because I wanted to disambiguate it properly. [[User:JubalHarshaw|JubalHarshaw]] 17:43, 7 April 2009 (UTC)&lt;br /&gt;
:::Keep it all on the same page. --[[User:Zchris13|Zchris13]] 17:48, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Please don't delete my contributions willy-nilly ==&lt;br /&gt;
&lt;br /&gt;
Hi, I created the short article for Braies.&lt;br /&gt;
You made it a redirect to clothing.&lt;br /&gt;
I assume you didn't do it thinking it would bother me or anyone else, but I hope that in the future you'll remember to tell me when you delete my articles.&lt;br /&gt;
Since Braies at least now forwards to a page that says what Braies actually are (in the game), I don't really want to make this a big deal--I'm perfectly happy with the edit.  &lt;br /&gt;
I just would have appreciated the courtesy of some notification.&lt;br /&gt;
It's an unpleasant feeling when you come to edit an article you started and find it suddenly no longer exists.&lt;br /&gt;
Thanks.--[[User:Jpwrunyan|Jpwrunyan]] 18:14, 25 April 2009 (UTC)&lt;br /&gt;
:Thanks for the follow-up reply.  If I were offended by anything it would have been just feeling left out of the loop.  So to put it another way, please keep me in the loop.  This was an improvement but it wasn't immediately obvious to me.  If there's ever a case that I don't see the logic to an edit, a note will help preclude time spent trying to puzzle out why the edit was made.  Furthermore, it will insure that in the future I will know what to do next time.  Again, it's not an issue of having &amp;quot;my stuff&amp;quot; edited so much as not knowing why it was edited.  Semantic note: &amp;quot;my stuff&amp;quot;, &amp;quot;my article&amp;quot;, etc. == my contributions.  Anyway, despite this long message, there's really no hard feelings behind it.  --[[User:Jpwrunyan|Jpwrunyan]] 02:58, 26 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26867</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26867"/>
		<updated>2009-04-25T18:21:18Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Moving Ice Stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
:Yep, you can make all 4 magma workshops from ice.&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding melting ice, I found that if you melt ice, drain it off to a 2 or 3, and then shunt the magma off somehow (happens often when magma first flows, due to ebb and flow of the magma waves) the 2-depth water will re-freeze, allowing you to re-thaw it into a 7-depth water. ... I found this out the hard way actually, since the magma waves caused successive re-thaws for the water to flood out my then-thought-to-be-way-too-big water pit. --[[User:CrushU|CrushU]] 21:20, 7 January 2008 (EST)[[User:CrushU|CrushU]] 21:20, 07 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
One winter, I filled with magma a room beneath a frozen river to melt it, so my injured dwarves could be helped. Next winter, those rooms beneath are still filled with magma, but the river froze and will not melt. This is on version 0.28.181.39d. --[[User:Mattmoss|Mattmoss]] 17:50, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2. [[User:Lightning4|Lightning4]] 08:31, 31 December 2007 (EST)&lt;br /&gt;
::0 Water is free so is ice. It doesn't even have a material entry it is hard coded in the game I think. --[[User:Ikkonoishi|Ikkonoishi]] 10:56, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::Yet on a map with water and magma sources one can produce an infinite amount of obsidian, which has value. Not that I'm suggesting obsidian should be valueless, but a fortress making a business out of selling ice sculptures would be fun. :) [[User:Bryan Derksen|Bryan Derksen]] 21:46, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Considering pets can now die in route with merchants due to weather/temp, I bet they don't get far with your masterwork Ice Sculpture. :P --[[User:Kyace|Kyace]] 23:17, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Not entirely true. I just noticed in a glacier game that I can sell ice &amp;quot;stones&amp;quot; to traders at a value of 3 each (with a weight of about 250 or so). Same price as wood, and roughly the same weight, depending on species of tree. Makes for a handy low-value trade with elves. [[User:RedKing|RedKing]] 04:56, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting without magma ==&lt;br /&gt;
&lt;br /&gt;
If there is any way to melt ice without magma this would be good to know.&lt;br /&gt;
Are there any drinks that are &amp;quot;just water&amp;quot;? ie can I put water into a barrel and have something to drink through the winter, or do I have to get plants and brew beer / wine / rum to not die of dehydration/thirst?[[User:GarrieIrons|GarrieIrons]] 07:15, 10 January 2008 (EST)&lt;br /&gt;
:Nope, you have to brew something to store a drink in a barrel.  Besides, even if you could store water, you wouldn't want to.  Dwarves need alcohol, or they work much slower.  -[[User:FunnyMan|FunnyMan]] 08:44, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well they may work slow for a bit but at least they don't die![[User:GarrieIrons|GarrieIrons]] 06:50, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Well, if your map does not freeze all year long, build a [[well]]. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 07:03, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water pit vs lake / pond ==&lt;br /&gt;
&lt;br /&gt;
Does a water pit have to be a certain number of tiles, depth below ground, or overall &amp;quot;internal depth&amp;quot; (ie go a certain number of z-levels) to not freeze? ie how much of a pit do I need to not only dig, but fill, to have water in my fortress no matter what the weather is like?[[User:GarrieIrons|GarrieIrons]] 08:21, 5 February 2008 (EST)&lt;br /&gt;
:Height doesn't seem to be important.  It needs to be either Inside or Below Ground to not freeze, I'm not sure which.  -[[User:FunnyMan|FunnyMan]] 08:41, 5 February 2008 (EST)  Update: It's Below Ground. -[[User:FunnyMan|FunnyMan]] 18:56, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well my current thought is to build a wall out of ice to see it melt and irrigate my field... also, I'm building an up/down stair down a few z-levels. Once done I will work out how to drop my ice down it... yes more to do it than anything else.[[User:GarrieIrons|GarrieIrons]] 06:49, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Engraving ice ==&lt;br /&gt;
&lt;br /&gt;
Ice Walls can be engraved. I can prove it if you like. I made the change to the article, change the wording if you want.--[[User:Niaba|Niaba]] 06:06, 6 April 2008 (EDT)&lt;br /&gt;
:This seems a reasonably viable way to train engravers without wasting valuable wall space in a glacial sort of map.--[[User:Dadamh|Dadamh]] 15:28, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a masterfully engraved ice wall melts, does it cause a tantrum? --[[User:Raumkraut|Raumkraut]] 16:06, 18 June 2008 (EDT)&lt;br /&gt;
:It causes unhappy thought, like all masterworks. It's not instant-tantrum in new versions. --[[User:Someone-else|Someone-else]] 23:58, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Outside/Above Ground ==&lt;br /&gt;
&lt;br /&gt;
I made a deep channel by actually digging a tunnel (so dwarves wouldn't get stuck by channelling stupidly), so it was all inside.  BUT I dug an opening through the floor on one of the corners for some reason (thought it was required for flood gate lever).  Anyway, so the water in this corner was inside, but above ground.  And in late autumn it froze over, just when I was thinking I would need a well there!  All the other water is still intact in the channel, but with a corner of damp ice wall blocking flow.  Anyway, if someone else can confirm it doesn't have to be outside to freeze! --[[User:KernelJ|KernelJ]] 10:38, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think I follow your situation.  If you mined out an L-shaped path underground for water, then dug a channel on top of the corner, that corner tile should be outside/light/above ground, unless you put some kind of construction over it.  It's possible that the tile became outside, and then froze to ice, which might cause the game to claim the tile was inside/light/above ground (the game seems to report most outside impassable tiles as inside).  However, even if you've got an ice wall in the corner, water should still be able to flow around it diagonally, shouldn't it? --[[User:Marble Dice|Marble Dice]] 12:21, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just ran into this problem myself while trying to build a tower of ice to carve out. I had Inside, Above Ground tiles in my pump tower, and water froze solid the instant it was pumped into them. Water does not have to be Outside to freeze, it only needs to be Above Ground. --[[User:Tomatofruit|Tomatofruit]] 11:01, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Same thing here, z-level doesn`t matter. A cistern was made by dropping down a large portion (2 Z-levels high natural walls) of ice that formed a natural cap of ice and stone above water _after_ falling, so there is a subterranian area under it. Removing this cap makes the cistern freeze.. --[[User:Delduvat|Delduvat]] 07:11, 26 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moving Ice Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice stone or &amp;quot;water&amp;quot; can't be put into a stockpile right?&lt;br /&gt;
So it'll stay where it's mined until I decide to make something out of them?&lt;br /&gt;
:Yes, it's not listed under stockpile options, which is probably good, because you wouldn't want your dwarves bringing it inside so it melts or firing it out of catapults. --[[User:Tachyon|Tachyon]] 11:56, 1 August 2008 (EDT)&lt;br /&gt;
:: However, you could [[dump]] your ice anywhere you like.--[[User:Aykavil|Aykavil]] 14:52, 1 April 2009 (UTC)&lt;br /&gt;
:::If I dump the ice inside, like in a room I eventually want to farm, will it melt and give me a muddy floor?  That would be really nice...--[[User:Jpwrunyan|Jpwrunyan]] 07:15, 9 April 2009 (UTC)&lt;br /&gt;
:::I tested this.  Ice stone (as opposed to ice wall/frozen terrain) melts into a puddle of water which gets cleaned the same as spent bolts.  There's no way to change solid ice wall into terrain water on a frozen map unless you collapse it with a cave in.  This also seems like a bug as weird things can result from this.  For example, any stone that might be on top of the section of ice wall you are collapsing remains suspended in mid-air after the floor(s) disappear under it.  Ramps also stayed suspended in mid-air with nothing connecting them.  It was very unsettling.  The ramps and &amp;quot;stone&amp;quot; in question were all &amp;quot;water&amp;quot; (ie ice)--[[User:Jpwrunyan|Jpwrunyan]] 18:21, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== building with ice ==&lt;br /&gt;
&lt;br /&gt;
I know it's possible to make constructions out of ice, but can you make things that use the masonry skill, like tables?  I've tried making a mason's workshop near the ice and ordering a table made, but he got rock from a different area. maybe if ice was the only thing available they would make it into furniture? It would be cool, because I made an ice tower and a need a door to go with it. :P --[[User:Tachyon|Tachyon]] 10:42, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma Melted Ice Pressure ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or does the water that comes from melted ice have strange pressure characteristics?  I tried to get it to U-Bend but it wouldn't come back up to the original source and it seems to flow very slowly for water.&lt;br /&gt;
&lt;br /&gt;
==Ice Constructions melting==&lt;br /&gt;
&lt;br /&gt;
I built a Trade Depot ENTIRELY out of ice (water stone), and it stayed properly frozen throughout winter. However, when the ice melted in spring, the depot melted too!!! I had also built some walls out of ice but they did not melt. Does anyone know why this happened? --[[User:Stinhad Limarezum|Stinhad Limarezum]] 07:10, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've not tested this, so I don't know for certain, but I'm pretty sure that it's because constructions and buildings are not the same thing. Constructions are only the things that you can build under the {{K|b}} - {{K|C}} menu (i.e. walls, floors, fortifications etc). These are indestructible to everything. Everything else in the {{K|b}} menu - from armour stands to trade depots - is a building and can thus melt if made of ice. [[User:Aosher|Aosher]] 08:39, 26 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:JubalHarshaw&amp;diff=46616</id>
		<title>User talk:JubalHarshaw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:JubalHarshaw&amp;diff=46616"/>
		<updated>2009-04-25T18:14:58Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Please don't delete my contributions willy-nilly */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. This is a template.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Never put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&lt;br /&gt;
* Most importantly, [[Dwarf Fortress Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dude, you have done over 100 edits over the last few hours. You should probably take a break and just play for a bit. Thanks for doing all of the work no one else did though, I'm sure everyone appreciates it.--[[User:Destor|Destor]] 15:19, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks, it's slow here at work during the holidays so I really have the time to spare at the moment (and editing a wiki is a lot less likely to get me in trouble than, say, playing DF :) ) ... it's a great game and this is a great resource for it so I'm just trying to help whatever way I can. Regards! JubalHarshaw 15:20, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You really like [[Pike (fish)|Pike]] or something? That's a lot of [[pike (fish)|pike]] related changes. --[[User:Zchris13|Zchris13]] 17:41, 7 April 2009 (UTC)&lt;br /&gt;
:P.S. Dude, you still have the welcome text. Eh?&lt;br /&gt;
::Yeah, never bothered to delete the welcome text. And yeah, a lot of [[Pike]]-related changes, because I wanted to disambiguate it properly. [[User:JubalHarshaw|JubalHarshaw]] 17:43, 7 April 2009 (UTC)&lt;br /&gt;
:::Keep it all on the same page. --[[User:Zchris13|Zchris13]] 17:48, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Please don't delete my contributions willy-nilly ==&lt;br /&gt;
&lt;br /&gt;
Hi, I created the short article for Braies.&lt;br /&gt;
You made it a redirect to clothing.&lt;br /&gt;
I assume you didn't do it thinking it would bother me or anyone else, but I hope that in the future you'll remember to tell me when you delete my articles.&lt;br /&gt;
Since Braies at least now forwards to a page that says what Braies actually are (in the game), I don't really want to make this a big deal--I'm perfectly happy with the edit.  &lt;br /&gt;
I just would have appreciated the courtesy of some notification.&lt;br /&gt;
It's an unpleasant feeling when you come to edit an article you started and find it suddenly no longer exists.&lt;br /&gt;
Thanks.--[[User:Jpwrunyan|Jpwrunyan]] 18:14, 25 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16753</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16753"/>
		<updated>2009-04-25T10:59:50Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Items belonging to dwarves can't be dumped */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
:::I have had no trouble dumping narrow clothing after the economy kicks in -- as long as the clothing isn't already in a shop.  Once they've hauled it to the shop, it behaves as if it were &amp;quot;owned&amp;quot;. --[[User:Sev|Sev]] 19:55, 12 December 2008 (EST)&lt;br /&gt;
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==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
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==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
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==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
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==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
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: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
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== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
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==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
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==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
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::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
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==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
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*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;br /&gt;
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:Yeah, that makes sense! I always thought that was what ponds were for, before I figured out you could do other things with them, too. I'd be careful with the dragon pits, though. Even tame ones are very indiscriminate when breathing fire on their foes. (Currently I'm using a race that I gave dragonfirebreath. First thing that happened when zombies attacked was they lit up the zombies, the wagon and all the supplies, and the clothes their friends were wearing. I changed the race's ignite point after that.) --[[User:Navian|Navian]] 20:38, 22 November 2008 (EST)&lt;br /&gt;
==Nobles filling ponds==&lt;br /&gt;
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Anybody else notice that nobles fill ponds?  They ''are'' useful for something after all! --[[User:Kwieland|Kwieland]] 02:12, 28 March 2009 (UTC)&lt;br /&gt;
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== Items belonging to dwarves can't be dumped ==&lt;br /&gt;
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I just want to confirm that items, particularly worn out socks and shoes, can't be dumped.  So if your dwarf decides he wants a new pair and leaves his old shoes or socks lying on the ground, you are screwed.--[[User:Jpwrunyan|Jpwrunyan]] 10:59, 25 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37845</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37845"/>
		<updated>2009-04-22T09:00:23Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* No Liaison? */&lt;/p&gt;
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&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
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At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
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:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
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so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
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== Broker, not Leader? ==&lt;br /&gt;
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So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
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No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
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:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
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::Ditto, my broker keeps meeting with the Liasons (all of them, i think, certainly the human one) despite not having been mayor for something like 5 years (military dwarves always seem to get elected mayor...).  In fact, I just annoyed a human liason because my broker (not mayor) entered a strange mood just as the liason entered my fortress (thus promptly leaving).&lt;br /&gt;
::Now, Diplomats meet with the highest ranking leading noble you have (mayor/baron+/etc...), and I don't know why Diplomat redirects to Liason as humans and elves occasionally send a diplomat to make demands or merely comment 'this is a nice place you've carved out for yourself'.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 06:54, 17 April 2008 (EDT)&lt;br /&gt;
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Ok, I changed this so that it correctly says the human liason meets with your broker.  I left the dwarven liason as Mayor but I'm not certain that's true - my one still existent game which is suitably set up to check this otherwise is now the mountainhome, so I'm unable to verify at present. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
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::Anecdotal evidence of dwarven liason using Mayor/Exp Leader - I got an initial set of dwarves where they made someone expedition leader who didn't have the broker skills, so exp leader and broker were different dwarves.  Dwarven Liason met with Exp Leader. --[[User:Squirrelloid|Squirrelloid]] 15:55, 18 April 2008 (EDT)&lt;br /&gt;
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== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
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:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
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Mine just set off a Trap too. Died. Running verson 40c for mac. --[[User:OmegaX|OmegaX]] 09:19, 20 September 2008 (EDT)&lt;br /&gt;
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== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
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Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
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I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
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== Diplomat ==&lt;br /&gt;
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I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
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:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
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== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
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== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;br /&gt;
:To clear up a point of confusion the job &amp;quot;Conduct Meeting&amp;quot; is the job assigned to the Mayor,Broker, or Baron/Count. After dwarven economy is running a dwarf might get the job &amp;quot;Attend Meeting&amp;quot;.  That dwarf seeks a meeting with the Mayor.  If the Mayor is busy he will continue to follow the Mayor around until he is free.  The solution I found is to switch off the Mayor's labors so he's free to conduct the meeting.  The meeting is usually quick and then you'll get the other dwarf working again.--[[User:Angus|Angus]] 20:52, 29 March 2008 (EDT)&lt;br /&gt;
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== verified some embarrassment factors ==&lt;br /&gt;
From dwarfort.exe &lt;br /&gt;
(Name) was embarrassed to have to conduct an official meeting in a dining room.&lt;br /&gt;
(Name) was very embarrassed to have to conduct an official meeting in a bedroom.&lt;br /&gt;
[[User:Yvain|Yvain]] 19:58, 29 March 2008 (EDT)&lt;br /&gt;
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: I would be happier if someone could verify that it is actually _used_ in game, but, well. You see, my palace office never triggered any thought. --[[User:Koltom|Koltom]] 21:13, 29 March 2008 (EDT)&lt;br /&gt;
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::Try giving them a dining room and no office, koltom. [[User:VengefulDonut|VengefulDonut]] 14:26, 30 March 2008 (EDT)&lt;br /&gt;
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:::I got these unhappy thoughts from meetings conducted in public dining halls that were also designated as meeting halls. (I do not know whether they also happen from nobles' personal dining rooms designated from private tables.) They seem to be very minor unhappy thoughts, so I'm not going out of my way to avoid such designations to keep my idlers from going to hang out by the wagon in the fortresses' early stages. --[[User:Brent Not Broken|Brent Not Broken]] 12:31, 17 April 2008 (EDT)&lt;br /&gt;
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== Liaisons, zoo material? ==&lt;br /&gt;
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I want to know whether or not to trap the liaisons before they leave and have them in cages. Should I do this or not?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:17, 12 April 2008 (EDT)&lt;br /&gt;
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:hm..&lt;br /&gt;
: *You can't trap them (unless you mean locking them in a room)&lt;br /&gt;
: *You can't assign them to cages&lt;br /&gt;
: If u don't let them leave they will go crazy and your requests for trade items will most likely be ignored&lt;br /&gt;
: why do you want to trap them? (okay, they are annoying, but also useful) --[[User:Koltom|Koltom]] 08:41, 17 April 2008 (EDT)&lt;br /&gt;
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==Human Diplomat==&lt;br /&gt;
Added information about the human diplomat, whom i've seen meeting with my Baron/Count/Duke often enough (4 different games, multiple times in each). They don't seem to do much at present - though I haven't tried to incur a human siege of my fortress to see if they sue for peace if you beat them.  I imagine they could theoretically make demands like the elven diplomat does, except they aren't picky about things like cutting down trees. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
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== Meeting With Elves ==&lt;br /&gt;
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What happens if you choose different option instead of saying yes to whatever they say? The number of trees keep going lower...57....43...37...well they aren't the exact numbers but close to them. I might want to try to fight them once. I've got some ore to melt and I need a good amount of charcoal... They appear every year after cutting too much trees?--[[User:Seaneat|Seaneat]] 23:36, 9 July 2008 (EDT)&lt;br /&gt;
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New meeting with elves craziness - i've seriously cut down like 10 cacti total, and that was over 5 years ago.  Wood imports have been more than sufficient since then.  The elf diplomat shows up for the first time and tells me I've been disrespecting the trees.  Does the diplomat always say the same thing?  Because he's making no sense whatsoever.  In addition to their being absolutely no trees on my map (Yay Saguaros?), I haven't even chopped any in ages.  I've bought 20x the amount I ever chopped from the elven caravans.  How have I been disrespecting the 'trees'? --[[User:Squirrelloid|Squirrelloid]] 02:28, 9 December 2008 (EST)&lt;br /&gt;
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== liaison - dead and gone? (death of a salesman) ==&lt;br /&gt;
When in the first summer the dwarven caravan arrived with the outpost liaison at my latest fortress, the liason made it savely past the traps but seems to have died just in front of the depot - no blood to be seen, no message in the announcement, just as he had died a natural death.&lt;br /&gt;
Strange enough, but after I provided him a coffin, in the next year the dwarves came without another liaison. So I disposed the treacherous coffin and bones in my crush-o-mat. But that didn't have any effect either: There didn't come any liaison anymore.&lt;br /&gt;
In the first place I wonder why he died, and also why he isn't succeeded?!--[[User:Doub|Doub]]&lt;br /&gt;
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== Left Unhappily? ==&lt;br /&gt;
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I just got a message&lt;br /&gt;
&amp;quot;Diplomacy Stymied. A diplomat has left unhappy.&amp;quot;&lt;br /&gt;
The last part of the meeting never occured, and my mayor was unable to meet him, due to seige. Was the dwarven diplomat. --[[User:OmegaX|OmegaX]] 17:59, 16 September 2008 (EDT)&lt;br /&gt;
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== Person to meet set when liaison arrives? ==&lt;br /&gt;
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When the human liaison arrived this year, I had &amp;quot;Trader Joe&amp;quot; Stukosshed as my Broker. Shortly after, the goblins sieged and Joe got hit by a stray arrow while evacuating. His arm is mangled, so he's resting. I assigned a new broker, but it looks like the Human liaison is holding vigil beside Joe's bed, waiting for him to wake up to run the meeting. -[[User:Fuzzy|Fuzzy]] 16:32, 19 September 2008 (EDT)&lt;br /&gt;
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==Liaison dead??==&lt;br /&gt;
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The human guild representative was walking around my fort; he seemed all fine, did not set off any traps. Suddenly, a few (real-life) minutes later, I see a human corpse in my refuse stockpile. He also didn't even have a meeting (note: he died about 2 months after the caravan left). Should I expect a human siege?&lt;br /&gt;
&lt;br /&gt;
: Probably, yes. [[User:Timst|Timst]] 13:12, 30 October 2008 (EDT)&lt;br /&gt;
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== 404 meeting not found ==&lt;br /&gt;
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Issue resolved. The problem was that my mayor wanted to update stockpile records instead of take the damn meeting. --[[User:GreyMario|GreyMaria]] 23:50, 16 January 2009 (EST)&lt;br /&gt;
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==No Liaison?==&lt;br /&gt;
First year, rather rough terrain, dwarf caravan arrived just fine though but... no liaison?  At all? I kind of wanted to request bauxite... I guess I'm glad I brought some with me... Has anyone else had this happen?  What's going on? --[[User:Squirrelloid|Squirrelloid]] 14:15, 21 November 2008 (EST)&lt;br /&gt;
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:I have a similar problem in my current game, for the simple reason that I have embarked as part of a tiny civilisation - one which apparently has no king. No king means no liaison. This happened because of my parameters, but I'm sure that it can happen coincidentally in the unaltered game as well. [[User:Aosher|Aosher]] 12:47, 19 March 2009 (UTC)&lt;br /&gt;
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::I had a similar incident a while back, where the liaison never showed up, not even in the first year. I didn't think to check whether or not my civ had a king/queen, but I was on a terrifying glacier so I had just assumed he had froze to death or something before reaching my site.--[[User:Mjo625|Mjo625]] 13:46, 19 March 2009 (UTC)&lt;br /&gt;
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::Hmm... I have the same thing happening to me.  I checked my civilization on the civilization menu and it just says: &amp;quot;Ruler/King&amp;quot; for the head of the civilization.  Doesn't this mean I have a king?  If not, how do you know if you have a king?--[[User:Jpwrunyan|Jpwrunyan]] 09:00, 22 April 2009 (UTC)&lt;br /&gt;
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==Liaison dead?, help==&lt;br /&gt;
My liaison died to a goblin ambush a few years back on his way out.. midwinter. Do I never get a new one or the chance to request stuff again?--[[User:Cultiststeve|cultiststeve]] 11:00, 11 January 2009 (EST)&lt;br /&gt;
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==Insane Liason==&lt;br /&gt;
How long does it take to drive a dwarven liason insane from being ingored? They guy's getting on my nerves, lurking outside the door and not letting poor Elfcrusher leave.&lt;br /&gt;
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:The timer only seems to start if he's met/seen the dwarf he wants to talk to.  I've had a Liaison wander around for 3 years because he couldn't get anywhere near my mayor/broker - enough time he should have gone insane otherwise.  --[[User:Squirrelloid|Squirrelloid]] 11:57, 31 January 2009 (EST)&lt;br /&gt;
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::Then I'm lucky the wolves decided to vist. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 14:22, 31 January 2009 (EST)&lt;br /&gt;
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== Elven diplomat, ...what? ==&lt;br /&gt;
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So, today an elven diplomat came to me and said I had carved a nice place out for myself. Then he left, which left me quite confused. Earlier an elven caravan arrived but was ambushed and brutally killed, is that why the diplomat came? If so, why didn't he say anything? [[User:Tardface|Tardface]] 12:42, 19 March 2009 (UTC)&lt;br /&gt;
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:Your baroness / countess / duchess will get liaisons from friendly civilisations occasionally. They often just say that you have carved out a lovely place, then leave. Did you get a new noble recently? [[User:Aosher|Aosher]] 12:46, 19 March 2009 (UTC)&lt;br /&gt;
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:That's sound like what the human diplomat tends to say.  Are you sure the elf was from an elf civilization, or was it an elf working for the humans? --[[User:LegacyCWAL|LegacyCWAL]] 20:00, 19 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Braies&amp;diff=48406</id>
		<title>40d:Braies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Braies&amp;diff=48406"/>
		<updated>2009-04-20T13:05:32Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: Created page with 'Braies are a sort of medieval pants.  Sort of like today's boxer shorts except you can wear them exposed and not be considered indecent.  They are one rung above the loincloth on...'&lt;/p&gt;
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&lt;div&gt;Braies are a sort of medieval pants.  Sort of like today's boxer shorts except you can wear them exposed and not be considered indecent.  They are one rung above the loincloth on the barbarism to civilized ladder.&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=25004</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=25004"/>
		<updated>2009-04-09T07:18:45Z</updated>

		<summary type="html">&lt;p&gt;Jpwrunyan: /* Ice as a stone */&lt;/p&gt;
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&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold seasons. Any water that is [[above ground]] will freeze during the cold time, but it will stay wet if it is on [[subterranean]] tiles.&lt;br /&gt;
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A water tile with 1 depth will freeze to create ice floor. A tile of water deeper than 1 will freeze into an '''ice wall''', creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. As there is no thin ice, the floor can be walked on freely. Ice walls can be [[mine]]d like any other natural wall. The ice wall will melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive, which can keep ponds full if rain only fills them up to 2/7. An ice floor will also melt, leaving 1 water if it was smoothed or engraved.&lt;br /&gt;
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Ice can be mined out, creating [[Ice#Ice as a stone|stones]] of ice that melt into thin air come spring. This makes winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
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Entire water supplies can become completely frozen upon winter in colder areas. This can depopulate an entire fortress with rapidity in the first winter if they're unprepared. To counter this, make a [[cistern]] inside beforehand or brew enough [[alcohol]].&lt;br /&gt;
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== Ice as a stone ==&lt;br /&gt;
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Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
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The game refers to ice boulders as &amp;quot;water.&amp;quot; It does not appear in any stockpile options or the manager, so it cannot be moved by designating a stockpile, although it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.  Ice can be moved by [[dump|dumping]] it.&lt;br /&gt;
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== Icy constructions ==&lt;br /&gt;
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All constructions are entirely indestructible. Entire fortresses can be built of ice in temperate climates equally impervious to catapults, the summer sun, or a thousand tons of boiling lava. If constructions of ice are dismantled during the warm season, they will melt into thin air.&lt;br /&gt;
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== Ice as hazard ==&lt;br /&gt;
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Watch out when digging through ice into ([[subterranean]]) unfrozen water resorts. The space cleared by the miner will freeze solid again instantly, encasing the advancing miner into a wall of ice. This means not only the loss of a valuable [[dwarf]], but also of his now inaccessible equipment.&lt;br /&gt;
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Additionally, surface ponds which go through a freeze/thaw cycle (on Temperate and Cold maps) can be hazardous, as your dwarves will treat the ice as a normal surface when moving about. Spring thaws happen suddenly and without warning, and dwarves in the midst of crossing a frozen pond will find themselves suddenly swimming in depth 7 water. You can avoid this by marking restricted traffic zones over ponds in high traffic areas.&lt;br /&gt;
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== Melting outdoor ice ==&lt;br /&gt;
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It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with [[magma]]. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;br /&gt;
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If you would like to transport magma to heat a frozen [[brook]] or other such feature that is very far away from the magma pipe, try to use a magma duct that is nearly as wide as the area you intend to fill. Otherwise, magma will tend to evaporate as it disperses from a narrow duct to a wider area. &lt;br /&gt;
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==&amp;quot;Melting&amp;quot; ice without magma ==&lt;br /&gt;
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It is also possible to get water from ice without actually melting the ice, though this method is hazardous and destructive.  First, dig down to a non-ice layer beneath ice layers and dig out a room.  In the layers directly above the room, dig rooms out of the ice with the same dimensions as the first room.  Dig channels in the ice floors around the entire perimeter of the room EXCEPT for one square right next to the hallway (this is important; if you don't leave the last square accessible from outside the room, you will likely kill or injure the miner doing the channeling during the last step).&lt;br /&gt;
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When you channel out the last bit of ice, the entire ice floor will cave in down to the the area you already cleared out.  Depending on the stupidity level of the channeling miner, he may simply be stunned or also plummet to his doom.  The broken ice will melt at the bottom level, but the floor will also be almost completely destroyed.  The newly-melted water must either be redirected to a smaller space (one square of broken ice floor yields roughly one level of water wherever it lands) to avoid drying or multiple ice floors must be dropped in order to achieve sufficient water depth.&lt;br /&gt;
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Don't expect to create farmland in the original room.  Since the dropped floors destroy ground tiles on impact, water must be redirected to an undamaged area to get farmable squares.  Otherwise there will only be narrow slivers and bits of farm-worthy ground.&lt;br /&gt;
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Also note that if there is empty space underneath the destination floor (other rooms, hallways, etc.), the falling ice will crash through that floor as well.  Obviously, this can be dangerous.  While a dining room full of hungry dwarves will certainly appreciate new farmland despite the frozen wastes above ground, those hungry dwarves will also end up angry, wet, and dead when several tons of ice come crashing through the ceiling.  On the upside, fewer mouths to feed.&lt;br /&gt;
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{{Water FAQ}}&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Map_tiles]]&lt;/div&gt;</summary>
		<author><name>Jpwrunyan</name></author>
	</entry>
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