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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krythorne</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krythorne"/>
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	<updated>2026-08-26T06:43:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Vomit&amp;diff=28312</id>
		<title>40d Talk:Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Vomit&amp;diff=28312"/>
		<updated>2008-07-23T11:37:27Z</updated>

		<summary type="html">&lt;p&gt;Krythorne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps this page should be merged with and redirect to a general contaminants page? - [[User:Mzbundifund|Mzbundifund]] 23:52, 21 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
I agree--vomit isn't big enough to have its own page. [[User:Midna|Midna]] 13:44, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mood penalty? ==&lt;br /&gt;
&lt;br /&gt;
Is there any sort of mood penalty associated with vomit? I can't imagine dwarves like trodding through the stuff...&lt;br /&gt;
:Nope they're quite content to wade through the stuff.--[[User:Richards|Richards]] 20:48, 15 May 2008 (EDT)&lt;br /&gt;
::Eww. --[[User:Borgin|Borgin]] 23:47, 15 May 2008 (CST)&lt;br /&gt;
:::From what I read on [[thought]] page vomit can only help after it's created. Dwarves can drink vomit, though it obviously makes them unhappy. I wish DF had true fluid mechanics, not only water and magma. Vomit pump would be incredibly awesome. --[[User:Someone-else|Someone-else]] 21:30, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cleaning? ==&lt;br /&gt;
&lt;br /&gt;
Will dwarves with the Cleaning job clear up puddles of vomit, or does it just go away over time?&lt;br /&gt;
:I'm pretty sure they don't. They certainly don't clean it off of themselves either! Eventually most of my fortress seems to end up vomit-covered, especially babies. Actually babies end up worse as their parents tend to drop them in the mud whilst vomiting and if there's been a siege recently and the reason for everyone coming out is because of the lootables on the floor there tends to be a healthy amount of blood too, just in case vomit and mud stains weren't enough. --[[User:Krythorne|Krythorne]]&lt;/div&gt;</summary>
		<author><name>Krythorne</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15702</id>
		<title>40d:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15702"/>
		<updated>2008-07-01T11:38:48Z</updated>

		<summary type="html">&lt;p&gt;Krythorne: Noted one relatively obvious way of preventing him/her from interfering in metal jobs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
''&amp;quot;The dungeon master ponders fell beasts and treasure.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dungeon master is a [[noble]] and, like the [[expedition leader]], is not a position that can be replaced by the player. S/he arrives as an immigrant and is not elected. The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 if certain site features are present like magma, a river or brook (as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=002748 confirmed] by Toady One). Toady has signaled the intention that the site feature should initially be hidden; the dungeon master would only arrive after the feature is discovered; currently this is not (yet) the case. {{version|0.27.176.38c}} The dungeon master may also arrive alone, without immigrants.&lt;br /&gt;
&lt;br /&gt;
The presence of this noble allows taming of exotic animals. Exotic animals are animals with the [PET_EXOTIC] tag.&lt;br /&gt;
&lt;br /&gt;
The dungeon master arrives with skills from both the metalsmith and ranger groups. These skills are:&lt;br /&gt;
*Animal trainer&lt;br /&gt;
*Animal caretaker&lt;br /&gt;
*Furnace operator&lt;br /&gt;
*Metal crafter&lt;br /&gt;
&lt;br /&gt;
Additionally, Dungeon masters have armor crafting, weapon smithing and metal smithing turned on even though they possess no base skill. At the moment{{version|0.27.176.38c}} since there is no way of adjusting a noble's jobs this means s/he could start taking over any of these crafts from a more skilled dwarf unless Workshop Profiles are used on the forge to prevent such.&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Krythorne</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13423</id>
		<title>40d:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13423"/>
		<updated>2008-07-01T10:18:59Z</updated>

		<summary type="html">&lt;p&gt;Krythorne: Amended the line about the potential loss of workorders without a manager to also include lack of the Workshop Profile option.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Manager&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Manage bulk job orders&lt;br /&gt;
}}&lt;br /&gt;
The Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
When chosing a dwarf for the position the following skills are also listed as relevant:&lt;br /&gt;
&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]] &lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
&lt;br /&gt;
If this position is left vacant, the Manager screen at {{K|j}} -&amp;gt; {{K|m}} says &amp;quot;A manager is required to coordinate work orders&amp;quot;, which seems to imply that they will not be performed. Without a manager the 'Workshop {{K|P}}rofile' option won't be available on workshops.&lt;br /&gt;
&lt;br /&gt;
== Changing name ==&lt;br /&gt;
&lt;br /&gt;
As the population of the outpost increases, the name of the Manager's job title also changes:&lt;br /&gt;
&lt;br /&gt;
* Outpost Manager: &amp;lt;20 dwarves&lt;br /&gt;
* Hamlet Manager: 20+ dwarves&lt;br /&gt;
* Village Manager: 50+ dwarves{{verify}}&lt;br /&gt;
* Town Manager: 80+ dwarves{{verify}}&lt;br /&gt;
* City Manager: ???{{verify}}&lt;br /&gt;
* Metropolis Manager: 150+ dwarves{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Setting up work orders ==&lt;br /&gt;
&lt;br /&gt;
The Manager screen ({{k|u}}{{k|m}} or {{k|j}}{{k|m}}) allows you to set up work orders. This can be handy if you want to specify a precise number of items to be created, more than the few that will fit in a workshop's queue, but not just an indefinite amount, as you'd get by specifying a workshop task as a repeating task. It can also be useful because, although work orders will still be canceled if the raw materials aren't currently available, they will be added back to the workshop queue regularly until the order is finished.&lt;br /&gt;
&lt;br /&gt;
== Approval of work orders ==&lt;br /&gt;
&lt;br /&gt;
When the Manager presides over an Outpost that has less than 20 dwarves, the {{K|j}}ob {{K|m}}anager screen allows all orders to be assigned automatically; the game simply abstracts out the order management and the Manager probably just discusses the jobs while everyone is downing their [[dwarven ale|ale]].&lt;br /&gt;
&lt;br /&gt;
However, upon becoming a Hamlet Manager, the Manager must personally verify each and every task on the manager screen; by that time, the population has grown significantly enough that the Manager must devote at least some of his time to bureaucracy.  The Manager then requires an [[Office]] to perform his or her duties.&lt;br /&gt;
&lt;br /&gt;
The manager screen displays the tasks the Manager has approved with a green check mark, and displays the tasks the Manager has not yet approved with a red X.  Approving these tasks occurs in the Manager's Office: the Manager receives a task automatically and, after spending a short amount of time scribbling furiously, the order is approved and the craftsdwarves can get to work!  Naturally, the Manager cannot be otherwise busy or else he won't be able to approve the orders.  The time taken to approve the order is dependent on the Manager's [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room.&lt;br /&gt;
* The manager has the same room and furniture requirements as the [[broker]] and [[bookkeeper]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Krythorne</name></author>
	</entry>
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