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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kwieland</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-06T04:35:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hive&amp;diff=177088</id>
		<title>v0.34 Talk:Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hive&amp;diff=177088"/>
		<updated>2012-08-23T11:29:44Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Frozen dwarves - Bug noted.*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The hive limits may be based on biome or some other factor. My current fortress has 52 hives with no restriction messages, however, if I add a 53rd hive, I get the &amp;quot;too many hives, output limited&amp;quot; message. --[[User:Telarin|Telarin]] 17:45, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frozen dwarves ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if you get too many hives created but not populated, a dwarf will head off on a task to install a new colony but will freeze in place, eventually starving/dying of thirst. If you change the hive status on all unoccupied hives to &amp;quot;do not install colony&amp;quot;, the dwarf will unfreeze. I have found that the best way to do initial hive population is one hive at a time. Once you've got established hives and are just populating by split, I haven't seen any problems. Anyone else notice this?&lt;br /&gt;
:This is a known bug.  You can see it on Mantis.  It doesn't matter how many hives you have. see http://www.bay12games.com/dwarves/mantisbt/view.php?id=3981 --[[User:Kwieland|Kwieland]] 11:29, 23 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=176913</id>
		<title>v0.34:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=176913"/>
		<updated>2012-08-16T01:01:55Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Labor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:06, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
Most creatures, including [[Dwarves]], start out as infants, then after a certain number of years become children, and then finally become adults. For [[Dwarves]], childhood starts after reaching one year of age, and continues until they are twelve years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your [[fortress]] might be any age from two to twelve. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the [[d_init.txt]] file. Dwarves even can have miscarriages (if they become Dehydrated, Starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
Much of [[goblin]] society is centered around [[snatcher|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be. The birth will interrupt the mother's current action (even sleep). The game will pause and announce the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will immediately resume whatever task she was doing before the child was born.&lt;br /&gt;
&lt;br /&gt;
Dwarven mothers can also give birth to twins or triplets. Babies are looked after by their mother, who will continue working while carrying the baby.&lt;br /&gt;
&lt;br /&gt;
Babies usually share a tile with their mother. If the mother is [[sleep]]ing, hospitalized, or imprisoned, however, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insane|raving mad]] adult, wandering freely over the map without any sense of self-preservation. It will be fed and watered{{verify}} as requested (rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The gender of a baby is determined upon birth. Reloading a save might get a baby of the other gender.&lt;br /&gt;
&lt;br /&gt;
After giving birth it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
&lt;br /&gt;
A dwarven baby is born without a [[beard]]. If it happens to be male, the beard will immediately begin growing.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In [[fortress mode]], children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* Socializing, like starting [[party|parties]].&lt;br /&gt;
* Removing [[construction]]s (such as [[wall]]s, [[floor]]s, [[ramp]]s).&lt;br /&gt;
* Eating, drinking, and sleeping as necessary.&lt;br /&gt;
* [[Farming|Harvesting]] [[crops]], if the 'All dwarves harvest' order is on. This will also increase their [[grower]] skill. Naturally, almost all children will grow up with at least proficient in growing. They will also store the harvested food in a stockpile, fetching a barrel if needed.&lt;br /&gt;
* When they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* Filling designated [[pond|ponds]].{{verify}}&lt;br /&gt;
* Children can enter [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
In the eighth DFTalk, it was mentioned that as an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=159646</id>
		<title>v0.31 Talk:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=159646"/>
		<updated>2012-01-31T02:55:41Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Dangers of Forgotten Beast Extract */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dangers of Forgotten Beast Extract==&lt;br /&gt;
&lt;br /&gt;
A while back, I killed a Forgotten Beast, one of the ones that secretes venom. Killed it no bother, no damage to any of my dwarfs, it was then dragged up into the fort to be butchered. Unfortunately, it had covered itself in Forgotten Beast Extract. This got onto the Hauler or onto the ground, somehow. Either way, it's a contact poison, it's all over my fort (due to magic spreading extract), and it's causing my dwarfs to randomly collapse into unconsciousness. &lt;br /&gt;
&lt;br /&gt;
Any suggestions? It's getting quite annoying, I get tons of cancelled job spam as dorfs faint and go to rest their non-existent injuries.--[[User:Nimblewright|Nimblewright]] 11:41, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How long has it been? The poison should run out eventually right?--[[User:Mrdudeguy|Mrdudeguy]] 16:15, 26 October 2010 (UTC)&lt;br /&gt;
::Nope, if the dwarves are treading it all over the fortress, that actually multiplies the quantity.  You gotta get all your dwarves on cleaning duty.  Also, when a dwarf walks through water, the syndrome gets washed off, no matter how contaminated the water is.  Just make sure the dwarves are fully clothed when they come into contact with the water, or they'll get infected.  Although either way it'll stop them tracking the stuff all over the place.  The Reclamation of Battlefailed has a lot about how to keep your dwarves from getting infected by contact syndromes: http://www.bay12forums.com/smf/index.php?topic=76193.0--[[Special:Contributions/46.166.148.165|46.166.148.165]] 14:32, 18 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have to agree that &amp;quot;Beast sickness&amp;quot; is the most annoying health issue I've seen.  I don't mind the ones that kill dwarfs quickly (dust attack) or that cause dwarfs to rot instantly.  I hate the ones that get them sick and carry on for years and years!  I'm off to see if bathing really helps. --[[User:Kwieland|Kwieland]] 02:55, 31 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Breath Attack Usage==&lt;br /&gt;
I tested out the claim about multiple breath attacks being used simultaneously, but I didn't get the results displayed on the page.  My test subjects (some [[magma crab]]s) were given a TRAILING_VAPOR_FLOW breath attack using the same material as their standard LIQUID_GLOB attack.&lt;br /&gt;
&lt;br /&gt;
Normally, magma crabs will remain in place and simply fire glob after glob of buggy [[basalt]] due to the way that GLOB breath attacks work.  However, when I gave them the new breath attack they would charge after their target and engage in melee combat (showing the same behavior as creatures with only a FLOW type breath attack).&lt;br /&gt;
&lt;br /&gt;
Also, I noticed that they would ''not'' fire both attacks simultaneously.  It appears as though they would randomly choose one or the other breath attack while attacking, but would never use both at the same time.&lt;br /&gt;
&lt;br /&gt;
As an aside, the basalt TRAILING_VAPOR_FLOW breath attack works quite well with the weird way breath attacks are currently handled, and produces some lovely magma vapor to scorch your skin off.  All in all, a far better choice for magma crabs than their current glob attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hi&amp;quot;, by the way.  I just created an account last night, and this is my first time ever editing a wiki.  I'd love to know all the stuff I'm doing wrong.  --[[User:Kagus|Kagus]] 22:36, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I feel like UNDIRECTED_DUST attacks would be great for suicide bomber creatures. Idea: a volatile immobile pod that explodes (uses the undirected dust attack) whenever an enemy approaches. --Anonymous&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Speaking of breath attacks, can we move it to somewhere more fitting?  Breath attacks really need to go into the creature tokens page or a page of their own, as it doesnt make that much sense why they would be in the syndromes page. -Commondragon&lt;br /&gt;
&lt;br /&gt;
==Toxic Materials==&lt;br /&gt;
If you assign a syndrome to a metal, make a bolt out of it and shoot it at something, will that count as &amp;quot;&amp;quot;injection&amp;quot;?&lt;br /&gt;
:Nope.  This has been discussed in a couple threads on the forum.  Solid-state materials are completely inert (testing is required for cave-in dust, but for weapons and such they won't apply the toxin at all).  You need to have a liquid or a vapor in order to get things working.  --[[User:Kagus|Kagus]] 07:42, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you manage to use a metal to get the syndrome into the body, if you make it so the metal will melt on impact? thus turning it into a liquid?&lt;br /&gt;
&lt;br /&gt;
==Treating syndromes==&lt;br /&gt;
Is there any evidence for any of the claims in this section?  The word &amp;quot;antivenin&amp;quot; doesn't appear in the raws or string dump (nor &amp;quot;antivenom&amp;quot;).  I'm pretty sure that whole section is equal parts obsolete info and fabrication. --[[User:Footkerchief|Footkerchief]] 06:34, 17 April 2010 (UTC)&lt;br /&gt;
:As far as I am aware, Toady intended to add antivenin as a means of treating syndromes, but cut it before the release due to time constraints.  Currently you can -extract- it from creatures, but it doesn't serve any purpose in healing. - Lofn&lt;br /&gt;
==Question!==&lt;br /&gt;
My dwarves are bleeding to death for no apparent reason on every map I embark on. Is this a syndrome or a bug? -bmmodder&lt;br /&gt;
:Sounds like a bug.  What version of DF are you playing?  Have you modded the raws at all?  Are you using the default worldgen parameters? --[[User:DeMatt|DeMatt]] 00:18, 29 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What is this page for? ==&lt;br /&gt;
&lt;br /&gt;
At present this page is mostly about how to mod the game. Shouldn't it be more about syndromes as they currently appear in the game? (e.g. which syndromes go away by themselves, and which require care/doctors?). I'm aware that this is an area that's unfinished and under development, but still I'd rather see info about the game as it is, and most of the modding info removed to a separate page (e.g. &amp;quot;Syndrome token&amp;quot;?). This page probably has the most detailed modding information of any page that (from the title) purports to be about the game, rather than specifically about modding or game internals [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:46, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Syndrome timing ==&lt;br /&gt;
&lt;br /&gt;
Are the phases for syndromes the same as the &amp;quot;steps&amp;quot; used in Fortress mode, or are they a different measure of time? --[[Special:Contributions/196.215.25.181|196.215.25.181]] 14:29, 28 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Side Effects ==&lt;br /&gt;
&lt;br /&gt;
In testing the various creature effects in Arena mode, I've discovered that several of them have '''side effects''' - extreme swelling causes Necrosis, and extreme Numbness causes sensory nerve damage. The claim of nausea leading to dehydration is difficult to verify right now, since hunger and thirst are disabled in Adventurer mode (and thus Arena mode as well). --[[User:Quietust|Quietust]] 20:48, 20 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infertility ==&lt;br /&gt;
&lt;br /&gt;
A weirdly long (multi-year) period of no kittens or puppies being born, followed by a resurgence, in a fortress that has had a typical share of trouble with FB dust and blood, has led me to suspect that at some point, infertility became one of the available effects for syndromes.  I can prove nothing. &amp;amp;mdash;[[User:Chaos|Chaos]] 02:22, 6 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you sure you didn't hit the breeding cap? If you're over (I think) 50 animals of any one species, no more of that species will be born until the number drops below the cap again. The [[Meat_industry#Breeding|Meat Industry]] page talks a bit about this. [[Special:Contributions/202.156.10.234|202.156.10.234]] 03:03, 10 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah, yeah.  That was probably it.  False alarm. &amp;amp;mdash;[[User:Chaos|Chaos]] 03:26, 10 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Numbness==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Extreme numbness may lead to sensory nerve damage&amp;quot; is misleading. It does trigger the nerve damage message on the health screen, but curiously this nerve damage message vanishes when the syndrome wears off. It seems that if a part is not working then it shows up as impaired even if this is from a temporary effect. The way it is worded makes it sound like the effect is permanent.&lt;br /&gt;
&lt;br /&gt;
I discovered this while trying to create a giant cone snail. Even with a sting at 20000% severity it was unable to permanently damage nerves in lab animals or dwarves. Of interest is the fact that high syndrome strength causes a &amp;quot;vision somewhat impaired&amp;quot; message, presumably from the nerves in the eye being impaired. [[User:NonconsensualSurgery|NonconsensualSurgery]] 00:00, 13 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=159454</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=159454"/>
		<updated>2012-01-18T17:27:40Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Cage Trap */  updated information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:10, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike [[soldier]]s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (ranks in this [[skill]] reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of [[thief|thieves]], flying creatures and other occasional nasty surprises.  Any unconscious creature will trigger traps, including your own dwarves.&lt;br /&gt;
&lt;br /&gt;
Note that only dwarves with the mechanic labor enabled will reload traps (cage, stone or weapon). In combat situations, [[mechanic]]s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Main:Urist|Urist McSuicide]] from deciding to reload a trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a Mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe [[burrow]] until any threats have been dealt with.  If a cage trap has captured something while forbidden and left alone for an extended period of time (nearly a year or longer) the caged individual escapes and and you will get the announcement &amp;quot;Something has emptied a cage!&amp;quot; Once put into a stockpile or claimed this will prevent the captured individual from escaping.&lt;br /&gt;
&lt;br /&gt;
It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the {{K|t}} query.&lt;br /&gt;
Deconstructing a trap leaves the components used in its creation on the ground around the tile.  Traps destroyed by hostile action may return damaged objects.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril.  The weight of the stone used in the trap affects the amount of damage the trap does, but it's quite difficult to get your dwarves to use heavier stones, like galena, when loading the traps.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
:*Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They contain between one and ten weapons, and tend to be much more reliable for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, note that weapon traps require you to have previously made [[weapon]]s, making them more of an option somewhat later in the game. Any weapon can be used, including human weapons, training weapons, bows, traded weapons and weapons recovered from dead goblins. Think of it as fair retribution when goblins are sliced to pieces by their own axes!&lt;br /&gt;
&lt;br /&gt;
You can also use the corkscrews that are normally used in [[screw pump]]s, or menacing spikes that are normally used in spike traps, or any of three specialist trap only weapons:&lt;br /&gt;
&lt;br /&gt;
[[Metalsmith's forge]]&lt;br /&gt;
*menacing &amp;lt;metal&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;metal&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;metal&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;metal&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;metal&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
[[Carpenter's workshop]]&lt;br /&gt;
*menacing &amp;lt;wooden&amp;gt; spike&lt;br /&gt;
*spiked &amp;lt;wooden&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;wooden&amp;gt; corkscrew&lt;br /&gt;
&lt;br /&gt;
[[Glass furnace]]&lt;br /&gt;
*menacing &amp;lt;glass&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;glass&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;glass&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;glass&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;glass&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
Don't know which to make? -&amp;gt; '''Detailed [[Trap component]] information'''&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically after an unknown period of time. However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use {{k|t}} to check the trap), requiring a dwarf to remove the body. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The quality of your chosen mechanism matters[http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214]. At this point you will get a list of all stockpiled weapons in your fortress. {{k|+}}{{k|-}} will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap; you can e{{k|x}}pand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered (10 large serrated disks normally results in the unfortunate triggering creature leaving with fewer limbs than it came in with). When happy with your weapon selection press {{k|d}} to set the trap.&lt;br /&gt;
&lt;br /&gt;
The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favour if the trapped tile happens to be surrounded by pits.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
:*Components used: [[mechanism]] and 1 to 10 weapons.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps are different to the other trap types in that they do not directly kill or injure invaders. Instead, they capture the unfortunate creature that triggers them in a [[cage]]. Despite the unfortunate lack of violence, this is still very effective as it completely neutralizes the target so that it can be dealt with later. After a creature is captured, it's stored in an animal [[stockpile]] if the current standing order is set ({{K|o}}-{{K|a}}). The trap will then be reset by hauling an empty cage to the trap's location. This is done ''automatically'', as in, during a siege, by any dwarf with the [[Mechanic]]s labor enabled. Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
'''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely; in fact, even submersion in water or magma appears to have no effect on caged creatures.  It is possible for dwarves to bring [[water]] to cages, but this will only occur if you have someone friendly also locked in the cage - like a dwarf child snatched by a goblin. See below for how to remove things from a cage.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps will not capture every creature in the game''', so you ''will'' need alternative defenses - [[titan]]s and [[forgotten beast]]s (as well as certain other types of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it.  A webbed cage trap '''will''' capture absolutely '''anything''' in the current version.&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the [[trapping]] labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at the [[kennel|kennels]]. See dungeon master for current bugs related to training animals.&lt;br /&gt;
&lt;br /&gt;
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves ''only'' load empty traps.  One way to remove the seeds and make the cage usable again is to {{K|d}}ump them. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed.&lt;br /&gt;
&lt;br /&gt;
Merchants, especially Elfs, will bring cages that on the trading screen look empty. However, if you {{k|v}}iew the item, you will often see that it contains a tame rodent like a frog or squirrel.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:*Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
:*If the trap is a Dark Green, then it does not have a cage in it.&lt;br /&gt;
:*If the trap is a Light Green, then it does have a cage in it.&lt;br /&gt;
:*Note that cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that [[elf]] merchants will get pissy if the cage is wooden).  A glass terrarium is just as strong as a steel cage. &lt;br /&gt;
&lt;br /&gt;
To release a creature from a cage, build the cage ({{k|b}} {{k|j}}) and use {{k|q}} to unassign it.  You can also simply assign the creature to a pasture or pit. To release a hostile creature (or wild animal) safely from a cage, build the cage and link the cage to a [[lever]] that can be remotely triggered. If you have many cages you need to empty out quickly see [[Mass pitting]].  Cages have no current limit to the amount of beasts you can put in them, so you can build one cage and assign all the beasts to that cage.  Typical caveats of dealing with wild/hostile animals apply.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
&lt;br /&gt;
A variation of the weapon trap, the Upright Spear/Spike itself requires no mechanisms, and can be fitted with up to 10 [[Weapon|spears]] or [[Trap component|spikes]].  However, it requires an external trigger to actually impale things.  Either a [[pressure plate]] or a [[lever]] must be connected to this trap for it to be operated.  An advantage of this trap is it doesn't require a mechanic to set it up - just to link it to a trigger.  &lt;br /&gt;
&lt;br /&gt;
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need the mechanisms that cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|S}}&lt;br /&gt;
:*Components used:  between 1 and 10 spears or spikes.&lt;br /&gt;
&lt;br /&gt;
==Mechanism Quality==&lt;br /&gt;
&lt;br /&gt;
All of the above traps other than Upright Spear use mechanisms in their construction.  The quality of the mechanism used impacts weapon traps beyond their value however, in weapons traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands.  No visible effect of mechanism quality has been observed in cage traps beyond the usual value.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, [[pressure plate]]s, [[lever]]s, [[grate]]s, [[support]]s, [[water]], and/or [[magma]], creating sacrificial altars (blood for the Blood God!) and whatever else you can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing way. If you make a trap that kills 10 or so goblins that only works once and you have to rebuild it, wasting time you don't have during a [[siege]], then you're not trying hard enough.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Trap design]]&lt;br /&gt;
*[[Mass pitting]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=159292</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=159292"/>
		<updated>2012-01-07T03:02:02Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: added part about hauling animals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
For cage traps, see [[Traps#Cage_Trap|traps]].&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in [[cage trap]]s, [[jail]]s, and zoos, [[pit]]s and aquariums. &lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding [[Captured live fish|captured]] live [[fish]], an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile. Dwarfs will attempt to collect and store cages in stockpiles if the {{k|o}}rders - dwarfs haul {{k|a}}nimals option is set.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from [[wood]] at a [[carpenter's workshop]], from [[metal]] at a [[metalsmith's forge]], and from [[glass]] at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of [[creatures]], and {{k|Enter}} to assign them to the cage.  A major change in version .31.19 is that grazing creatures will starve if left in cages.  Grazing creatures require access to [[grass]], [[moss]] or [[floor fungus]] for survival, which can be achieved by assigning them to a [[zone|pasture]] that has plenty of tasty grass/moss.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of [[dog|puppies]] in a cage with dozens of [[blind cave ogre]]s with no ill effects or a [[dragon]], a thousand cats plus more, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see [[captured creatures]].&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] can also assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature in it. You must have a triggered (linked to a [[lever]]) cage to release tamed small creatures (like most birds).&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the whole lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. Be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
Another way to get creatures out of cages which are not built, is to assign the creatures to pastures (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a [[tame]]d [[creature]], the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed [[vermin]], in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
The easiest way to take away all prisoner-held armor and clothing is via the mass designation tool.  Use {{K|d}}-{{K|b}}-{{K|c}} and {{K|d}}-{{K|b}}-{{K|d}} to designate an area (i.e. your animal [[stockpile]], filled with caged hostiles) from which all items will be reclaimed and dumped.  Afterwards, hit {{K|k}}, go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves.  The end result will be that prisoners will be stripped naked but the cages themselves (and the creatures within) will remain in place, ready to be used for whatever purpose.  If you want to keep the items, you need only place your garbage dump zone somewhere near your armor stockpiles and unforbid all the stuff after it is dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|o}}-{{K|r}}-{{K|o}} Order set.&lt;br /&gt;
&lt;br /&gt;
You can also find the items carried by caged [[troll]]s, [[kobold]]s, etc. in the [[stocks]] menu and designate them for dumping. While it is easy to identify troll/kobold clothes because they will always be described as &amp;quot;large&amp;quot;/&amp;quot;small&amp;quot;, it is harder to make sure you have found the right weapons; you can verify that you are targeting the right items by using the zoom function; it should point you to the cage. Mark the items for dumping, and dwarves will come to the cage and take them.&lt;br /&gt;
&lt;br /&gt;
If you want to use caged invaders for target practice, it may be wise to go into the Stocks screen and remove the Dump designation from all of their armor - this way, only their weapons will be taken away, allowing them to take significantly more damage (and provide more experience).&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarfs can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let our dwarfs shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
&lt;br /&gt;
When bringing a cage to the Trade Depot in order to trade it, any wild animals inside the cage will be freed.  Tamed animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=159285</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=159285"/>
		<updated>2012-01-06T19:12:20Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Free equipment */  simplify, metal crossbow, metal bolts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:50, 12 July 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Hunting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more convenient, to ''stop'', too. One must remove the hunting labor from the hunter to get them to stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or worse.  That said, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.  &lt;br /&gt;
&lt;br /&gt;
Hunters using crossbows must have a [[quiver]] to hold their bolts. Due to this change of behavior in version 0.31.x, the standard load for embarking now includes 3 quivers.&lt;br /&gt;
&lt;br /&gt;
Unskilled hunter will crawl in ambush mode unable to reach fast animals like badgers. Fortunatelly an experienced one will be able to rapidly bring down even swift prey.&lt;br /&gt;
&lt;br /&gt;
Ten novice hunters working together can take down even very large, very fast animals.&lt;br /&gt;
&lt;br /&gt;
A highly skilled and agile hunter will be able to single handedly take down nearly anything.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while {{key|S}}neaking, during which hostile [[creatures]] will not target you. Sneak mode remains active until toggled off, until detected by an enemy, or during sleep and fast travel (so it's impossible to sneak against a random encounter.) At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill, and it's possible to sneak at full movement rate. Chance of detection is also reduced, and a more skilled ambusher can remain in close combat for longer without being detected. The yellow announcement text &amp;quot;You have been spotted!&amp;quot; indicates that sneak mode is no longer active against any hostiles in range.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, when the dwarf is within shooting range the dwarf will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a [[crossbow]] will increase his [[Marksman|marksdwarf]], ambusher and [[archery]] [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
After a period of time, most hunters will eventually cause the extinction of the wild animals in the biomes where your fort is located. There are two ways to prevent this. The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. Another method is to capture the wild animals, breed them, and then either release them back into the biome or hunt the offspring.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
Caution is advised in the slaughtering process. Hunters will drop carcasses directly into the [[butcher's shop|butchery]], which will make it [[clutter]]ed very fast. Animals upon being butchered explode into many many parts, and the clutter will make the [[butcher]] work many times slower. [[Stockpiles]] and [[haulers]] are suggested, or your animal corpses will rot even while in the butchery and you will lose the valuable byproducts: [[skin]], [[meat]], and ([[food]]). Bones and skulls can be salvaged from non-sentient skeletons once processed by a butcher. ([http://www.bay12games.com/dwarves/mantisbt/view.php?id=1180 doesn't work?]). It can also happen that your butcher is not fast enough and a hauler takes a corpse from the butchery and puts it on a refuse pile. This shouldn't be a problem as your butcher will pick it up from there.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, some of the food will rot.  Also, the [[craftsdwarf]] unfortunate enough to need the bones, hooves, etc, from the rotted critters will have to endure the [[miasma]] of rotting corpse.  All these things can place a strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign [[Dog#Hunting_Dogs|hunting dog]]s to your [[hunter]]s, which can sneak alongside their masters and attack the hunter's prey. You can also assign [[Dog#War_Dogs|War dog]]s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[Weapon skill|hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of [[bolt]]s.  Without bolts assigned, he must fight with the butt of the crossbow, which functions similarly to a [[Dwarven_weapon#War_hammer|hammer]].&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf with the ambusher skill as the highest skill when embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a metal crossbow; and a quiver with 30-40 metal bolts.  All of these items will be of ordinary [[quality]]. Several caveats apply:&lt;br /&gt;
&lt;br /&gt;
*This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have [[farmer]] as a profession, and will not receive any equipment.  &lt;br /&gt;
*You can combine the ambusher skill with other [[ranger]] skills (except animal caretaker), even ones equal to their ambusher skill, will still receive this equipment. &lt;br /&gt;
*Most military skills (sorry [[fighter]] and [[biter]]), like macedwarf, can be combined at any level with the ambusher skill and still receive the equipment.  (Separately, dwarfs whose highest skill is a military skill will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  [[Armor user]] and [[shield user]] have no effect either.)&lt;br /&gt;
&lt;br /&gt;
*You can also get the freebies by giving a social skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
*Any [[immigration|immigrating]] hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://www.bay12games.com/dwarves/mantisbt/view.php?id=110] Fixed in 0.31.22?&lt;br /&gt;
*Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow, and assigned ammo, he may not have the ''right'' bow. Disable his hunting skill so he stockpiles his equipment, then re-enable hunting when he's done.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=159280</id>
		<title>v0.31 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=159280"/>
		<updated>2012-01-06T01:19:06Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Bugs fixed in the current version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs fixed in the current version  ==&lt;br /&gt;
&lt;br /&gt;
Just because it was true a version ago doesn't mean it's true now. Here are some bygone issues of Dwarven Healthcare:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; People have reported mixed results with bandaging wounds.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.04}} {{bug|474}}''.&lt;br /&gt;
*&amp;lt;s&amp;gt; Surgery will never complete if the Surgeon cannot lift his patient.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.07}} {{bug|318}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Patients requiring traction benches will never use them.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.07}} {{bug|1244}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Some wounds may heal before treatment, preventing the surgery job from completing, making your dwarf invalid forever.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.04}} {{bug|168}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Traction bench is broken.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1244}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Bone setting is broken.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1244}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Wounded dwarves in hospital but not in beds die of thirst&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1035}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt; Bone doctors cannot fill buckets to apply plaster casts, instead standing next to the water source holding a bucket indefinitely.&amp;lt;/s&amp;gt; &amp;quot;Fix listed: {{version|0.31.19}} {{bug|2627}} &amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Rest to death ==&lt;br /&gt;
&lt;br /&gt;
Be aware that once you have a hospital zone defined - all your injured dwarves will immediately run there at top speed and start to &amp;quot;Rest&amp;quot; there. &amp;quot;Rest&amp;quot; job can not be interrupted by any other job because a resting dwarf gains &amp;quot;unconscious&amp;quot; state. If you have no uninjured dwarves to bring food and water all patients will eventually get thirsty and dehydrate to death. Insanity breaks the &amp;quot;rest&amp;quot; job and the mad dwarf will wake up and wander around but it isn't helping.&lt;br /&gt;
&lt;br /&gt;
If all your dwarves are injured to some extent - don't designate hospital zones.&lt;br /&gt;
&lt;br /&gt;
:Not sure if this is still an issue. But if it is, a workaround I've used in the past is to deconstruct the bed the Unconscious dwarf is on. This will wake them up and hopefully convince them to go seek food/drink.--[[User:EvilGrin|EvilGrin]] 20:06, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: You can also use the zone remover to remove the hospital. Hopefully the dwarfs will wake up and go get themselves a drink. This is a way to run a part-time hospital if you have no water supply at all. [[Special:Contributions/220.253.87.249|220.253.87.249]] 08:53, 31 December 2010 (UTC) someguy&lt;br /&gt;
&lt;br /&gt;
== Starving to death in the hospital? ==&lt;br /&gt;
&lt;br /&gt;
I had a few injured dwarves; they ended up starving to death in the hospital while a surgeon tried to perform surgery. Do I need to put food stockpiles in the hospital? Does it need a well? --[[User:Bombcar|Bombcar]] 16:46, 3 April 2010 (UTC)&lt;br /&gt;
:Were all your other dwarves busy?  As &amp;quot;bring food/water to injured&amp;quot; is like a well job and will only occur when no other order is deemed more important.[[User:Kenji 03|Kenji 03]] 11:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: There was a bug. See &amp;quot;Wounded dwarves in hospital but not in beds die of thirst&amp;quot; at {{Bug|1035}}. The dwarves were dying because without a &amp;quot;Bed&amp;quot; they were not hitting the &amp;quot;Rest&amp;quot; state and the dwarves were never brought food.--[[User:Falldog|Falldog]] 01:42, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Splints, crutches and buckets no longer stored ==&lt;br /&gt;
&lt;br /&gt;
I had a hospital zone with everything stored but plaster. I removed all the containers and took away the hospital zone. Then I made the zone again, put all the containers back. Those three items didn't come back. I replaced the hospital zone and it's still not stocking them again. [[User:Richards|Richards]] 12:16, 13 July 2010 (UTC)&lt;br /&gt;
== Nearby pond/pool of water ==&lt;br /&gt;
&lt;br /&gt;
I think it's very important to make note that a pond or pool be located inside or at least in a room adjacent to the hospital.  See my user page if you want details, but the basics is that doctors (and possibly other dwarves) will run to the nearest water source to clean an injured/resting dwarf if they're dirty/muddy/bloody/whatever.  The problem is both sieges and distance.  During a siege, your doctor's going to get killed, plain and simple.  Yeah, other dwarves will get killed bringing water to dwarves, too, so it's important anyway.  Another thing is distance.  Say you have a bloody dwarf with a badly dented chest, and another dwarf with a mangled, broken head gushing blood.  For whatever reason, your doctor decides to diagnose Urist McDentedChest first.  The next course of action is cleaning.  Your doctor then grabs the nearest bucket from your hospital coffers, runs up the stairs to the nearest murky pool, brook, or river and halfway back to the fortress gate, UristMcGushingBloodOutHisHeadHemorrhage bleeds to death.&lt;br /&gt;
&lt;br /&gt;
On another note, dwarves do seem to clot very well now compared to old 40d.  UristMcGushingHead in my fort has stopped bleeding, and even gone from extreme pain to faint to pale, and now he's back to only fainting, but if you go into battle with multiple wounded dwarves, you're going to have your doctors making multiple runs outside.  Inside water needs to be made an important point.  With the irrigation technique required at the moment, it shouldn't be too hard to explain since a similar technique is used. --[[User:Ryun|Ryun]] 21:51, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
         Would a well suffice?&lt;br /&gt;
&lt;br /&gt;
::It should, but I have not yet gotten to the point of making a well so I can't say I've tested it.  With the abundance of underground pools, it shouldn't be difficult to make.  I had suggested a pool initially because they would be easy to set up (except a little difficult to get full) for a new fort.  I assume they should, anyhow.  Once I bend my head around the technique of getting down to those pools multiple z-levels below, I'll test it. &lt;br /&gt;
&lt;br /&gt;
::After several stupid mining errors (&amp;quot;Let's use the channel ramps to mine instead of digging out the topmost staircase and get stuck forever!&amp;quot;) it appears that wells do indeed work for supplying dwarves water.  However, I would like a recommendation that the hospital is put on the z-level as closest as possible to an underground pool if that is the water source.  Dwarves take a fairly long time to get water when the distance the bucket must travel exceeds greater than 3 z-levels. Prep with multiple wells as well, of course, especially if you must place the well a long distance from the water source.--[[User:Ryun|Ryun]] 22:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I chose to run stream water down to my hospital.  I channeled out a cistern one level deeper than the hospital level, connected ''diagonally'' to a shaft that ran to the stream.  The [[DF2010:Pressure#Diagonal_Flow|diagonal connection]] &amp;lt;!-- could someone tell me how to link from a talk page to the main pages as {L|DF2010:Pressure#Diagonal_Flow}} does not work --&amp;gt;kills the water pressure.  I crossed my fingers, channeled out the last tile connecting the shaft to the stream, and it worked perfectly, so I permitted use of the door to the cistern.  (I've not flooded a fort since the Second Magma Incident of 2007.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:11, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::A well works fine. Sadly my dwarves don't use my bewdiful balineae right across from the hospital to fill buckets. Maybe because of all the soap in the water. (Okay, I'll be honest, never seen a dwarf with soap there, but they do get nice thoughts from 'having a bath') --[[User:Old Ancient|Old Ancient]] 20:27, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::A well works for cleaning patients and giving them water, but if Urist McBonedoctor needs water for plaster casts, he'll stand by the well with an empty bucket and do nothing.  This happened in v0.31.10 at a well inside the hospital and at a well outside the hospital.&lt;br /&gt;
&lt;br /&gt;
:::::My well goes 14 z-levels down, but channeling a single tile to designate pond keeps it filled. It does get contaminated with mud, but no patients have died of infections. Every dwarf in the upper fort still uses it to get clean, and gets a happy bath thought.[[User:Uzu Bash|Uzu Bash]] 13:30, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traction bench bug? ==&lt;br /&gt;
&lt;br /&gt;
My medical dwarves seem unable to move patients onto the traction bench. I've seen mine spend most of a year on &amp;quot;Place In Traction&amp;quot;, standing over the victim, not accomplishing anything. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 05:09, 18 April 2010 (UTC)&lt;br /&gt;
:I cannot confirm, for I have not even seen any of my hospital workers (with surgery enabled) use the things, and all the wounded recover just fine, regardless. --[[User:Bronzebeard|Bronzebeard]] 00:11, 1 May 2010 (UTC)&lt;br /&gt;
::i had the same &amp;quot;place on traction bench&amp;quot; problem; my doctor was stood over the patient for what seemed like an eternity with that job description, but nothing was happening. as he started to starve himself, i removed the traction bench and he went to get some grub. i then tried the bench in a different position (away from any walls), but that didnt work either; had the same job, both in the same positions, but nothing was happening... i've ended up just scrapping the traction bench altogether, and have had no problems since :]--[[User:DJ Devil|DJ Devil]] 02:20, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: If playing on a Save made prior to .08 remove every traction bench and every table, everywhere on the map. This will remove the medical dwarves from the stalled loop that happens when they are unable to lift a patient and carry him to surgery. As of .08, the surgeons will be able to carry new patients if they are not already stuck in the loop. --[[User:Falldog|Falldog]] 04:28, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
&lt;br /&gt;
what does this mean?&lt;br /&gt;
&lt;br /&gt;
:I guess it refers to the more general bug of dwarves not respecting property of caravans in some situations; supposedly they will steal food and booze if there's none in the fortress piles and they r hungry. So in this case they try to fulfill the thread, cloth and so on requests, ordered in the hospital H menu. Haven't encountered this myself though. --[[Special:Contributions/92.202.18.240|92.202.18.240]] 20:33, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've seen it happen with dwarves who ''do'' have a valid depot.  As soon as I opened the gates to let the caravan in, they stole everything the hospital needed from the caravan. [[Special:Contributions/64.255.180.66|64.255.180.66]] 02:23, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Surgery bugged? ==&lt;br /&gt;
&lt;br /&gt;
It worked fine for me: it took a heckuva long time because my surgeon was incompetent; several surgery jobs and some ancillary damage later, rediagnosis - no more surgery required!  So it looks like a bad surgeon will take lots of attempts to get there but will eventually succeed.  [[User:Soundandfury|soundandfury]] 22:55, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Surgery Workaround Suggestions ===&lt;br /&gt;
&lt;br /&gt;
* if a dwarf is left lying on a table due to interrupted surgery, and is not 'resting' (i.e. is hungry or thirsty) but has not been moved back to bed, it may be necessary to destroy the bed the dwarf had been resting in.  This will cause someone to recover him to a new hospital bed.&lt;br /&gt;
&lt;br /&gt;
* if a doctor keeps attempting surgery on a table then moving the patient without doing anything, remove ALL tables and force the surgery in a bed, seems to be an issue with the Surgery Cancelled: Patient is Not Resting &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:27.33.150.75|27.33.150.75]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital beds ==&lt;br /&gt;
I had a soldier who required suturing and since suturing is bugged, he never healed. Despite doing his duty and fighting, he kept returning to the hospital, showing rest instead of sleep, racking up bad thoughts from not being in his room and bed and possibly didn't even eat or drink, only getting what others brought him. So I thought, meh, remove the beds. this made him sleep on the floor in the hospital. So eventually I removed the hospital and in no time he is back to ecstatic, sleeping in his room, eating in the hall, making new friends, taking a bath. His wound and the suture and dressing requests are still there and are performed (to no avail) in his room.&lt;br /&gt;
&lt;br /&gt;
My recommendation for now (31.04 should fix some hospital bugs): Don't have a hospital and first check if doctors work fine without it. --[[Special:Contributions/92.202.10.116|92.202.10.116]]&lt;br /&gt;
&lt;br /&gt;
=='Clean Patient'==&lt;br /&gt;
What labour relates to this? ..awh, he just died of infection.. but for future use, does anyone know? is it an automatic part of the diagnosis progress, done by the diagnostician? is it done by anyone with a healthcare skill? and can we have the answer on the page, please?--[[User:DJ Devil|DJ Devil]] 19:40, 26 May 2010 (UTC)&lt;br /&gt;
: It makes sense that wound dressing wound be part of this, but you'd have to check, it might just be cleaning skill.  Ya need soap btw. [[Special:Contributions/71.134.230.146|71.134.230.146]] 04:55, 31 May 2010 (UTC)&lt;br /&gt;
::'need' is such a false word. it's not 'need'-ed. it just helps fight infection, so i'm told. i still havent made any, though :p  nor plan on it. ^-^   and i think it's part of the diagnosis progress, but i've not had much injury of late, and i only have one specialized doctor with all the relative labours enabled, so my guess is as good as anyone's ^-^   i shall change some labours during the next megabeast attack and try to pin it to one of them (or all of them?)--[[User:DJ Devil|DJ Devil]] 02:27, 1 June 2010 (UTC)&lt;br /&gt;
: It's not part of diagnosis, because I just saw it done by a dwarf set to do all the ''other'' healthcare jobs. It appeared to be done with just soap. There might have been a bucket of water involved, couldn't quite see. [[Special:Contributions/81.131.64.136|81.131.64.136]] 20:48, 1 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Two dwarves in one bed? ==&lt;br /&gt;
&lt;br /&gt;
I was trying to ignore all the injured dwarves in my fortress for awhile, but it wasn't doing to well for me, so i opened a hospital. then 2 dwarves immediately went (as patients)and started resting in the same bed. what the deuce? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dudemcman|Dudemcman]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: At a loose guess, they both detected the same bed at the same time, and didn't detect each other heading for it. &lt;br /&gt;
: Were the two dwarves married to each other, or romantically involved? 21:37, 2 August 2010 (UTC)&lt;br /&gt;
--[[User:DeMatt|DeMatt]] 19:11, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug: overlapping office with hospital zone prevents bag/chest filling ==&lt;br /&gt;
&lt;br /&gt;
I had a hospital zone with 10 chests, and my dwarves would not put anything in them- cloth, thread, splints, etc.&lt;br /&gt;
This was because my Chief Medical Dwarf's office overlapped the hospital. Once I deconstructed his office chair, dwarves came to fill the hospital chests with supplies.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:03, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Worth noting that this shouldn't come up too often, since the CMD doesn't require an office (although yes, I realize in early forts it's common for one dwarf to take many if not most of the noble positions, so a CMD might need an office for another position. Still, better to build it away from the hospital from day one, since the bookkeeper or manager's desk will probably be handed over to the first migrant with higher admin skills anyway) [[Special:Contributions/218.186.8.234|218.186.8.234]] 08:08, 12 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Single hospital versus multiple hospitals ==&lt;br /&gt;
&lt;br /&gt;
So... after I've gotten the hang of actually building a hospital, I've been wondering.  Can multiple dwarves work in the same hospital simultaneously, so you can store all the supplies in one central location?  Or is it better for efficiency to have several small but fully-equipped hospitals, so that each hospital can have a doctor working in it? --[[User:DeMatt|DeMatt]] 19:14, 3 June 2010 (UTC)&lt;br /&gt;
:Well, after watching two dwarves get simultaneously patched up in the same mini-hospital (ignoring the others), I'm fairly sure that multiple hospitals offer no benefit over singletons.  Besides being able to locate them in different spots, that is. --[[User:DeMatt|DeMatt]] 23:46, 6 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Which medical skills affect outcome? ==&lt;br /&gt;
&lt;br /&gt;
Do we know whether skill levels at wound dressing, suturing, surgery, etc. affect the chance of a successful outcome?  The articles on these skills didn't mention.  I think I remember Toady's devlog talking about dabbling surgeons being bad at surgery?  -- [[User:Creidieki|Creidieki]] 15:59, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Whats the deal with rot? ==&lt;br /&gt;
&lt;br /&gt;
In the latest version .10 I've been pretty satisfied with healthcare; seems far more efficient and I even saw a cast get applied once (still won't show up in hospital information though);&lt;br /&gt;
however, my surgeons seem incapable of dealing with rot.  One of my militia commanders has a rotten lower arm from a forgotten beast attack, and every time my accomplished surgeon performs surgery he then &amp;quot;excises rotten tissue&amp;quot;; and when that is completed I can see what was listed as &amp;quot;advanced rot&amp;quot; is now &amp;quot;minor rot&amp;quot;.  However the wounded dwarf then requires another diagnosis and while my surgeon continues surgery the rot advances to moderate then back to advanced.  At which point the surgeon excises rotten tissue and the loops begins anew.  I thought it kinda useful for training up my surgeon, but really wtf is going on?  Looks like I have to wall off another hospital patient so they can die suffering and save my doctors time and all my supplies of soap (they re-clean the patient after every tissue excision).&lt;br /&gt;
&lt;br /&gt;
== How do I get rot off of my adventurer? ==&lt;br /&gt;
The same way you perform surgery on yourself in the real world. You don't. --[[User:TomiTapio|TomiTapio]] 14:18, 5 August 2010 (UTC)&lt;br /&gt;
: That may be true for dwarf fortress, but hardly the real world: http://en.wikipedia.org/wiki/Leonid_Rogozov#Antarctic_service --[[Special:Contributions/213.103.212.251|213.103.212.251]] 23:19, 10 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do I get my doctor to apply a cast? ==&lt;br /&gt;
If your doctor is stuck trying to fill a bucket with water while applying cast you can use the following workaround.&lt;br /&gt;
# Create a pond zone&lt;br /&gt;
# Allow a dwarf to fill a bucket with water&lt;br /&gt;
# Forbid the filled bucket and remove the pond&lt;br /&gt;
# Claim the bucket&lt;br /&gt;
# Forbid and reclaim the bucket the doctor is using&lt;br /&gt;
&lt;br /&gt;
The doctor should now return the cloth and plaster to a stockpile and restart the apply cast job; this time using the bucket filled with water. Tested in v0.31.12. --[[User:Kaustic|Kaustic]] 13:13, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Slightly different method ===&lt;br /&gt;
&lt;br /&gt;
Almost the same as above.&lt;br /&gt;
&lt;br /&gt;
* Make the pit two tiles deep.&lt;br /&gt;
* Build a well on top of the pit.&lt;br /&gt;
* Make a pump continuously pump 7/7 water from the lower tile of the pit into the upper part of the pit. (waterwheel + pump = perpetual motion) NOTE: not strictly needed, a constant water input and a constant drain will suffice in any way, but that's the easiest one.&lt;br /&gt;
* Once every few minutes, the water level will drop below 7/7 and a dwarf will be assigned to &amp;quot;fill pond&amp;quot; before the water level returns to 7/7. The dwarf will take a bucket of water to the well, and drop it, since the well is already full.&lt;br /&gt;
* IF this bucket is the nearest bucket available to the hospital, the next time the bone doctor requires one, he will take this one.&lt;br /&gt;
* ELSE you will still have to forbid the bone doctor's empty bucket.&lt;br /&gt;
&lt;br /&gt;
Critical points:&lt;br /&gt;
* It is currently unclear what factors in the chance of getting a dwarf to fill the invalid pond. For me it happens once every few minutes, which is not enough when you have many broken dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Easier method ===&lt;br /&gt;
&lt;br /&gt;
If the health of the injured dwarf can afford it follow this steps:&lt;br /&gt;
*Look for the dwarf that need the cast applied. Make sure it is the one the doctor is filling the bucket for.&lt;br /&gt;
*Remove his bed.&lt;br /&gt;
*Profit&lt;br /&gt;
&lt;br /&gt;
The medic will turn his back on this job and move on. Risky if your dwarf is in the brink of death but worth it.&lt;br /&gt;
&lt;br /&gt;
== Infection can be healed ==&lt;br /&gt;
Should it be mentioned in the article that infected wounds can actually heal? One of my dwarves had both upper legs broken and smashed open. They became infected short time later. After a quarter year, the infections vanished. --[[User:Blur|Blur]] 21:31, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I too can confirm that I have had a dwarf heal from infected wounds. This dwarf had 2 smashed bones which were cleaned with water then set, and about a month after he got out of bed he was completely healed.&lt;br /&gt;
[[User:UberNube|UberNube]] 13:29, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Forbidden&amp;quot; Bolts not being removed from injured dwarves bodies? ==&lt;br /&gt;
&lt;br /&gt;
OK, please forgive me for asking what may just be a newb question.  I just realized (after 2 game years) that one of my axedwarfs wasn't healing because the bolts that had shot him were never removed because, apparently, they were forbidden thanks to the default forbidding of ammo after it has been shot.  Is this a new phenomenon, or just something I never thought of before... --[[Special:Contributions/98.185.254.172|98.185.254.172]] 00:13, 18 August 2010 (UTC)&lt;br /&gt;
:It was like that in 40d as well.  The typical solution is to go into the dwarf's inventory, and un-forbid the bolt and mark it for Dumping.  Someone should come along to dump the bolt then (assuming you have an active dump zone somewhere, and the refuse labors enabled), which will allow the wound to properly heal.&lt;br /&gt;
&lt;br /&gt;
==Bit too expensive sutures?==&lt;br /&gt;
After a heated battle with a forgotten beast, one of my dwarves got wounded perhaps everywhere in his body. Checking his treatment history, I noticed that the doctors were using ADAMANTITE sutures. I'd rather go for some less-important material, so is there any way to select what kind of sutures are used? --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
:I think if you put the container with the casts on a stockpile you can view the contents and then dump the adamantine casts. Not a pretty fix but it should work.--[[Special:Contributions/71.59.132.217|71.59.132.217]] 14:55, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== medical officer ==&lt;br /&gt;
&lt;br /&gt;
The chief isn't the only one who can diagnose for treatment, I have two other doctors with diagnosis job enabled, and they seem to screw off less often so they tend to be the ones to do it. It looks like the position only enables the health overview in z-menus. [[User:Uzu Bash|Uzu Bash]] 03:21, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Order of medicine ==&lt;br /&gt;
&lt;br /&gt;
I've finally had my first injury in DF2010, after about 5 years: a broken foot, and a broken rib. The diagnosis set up requirements for suture, bone setting, wound dressing and immobilization, so I made sure all the appropriate doctors were on call for the job.&lt;br /&gt;
&lt;br /&gt;
It appears that the jobs are scheduled strictly in the order they appear in the [[health screen]], from left to right: suture, then bone-setting, then wound dressing (twice), then the plaster cast. Now that all those jobs are done, I guess someone will eventually get around to addressing the infection that set in during all that. Jobs to give water and food were interspersed as needed, and I suspect the medical jobs were deferred at those times.&lt;br /&gt;
&lt;br /&gt;
If others can confirm this strict order, I think it'd be useful info for the article. [[User:Hv|Hv]] 09:00, 19 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
My Chief Medical Dwarf seems to have a bit of trouble with prioritization.  A group of dwarves got ambushed by some goblin archers a while back.  I managed to run them off and haul my dead, dying, and wounded dwarves to the morgue and hospital.  I only had one doctor at the time, and he took the better part of a year fixing this one guy who got his legs torn up by the arrows.  Funny thing was, Urist McBloodfountain in the adjacent bed had been SHOT in the HEART.  Checking his screen would bring up, &amp;quot;Heart has been broken and is gouting Urist McBloodfountains blood&amp;quot; meaning that I wasn't mistaken.  He still had the silver arrow in his upper chest, too.  I guess my elite emergency medical team managed to drag his sieve of a body back to the hospital before he bleed out in the field, and being in bed at the hospital prevents bleeding out from older wounds.  ANYWAYS, is there a way to increase prioritization for medical treatment, and does bleeding really stop in the hospital, or was mine a fluke?&lt;br /&gt;
&lt;br /&gt;
== Which medical skills produce better results when higher? ==&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
* Diagnosis (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
* Wound Dressing (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
* Suturing (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
* Surgery (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
* Setting Bones (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all? &lt;br /&gt;
&lt;br /&gt;
Does a higher diagnosis skill affect the actual diagnosis? Or speed of it?&lt;br /&gt;
What does a higher wound dressing skill do?&lt;br /&gt;
And so on. If you're making a starting dwarf a doctor, what skills does he actually need? Is he just as effective if he's a novice in all skills?--[[User:Richards|Richards]] 03:26, 25 November 2010 (UTC)&lt;br /&gt;
:Bad surgery skill can kill the patient with additional blood loss. Other skills seem to only affect the speed for now. (A dwarf with 20 medium wounds may very well die waiting for 20 separate successive &amp;quot;suture&amp;quot; jobs and of 5 simultaneously wounded dwarfs 1 will not get diagnosed in time.) My dabbling doctors repaired quite a number of nasty compound fractures and the like with total patient recovery where nerves were not touched. No medical skill can produce a masterwork patient.--[[User:Another|Another]] 14:32, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can you run a hospital with no water? ==&lt;br /&gt;
&lt;br /&gt;
Can you run a hospital with no water? It seems like the dwarfs just go there and die of dehydration. No water, no hospital? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:220.253.94.158|220.253.94.158]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No water means dwarves can't provide drinks to thirsty invalids (or prisoners).  No water means doctors can't clean their patients.  No water means doctors can't make casts (not that they realistically CAN right now).  So that's correct - no water, no hospital. --[[User:DeMatt|DeMatt]] 02:17, 21 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy cleaning of patients and doctors ==&lt;br /&gt;
&lt;br /&gt;
Channel out a trench in front of the hospital doors, make it into a pond, and get the dwarfs to fill it to 2/7 or 3/7, but no higher. When somebody drags an injured dwarf into the hospital, the patient is cleaned automatically by being dragged through the trench. This also cleans doctors entering the hospital. &lt;br /&gt;
&lt;br /&gt;
This also helps with the soap bug if you make it so the soap is in the hospital, and the well is outside past a washing trench. A dwarf goes to the hospital to get soap, then cancels washing because she can't reach the area. But the dwarf has already been cleaned by walking through the washing trench, so at least they'll be happy and clean after that.&lt;br /&gt;
&lt;br /&gt;
: That would be a trench full of stagnant water, because it's a pond and ponds are automatically stagnant, right? By the way, is it possible to identify water as stagnant or non-stagnant by any means other than waiting for water to be brought to a thirsty patient and looking at the water in the bucket? [[Special:Contributions/81.131.64.136|81.131.64.136]] 20:51, 1 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I suspect it makes no difference whether the water in the trench is stagnant or not. I've never seen a dwarf or animal covered in &amp;quot;stagnant water&amp;quot;, only plain water coverings, and nothing else (any blood, etc, coverings drop wherever the water covering occurred) And in any case, it's not a pond, it's (usually) dug stone or dirt. I suspect you're confusing game-map surface ponds (i.e. &amp;quot;murky pools&amp;quot;) with designated pond-zones, which is what I believe the OP was referring to when they said &amp;quot;make it into a pond&amp;quot;. [[Special:Contributions/218.186.8.234|218.186.8.234]] 08:08, 12 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Surgery interruption ==&lt;br /&gt;
&lt;br /&gt;
Had my surgeon interrupt his surgery task a couple of times. The cause turned out to be people coming by and pulling the patient off the table with a &amp;quot;Recover Wounded&amp;quot; task.. right out from under the doctor's nose! Turning off the &amp;quot;recover wounded&amp;quot; labor on all the doctors and nurses and locking the hospital doors should solve that problem (uninstalling any tables may also, since it forces the doc to do the surgery with the patient still in bed), but still... all these hospital bugs-easily-surmountable-by-constant-unending-intensive-micromanagement-failing-which-dwarves-die are really starting to annoy me.. version is .31.16. [[Special:Contributions/202.156.10.234|202.156.10.234]] 06:35, 18 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves resting ==&lt;br /&gt;
&lt;br /&gt;
I made a hospital and put a few beds in it- And after a few minutes there are 2 pages of dwarves &amp;quot;Resting&amp;quot; even thought i've checked their health problems and theres nothing listed. I tried removing the hospital zone to no avail.... There seems to be one square where a ton of dwarves are sleeping on the floor...&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159279</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159279"/>
		<updated>2012-01-06T01:15:59Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] for casts, [[bucket]]s, and [[soap]] hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills.  Each is important to the healthcare and healing process. &lt;br /&gt;
&lt;br /&gt;
Labors (&amp;amp; Skills)&lt;br /&gt;
&lt;br /&gt;
* [[Diagnosis]] ([[Diagnostician]]) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
* [[Surgery]] ([[Surgeon]]) Somewhat less common; amongst others, wounds to organs seem to require it and this is also used to attempt repair of infected or rotten wounds.&lt;br /&gt;
* [[Suturing]] ([[Suturer]]) Fairly commonly needed; all open wounds (from slashing or stabbing injuries) need this. &lt;br /&gt;
* [[Dressing wounds]] ([[Wound dresser]]) This is also used pretty often; wounds are dressed once they have been sutured closed.&lt;br /&gt;
* [[Setting bones]] ([[Bone doctor]]) This is needed for badly broken bones, and lightly fractured bones.&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 [[labor]]s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]] Brings water and food to patients&lt;br /&gt;
* [[Recovering wounded]] Will attempt to bring a wounded dwarf to the hospital zone&lt;br /&gt;
&lt;br /&gt;
Note that these non-doctor labors are not [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarves start with these labors designated, similar to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Close to water is a plus, since patients need to be washed and will get thirsty often.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} &lt;br /&gt;
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least eight for a fully equipped hospital)&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient {{bug|2773}}&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the victim {{bug|4470}} after a while or they will be in the traction bench a long, long time.&lt;br /&gt;
* Stockpiles are not needed as chests or bags in the hospital zone will be filled with the necessary materials to help a dwarf fix a dwarf that had a little too much [[fun]].&lt;br /&gt;
* Assign a Chief Medical Dwarf (in the [[noble]]s screen) and enable the diagnosis labor. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation.  Once a patient is diagnosed, you can see on the individuals health screen what processes are needed, for example washing or suturing)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|p}}-{{k|l}} in order to handle treatments.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful, grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints allow the broken limb to be utilised until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. The 'Immobilization request' status tag is an indication that a splint or plaster cast is required. &lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Currently there is a bug that may prevent fully healed dwarfs from ever leaving the traction bench. {{bug|4470}}&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
&lt;br /&gt;
These can be crafted from common wood and metal and like casts immobilize limbs that have sustained bone fractures, allowing the natural healing process to continue while the Dwarf is able to return to their duties. Applying these to a patient utilises and requires the Bone Doctor skill.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*[[Health screen|z-health screen]]&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck.&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 2 lye on embark for easy soap.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment can begin until a Resting dwarf has  been diagnosed.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. In this case, simply assign more dwarves to the Diagnosis labor to help your Chief Medical Dwarf.&lt;br /&gt;
**Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled diagnosis (and other medical skills) is helpful.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* DF healthcare is much like real life healthcare, and has many bugs. Some of those bugs may no longer be valid, check the talk page for more information.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special, exotic &amp;quot;strands'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
You can re-injure a dwarf if it is stuck in surgery, or is never properly treated by causing a [[Cave-in]], or building an upright spike trap under him and activating it with a lever. This will result in a request for a new diagnosis to be made. If he is stuck in a bed you may be able to remove the bed the dwarf is resting in to cause him to leave the hospital.  However if a dwarf appears to be &amp;quot;stuck&amp;quot; in a bed they may be resting because of a severe infection. Forcing it out of the hospital may kill it and/or contaminate the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.25}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench.{{Bug|4470}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159278</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159278"/>
		<updated>2012-01-06T01:14:19Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Tips for an Effective Hospital */ updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] for casts, [[bucket]]s, and [[soap]] hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills.  Each is important to the healthcare and healing process. &lt;br /&gt;
&lt;br /&gt;
Labors (&amp;amp; Skills)&lt;br /&gt;
&lt;br /&gt;
* [[Diagnosis]] ([[Diagnostician]]) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
* [[Surgery]] ([[Surgeon]]) Somewhat less common; amongst others, wounds to organs seem to require it and this is also used to attempt repair of infected or rotten wounds.&lt;br /&gt;
* [[Suturing]] ([[Suturer]]) Fairly commonly needed; all open wounds (from slashing or stabbing injuries) need this. &lt;br /&gt;
* [[Dressing wounds]] ([[Wound dresser]]) This is also used pretty often; wounds are dressed once they have been sutured closed.&lt;br /&gt;
* [[Setting bones]] ([[Bone doctor]]) This is needed for badly broken bones, and lightly fractured bones.&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 [[labor]]s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]] Brings water and food to patients&lt;br /&gt;
* [[Recovering wounded]] Will attempt to bring a wounded dwarf to the hospital zone&lt;br /&gt;
&lt;br /&gt;
Note that these non-doctor labors are not [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarves start with these labors designated, similar to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Close to water is a plus, since patients need to be washed and will get thirsty often.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} &lt;br /&gt;
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least eight for a fully equipped hospital)&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient {{bug|2773}}&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the victim {{bug|4470}} after a while or they will be in the traction bench a long, long time.&lt;br /&gt;
* Stockpiles are not needed as chests or bags in the hospital zone will be filled with the necessary materials to help a dwarf fix a dwarf that had a little too much [[fun]].&lt;br /&gt;
* Assign a Chief Medical Dwarf (in the [[noble]]s screen) and enable the diagnosis labor. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation.  Once a patient is diagnosed, you can see on the individuals health screen what processes are needed, for example washing or suturing)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|p}}-{{k|l}} in order to handle treatments.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful, grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints allow the broken limb to be utilised until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. The 'Immobilization request' status tag is an indication that a splint or plaster cast is required. &lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Currently there is a bug that may prevent fully healed dwarfs from ever leaving the traction bench. {{bug|4470}}&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
&lt;br /&gt;
These can be crafted from common wood and metal and like casts immobilize limbs that have sustained bone fractures, allowing the natural healing process to continue while the Dwarf is able to return to their duties. Applying these to a patient utilises and requires the Bone Doctor skill.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*[[Health screen|z-health screen]]&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck.&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 2 lye on embark for easy soap.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment can begin until a Resting dwarf has  been diagnosed.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. In this case, simply assign more dwarves to the Diagnosis labor to help your Chief Medical Dwarf.&lt;br /&gt;
**Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled diagnosis (and other medical skills) is helpful.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* DF healthcare is much like real life healthcare, and has many bugs. Some of those bugs may no longer be valid, check the talk page for more information.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special, exotic &amp;quot;strands'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
You can re-injure a dwarf if it is stuck in surgery, or is never properly treated by causing a [[Cave-in]], or building an upright spike trap under him and activating it with a lever. This will result in a request for a new diagnosis to be made. If he is stuck in a bed you may be able to remove the bed the dwarf is resting in to cause him to leave the hospital.  However if a dwarf appears to be &amp;quot;stuck&amp;quot; in a bed they may be resting because of a severe infection. Forcing it out of the hospital may kill it and/or contaminate the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.22}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159277</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159277"/>
		<updated>2012-01-06T01:09:17Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Infection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] for casts, [[bucket]]s, and [[soap]] hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills.  Each is important to the healthcare and healing process. &lt;br /&gt;
&lt;br /&gt;
Labors (&amp;amp; Skills)&lt;br /&gt;
&lt;br /&gt;
* [[Diagnosis]] ([[Diagnostician]]) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
* [[Surgery]] ([[Surgeon]]) Somewhat less common; amongst others, wounds to organs seem to require it and this is also used to attempt repair of infected or rotten wounds.&lt;br /&gt;
* [[Suturing]] ([[Suturer]]) Fairly commonly needed; all open wounds (from slashing or stabbing injuries) need this. &lt;br /&gt;
* [[Dressing wounds]] ([[Wound dresser]]) This is also used pretty often; wounds are dressed once they have been sutured closed.&lt;br /&gt;
* [[Setting bones]] ([[Bone doctor]]) This is needed for badly broken bones, and lightly fractured bones.&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 [[labor]]s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]] Brings water and food to patients&lt;br /&gt;
* [[Recovering wounded]] Will attempt to bring a wounded dwarf to the hospital zone&lt;br /&gt;
&lt;br /&gt;
Note that these non-doctor labors are not [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarves start with these labors designated, similar to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Close to water is a plus, since patients need to be washed and will get thirsty often.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} &lt;br /&gt;
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least eight for a fully equipped hospital)&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient {{bug|2773}}&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the victim {{bug|4470}} after a while or they will be in the traction bench a long, long time.&lt;br /&gt;
* Stockpiles are not needed as chests or bags in the hospital zone will be filled with the necessary materials to help a dwarf fix a dwarf that had a little too much [[fun]].&lt;br /&gt;
* Assign a Chief Medical Dwarf (in the [[noble]]s screen) and enable the diagnosis labor. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation.  Once a patient is diagnosed, you can see on the individuals health screen what processes are needed, for example washing or suturing)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|p}}-{{k|l}} in order to handle treatments.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful, grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints allow the broken limb to be utilised until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. The 'Immobilization request' status tag is an indication that a splint or plaster cast is required. &lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Currently there is a bug that may prevent fully healed dwarfs from ever leaving the traction bench. {{bug|4470}}&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
&lt;br /&gt;
These can be crafted from common wood and metal and like casts immobilize limbs that have sustained bone fractures, allowing the natural healing process to continue while the Dwarf is able to return to their duties. Applying these to a patient utilises and requires the Bone Doctor skill.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*[[Health screen|z-health screen]]&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck.&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 2 lye on embark for easy soap.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment can begin until a Resting dwarf has  been diagnosed.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. In this case, simply assign more dwarves to the Diagnosis labor to help your Chief Medical Dwarf.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''. ''Fortunately,'' adamantine is not nearly as useful in DF2010 as it used to be; this would have been crippling in 40d.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
You can re-injure a dwarf if it is stuck in surgery, or is never properly treated by causing a [[Cave-in]], or building an upright spike trap under him and activating it with a lever. This will result in a request for a new diagnosis to be made. If he is stuck in a bed you may be able to remove the bed the dwarf is resting in to cause him to leave the hospital.  However if a dwarf appears to be &amp;quot;stuck&amp;quot; in a bed they may be resting because of a severe infection. Forcing it out of the hospital may kill it and/or contaminate the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.22}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159276</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159276"/>
		<updated>2012-01-06T01:01:27Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Traction Benches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] for casts, [[bucket]]s, and [[soap]] hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills.  Each is important to the healthcare and healing process. &lt;br /&gt;
&lt;br /&gt;
Labors (&amp;amp; Skills)&lt;br /&gt;
&lt;br /&gt;
* [[Diagnosis]] ([[Diagnostician]]) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
* [[Surgery]] ([[Surgeon]]) Somewhat less common; amongst others, wounds to organs seem to require it and this is also used to attempt repair of infected or rotten wounds.&lt;br /&gt;
* [[Suturing]] ([[Suturer]]) Fairly commonly needed; all open wounds (from slashing or stabbing injuries) need this. &lt;br /&gt;
* [[Dressing wounds]] ([[Wound dresser]]) This is also used pretty often; wounds are dressed once they have been sutured closed.&lt;br /&gt;
* [[Setting bones]] ([[Bone doctor]]) This is needed for badly broken bones, and lightly fractured bones.&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 [[labor]]s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]] Brings water and food to patients&lt;br /&gt;
* [[Recovering wounded]] Will attempt to bring a wounded dwarf to the hospital zone&lt;br /&gt;
&lt;br /&gt;
Note that these non-doctor labors are not [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarves start with these labors designated, similar to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Close to water is a plus, since patients need to be washed and will get thirsty often.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} &lt;br /&gt;
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least eight for a fully equipped hospital)&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient {{bug|2773}}&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the victim {{bug|4470}} after a while or they will be in the traction bench a long, long time.&lt;br /&gt;
* Stockpiles are not needed as chests or bags in the hospital zone will be filled with the necessary materials to help a dwarf fix a dwarf that had a little too much [[fun]].&lt;br /&gt;
* Assign a Chief Medical Dwarf (in the [[noble]]s screen) and enable the diagnosis labor. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation.  Once a patient is diagnosed, you can see on the individuals health screen what processes are needed, for example washing or suturing)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|p}}-{{k|l}} in order to handle treatments.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful, grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints allow the broken limb to be utilised until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. The 'Immobilization request' status tag is an indication that a splint or plaster cast is required. &lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Currently there is a bug that may prevent fully healed dwarfs from ever leaving the traction bench. {{bug|4470}}&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
&lt;br /&gt;
These can be crafted from common wood and metal and like casts immobilize limbs that have sustained bone fractures, allowing the natural healing process to continue while the Dwarf is able to return to their duties. Applying these to a patient utilises and requires the Bone Doctor skill.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*[[Health screen|z-health screen]]&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Medical operation from unskilled doctors. {{verify}}&lt;br /&gt;
* Bad luck.&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 2 lye on embark for easy soap.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment can begin until a Resting dwarf has  been diagnosed.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. In this case, simply assign more dwarves to the Diagnosis labor to help your Chief Medical Dwarf.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''. ''Fortunately,'' adamantine is not nearly as useful in DF2010 as it used to be; this would have been crippling in 40d.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
You can re-injure a dwarf if it is stuck in surgery, or is never properly treated by causing a [[Cave-in]], or building an upright spike trap under him and activating it with a lever. This will result in a request for a new diagnosis to be made. If he is stuck in a bed you may be able to remove the bed the dwarf is resting in to cause him to leave the hospital.  However if a dwarf appears to be &amp;quot;stuck&amp;quot; in a bed they may be resting because of a severe infection. Forcing it out of the hospital may kill it and/or contaminate the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.22}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159275</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159275"/>
		<updated>2012-01-06T00:59:58Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Setting up a Hospital */ updating with bug links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] for casts, [[bucket]]s, and [[soap]] hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills.  Each is important to the healthcare and healing process. &lt;br /&gt;
&lt;br /&gt;
Labors (&amp;amp; Skills)&lt;br /&gt;
&lt;br /&gt;
* [[Diagnosis]] ([[Diagnostician]]) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
* [[Surgery]] ([[Surgeon]]) Somewhat less common; amongst others, wounds to organs seem to require it and this is also used to attempt repair of infected or rotten wounds.&lt;br /&gt;
* [[Suturing]] ([[Suturer]]) Fairly commonly needed; all open wounds (from slashing or stabbing injuries) need this. &lt;br /&gt;
* [[Dressing wounds]] ([[Wound dresser]]) This is also used pretty often; wounds are dressed once they have been sutured closed.&lt;br /&gt;
* [[Setting bones]] ([[Bone doctor]]) This is needed for badly broken bones, and lightly fractured bones.&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 [[labor]]s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]] Brings water and food to patients&lt;br /&gt;
* [[Recovering wounded]] Will attempt to bring a wounded dwarf to the hospital zone&lt;br /&gt;
&lt;br /&gt;
Note that these non-doctor labors are not [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarves start with these labors designated, similar to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Close to water is a plus, since patients need to be washed and will get thirsty often.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} &lt;br /&gt;
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least eight for a fully equipped hospital)&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient {{bug|2773}}&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the victim {{bug|4470}} after a while or they will be in the traction bench a long, long time.&lt;br /&gt;
* Stockpiles are not needed as chests or bags in the hospital zone will be filled with the necessary materials to help a dwarf fix a dwarf that had a little too much [[fun]].&lt;br /&gt;
* Assign a Chief Medical Dwarf (in the [[noble]]s screen) and enable the diagnosis labor. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation.  Once a patient is diagnosed, you can see on the individuals health screen what processes are needed, for example washing or suturing)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|p}}-{{k|l}} in order to handle treatments.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful, grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints allow the broken limb to be utilised until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. The 'Immobilization request' status tag is an indication that a splint or plaster cast is required. &lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
&lt;br /&gt;
These can be crafted from common wood and metal and like casts immobilize limbs that have sustained bone fractures, allowing the natural healing process to continue while the Dwarf is able to return to their duties. Applying these to a patient utilises and requires the Bone Doctor skill.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*[[Health screen|z-health screen]]&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Medical operation from unskilled doctors. {{verify}}&lt;br /&gt;
* Bad luck.&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 2 lye on embark for easy soap.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment can begin until a Resting dwarf has  been diagnosed.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. In this case, simply assign more dwarves to the Diagnosis labor to help your Chief Medical Dwarf.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''. ''Fortunately,'' adamantine is not nearly as useful in DF2010 as it used to be; this would have been crippling in 40d.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
You can re-injure a dwarf if it is stuck in surgery, or is never properly treated by causing a [[Cave-in]], or building an upright spike trap under him and activating it with a lever. This will result in a request for a new diagnosis to be made. If he is stuck in a bed you may be able to remove the bed the dwarf is resting in to cause him to leave the hospital.  However if a dwarf appears to be &amp;quot;stuck&amp;quot; in a bed they may be resting because of a severe infection. Forcing it out of the hospital may kill it and/or contaminate the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.22}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159274</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=159274"/>
		<updated>2012-01-06T00:45:44Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Medical Skills */ added two cents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] for casts, [[bucket]]s, and [[soap]] hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills.  Each is important to the healthcare and healing process. &lt;br /&gt;
&lt;br /&gt;
Labors (&amp;amp; Skills)&lt;br /&gt;
&lt;br /&gt;
* [[Diagnosis]] ([[Diagnostician]]) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
* [[Surgery]] ([[Surgeon]]) Somewhat less common; amongst others, wounds to organs seem to require it and this is also used to attempt repair of infected or rotten wounds.&lt;br /&gt;
* [[Suturing]] ([[Suturer]]) Fairly commonly needed; all open wounds (from slashing or stabbing injuries) need this. &lt;br /&gt;
* [[Dressing wounds]] ([[Wound dresser]]) This is also used pretty often; wounds are dressed once they have been sutured closed.&lt;br /&gt;
* [[Setting bones]] ([[Bone doctor]]) This is needed for badly broken bones, and lightly fractured bones.&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 [[labor]]s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]] Brings water and food to patients&lt;br /&gt;
* [[Recovering wounded]] Will attempt to bring a wounded dwarf to the hospital zone&lt;br /&gt;
&lt;br /&gt;
Note that these non-doctor labors are not [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarves start with these labors designated, similar to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* You must have assigned a Chief Medical Dwarf to diagnose patients. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation.)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|p}}-{{k|l}} in order to handle treatments.&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] for the area you plan on having your hospital in. Be sure &amp;quot;Hospital&amp;quot; is highlighted.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.&lt;br /&gt;
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least eight for a fully equipped hospital)&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient [http://www.bay12forums.com/smf/index.php?topic=60231.0]&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
* Stockpiles should not be needed as chests or bags in the hospital zone can and will be filled with the necessary materials to help a dwarf that had a little too much fun.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful, grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints allow the broken limb to be utilised until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. The 'Immobilization request' status tag is an indication that a splint or plaster cast is required. &lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
&lt;br /&gt;
These can be crafted from common wood and metal and like casts immobilize limbs that have sustained bone fractures, allowing the natural healing process to continue while the Dwarf is able to return to their duties. Applying these to a patient utilises and requires the Bone Doctor skill.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*[[Health screen|z-health screen]]&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Medical operation from unskilled doctors. {{verify}}&lt;br /&gt;
* Bad luck.&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 2 lye on embark for easy soap.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment can begin until a Resting dwarf has  been diagnosed.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. In this case, simply assign more dwarves to the Diagnosis labor to help your Chief Medical Dwarf.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''. ''Fortunately,'' adamantine is not nearly as useful in DF2010 as it used to be; this would have been crippling in 40d.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
You can re-injure a dwarf if it is stuck in surgery, or is never properly treated by causing a [[Cave-in]], or building an upright spike trap under him and activating it with a lever. This will result in a request for a new diagnosis to be made. If he is stuck in a bed you may be able to remove the bed the dwarf is resting in to cause him to leave the hospital.  However if a dwarf appears to be &amp;quot;stuck&amp;quot; in a bed they may be resting because of a severe infection. Forcing it out of the hospital may kill it and/or contaminate the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.22}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=159131</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=159131"/>
		<updated>2011-12-29T22:39:03Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Supplies */  Fixed the bug reference.  They do carry food and drink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
This is a hands-on walkthrough of the '''[[military]]''' screens.&lt;br /&gt;
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&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
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So, you've just [[embark]]ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
&lt;br /&gt;
This is a typical reaction to the military interface in DF v0.31. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
&lt;br /&gt;
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;
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==Squad Positions==&lt;br /&gt;
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Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
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[[File:Military positions 1.png]]&lt;br /&gt;
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This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The left/right keys will take you between panes; keep in mind which one your selector is in, as the same key will often do something different depending on what pane you're in.&lt;br /&gt;
&lt;br /&gt;
All screens will list what keypresses are needed to do what task, but as the menus are confusing to read, I'll list many of them as well. If you're ever stuck, take the time to really read through the options presented - often the answer is before you and it's simply too difficult to immediately see.&lt;br /&gt;
&lt;br /&gt;
The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one using {{k|c}}. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
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[[File:Military nobles 1.png]]&lt;br /&gt;
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See the slot for '''[[militia commander]]'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
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[[File:Military positions 2.png]]&lt;br /&gt;
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We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed for us to choose from - for now, we'll just select 'leather armor'; we can change this later.&lt;br /&gt;
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[[File:Military positions 3.png]]&lt;br /&gt;
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Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
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&lt;br /&gt;
[[File:Military nobles 2.png]]&lt;br /&gt;
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See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. You can also create a squad ''before'' assign a militia commander; your first squad's leader will automatically assume the role. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
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[[File:Military positions 4.png]]&lt;br /&gt;
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I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad (by selecting them from the right pane while highlighting the correct squad in the left pane) and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
&lt;br /&gt;
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
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==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts tab''' is where you can create [[alerts]] for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know). Pretend that alerts ''are'' the schedules and the scheduling itself is simply how you edit them.&lt;br /&gt;
&lt;br /&gt;
The alert system is primarily for the military; however, a generic '''civilian alert level''' is used to restrict civilians via alert. You can tell them what alert to follow by pressing {{k|enter}} while highlighting one in the left pane, or (once we have burrows) you can restrict them to a burrow (or multiple burrows) by pressing {{k|enter}} while highlighting one in the right pane.&lt;br /&gt;
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[[File:Military alerts 1.png]]&lt;br /&gt;
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By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders, which will keep them in your Barracks doing demonstrations and sparring. Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third, using {{k|c}} to add one, and {{k|N}} to name them.&lt;br /&gt;
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[[File:Military alerts 2.png]]&lt;br /&gt;
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We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
&lt;br /&gt;
We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:&lt;br /&gt;
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===View/Customize===&lt;br /&gt;
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[[File:Military equipment 1.png]]&lt;br /&gt;
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The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}. You can add equipment by pressing the corresponding capital letter displayed at the top of the screen and then selecting from the options in the right pane, and edit an item's material or color by highlighting said item in the right pane and then pressing {{k|M}} or {{k|C}}. Be careful while doing this - if you accidentally press {{k|enter}} while ''not'' selecting new equipment, material, or colors, you'll delete that item. You can also toggle between your dwarves wearing only their armor or wearing it over their civilian clothes with {{k|r}}. Pressing {{k|p}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.&lt;br /&gt;
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&lt;br /&gt;
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[[File:Military equipment 5.png]]&lt;br /&gt;
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I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
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===Assign Uniforms===&lt;br /&gt;
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[[File:Military equipment 2.png]]&lt;br /&gt;
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The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
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===Priority/Assignments===&lt;br /&gt;
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[[File:Military equipment 3.png]]&lt;br /&gt;
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The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. The right pane lists assigned equipment on each dwarf. This does not necessarily mean that the dwarf is carrying it, merely that it's been assigned and should, theoretically, pick it up. If there are more requests for a given type of equipment than there are items, the squad at the top of the list will have first pick out of the available gear, and the next squad the second, and so on. Moving on to the '''uniforms tab''' ({{k|n}})&lt;br /&gt;
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==Uniforms==&lt;br /&gt;
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The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
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[[File:Military uniforms 1.png]]&lt;br /&gt;
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The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
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[[File:Military uniforms 2.png]]&lt;br /&gt;
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Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
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[[File:Military equipment 4.png]]&lt;br /&gt;
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The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
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==Supplies==&lt;br /&gt;
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[[File:Military supplies.png]]&lt;br /&gt;
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The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this has bugs as of 31.25 ({{bug|2008}}). The default settings should be fine for now; let's continue on.&lt;br /&gt;
&lt;br /&gt;
Should you want to change any (or see what you can do), you can toggle through the drink orders by pressing {{k|-}} and  {{k|+}}, and through the food amount by pressing {{k|/}} and {{k|*}}.&lt;br /&gt;
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==Ammunition==&lt;br /&gt;
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[[File:Military ammunition 1.png]]&lt;br /&gt;
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The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
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[[File:Military ammunition 2.png]]&lt;br /&gt;
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We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
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[[File:Military equipment 6.png]]&lt;br /&gt;
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In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
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==Schedules==&lt;br /&gt;
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[[File:Military schedule 1.png]]&lt;br /&gt;
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The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing but Train orders.&lt;br /&gt;
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[[File:Military schedule 2.png]]&lt;br /&gt;
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By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
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===Burrows, stations, and routes===&lt;br /&gt;
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Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
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[[File:Military burrows 1.png]]&lt;br /&gt;
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I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
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[[File:Military burrows 2.png]]&lt;br /&gt;
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For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
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[[File:Military alerts 3.png]]&lt;br /&gt;
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Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
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[[File:Military stations.png]]&lt;br /&gt;
&lt;br /&gt;
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 1.png]]&lt;br /&gt;
&lt;br /&gt;
Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{k|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 2.png]]&lt;br /&gt;
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By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Similar to points, you can rename routes by pressing {{k|n}}. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab. (In case you've forgotten, {{k|m}} then {{k|s}}!)&lt;br /&gt;
&lt;br /&gt;
===Give orders===&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 3.png]]&lt;br /&gt;
&lt;br /&gt;
Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
&lt;br /&gt;
For reference, the give orders window is not used to ''edit'' orders - that is done by pressing {{k|tab}} when looking at scheduling items and then using {{k|x}} to delete an order. Keep in mind scheduling items listed can have multiple orders, selected using the secondary selectors - if you haven't named a scheduling item it'll change the item's name to either whatever the order is or 'Mixed,' but if you've named it, even if there's no orders for it, it'll retain the name; don't get mistaken and think that an empty named scheduling item still has your deleted orders and copy it around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 4.png]]&lt;br /&gt;
&lt;br /&gt;
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 3.png]]&lt;br /&gt;
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The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Military schedule 5.png]]&lt;br /&gt;
&lt;br /&gt;
Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
&lt;br /&gt;
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
:''This section of the walkthrough is still in progress. For now, relevant information is located on the [[Squads]] page.''&lt;br /&gt;
&lt;br /&gt;
The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
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'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
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===Attack Order===&lt;br /&gt;
&lt;br /&gt;
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
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{{Military v0.31}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Danger_room&amp;diff=159130</id>
		<title>v0.31:Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Danger_room&amp;diff=159130"/>
		<updated>2011-12-29T22:29:38Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: Added note that danger rooms can cause fatalities (rarely)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:14, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Danger room&amp;quot; is a term used to describe a place your dwarves go to be continually poked by [[Trap#Upright Spear/Spike|upright spikes]].  This serves two purposes: first, it trains your dwarves in [[Combat_skill#Equipment_skills|Armor User skill]], [[Combat_skill#Equipment_skills|Shield User]], [[Combat skill|Dodger]], [[Combat skill|Fighter]] and to some extent also [[Combat_skill#Weapon_skills|weapons skills]] (if they manage to block attacks with them). Second, it helps keep your [[doctor]]s' skills from rusting and your [[coffin]] makers busy (rarely).&lt;br /&gt;
&lt;br /&gt;
Danger rooms are a useful feature and a great workaround for regular training being too slow. A few people consider this an exploit, because it is incredibly effective.  Reported as {{bug|3855}}.&lt;br /&gt;
&lt;br /&gt;
== Loadout ==&lt;br /&gt;
The first design challenge is to provide the proper level of lethality.  Do '''not''' use actual spears or menacing spikes, only training spears. Up to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster.&lt;br /&gt;
&lt;br /&gt;
== Access control ==&lt;br /&gt;
The second design challenge is access control.  If you want your entire fortress to &amp;lt;strike&amp;gt;spank&amp;lt;/strike&amp;gt; face these perils, then put the spikes in a major hallway.  If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
The third challenge is providing an appropriate triggering frequency.  Some signal must be sent to raise and lower the spikes while the dwarves are on them.  This can be accomplished by hooking the spikes to a [[lever]] or [[pressure plate]], or by using a [[repeater]].  If a lever is used, then it should be near the room, so you can keep track of what's happening in the room while still knowing where the control lever is.&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
The idea is that as dwarves stand on the trapped tiles, every time the spikes come out of the ground due to the trap being activated, they gain skills in whatever stops it - armor if their armor deflects it, weapon if they block it with their weapon, shield for shield, and dodging if they jump out of the way. As written here [http://www.bay12forums.com/smf/index.php?topic=85894.0], pick-armed dwarves get trained into ''legendary miners''.&lt;br /&gt;
&lt;br /&gt;
== Specific Design Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Here are a few specific designs.&lt;br /&gt;
&lt;br /&gt;
=== One Tile, extendable===&lt;br /&gt;
&lt;br /&gt;
If you set the door to locked, the soldiers will only have the spike tile as their barracks, for great efficiency. They will all stack on this one tile and train. Set the door to ''Internal'' to adjust the size of the barracks as needed. You might have to unlock the door for new squads so they can path to the armor stand once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ═════╗ + Door&lt;br /&gt;
   ^+♫║ ^ Spikes&lt;br /&gt;
 ═════╝ ♫ Armor stand&lt;br /&gt;
&lt;br /&gt;
=== Simple Minimal Manual Danger Room ===&lt;br /&gt;
&lt;br /&gt;
Create a 1x4 room with each of the four tiles having upright spike &amp;quot;traps&amp;quot;. A full room will of course require making 40 training spears. As always you can load each tile with less than 10 training spears if you need to, but the more you use the faster they train and considering that you have to use the room manually it makes sense to make the training as fast as possible. Place a door on the room and forbid pets, or pasture all the pets. (See [[#Caveats]] below.) Place a lever outside and link the lever to all four spike sets.&lt;br /&gt;
&lt;br /&gt;
Equip your units will full armor, a shield, and ideally make them all wear a cloak to help protect the face. (The cloak will actually stop most of the hits to the body.) Manually order your unit(s) to move to the far tile of the room and lock the door once they're all in. (They won't all move to this tile, but they should move to within 3 tiles of it fitting them all into the room.) (It does not appear to matter if you have a multitude of dwarves packed into 4 tiles.) Add a (P)ull The Lever task to the lever and set it to (r)epeat. Leave the dwarves inside until they start to get unhappy from the long &amp;quot;patrol&amp;quot; then let them leave. This trains the Fighter and Shield skills very quickly. However, if you want to quickly train Weapon skills, make the dwarves unequip the shield before entering the room.&lt;br /&gt;
&lt;br /&gt;
A larger than 1x4 room may work better for training dodging but this is unverified.&lt;br /&gt;
&lt;br /&gt;
=== Simple Semi-Automated Danger Room ===&lt;br /&gt;
&lt;br /&gt;
As above, but use [[Scheduling]] along with a [[Burrow]] to cycle trainees through the room. Define a burrow that covers the inside of the room, then schedule some number of dwarves per unit to &amp;quot;Defend The Burrow&amp;quot;. Add a repeating pull the lever task to the lever. The dwarves will rotate through the danger room according to schedule. The constant lever pulling will of course require a dwarf.)&lt;br /&gt;
&lt;br /&gt;
=== Fully Automated Danger Room ===&lt;br /&gt;
&lt;br /&gt;
Same as above, but use a [[Repeater]] to eliminate the need for a lever pulling dwarf. The advantage is that you no longer need a dwarf to pull the lever repeatedly, but a repeater is somewhat complex to set up and is slower than a repeating lever pull task.&lt;br /&gt;
&lt;br /&gt;
=== Semi or Fully Automated Fort-Wide Danger Room ===&lt;br /&gt;
&lt;br /&gt;
Instead of placing the training spear &amp;quot;spikes&amp;quot; in a room, place them in a high traffic area of the fort and use one of the methods above to set up repeating extension/retraction of the spikes. Over time this will expose most or all of your dwarves to the spear attacks, but it is advisable to make sure that all of the dwarves are at the very minimum wearing a cloak to protect them from injury, and ideally wearing full armor.&lt;br /&gt;
&lt;br /&gt;
Doing this will probably kill all of your animals eventually unless they're confined to a [[Pasture]] or otherwise confined, and will eventually kill all infants (and possibly children) unless child-carrying females and children somehow forbidden from the area using a [[Burrow]].&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
Note that pets will attempt to follow soldiers into the danger room, getting perforated in the process, and leaving corpses and causing [[thought|unhappy thoughts]]; if there is a refuse stockpile or tomb that the pet can go to, a flood of job cancellation messages may result until the spikes cease their triggering. The same applies if a soldier who is carrying an infant enters the danger room. &lt;br /&gt;
&lt;br /&gt;
As of version 0.31.20, pets can be put in a [[pasture]] for their safety -- yes, even the non-grazers.&lt;br /&gt;
&lt;br /&gt;
To deal with the babies, you can either avoid recruiting (married) females into your military, or you can create male-only squads which you send into the danger room. Once you have dwarves who are very experienced in dodging and shield use, they will be able to train other dwarves much faster than if you simply have beginners training with each other. You can disband your male-only squads when the males are experienced enough, and mix them into all of your squads so that they can help train the rest of the soldiers.&lt;br /&gt;
&lt;br /&gt;
==Exploitation of danger rooms==&lt;br /&gt;
If you are not averse to cheating-by-modding, change the required skill for a weapon in the weapon raw text. Dwarves will gain that skill while in a danger room at the same prodigious rate. In this way it is possible to train legendary marksdwarves or even teachers using training axes.&lt;br /&gt;
&lt;br /&gt;
It's also possible to train [[Swimmer|swimming]], by arranging a means of flooding your danger room and locking your military within.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Danger_room&amp;diff=159129</id>
		<title>v0.31 Talk:Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Danger_room&amp;diff=159129"/>
		<updated>2011-12-29T22:27:06Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Dangerous Danger rooms? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lever Triggering ==&lt;br /&gt;
&lt;br /&gt;
'' If a lever is used, then it could be near the traps so that whoever pulls it will be the one who receives the training''&lt;br /&gt;
&lt;br /&gt;
This...doesn't seem to be entirely accurate. The trap cannot be placed on the same space as the lever, and dwarves will stand on the lever to pull it. It can be difficult to place things to make sure that he'll be standing on a trap when the delay ends, and if you set it to repeat, then the dwarf will just stand on the lever and pull it over and over, 100% safe from the trap itself. Am I doing something wrong?--[[User:Twilightdusk|Twilightdusk]] 03:35, 27 November 2010 (UTC)&lt;br /&gt;
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:No, it's inaccurate.  I'll revise it. --[[User:DeMatt|DeMatt]] 06:34, 28 November 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== Dangerous Danger rooms? ==&lt;br /&gt;
&lt;br /&gt;
I (in an unmodded game) built a danger room (training barracks with upright training spears triggered by a pressure plate in a high traffic corridor) and used it for a few seasons.  It worked normally (training soldiers stood in it while sparring and did not get hurt but did increase in skills) but once, just ''once,'' a dwarf got killed.  I got the message &amp;quot;Urist McUnlucky has been impaled by a maple training spear&amp;quot; or something like that and he was just dead.  If it's relevant, he was prone under another dwarf when it happened.  None of my other dwarves who were in there at the time (not even the other dwarf standing over him when it happened) were so much as scratched.  What gives?--[[Special:Contributions/129.252.87.174|129.252.87.174]] 18:25, 15 April 2011 (UTC)&lt;br /&gt;
:Well it is called a DANGER Room for a reason. No pain, no gain.&lt;br /&gt;
&lt;br /&gt;
I had legendary fighter/armor user training his dodging in my danger room. He managed to get brained through his copper helm. Fatal injuries are extremely rare, but they happen if you use the room a lot. You live by the danger room, you die by the danger room.&lt;br /&gt;
::Also had a fatality, so it does happen.  I'll try to incorporate it in the front page.--[[User:Kwieland|Kwieland]] 22:27, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon skill editing ==&lt;br /&gt;
&lt;br /&gt;
Please, write a quick guide for doing that. [[Special:Contributions/109.184.12.204|109.184.12.204]] 09:47, 15 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=158842</id>
		<title>v0.31 Talk:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=158842"/>
		<updated>2011-12-24T03:11:47Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: answered some questions, posed a new one - how to deal with FB extract causing mass rot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any way to remove miasma in DF2010? --[[User:Broxigardk | BroxigarDK]] 18:35, 28 June 2011 (CET)&lt;br /&gt;
:Let me start by saying, I don't know.  If you keep your refuse and corpses outdoors it won't occur.  I've been planning to install a deep pit in my fortress to toss all that trash into, so that it will be too far away to bother anyone.  If it is possible to remove miasma, it would have to be through editing the raws, which I am unfamiliar with.  There is not a setting for it in the ini files. [[User:Vitriolum|Vitriolum]] 00:43, 29 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Has anyone re-verified the diagonal miasma thing in DF2010? I thought I saw some leaking diagonally, but there were other openings, so I may have been wrong. --[[User:Romeofalling|Romeofalling]] 19:09, 29 September 2010 (UTC)&lt;br /&gt;
:I've used diagonal gaps in a 0.31.12 fortress and they successfully blocked miasma. --[[User:Quietust|Quietust]] 19:29, 29 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happens when Goblins and such sit in side Miasma for a while? does it get them sick, do they die from it?&lt;br /&gt;
:No effect.  It doesn't make dwarfs sick either, just gives them a bad thought.--[[User:Kwieland|Kwieland]] 03:11, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
In the latest version, miasma seems to appear from other sources than rotting items. I have adequate refuse piles and no known rotting items, however I have about one hundred animals, and my cage containing a few animals suddenly spawned miasma.--[[User:No-more-oxygen|No-more-oxygen]] 18:40, 14 February 2011 (UTC)&lt;br /&gt;
:Animals kept in cages will die without food.  They never rot in a cage though, to my knowledge.--[[User:Kwieland|Kwieland]] 03:11, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will rotting items in water generate miasma?&lt;br /&gt;
:Depends on the level of water?--[[User:Kwieland|Kwieland]] 03:11, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Miasma accelerates rotting??=&lt;br /&gt;
does miasma accelerate the rotting procedure? if I lock a sentient corpse in a room, so it generates miasma, would it rot into usable bones quicker??--[[User:Kaos|Kaos]] 14:55, 16 April 2011 (UTC)&lt;br /&gt;
:There is currently a bug with things turning to bones.  Think of Miasma as a stinky smell.  It doesn't accelerate the rotting procedure at all, simply indicates that something is rotting.--[[User:Kwieland|Kwieland]] 03:11, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Syndromes with Rot=&lt;br /&gt;
Anybody find a good solution to dealing with FB that have syndromes that cause Rot?  Like most forts, the FB itself isn't too tough, but dealing with all the dead dwarfs after the fact because they walked on extract is horrible.  Since contaminants are spread so easily, is there a way to vaporize them before the damage is done?&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=154912</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=154912"/>
		<updated>2011-11-26T23:29:59Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
*Do '''''not''''' click the &amp;quot;+&amp;quot; button at the top of the page - if you do, your comment will be added as a new section below the [[#Bot Requests|Bot Requests]] section, which probably isn't what you want to do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past discussion are archived here: [[User talk:Quietust/archive|1]]&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
===Good job===&lt;br /&gt;
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)&lt;br /&gt;
=== A new list ===&lt;br /&gt;
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&amp;amp;curid=17187&amp;amp;diff=153614&amp;amp;oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)&lt;br /&gt;
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Creature Logic + diagrams===&lt;br /&gt;
Thanks for the edits to creature logic.  It's probably not obvious, but I made an effort to use a preferred format, and all I found was {{L|Template:RT}} linked to from the community portal page, so I tried to imitate the example given on that page.  If there is a preferred method, maybe someone (lol &amp;quot;someone,&amp;quot; although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than {{L|Template:RT}}?  Might save you from some future tedium, unless of course you enjoy those kind of edits.&lt;br /&gt;
  &lt;br /&gt;
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time.  Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals?  That is, if an edge detector detects an &amp;quot;edge&amp;quot; signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)&lt;br /&gt;
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off-&amp;gt;on and a different thing when the signal changes from on-&amp;gt;off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=153659</id>
		<title>v0.31:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=153659"/>
		<updated>2011-10-15T13:43:35Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: Undo revision 153643 by 112.205.235.54 (Talk) Burn, spammer!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Soil''' is the name for the various kinds of ground that can be {{l|farming|planted}} on (both above and below ground{{V|0.31.19}}) without {{l|irrigation}} using {{l|water}}.  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loam}}||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loamy sand}}||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Peat}}||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay loam}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy loam}}||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt}}||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay loam}}||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt loam}}||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Pelagic clay}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Siliceous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Calcareous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! {{L|Sand}}&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sand (tan)}}||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Black sand}}||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Red sand}}||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|White sand}}||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Yellow sand}}||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay loam}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay}}||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay}}||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fire clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types listed in the upper part of the table do '''not''' count as {{l|sand}} for {{l|glass}}making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section at the bottom are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep {{l|ocean}} tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either {{l|fortress mode}} or {{l|adventurer mode}}.&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an {{L|aquifer}}.&lt;br /&gt;
* The &amp;quot;clay&amp;quot; types listed at the bottom can be used for making ceramic items. Fire clay produces {{L|stoneware}}, while the other types produce {{L|earthenware}}.&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to {{l|rock}} types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only {{l|farming|plant}} cave {{l|crop|flora}} if the tile is marked &amp;quot;{{l|Subterranean}}.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in {{l|rock}}, and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train {{l|miner}}s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be {{l|Smoothing|smooth}}ed, so it is more difficult to make high value rooms, or pierce {{l|aquifer}}s.  Also, since soil cannot be smoothed, soil cannot be used to make {{l|fortification}}s.&lt;br /&gt;
&lt;br /&gt;
Building a {{l|farm plot}} or {{l|road}} or removing a {{l|construction}} on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
'''Trees and Shrubs'''&lt;br /&gt;
&lt;br /&gt;
Once you discover the {{L|caverns}}, subterranean trees and shrubs will begin to grow in dry subterranean soil '''if''' there are unmined soil walls nearby* on the Z-level beneath or if there is mud nearby* on the same Z-level (where &amp;quot;nearby&amp;quot; means &amp;quot;within a 2-tile radius&amp;quot;).{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=153502</id>
		<title>v0.31 Talk:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=153502"/>
		<updated>2011-10-05T13:54:11Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: recent change - Targets range is important?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone got dwarves to actually use these? --[[User:Birthright|Birthright]] 16:30, 14 April 2010 (UTC)&lt;br /&gt;
:I haven't. I had a few designated as training barracks. Now I'm trying it as just an archery range with no squads set to train, but it doesn't seem to make a difference. - [[User:Nocash|Nocash]] 13:46, 23 April 2010 (UTC)&lt;br /&gt;
:I second that; the archery ranges see no action. I can't even get my military dwarves to use ammunition at all, despite having designated it in the military menu and procured a vast store of quivers (although a hunter got a few bolts and went out to kill some deer once, which made me squeal with giddiness -- never since then, however). --[[User:Bronzebeard|Bronzebeard]] 05:57, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have evidence to the contrary. [http://mkv25.net/dfma/movie-2147-archerytargetin3103] --[[User:Bouchart|Bouchart]] 22:18, 28 April 2010 (UTC)&lt;br /&gt;
: I find it hilarious that your soapmaker bled to death as you were taking the video. --[[User:Twilightdusk|Twilightdusk]] 02:50, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What method did you use, Bouchart? A workaround would be good, the slightly buggy training is one thing, but my military keeps bumping into goblins with an uncanny knack of shooting my dwarves in the face. --[[User:Shabang50|Shabang50]] 16:22, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think it may be worth noting that the dwarf that is using the archery target does not appear to be active duty at the time he is shooting. It certainly doesn't show an archer dwarf on his unit list. --[[User:Railick|Railick]] 17:19, 21 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
:In order to get the target working, you need to designate each one as a range for the squad you want to train on it, make sure you're firing in the right direction, and make sure you've got ammo for your squad to train with (v0.31.18).&lt;br /&gt;
&lt;br /&gt;
:The last bit is a bigger hassle.&lt;br /&gt;
&lt;br /&gt;
:The equiping of bolts that are only designated for training (and not combat) is buggy - once your marksdwarves use up their first lot of designated ammo they will be assigned some more - but it seems that whilst the squad has its assigned ammo updated nobody bothers to relay to the dwarves this pretty important piece of info, and they'll sit there for ever waiting for the training ammo that's already assigned to their squad (or until another new bunch of training ammo gets assigned to them by deleting the old loadout). Bolts that are assigned to combat don't have this bug; so you can work around this by assigning wooden bolts as both training and combat. Once they've finished training with them they'll notice they have no combat ammo and pick some up (which they'll then train with). Downside is that you'll be using whatever you're using as training ammo, usually wooden bolts, on live targets unless you remember to switch the ammo out when somebody invades, and switch it all back when you've dealt with the invasion. --[[Special:Contributions/82.69.78.215|82.69.78.215]] 07:32, 31 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;The archery targets are supposedly fixed now. I just have one question: how do you make any?! Pulling up the job manager, I get nothing when I type either &amp;quot;archery&amp;quot; or &amp;quot;target&amp;quot;. This is doubly puzzling because I've made them before and--yes--I have the latest version. I should note that I'm on DFG, Mayday's DF (wherein, again, I've made targets before). Is it just the fact that I just woke up, or did they get nerfed in DFG?&amp;lt;/s&amp;gt;&lt;br /&gt;
:Definitely the fact that I just woke up; they're built on-site with raw resources such as walls and floors, via {{Key|b}}&amp;gt;{{Key|A}}. --[[User:Bronzebeard|Bronzebeard]] 18:48, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
So what exactly do &amp;quot;{{k|i}}ndiv eq&amp;quot; and s{{k|q}}uad Eq do?  Did they replace individual training and group training? --[[User:KaelemGaen|KaelemGaen]] 11:29, 28 July 2010 (UTC)&lt;br /&gt;
:Those settings refer to '''eq'''uipment storage and not training --[[User:Harmonica|Harmonica]] 08:47, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article reads Currently Functional but does not mention quiver ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves need a quiver to train at archery targets? The main article says that archery targets are functional but does not mention quivers.&lt;br /&gt;
:I don't know, I always make or buy some. I do know that I've had the best luck leaving the squad as &amp;quot;inactive&amp;quot;, instead of training.  Then the individual dwarfs will practice on their own.  Also, for some reason they level in the marksdwarfs skill a lot faster than the archery skill (accomplished vs skilled).--[[User:Kwieland|Kwieland]] 14:40, 23 August 2010 (UTC)&lt;br /&gt;
: When I tried to set up a marksdwarf squad, they just stood around, listing &amp;quot;Soldier cannot complete order&amp;quot; as their job until I gave them quivers and created an archery range from each of the five targets, so I think they're required, yes. Not sure, though.&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
I usually line up my targets and the ranges are almost 50% overlapping.  My dwarves use the targets fine.  Are you sure you didn't have something else in the military system awry?  The only thing I think is important is that you have a space in front of the target at lease one space away from the target, and that there isn't a empty/open space between the space and the target (like a channeled out space).  I would revert the edit, but would like some confirmation.--[[User:Kwieland|Kwieland]] 13:54, 5 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery&amp;diff=153174</id>
		<title>v0.31 Talk:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery&amp;diff=153174"/>
		<updated>2011-09-21T02:58:11Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Archer max range?? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason, my dwarfs are are&lt;br /&gt;
1) assigned to Train on the M screen in scheudle...&lt;br /&gt;
2) equipped with quiver and bolts and weapon...&lt;br /&gt;
3) have archery targets outside which have the T next to their name....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm....and they say they can't follow the order..........eh....... :/&lt;br /&gt;
&lt;br /&gt;
:That can happen if you haven't modified the training schedule for your dwarves so that less than ten of them are required for the training to happen. As of 0.31.25, if your squad is fewer than ten members, you must change the required number of members in the training schedule for them to do any group training at all. [[User:Grumbledwarfskin|Grumbledwarfskin]] 11:58, 23 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You forgot number 4 on the archery checklist&lt;br /&gt;
&lt;br /&gt;
4)Archery targets have the correct orientation for their location. If you have them set to shoot top to bottom, but you have designed the range for bottom to top firing and there is no room to stand north of the target, they will never use those targets.&lt;br /&gt;
&lt;br /&gt;
::..and no. 5 - the target must have a walkable straight-line surface from the shooting position. If the target is set to shoot from the east, there can be no channels, cliffs, terrain level changes, or even grates in a straight line east of the target. Not to mention, no. 6, the range has a minimum size. And no. 7, archers still require a conventional barracks ''in addition'' to the range... [[Special:Contributions/218.186.8.11|218.186.8.11]] 01:08, 19 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Archer max range?? ==&lt;br /&gt;
&lt;br /&gt;
What is the typical max range of crossbows/bows? Based on previous observations, I had thought it was 20-25, maybe 30 tiles maximum, however I just watched a middling-good crossbowdorf (prof marksd/expt arch) spear a buzzard out of the sky at a range of 55 (diagonal) tiles...! [[Special:Contributions/218.186.8.11|218.186.8.11]] 01:08, 19 September 2011 (UTC)&lt;br /&gt;
:55 diagonal tiles would be 55 tiles north, 55 tiles west, and 55 tiles up (for instance).  It's likely that range does not take diagonality into account (that would be consistent with other range checks like sighting distance).  So the effective range that the marksdwarf shot at would be the greatest of x, y, or z distance, and not any sum of those distances.  (Don't know exactly your situation, but 55 tiles doesn't sound likely to me-- a single, central marksdwarf could then cover the entirety of a 2x2 embark.)[[User:Vasiln|Vasiln]] 02:33, 19 September 2011 (UTC)&lt;br /&gt;
::Archers have a much longer range than crossbowmen.  For crossbows, I see the typical 20-25, max 30 that you saw.  However, I have seen some far shots (didn't really count tiles) when the target is running away quickly.  My dwarfs are on a turret, and if the enemy is within range (fleeing, say) then they will shoot at the target much farther than if the enemy was just approaching.  I see the code as &amp;quot;target is in range&amp;quot;  OK.  &amp;quot;Fire&amp;quot; OK, wait for experience, etc, then the bolt is fired.  Meanwhile the target has moved quite a few tiles away.--[[User:Kwieland|Kwieland]] 02:58, 21 September 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=153000</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=153000"/>
		<updated>2011-09-11T19:14:36Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Ponds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we have someone confirm if you can see the children's age, I'm pretty sure the first child in my fortress had an age displayed in his profile, Will check into soon --[[Special:Contributions/205.145.64.64|205.145.64.64]] 20:57, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:I went ahead and corrected the part about not being able to see a child's age. You can now see their age on the thoughts screen in bright letters! :P This info must have been from 40D and was copied over without checking to make sure it was still correct. --[[Special:Contributions/205.145.64.64|205.145.64.64]] 22:22, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
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I had immigrants bringing their 2 month old CHILDREN. They were not babys and were in fact, treated like real children, despite the fact that theyre just 2 months old. --[[User:Niggy|Niggy]] 22:30, 29 May 2010 (UTC)&lt;br /&gt;
==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;br /&gt;
:I think that was in 40D as well but it should certainly be mentioned ''somewhere.''&lt;br /&gt;
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&lt;br /&gt;
==Did you know..?==&lt;br /&gt;
that if a dwarven baby's mother, a hauler/soldier, should have to battle a forgotten beast whilst carrying her newborn, and the forgotten beast should happen to 'grabs the dwarven baby by the upper left back tooth with it's left wing!', then 'releases the grip of the forgotten beast's left wing on the dwarven baby's upper left back tooth!', with the baby ending up a few squares away from the skirmish (placed 'away' from danger by it's mother, or thrown by the beast, I'm not sure..), completely uninjured, and then it's mother receives major injuries whilst wrestling with the said forgotten beast, falls unconscious, and gets captured in a cage by an otherwise friendly 'cage trap' upon hitting the deck (presumably), and then having to go through the embarrassment of being hauled through the fort to the animal stockpile, waiting for an age to get her cage built, then even longer to be released again, before beelining straight to the hospital for treatment and falling unconscious again with the job 'rest'.... then the baby will be absolutely fine? In fact, it is given freedom; not one dwarf will mind it crawling about outside the fort's walls in the underground cavern the said forgotten beast came from unattended, or up the stairs and into the main hall on its own, or just out into the corridors getting in the way of all the other dwarves. not even it's father, or two older brothers. and it will also be kept fed and watered - the little 'un 'complained of thirst/hunger lately' and 'received water/food recently' according to it's profile. interesting fact, i know. actually, the only slight problem with the whole thing is the 'cancelled job' spam; &amp;quot;*dwarven baby name*, Dwarven baby, cancels Clean Self: Too insane&amp;quot;, even though it says the little 'un is &amp;quot;quite content&amp;quot; in it's profile... ^-^  --[[User:DJ Devil|DJ Devil]] 20:30, 26 May 2010 (UTC)&lt;br /&gt;
:the little 'un has grown into a child now, his mother still in the hospital with a mangled leg. apparently no harm done, at all - it was left to crawl around to it's heart's content, and fed and watered when requested, like a semi-mobile injured dwarf. perhaps worthy of a brief note on the page?--[[User:DJ Devil|DJ Devil]] 03:22, 27 May 2010 (UTC)&lt;br /&gt;
:had exactly the same happen to me again; crazy mother takes newborn into battle with her --&amp;gt; crazy mother gets injured --&amp;gt; baby crawls around with &amp;quot;cancel job; insane&amp;quot; spam --&amp;gt; is fed and watered sufficiently to not die --&amp;gt; eventually grows into a child with no problems--[[User:DJ Devil|DJ Devil]] 17:45, 29 May 2010 (UTC)&lt;br /&gt;
::From what I've read, babies don't actually attempt to DO anything unless their mom actually DIES.  At which point, they'll attempt to suicide.  If they grow into a child before they succeed, then they're fine;  otherwise, they're dead.  The &amp;quot;cancels Clean Self: Too insane&amp;quot; spam is a result of how babies are implemented - a variation of the insanity code, I gather. So if the mom isn't actually dead, they'll just wander hither and yon and wait to grow up. So go ahead and write it up - just remember to use the Shift key properly. --[[User:DeMatt|DeMatt]] 18:10, 29 May 2010 (UTC)&lt;br /&gt;
:it says on this very article that they 'Often crawl to the dining hall or attempt to harvest plants/deconstruct walls.', which i personally have never seen, but i can believe it after the galavanting those two dwarven babies did.. i shall add a brief note--[[User:DJ Devil|DJ Devil]] 02:37, 1 June 2010 (UTC)&lt;br /&gt;
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==Children Jobs - Levers and Hauling stuff to the Depot==&lt;br /&gt;
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The page listed jobs that children do as pulling levers and taking stuff to the depot.  I don't think these are correct - I've never seen them and I have ~100 kids in my current fortress.  If they are correct, though, please put these two back in. --[[User:Kwieland|Kwieland]] 04:36, 4 June 2010 (UTC)&lt;br /&gt;
* pulling {{L|lever}}s;&lt;br /&gt;
* {{L|hauling}} items to the {{L|trade depot}};&lt;br /&gt;
:I could've told you that children didn't pull levers - I've personally confirmed that they don't do that in 40d ''or'' 23a, and it's why I put the Verify tag on it in the first place. If bringing stuff to the depot is also off-limits to children in 0.31, I'm guessing it's also that way in older versions as well. --[[User:Quietust|Quietust]] 12:34, 4 June 2010 (UTC)&lt;br /&gt;
::My experience is only 40d on.  I know they don't take stuff to the depot in 40d. After a child harvests a plant, they do get a &amp;quot;store item in stockpile&amp;quot;. I think someone may have seen that and confused the two.--[[User:Kwieland|Kwieland]] 16:51, 4 June 2010 (UTC)&lt;br /&gt;
:: also kids can deconstruct things like walls and floors. --[[User:TomiTapio|TomiTapio]] 02:01, 19 August 2010 (UTC)&lt;br /&gt;
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== Swimming ==&lt;br /&gt;
&lt;br /&gt;
Do children suffer any penalties swimming in 4/7 water? You know, since they're shorter and the water may go above their heads. How about mothers carrying babies in their arms- any swimming penalties or drowning chances?&lt;br /&gt;
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:I don't know about 4/7, but I know 7/7 will make a mother drop their baby.--[[User:Kwieland|Kwieland]] 23:55, 18 August 2010 (UTC)&lt;br /&gt;
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::Hmm.. will a ''swimming'' mother (swimmer skill &amp;gt;= Novice) drop their baby in 7/7? If so, what happens? Drowned rugrat? or cancellation spam as the mom swims over to pick up the baby, then drops it again, then...&lt;br /&gt;
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::also, flowing water of ''any'' level (as low as 2/7) can make a mother drop her baby. Fortunately, in shallow water (e.g. a cleaning trench with some flow), this just results in a job cancellation or two until the mom manages to drag the baby out of the water. [[Special:Contributions/218.186.8.11|218.186.8.11]] 08:09, 11 September 2011 (UTC)&lt;br /&gt;
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== Birth after death? ==&lt;br /&gt;
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I might be mistaken, but I'm pretty sure a baby was born after it's mother died. Because, maybe a month after a woman came with her only son, and no husband with her(probably died?) she was killed in a battle with goblins. Then, about a month after that, I noticed a baby that said she was it's mother with her son it's brother. The problem was that it was only two days old...when she had been dead for a while...is this a bug or am I maybe completely off when she died? --[[User:Ullallulloo|Ullallulloo]] 03:04, 2 September 2010 (UTC)&lt;br /&gt;
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:Just confirmed that the baby was born 7-8 months after his mother died, and it's listed as a child, not a baby, at one month old now. I'm not sure it was like that when it was born. It acts just like a child too. He's currently gathering plants. --[[User:Ullallulloo|Ullallulloo]] 03:18, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This bug has been reported - #2739[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2739].--[[User:Kwieland|Kwieland]] 11:36, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Triplets ==&lt;br /&gt;
&lt;br /&gt;
So one of my dwarves gave to birth 3 good for nothing babies at once.&lt;br /&gt;
&lt;br /&gt;
Announcement&lt;br /&gt;
[[File:Triplets.JPG]]&lt;br /&gt;
&lt;br /&gt;
The mother's tought:&lt;br /&gt;
[[File:Triplets1.JPG]]&lt;br /&gt;
&lt;br /&gt;
As for the father, his tought is:&lt;br /&gt;
&amp;quot;He became a parent of triplets recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also the mother, having 2 arms can carry 3 babies.--[[User:Brakarg|Brakarg]] 18:13, 22 October 2010 (UTC)&lt;br /&gt;
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== Children and burrows ==&lt;br /&gt;
&lt;br /&gt;
children assigned to burrows seem to leave the burrow to follow their mothers into danger rooms.--[[Special:Contributions/99.111.154.190|99.111.154.190]] 02:39, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ponds ==&lt;br /&gt;
&lt;br /&gt;
Do children actually fill ponds? --[[User:Quietust|Quietust]] 18:17, 1 December 2010 (UTC)&lt;br /&gt;
:Not that I've seen.--[[User:Kwieland|Kwieland]] 19:14, 11 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Childbirth during strange mood ==&lt;br /&gt;
Recently a dwarven female decided she should get a strange mood. during this strange mood she requested items that did not exist on my map (gems and the like).&amp;lt;br /&amp;gt;&lt;br /&gt;
Unable to fulfill her request, I surrounded her workshop with walls and left her until she calmed down (I've had too many bad experiences with mad dwarves). Anyway she gave birth while she was in her mood, and she did not cancel her mood to retrieve the baby. I opened the door that I left for the mother to leave by, but only the baby crawled out.&amp;lt;br /&amp;gt;&lt;br /&gt;
It seems that strange moods are an overriding factor in dwarven parenting.&lt;br /&gt;
: What kind of strange mood fail status was it? Insanity, berserk or melancholy? --[[Special:Contributions/84.46.82.189|84.46.82.189]] 14:52, 9 January 2011 (UTC)&lt;br /&gt;
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== Eating habits ==&lt;br /&gt;
I've disabled the eating of plump helmets- but a child actually went and started eating one (I saw the purple spade next to the kid). Looking at the &amp;quot;v &amp;gt; p:Prf&amp;quot; screen, it says &amp;quot;A child does as it pleases!&amp;quot;. Does this mean children are exempt to some rules of society? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 15:41, 7 May 2011 (UTC)&lt;br /&gt;
:I know they don't follow burrow orders.--[[User:Kwieland|Kwieland]] 00:27, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nevermind. All dwarves eat raw plump helmets anyways. --[[Special:Contributions/71.180.66.233|71.180.66.233]] 20:17, 19 May 2011 (UTC)&lt;br /&gt;
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== Kidnapping ==&lt;br /&gt;
&lt;br /&gt;
Since children can be kidnapped by Snatchers, it might be worth discussing that a bit here.  If not, at least link to the snatcher article someplace on this article.  I know next to nothing on the topic, so I'm just leaving a note here. [[User:Vitriolum|Vitriolum]] 02:08, 20 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=152780</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=152780"/>
		<updated>2011-09-02T16:25:20Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Most annoying bugs  -Vent?*/&lt;/p&gt;
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==Comments==&lt;br /&gt;
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===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
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==Bot Requests==&lt;br /&gt;
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		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=152759</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=152759"/>
		<updated>2011-09-01T23:56:18Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Most annoying bugs Comments*/&lt;/p&gt;
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==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
&lt;br /&gt;
===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
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==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=152748</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=152748"/>
		<updated>2011-09-01T17:21:45Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Most annoying bugs? */&lt;/p&gt;
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==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the &amp;quot;[[#Reply Notification|Reply Notification]]&amp;quot; section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
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===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
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===Wikilink in complex template===&lt;br /&gt;
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Do you know how to make the words &amp;quot;Alluvial layer&amp;quot; link to {{L|Alluvial layer}} in templates such as the one at {{L|Native gold}}?  I presume it's something to do with {{tl|Stonelookup/location}}, but that's more complex than I know how to edit.  Maybe the other layer types, too, though they're at least linked in the Stones navbox. --[[User:Bognor|Bognor]] 16:07, 21 May 2011 (UTC)&lt;br /&gt;
:The way it's done, it '''must''' apply to every single layer type or not apply to any of them at all. Now that it's been added, we need an [[igneous layer]] page for stones that appear in both igneous intrusive and igneous extrusive layers (such as, you guessed it, [[native gold]]). --[[User:Quietust|Quietust]] 16:29, 21 May 2011 (UTC)&lt;br /&gt;
::Awesome, thanks Quietust, you rock!  No time to make that page myself right now, but I'll keep it in mind if I have time later in the week (not guaranteed).  &amp;lt;small&amp;gt;(Sorry for posting in the wrong place.)&amp;lt;/small&amp;gt; [[User:Bognor|Bognor]] 09:53, 22 May 2011 (UTC)&lt;br /&gt;
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===Grazers as pets===&lt;br /&gt;
Even if you assign a war elephant as a pet, they still need to eat, right?--[[User:Kwieland|Kwieland]] 04:20, 6 May 2011 (UTC)&lt;br /&gt;
:I haven't checked explicitly (since my latest fortress was from 0.31.18), but it's fairly likely to be the case. Probably worth checking, just to be safe. --[[User:Quietust|Quietust]] 12:33, 6 May 2011 (UTC)&lt;br /&gt;
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===Template changes===&lt;br /&gt;
YOU CRASHED THE WIKI ALL YOUR FAULT (are you able to hop on irc? also I'm kidding &amp;lt;3) --[[User:Briess|Briess]] 19:01, 8 April 2011 (UTC)&lt;br /&gt;
:Sorry, I was sleeping soundly from being sick :(.  Make the changes whenever you like, I've modified the maintenance script to run within 3 minutes of any edits you make (okay that's a lie, I've modified it to run every 3 minutes) --23:07, 28 April 2011 (UTC)&lt;br /&gt;
::I already made the change a few hours ago, and it didn't seem to have any impact on the wiki - perhaps it was smart enough to realize that the change I made was restricted to an includeonly tag. --[[User:Quietust|Quietust]] 23:30, 28 April 2011 (UTC)&lt;br /&gt;
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===Extension===&lt;br /&gt;
Let me know when you think the extension is ready and I'll install it. --[[User:Briess|Briess]] 20:08, 31 March 2011 (UTC)&lt;br /&gt;
=== Andale Mono ===&lt;br /&gt;
Thanks, I completely forgot to check for that :&amp;lt; P.S. the plugins you pointed me towards both crash php :( --[[User:Briess|Briess]] 01:16, 18 March 2011 (UTC)&lt;br /&gt;
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=== Template Stuff ===&lt;br /&gt;
I have no idea.  I'll play around with it as soon as I get a chance, here. --[[User:Briess|Briess]] 19:38, 7 March 2011 (UTC)&lt;br /&gt;
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=== Recent Edit ===&lt;br /&gt;
Thanks for the formula for nickel silver. I didn't know the mix. (I would have posted this somewhere else, but not sure there is a better way to say thanks.)&lt;br /&gt;
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=== Recent Wiki Spam ===&lt;br /&gt;
I've changed a few settings that should hopefully deter the spambots, and added an additional anti-spam extension.  Please let me know if these seem to be working or not. --[[User:Briess|Briess]] 02:26, 30 January 2011 (UTC)&lt;br /&gt;
:Whatever it was, it doesn't seem to be helping much... --[[User:Quietust|Quietust]] 17:08, 30 January 2011 (UTC)&lt;br /&gt;
::I'm looking into some things right now. Are you able to hop on IRC? --[[User:Briess|Briess]] 18:33, 6 February 2011 (UTC)&lt;br /&gt;
:::Which channel? Freenode #magmawiki or somewhere else? --[[User:Quietust|Quietust]] 18:35, 6 February 2011 (UTC)&lt;br /&gt;
::::There may be some problems with the setup.  If you notice any issues, please let me know, and I'll try to figure out what exactly I can do to fix them --[[User:Briess|Briess]] 19:44, 6 February 2011 (UTC)&lt;br /&gt;
It appears we're blocking significantly more spam, but as a result they've ramped up the number of attackers. :/ Any ideas what to do next? --[[User:Briess|Briess]] 15:41, 7 February 2011 (UTC)&lt;br /&gt;
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=== Magmawiki Feature Idea ===&lt;br /&gt;
Looking for your input on this [http://www.magmawiki.com/wiki/article_versions feature]. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 01:25, 18 December 2010 (UTC)&lt;br /&gt;
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=== Regex Stuff ===&lt;br /&gt;
When Loc is back online later tonight we should be able to fix it. I'm pretty sure the regex problem is the same extension problem we had when the wiki blew up massively several months ago -- basically php version specific. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 01:11, 17 December 2010 (UTC)&lt;br /&gt;
:Loc assumed the same thing, since he apparently set up this server with PHP 5.3; presumably, it was previously running version 5.2. --[[User:Quietust|Quietust]] 01:26, 17 December 2010 (UTC)&lt;br /&gt;
::He did this exact same thing last time. -_- [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 01:50, 17 December 2010 (UTC)&lt;br /&gt;
:::Indeed, this is my hunch, I'll be working on this tomorrow once I get a chance to sleep. --[[User:Briess|Briess]] 07:55, 17 December 2010 (UTC)&lt;br /&gt;
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=== Forum PMs ===&lt;br /&gt;
Have you checked your [http://www.bay12forums.com/smf/index.php?action=pm Bay 12 Forums personal messages] recently? --[[User:Footkerchief|Footkerchief]] 14:21, 22 November 2010 (UTC)&lt;br /&gt;
:I have. I just haven't yet decided how to respond. --[[User:Quietust|Quietust]] 19:02, 22 November 2010 (UTC)&lt;br /&gt;
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=== Windmills ===&lt;br /&gt;
It may be a bug, but in my experience, it does work reliably.  Build the windmill first, and the receiving device second, and it'll be powered.  Doesn't matter if the receiving device hooks up to something else built previously, doesn't matter if the whole assemblage demands more power than the windmill can give.  If the windmill is built before whatever it's expected to link to, then it'll link in through a floor. --[[User:DeMatt|DeMatt]] 20:57, 20 November 2010 (UTC)&lt;br /&gt;
:The fact still stands that it's inconsistent, and I've just added an entry to the bug tracker specifically about said inconsistency. We shall see whether it's actually supposed to be possible for windmills to transmit power through floor tiles. --[[User:Quietust|Quietust]] 21:22, 20 November 2010 (UTC)&lt;br /&gt;
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=== Barony? ===&lt;br /&gt;
I see you are logged on or at least recently so.  Can you quick explain why I should accept becoming a Barony?  I just don't see an advantage.  I posted the question on [[Talk:Baron]].  Thanks for your help! -- [[User:Maunder|Maunder]] 02:30, 7 November 2010 (UTC)&lt;br /&gt;
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=== Arsenal Dwarf ===&lt;br /&gt;
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I have 0.31.14 for the Mac, it's the only version I've ever had, and I have the Arsenal Dwarf. I don't see how I have &amp;quot;a world that was generated in an old version&amp;quot; unless there is something specific to the Mac version because I've never had an old version. Granted I'm not actually able to figure out what the AD is doing, but it's there.--[[Special:Contributions/74.73.27.227|74.73.27.227]] 01:38, 3 October 2010 (UTC)&lt;br /&gt;
:I've just extracted entity_default.txt from df_31_14_win_s.zip, and the arsenal dwarf is very much absent from the list of positions. I've also checked the same file within df_31_14_osx.tar.bz2 and it's also not there. You're using a savegame from an older version. --[[User:Quietust|Quietust]] 01:55, 3 October 2010 (UTC)&lt;br /&gt;
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=== Javascript ===&lt;br /&gt;
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We have to resubmit all .js and .css pages. Otherwise they won't work their way into the cache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
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=== Quality Tags ===&lt;br /&gt;
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Are you sure? ;D [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 23:17, 21 September 2010 (UTC)&lt;br /&gt;
:Stealth fixes are hardly sporting... --[[User:Quietust|Quietust]] 23:18, 21 September 2010 (UTC)&lt;br /&gt;
::&amp;lt;3 Also, why don't you hang out in #magmawiki on freenode? Seeing as you're the most wiki-active admin, you might want to get in on magmawiki discussions. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 23:20, 21 September 2010 (UTC)&lt;br /&gt;
:::Mainly because I don't really do IRC very much anymore. If there are particular discussions that are expected to take place, I could certainly attend them, schedule permitting. --[[User:Quietust|Quietust]] 23:23, 21 September 2010 (UTC)&lt;br /&gt;
::::We don't really have scheduled discussions. They just sort of happen, and sometimes with hours between responses on each side. So you'd sort of have to idle in order to &amp;quot;attend&amp;quot; them. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 23:25, 21 September 2010 (UTC)&lt;br /&gt;
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=== Three random things ===&lt;br /&gt;
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(1) Looking through recent changes I thought you'd made a mistake or something, cos [http://df.magmawiki.com/index.php?title=DF2010:Cave-in&amp;amp;curid=10494&amp;amp;diff=127284&amp;amp;oldid=127282 this] edit had a detailed edit summary but didn't change the page size.  Turned out that, by fluke, you'd removed exactly as many characters as you'd added.&lt;br /&gt;
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(2) I left you a message in [http://www.bay12forums.com/smf/index.php?topic=65154.0 this] thread.  Not meaning to hassle, just wasn't sure if you'd seen it.&lt;br /&gt;
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(3) When I look at a page like {{L|cow}} I always want to know how much food you get from butchering.  Based on the information in the infobox you can get 33-37 food per cow, but it takes a while to add everything up, and even longer to compare two animals (cow vs. horse or whatever).  I was wondering, would it be possible to edit {{L|Template:CreatureInfo v0.31}} to give it a new line, called &amp;quot;total edible&amp;quot; or whatever, that would automatically sum all the edible components?  I realise it could be done manually for each creature article, but I thought you might be able to figure out a more elegant way.&lt;br /&gt;
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[[User:Bognor|Bognor]] 13:28, 9 September 2010 (UTC)&lt;br /&gt;
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:Thinking more about (3), it looks like some of the info currently in those templates is dodgy.  Doubtful that horses would yield 32 food while dogs yield 37.  [[User:Bognor|Bognor]] 13:50, 9 September 2010 (UTC)&lt;br /&gt;
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=== Talkback ===&lt;br /&gt;
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=== Adminship ===&lt;br /&gt;
I think the wiki could be greatly served if you nominate yourself for [[Dwarf_Fortress_Wiki:Request_for_Adminship|adminship]].  I was frankly surprised you weren't an admin already.  Particularly you being able to just go ahead and complete non-controversial deletes would be really useful I think, not to mention applying blocks to blatant and flagrant vandals.  Let me know if you put yourself up there for a vote. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 03:09, 31 July 2010 (UTC)&lt;br /&gt;
:Maybe I come from a different background, but it's my view that adminship is something that needs to be ''offered'' by another admin who thinks it's deserved, and never directly requested - in fact, most other sites I've been to work exactly this way. That said, I can't nominate ''myself'', but I wouldn't have a problem with being nominated by someone else who would have the authority to do so. --[[User:Quietust|Quietust]] 03:42, 31 July 2010 (UTC)&lt;br /&gt;
::My personal view on it is that it isn't as much as leadership position as it is a janitor position with some special powers and certain people who already take on the jobs of janitors (such as yourself) could use the tools like you'd use a better mop.  I was the first person to nominate themselves and now we have several who have done so.  The link I had above was broken, I've fixed it, take a look at it.  Anyone can nominate themselves, no authority needed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:06, 31 July 2010 (UTC)&lt;br /&gt;
:::Psst. No need. This wiki is much to slow to have an effective rfa process. So uhh, you're an admin now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:39, 7 August 2010 (UTC)&lt;br /&gt;
:::: Hurray! Cheers for becoming an Admin and thanks again for your tons of contributions.--[[User:Used|Used]] 09:15, 8 August 2010 (UTC)&lt;br /&gt;
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=== Talk page for Goblinite ===&lt;br /&gt;
:I don't have permission to create the discussion page for Goblinite. You recently undid my question on the subject (without answering it, I might add) so could you please create a talk page for Goblinite so I can ask my question there.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:41, 15 July 2010 (UTC)&lt;br /&gt;
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=== Regarding Spam Bots ===&lt;br /&gt;
Just leave a message on my talk page if you come across some that aren't being dealt with in terms of ban hammering. I always check the wiki for messages once a day, but sometimes things get buried in recent changes before I see them. So uhh yeah! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 10:29, 15 June 2010 (UTC)  &lt;br /&gt;
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===Biome Table===&lt;br /&gt;
I like to thank you for your work on the biome table, it's a lot better now. I'm trying to make the whole biome stuff a bit clearer. Ah, and also thanks for fixing some of the typos, my mother tongue is german but I try to do my best in english ;).&lt;br /&gt;
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Greetings and keep up the great work here in the wiki. [[User:Used|Used]] 15:58, 1 June 2010 (UTC)&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
You. rock.  Holy. crap. --[[User:Briess|Briess]] 19:33, 4 May 2010 (UTC)&lt;br /&gt;
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:The tiny column of raws is unusable. I think we're better off not having it in the same place as the creature box. [[User:VengefulDonut|VengefulDonut]] 12:29, 5 May 2010 (UTC)&lt;br /&gt;
::I could've told you that myself. In fact, so could [[User:Used]], who tried widening the new gamedata box a bit over a week ago only to be overruled by Briess when it messed up the creature pages. --[[User:Quietust|Quietust]] 13:05, 5 May 2010 (UTC)&lt;br /&gt;
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:Here's an idea:&lt;br /&gt;
:Let's stick the raw lookup template for the individual creatures and such on their /raw page and pull that using the gamedata template on the main page. Thoughts? [[User:VengefulDonut|VengefulDonut]] 14:45, 5 May 2010 (UTC)&lt;br /&gt;
::An interesting idea, and one that would probably be easy enough to automate. It would also make the name-&amp;gt;ID and name-&amp;gt;raw_file.txt lookup tables unnecessary, since the /raw pages could just be made to contain something like &amp;lt;nowiki&amp;gt;{{raw2:DF2010:creature_standard.txt|CREATURE|DWARF}}&amp;lt;/nowiki&amp;gt;. However, it'll also result in a ton of tiny pages to maintain, especially those that use DF2010:creature_standard.txt which had been split into 3 parts to stop it from crashing PCRE. --[[User:Quietust|Quietust]] 14:55, 5 May 2010 (UTC)&lt;br /&gt;
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:::Then it will probably be easier to deal with if you keep the lookup template active. That way if a file needs to be split again then only the lookup changes. You think you could make your bot stick the appropriate things on the raw pages? Also, maybe lump them into a raw file category. [[User:VengefulDonut|VengefulDonut]] 15:47, 5 May 2010 (UTC)&lt;br /&gt;
::::Clearly, the &amp;quot;file&amp;quot; lookup should be kept; however, I figure the &amp;quot;id&amp;quot; lookup could probably be dropped since there's no reason they would ever need to change (and the only reason I added them was because I was looking up the raws based on the page name). See [[DF2010:Beetle/raw]] for a sample data page using both templates - dropping down to just the one lookup will change it as follows and necessitate changing the &amp;quot;file lookup&amp;quot; template to translate from raw ID to filename rather than general name to filename. --[[User:Quietust|Quietust]] 17:41, 5 May 2010 (UTC)&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|beetle}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|beetle}}|CREATURE|{{DF2010:Creature id lookup|beetle}}}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|BEETLE}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|BEETLE}}|CREATURE|BEETLE}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::::Also, I'd prefer to get some sort of consensus before continuing that we really want to create all of these /raw subpages. --[[User:Quietust|Quietust]] 21:55, 5 May 2010 (UTC)&lt;br /&gt;
:::::The process of creating these /raw subpages started quite a while back, and has continued in a haphazard way since. The only difference is yours automatically updates itself. [[User:VengefulDonut|VengefulDonut]] 03:05, 6 May 2010 (UTC)&lt;br /&gt;
::::::My concern is that the templates I've written effectively make the /raw pages completely unnecessary, hence my wanting to make sure we still want to go in the direction of using the /raw pages at all. --[[User:Quietust|Quietust]] 04:27, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Your templates make it easy to put a raw in the box, but for the really wide raw entries that cause scrolling, seeing it on a page is easier to use. So a slight adaptation of what you have enables both. [[User:VengefulDonut|VengefulDonut]] 05:29, 6 May 2010 (UTC)&lt;br /&gt;
::::::::Fair enough. That aside, which of the above should I use? Lookup both the object ID and raw file from the creature name hardcoded into the page, or lookup just the raw file from the object ID hardcoded into the page (dropping &amp;quot;Creature id lookup&amp;quot; and rewriting &amp;quot;Creature file lookup&amp;quot;)? Should that code go directly in the /raw pages, or should we put it into {{tl|creature raw}} instead (which has now gone unused)? Also, feel free to mess around with the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;'d&amp;lt;/nowiki&amp;gt; formatting on [[DF2010:Beetle/raw]] (possibly put it inside another template or two - 'begin' and 'end', perhaps - in case we want to change it in the future) - given the number of /raw pages this will create (just short of 700), I'd prefer to get them right the first time. I've already got the bot script itself written, and it'll just be a matter of changing the line where it assembles the page contents. --[[User:Quietust|Quietust]] 12:55, 6 May 2010 (UTC)&lt;br /&gt;
:::::::I think we should stick as little on the page as possible. If each page is just a template or two with simple parameters, switching things out later will be easy. I'm imagining something like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{creaturesomething|creature}}&amp;lt;noinclude&amp;gt;{{creaturerawcat|creature}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::::::where ''creature'' is either the name or the id. I think id is better since that reduces the total amount of plumbing we need to have, and the it's less likely to be changed in the future since objects in DF refer to each other by id. Then on template:creaturesomething we can stick all the formatting and a call to {{t|creature raw}}, which we can make a straightforward raw-delivery function (which is useful elsewhere; eg: {{t|creatureInfo}}). Template:creaturerawcat can contain &amp;lt;nowiki&amp;gt;{{category|raw pages}}&amp;lt;/nowiki&amp;gt; for now, but maybe later we'll want to rename the category or put a more complex hierarchy there. [[User:VengefulDonut|VengefulDonut]] 13:48, 6 May 2010 (UTC)&lt;br /&gt;
::::::::If we include any formatting in template:creaturesomething itself, then that formatting will just appear as plain text in the &amp;quot;Raws&amp;quot; box at the bottom of the creature page, and we don't want that, hence putting it inside templates and transcluding it inside &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags before and after the actual data. --[[User:Quietust|Quietust]] 13:57, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Take a look now [[User:VengefulDonut|VengefulDonut]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Well, I think I like the header and footer system more anyway. That way only the actual raw text is transcluded from the raw page. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
:::::::You should pass the creature id parameter into the header and footer as well. It will keep our options open [[User:VengefulDonut|VengefulDonut]] 14:44, 6 May 2010 (UTC)&lt;br /&gt;
::::::::It is done. I also figured it might be useful to also pass the object type (lowercase with spaces) as another parameter. Now all that remains is to readd {{tl|gamedata}} to every creature/plant page. Oh, and probably go back and create stub pages for all of the vermin fish (since they also got /raw pages) rather than just redirecting them to [[Fish]]. --[[User:Quietust|Quietust]] 15:31, 6 May 2010 (UTC)&lt;br /&gt;
:::::::::After further thought, I've decided to scrap the frontend templates and do '''all''' of the necessary work directly in the /raw pages - they now consist of the header/footer and a call to {{tl|raw}} with all of the necessary parameters (filename, object type, and ID). With fewer template calls, the wiki has less work to do and thus runs a little bit faster (at least until we bog it down with more regular expressions to extract data from the raws). --[[User:Quietust|Quietust]] 19:40, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Good idea===&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:19, 30 April 2010 (UTC)&lt;br /&gt;
:Also, dealing with metals should be feasible now :) [[User:VengefulDonut|VengefulDonut]] 02:23, 30 April 2010 (UTC)&lt;br /&gt;
:Well, maybe not.. the way the alloy templates are set up will make it nasty. Do you think anyone will mind if they're scrapped? [[User:VengefulDonut|VengefulDonut]] 02:29, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Bituminous coal ===&lt;br /&gt;
&lt;br /&gt;
Oops. Not sure how that came about Oo [[User:VengefulDonut|VengefulDonut]] 21:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Raws===&lt;br /&gt;
I set the query for random page to prevent finding pages with /raw in the title ( NOT LIKE '%/raw') for now, and once we have the handy dandy fancy raw extractor stuff, we'll use that. --[[User:Briess|Briess]] 12:59, 23 April 2010 (UTC)&lt;br /&gt;
:P.S. thanks for letting me know about that potential problem ;) --[[User:Briess|Briess]] 13:00, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Template:23a Metal===&lt;br /&gt;
I was just curious about this new template. Is there a particular reason that a new template was necessary? I had thought that the regular Template:Metal was fully version-independent, but I could be wrong. I'm just interested in helping make templates as reusable as possible. &lt;br /&gt;
--[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:29, 21 April 2010 (UTC)&lt;br /&gt;
:Metals in 0.23.130.23a don't necessarily use the same foreground color for bars and for background-colored furniture - for example, copper bars are brown and produce brown furniture, but copper barrels are '''red''' with a brown background, while bronze is yellow and a bronze barrel is yellow with a brown background. I was also trying to replicate the original infobox template used on the old wiki, since it depicted the source materials as ores rather than metal bars (and in the 2D version, you could '''only''' make alloys from ores, never bars). There's also the fact that the newer templates unconditionally include Construction as an option, and constructions did not exist back in 23a. The {{tl|23a Ore}} template was made for a similar reason - the current one doesn't handle the unmined tile and the mined stone being different colors (even in current versions, only a few stones actually behave that way, and none of them are ores), and there was no such thing as an economic stone back then (so it was completely impossible to use ores for masonry or stonecrafting). --[[User:Quietust|Quietust]] 15:50, 21 April 2010 (UTC)&lt;br /&gt;
::Thanks for the response. I guess it just irritates me on some fundamental level that all of the templates can't be re-used across all of the version namespaces, but it does not seem like it would be worth the time investment in this case to make the changes. It must be the latent programmer coming out in me. At least it seems like the majority of the templates will work OK between the new version and 40d. One tiny suggention I would make though, you may want to add &amp;lt;nowiki&amp;gt;{{Category|Metals}} and {{Category|Ore}}&amp;lt;/nowiki&amp;gt; respectively to those two templates, so the pages get filed appropriately. :) --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:14, 21 April 2010 (UTC)&lt;br /&gt;
:::It's one thing to have forward compatibility, but given the huge amount of changes between the 2D and 3D versions it's not surprising that some of the current templates don't work with the old stuff. Also, by &amp;quot;those two templates&amp;quot;, should I assume that you meant {{tl|Metal}} and {{tl|Ore}} as well as {{tl|23a Metal}} and {{tl|23a Ore}}? --[[User:Quietust|Quietust]] 18:24, 21 April 2010 (UTC)&lt;br /&gt;
::::Ugh, my apologies, apparently I was ''assuming'' that the [[Template:Metal|Metal]] and [[Template:Ore|Ore]] templates already had category tags in them. Instead I just looked and it seems like the category tags were manually placed on each individual page. Sorry about that. Having the tags added by the template saves a lot of editing in my opinion, but it's up to you how you want to handle it. I'll work on prying my foot out of my mouth. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:44, 21 April 2010 (UTC)&lt;br /&gt;
:::::There's also the minor annoyance that including the {{tl|Category}} tag in the template itself also causes the template to be categorized if it transcludes itself as an example, which isn't what we want. If we know that the {{tl|Category}} template will never be used to categorize templates, it would be easy enough to just place a check inside the template itself to check if the namespace is &amp;quot;Template&amp;quot; and simply omit the category tag entirely. --[[User:Quietust|Quietust]] 18:48, 21 April 2010 (UTC)&lt;br /&gt;
::::::That funcionality is already built into [[Template:Category]], with room for expansion should you want to use it to categorize other types of pages. Just a simple #switch on the page namespace. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:24, 21 April 2010 (UTC)&lt;br /&gt;
:::::::Actually, no it isn't - while the template can change '''which''' category gets included, it does not prevent a category tag from being added at all. This would be easy enough to fix - just wrap the outer Category tag with &amp;lt;nowiki&amp;gt;{{#ifeq:{{NAMESPACE}}:Template||...}}&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 19:27, 21 April 2010 (UTC)&lt;br /&gt;
::::::::Sorry, I misunderstood what you were saying. If I understand correctly, isn't this the same issue you encounter when inlcuding a normal category tag in a template? Like you said, it shouldn't be a big issue to correct, although I have noticed that Mediawiki doesn't always resolve the markup language in the order that I expect it to. I suppose it could also be fixed on each template that transcludes it, but that defeats the purpose. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bar vs bars===&lt;br /&gt;
&lt;br /&gt;
 It doesn't matter that they're called &amp;quot;bars&amp;quot; in game, since the style guide dictates singular forms &lt;br /&gt;
Yes, as the correct game term it does matter, and no, the style guide doesn't &amp;quot;dictate&amp;quot; that. It specifically says ''&amp;quot;Exceptions are proper nouns and terms that are always plural&amp;quot;'' - and there is no metal &amp;quot;bar&amp;quot; in the game.  And now is the time to change it - just because it was wrong before, doesn't mean it should stay wrong. It is the same as &amp;quot;plate armor&amp;quot; was in 40d - one term referring to more than one item. However, I don't want to get into an edit war, and will leave it. I disagree, tho' - both &amp;quot;bar&amp;quot; and &amp;quot;bars&amp;quot; are metal, and anything else is either, ''specifically'', &amp;quot;vertical bars&amp;quot; or &amp;quot;floor bars&amp;quot;.--[[User:Albedo|Albedo]] 04:33, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===40d:obsidian===&lt;br /&gt;
&lt;br /&gt;
 I'm pretty sure you meant to be looking at the DF2010 version of this article&lt;br /&gt;
&amp;lt;facepalm&amp;gt; Clearly, time to have a beer and get afk for a while. Thnx!--[[User:Albedo|Albedo]] 04:44, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===speciality===&lt;br /&gt;
is british english, specialty american english. IIRC, both can be used on the wiki unless it's explicitly a game term. ;) &lt;br /&gt;
&lt;br /&gt;
===Non-Newtonian Fluids===&lt;br /&gt;
&lt;br /&gt;
To further expound on my edit comments:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a fluid to be non-Newtonian, one of three things must be true:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. The shear stress of the fluid is non-linear when graphed against shear rate. (i.e. the fluid gets thicker/thinner depending on how quickly force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
2. The shear stress of the fluid is non-linear when graphed against time at a constant shear rate. (i.e. the fluid gets thicker/thinner depending on how long a constant force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
3. The fluid has non-zero shear stress when the shear rate is zero. (i.e. you have to exert force on the liquid to get it to start flowing, though it may continue flowing normally thereafter)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magma definitely qualifies, because it's technically a suspension (i.e. a mixture of solids and liquid), rather than a pure liquid.  And suspensions are always non-Newtonian.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the best.&lt;br /&gt;
&lt;br /&gt;
===Gamedata===&lt;br /&gt;
&lt;br /&gt;
How would you feel about a version of [[template:gamedata]] that pulled information from raw files? [[User:VengefulDonut|VengefulDonut]] 03:58, 15 April 2010 (UTC)&lt;br /&gt;
:Would certainly be interesting, though I can't help but be concerned that this might put a lot of additional load on the wiki. Then again, it seems to be handling the stuff for stones just fine. --[[User:Quietust|Quietust]] 17:56, 15 April 2010 (UTC)&lt;br /&gt;
::Apparently it's negligible. I was worried about that possibility too but have been reassured otherwise. Supporting previous versions shouldn't be difficult from the place we're at now. It may even just be a matter of passing the right things to the templates. [[User:VengefulDonut|VengefulDonut]] 02:44, 16 April 2010 (UTC)&lt;br /&gt;
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===Namespace Searches===&lt;br /&gt;
It was set to work properly for new users about a month ago; however, user settings take precedence over system level settings.  You might want to check them; if you think it's a problem, though, I can go through and modify everyone's settings globally with a script (but this overwrites all search settings) --[[User:Briess|Briess]] 21:56, 14 April 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot about that. They were indeed set to exclude those namespaces, but no longer. --[[User:Quietust|Quietust]] 21:58, 14 April 2010 (UTC)&lt;br /&gt;
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===Alluvial is not soil===&lt;br /&gt;
&lt;br /&gt;
Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)&lt;br /&gt;
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===Slade / Demonic fortresses===&lt;br /&gt;
&lt;br /&gt;
A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page (&amp;quot;Slade walls cannot be dug into. However, slade floors can.&amp;quot;) it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)&lt;br /&gt;
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)&lt;br /&gt;
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Code stuff===&lt;br /&gt;
Not necessarily.  I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase.  My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)&lt;br /&gt;
===Fun -&amp;gt; #REDIRECT [[cv:Fun]]===&lt;br /&gt;
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)&lt;br /&gt;
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Bot Programming===&lt;br /&gt;
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)&lt;br /&gt;
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)&lt;br /&gt;
===Magma temp===&lt;br /&gt;
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?&lt;br /&gt;
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)&lt;br /&gt;
===Archive===&lt;br /&gt;
I do not have a db dump from that time.  Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)&lt;br /&gt;
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the &amp;quot;Edit&amp;quot; pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Tilesets===&lt;br /&gt;
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Workshop Pictures===&lt;br /&gt;
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===chevron/caret===&lt;br /&gt;
  chevron is &amp;lt;&amp;lt; or &amp;gt;&amp;gt;; ^ is a caret&lt;br /&gt;
This is minor, but wanted to bounce it off you. A &amp;quot;caret&amp;quot; is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway.  A &amp;quot;chevron&amp;quot; is either &amp;quot;^&amp;quot; or &amp;quot;v&amp;quot; - a sergeant's stripes are &amp;quot;chevrons&amp;quot;.  (Not sure where you get your horizontal form from.)  I think &amp;quot;chevron&amp;quot; is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)&lt;br /&gt;
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)&lt;br /&gt;
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com].  It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are &amp;quot;chevrons&amp;quot;, and they can point up or down (country/era dependent), and the majority of heraldic uses are &amp;quot;up&amp;quot;.&amp;lt;br /&amp;gt;[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: &amp;quot;chevron&amp;quot;]&amp;lt;br /&amp;gt;http://en.wikipedia.org/wiki/Chevron_%28insignia%29&amp;lt;br /&amp;gt;http://www.merriam-webster.com/dictionary/caret  (read again - &amp;quot;caret&amp;quot; is context specific. Also, how many DF uses would know the technical ASCII name?)&amp;lt;br /&amp;gt;I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Care to explain how I made this?&lt;br /&gt;
&lt;br /&gt;
[[Image:Irongauntlet.png]]&lt;br /&gt;
&lt;br /&gt;
No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)&lt;br /&gt;
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Defense Design===&lt;br /&gt;
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Formatting===&lt;br /&gt;
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===booze hauling===&lt;br /&gt;
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily &amp;quot;idle&amp;quot; and also closest. They ''do'' tend to flash &amp;quot;idle&amp;quot; for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)&lt;br /&gt;
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job &amp;quot;Store Item in Stockpile&amp;quot;, something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)&lt;br /&gt;
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===statues===&lt;br /&gt;
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)&lt;br /&gt;
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)&lt;br /&gt;
::No, that would be &amp;quot;possible&amp;quot;, not &amp;quot;more efficient&amp;quot;.  Q is thinking that it's because the value is the same, for both ore/alloy and metal.  He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too.  But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore.  (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)&lt;br /&gt;
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)&lt;br /&gt;
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===salt water===&lt;br /&gt;
 the above paragraph already explains how to verify whether or not it is drinkable)&lt;br /&gt;
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant &amp;quot;how to&amp;quot;, but &amp;quot;make sure you do&amp;quot;. The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)&lt;br /&gt;
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)&lt;br /&gt;
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===Alluvial vs soil===&lt;br /&gt;
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)&lt;br /&gt;
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===crop table===&lt;br /&gt;
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)&lt;br /&gt;
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===no soap?===&lt;br /&gt;
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought &amp;quot;No, so no sand = no flasks = no lab = no soap&amp;quot; - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)&lt;br /&gt;
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)&lt;br /&gt;
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===Aluminum===&lt;br /&gt;
Holy crap! That aluminum=platinum is huge!  I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.)  Is there any way we can make this bigger?  Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009&lt;br /&gt;
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===Purple Materials===&lt;br /&gt;
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)&lt;br /&gt;
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)&lt;br /&gt;
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===Actual character===&lt;br /&gt;
 Quietust (Talk | contribs) (actual character)&lt;br /&gt;
Actually, there is no single &amp;quot;actual character&amp;quot; for a bottomless pit - there are two &amp;quot;default&amp;quot; sets of icons for vanilla DF, the ascii and the included tile set.  The character I get is like a very thick capital O, but a little boxy. It's certainly not a &amp;quot;o&amp;quot;. --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)&lt;br /&gt;
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=== Moats in DF 2010 ===&lt;br /&gt;
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I have been experimenting with moats, and with the fact that chanelling makes ramps now. All you have to do to get rid of the ramps, is build a wall where the ramp was, then remove the wall. The ramp is gone!&lt;br /&gt;
:...why exactly are you telling '''me''' this? --[[User:Quietust|Quietust]] 22:43, 26 June 2011 (UTC)&lt;br /&gt;
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==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
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===&amp;quot;Dwarfs&amp;quot;===&lt;br /&gt;
How hard would it be to use your bot to replace all occurrences of &amp;quot;dwarfs&amp;quot; with &amp;quot;dwarves&amp;quot;? Trying to fix those is becoming tiresome..... --[[User:Ral|Ral]] 05:54, 2 May 2011 (UTC)&lt;br /&gt;
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Could you mark these kinds of changes as minor.. Patrick&lt;br /&gt;
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===Disruptive User===&lt;br /&gt;
Can you do a global undo of all of [[User:Gzalzi]]'s &amp;quot;fixes&amp;quot; of multi-redirects?  He's screwing up the article logic.  Too much Wikipedia and not enough Dwarf Fortress, I think. --[[User:DeMatt|DeMatt]] 19:38, 4 January 2011 (UTC)&lt;br /&gt;
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===Renaming quality ratings===&lt;br /&gt;
If (when) the quality ratings are renamed, could you have quietbot fix them? [[User:VengefulDonut|VengefulDonut]] 04:52, 11 May 2010 (UTC)&lt;br /&gt;
:Certainly. --[[User:Quietust|Quietust]] 04:54, 11 May 2010 (UTC)&lt;br /&gt;
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===Fixing Cv: alias redirects===&lt;br /&gt;
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)&lt;br /&gt;
*That should be fairly straightforward (for each page, open &amp;quot;pagename&amp;quot; for editing, check for string &amp;quot;#REDIRECT&amp;quot; and abort if absent, check for string &amp;quot;[[cv:&amp;quot; and abort if absent, check for string &amp;quot;&amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and abort if present, then replace page contents with &amp;quot;#REDIRECT &amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)&lt;br /&gt;
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)&lt;br /&gt;
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)&lt;br /&gt;
::::I'll have it running as soon as I finish changing the &amp;quot;40d Talk&amp;quot; redirects to &amp;quot;CV Talk&amp;quot; as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)&lt;br /&gt;
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)&lt;br /&gt;
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===Mainspace 40d redirects===&lt;br /&gt;
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)&lt;br /&gt;
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)&lt;br /&gt;
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)&lt;br /&gt;
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)&lt;br /&gt;
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===Broken Redirects===&lt;br /&gt;
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it?  That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)&lt;br /&gt;
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)&lt;br /&gt;
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)&lt;br /&gt;
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===Misc===&lt;br /&gt;
:Please do so.  All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
:::I'll try to add your bot to a bot usergroup.  There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)&lt;br /&gt;
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)&lt;br /&gt;
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)&lt;br /&gt;
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)&lt;br /&gt;
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)&lt;br /&gt;
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Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the &amp;quot;new&amp;quot; page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)&lt;br /&gt;
:I moved it back to its &amp;quot;broken&amp;quot; title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)&lt;br /&gt;
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:Thanks for teaching me something today :) --[[User:Speed112|Speed112]] 00:51, 12 May 2010 (UTC)&lt;br /&gt;
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=== Outpost Liasion ===&lt;br /&gt;
Does he require a room at some point or is the table pointless information?--[[User:Mrdudeguy|Mrdudeguy]] 18:31, 29 October 2010 (UTC)&lt;br /&gt;
:The table indicates what room he'd require if he ever ''did'' join your fortress. By your argument, the pages for the Captain, Diplomat, General, Lieutenant, and Champion should also be deleted because it's not possible to appoint them either. --[[User:Quietust|Quietust]] 19:24, 29 October 2010 (UTC)&lt;br /&gt;
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=== Sorry ===&lt;br /&gt;
&amp;quot;Not quite sure why you created that page, but please don't do that again - the DF2010 namespace is only for things that exist in the vanilla version of the game. --Quietust 12:49, 2 September 2010 (UTC)&amp;quot;&lt;br /&gt;
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Yeah, I didn't realize that the llama was an Ironhand only thing. That's why I tried to get rid of the page when I found out. Sorry about that. [[User:Andkore|Andkore]] 23:17, 2 April 2011 (UTC)&lt;br /&gt;
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== namespace stuff ==&lt;br /&gt;
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Is there a documentation page somewhere explaining the namespace versioning do's and don'ts? I try pretty hard to avoid hardcoding namespace in links but it seems like I can't get it right...  --[[User:Ral|Ral]] 22:53, 5 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=152153</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=152153"/>
		<updated>2011-08-04T20:18:49Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Weapon traps */  Suggestion to build a weapon trap&lt;/p&gt;
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&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
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I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
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Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
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:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
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::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
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== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
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Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
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Someone posted this under spike traps:&lt;br /&gt;
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`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
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From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
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:(I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.)  &lt;br /&gt;
:Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. Even without the combat log, it should be easy to identify the stab wound from the bludgeoning falling wounds. EDIT: Located the quote. &amp;quot;falling damage and corpse impalement for unretracted spike buildings&amp;quot; from the devlog, 10/16/2007--[[User:Greiger|Greiger]]&lt;br /&gt;
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::No worries, good bit of sleuthing there.  I haven't played with the spikes much, but it makes sense.--[[User:Kwieland|Kwieland]] 11:56, 18 June 2010 (UTC)&lt;br /&gt;
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== Stonefall ==&lt;br /&gt;
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It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
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:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
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::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
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== Weapon ==&lt;br /&gt;
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Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
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Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
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== Cage Traps? ==&lt;br /&gt;
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are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
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Cage traps can be used to catch dwarves in a berserk rage. This can be useful when your Strange Moods are requiring items you do not have. Rather than have a violent murder occur, or having to starve him to death in the workshop. You are now free to be creative with how he meets his end (releasing amongst the elves is recommended). [[Special:Contributions/74.192.98.80|74.192.98.80]] 17:15, 27 October 2010 (UTC)&lt;br /&gt;
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Added a section to cage traps concerning webbed traps.  A cage trap with a GCS web on it will capture titans, FBs and clowns.  Tested on titans/fbs in 31.18.  Clown info is lore from forums but logical since all 3 of these types are trapavoid, nostun.  -Celem 29 Nov 2010&lt;br /&gt;
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:I cant find a relation between the materials and the traps. Are there any?&lt;br /&gt;
::Material of a cage has no effect other than on its weight/value when used in traps.  When used as a prison I believe only metal works.  -Celem 2010-12-27&lt;br /&gt;
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How would i go about getting GCS webs on a cage trap? To my best knowledge they can't be physically placed there, so would i have to, somehow, get one to spit a web directly onto where i want the trap placed? - Manic Dementia 18 January 2011&lt;br /&gt;
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==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;br /&gt;
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:Taming seems to be working fine.  If you fix the appointment method for DM his functions all work fine too. (31.18) -Celem 2010.12.27&lt;br /&gt;
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== Caging normally uncagable creatures? ==&lt;br /&gt;
I was able to cage a gremlin, but only after it was injured. Before that it just walked over my traps. Not sure if it was because it was injured, or because it was knocked on to the floor, or stunned... can other normally uncagable creatures be caught the same way? Someone confirm.&lt;br /&gt;
Edit: looked around in the wiki a bit more. Turns out gremlins (as well as kobalds) can avoid traps, but will not always. It would be nice to have a list of creatures who can avoid traps. Can't find one. Also forgot to sign last time. --[[User:Peglegpenguin|Peglegpenguin]] 23:06, 12 August 2010 (UTC)&lt;br /&gt;
:All creatures will trigger traps if they fall unconscious on top of them, including those with TRAPAVOID. This was rather famously used back in 40d to trap frog demons and tentacle demons, but '''not''' spirits of fire (due to them being un-knockout-able). All titans, forgotten beasts, and demons in version 0.31 have TRAPAVOID and are, like the spirit of fire of 40d and earlier, similarly immune to being knocked unconscious and are thus impossible to trap. --[[User:Quietust|Quietust]] 00:37, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The above no longer appears true....see note a few lines up under cage trap main entry.  re: web on cage will trap anything including fbs and titans.  i expect demons too - Celem 29 Nov 2010&lt;br /&gt;
&lt;br /&gt;
== Note for deconstruction ==&lt;br /&gt;
&lt;br /&gt;
Can we put a note about deconstruction of a weapon trap noting if you get the weapons back or not? I checked the wiki to learn this and there isn't that piece of information. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes.  You do.  Just like every other building or construction - you use parts to build it, you get the parts back when you un-build it.  But if it's destroyed by an enemy rather than deconstructed by a dwarf, the parts get damaged. --[[User:DeMatt|DeMatt]] 22:34, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Added in intro. -Celem 2010-12-27&lt;br /&gt;
&lt;br /&gt;
== Determining if a snow/blood covered trap is loaded ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to determine if a cage trap is loaded if it is covered with snow or blood (and therefore looks the same whether loaded or not?)--[[User:Peglegpenguin|Peglegpenguin]] 03:01, 9 November 2010 (UTC)&lt;br /&gt;
: Press {{k|t}} (Check Building I{{k|t}}ems) and cursor over the trap.  A ''built'' cage trap will list the mechanism used to build it, with a {{Tile|[B]|7:0:1}} beside the name.  A ''loaded'' cage trap will additionally list the cage used to load it, with a {{Tile|[B]|1:0:1}} there too. --[[User:DeMatt|DeMatt]] 21:12, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added an intro note on this, thanks DeMatt. -Celem 2010-12-27&lt;br /&gt;
&lt;br /&gt;
::: this is especially annoying when you have vomit covered loaded traps. they look exactly like non-loaded ones, then once you check you find that its just vomit.&lt;br /&gt;
:::Or if you have glass cages and you want to determine if they are forbidden or not!--[[User:Kwieland|Kwieland]] 13:15, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mechanism Quality ==&lt;br /&gt;
&lt;br /&gt;
Does the mechanism quality have any effect other than how long it takes to construct the trap?  Does it effect reload time or damage/attack power, etc? [[User:Rembrandtq|Rembrandtq]] 22:56, 22 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mechanism quality is the most important factor in determining if a weapon trap succeeds in striking a target, it basically represents weapon skill.  added a note on this, but dont know if quality affects stone-fall traps, need some !!science!!  -Celem 2010-12-27&lt;br /&gt;
&lt;br /&gt;
== Stonefall crashing ==&lt;br /&gt;
Has anyone else experienced crashing with stonefall traps? I am using version 0.31.17. My current game is heavily modded, but I haven't touched stones or the latest creature to spring the trap (mountain goat), so that should not have any effect. --[[User:Axussriddare|Axussriddare]] 16:36, 2 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stonefall Data==&lt;br /&gt;
is there data about the type of damage (blunt/edge), contact area and penetration capacity of stonefall traps like there's for the other weapons???--[[User:Kaos|Kaos]] 02:45, 1 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Weapon traps==&lt;br /&gt;
I can make weapon traps with the specially made trap components, but it won't let me use normal weapons in them. After selecting mechanisms it just brings up a list of trap components, not a list of available weapons. Any idea why? --[[User:Nahere|Nahere]] 23:15, 2 July 2011 (UTC)&lt;br /&gt;
:Are you sure the weapons are available (unforbidden, accessible)?  When you are selecting the weapons, hit '''x''' to expand the list and scroll up and down to see available weapons.  Check and make sure your building a weapon trap, not a upright spike/spear. Build 10 wooden training spears (ax/sword/whatever).  You should be able to put them into a weapon trap.--[[User:Kwieland|Kwieland]] 20:18, 4 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Maximizing_framerate&amp;diff=151820</id>
		<title>v0.31:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Maximizing_framerate&amp;diff=151820"/>
		<updated>2011-07-27T15:27:25Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Increasing your Framerate */  Mac specific FPS - Spotlight indexing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:51, 19 January 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
{{L|Frames per second|Framerate}} is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in {{l|init.txt}}, and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your Framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff active keeps your game running fast.  Some possible reasons for slowdown, and ways to reduce and/or eliminate them:&lt;br /&gt;
&lt;br /&gt;
* Each dwarf needs to keep track of where he's going.&lt;br /&gt;
** Limit the number of dwarves by setting the population cap.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into {{l|cage}}s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in {{l|D_init.txt}}.&lt;br /&gt;
* Contaminants, including {{l|blood}} spatters, accumulate on the ground and on dwarves and creatures.  When they walk over contaminants, these sometimes get smeared and spread.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another bug ({{bug|3270}}) which prevents blood spatters from ever disappearing.&lt;br /&gt;
** There is a setting in D_init.txt (as of&amp;amp;nbsp;{{version|0.31.16}}) that prevents them spreading from dwarf (or animal) to ground.  For [[DF2010:Fortress_mode|Fortress Mode]], this is [[DF2010:Technical_tricks#More_Game_Options|WALKING_SPREADS_SPATTER_DWF]] and is already turned off by default.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[DF2010:Weather|rain]] slowly wash it away. Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[DF2010:Activity_zone#Pit.2FPond|pit]]. Similarly, setting the {{l|traffic}} designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The &amp;quot;Dwarven Bathtub&amp;quot; is one example. And make sure you have the {{l|cleaning}} labor enabled. Details of these and other suggestions can be found on the {{l|cleaning}} page.&lt;br /&gt;
** Finding the above cleaning measures too tedious or lacking, some players opt to [[DF2010:Cheating|cheat]] by using the [[DF2010:Utilities#dfcleanmap|dfcleanmap]] tool from the [[DF2010:Utilities#DFHack|DFhack]] library.&lt;br /&gt;
* G_FPS is a setting in the {{l|init.txt}} file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD is a good starting point.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* {{l|Temperature}} and {{l|Weather}} are two more features which users may or may not notice.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, can speed things up.&lt;br /&gt;
** But then rain won't refill {{l|murky pool}}s, {{l|magma}} won't melt {{l|goblin}}s, etc.&lt;br /&gt;
** One user [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509 reported] an FPS boost from 35 to 90 upon disabling temperature.&lt;br /&gt;
* The size of your world and embark site both increase the amount of terrain which DF needs to keep track of.&lt;br /&gt;
** If you don't mind going vertical, try reducing your embark site from the default 4x4 squares to 3x3 or even 2x2.&lt;br /&gt;
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground {{l|crop|plants}}, and 2 caverns to get all the underground {{l|tree}}s.&lt;br /&gt;
* Proper use of {{l|traffic}} designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
* Closing off unused areas with raised {{l|bridge}}s and locked {{l|door}}s can help.&lt;br /&gt;
** Reducing the area which the pathfinder algorithm has to search lets it run faster.&lt;br /&gt;
** In general the pathfinder algorithm is good about not searching irrelevant areas.  Caverns are probably the worst offender.&lt;br /&gt;
* Fewer items inside a fort means fewer items to be {{l|stockpile}}d, checked for {{l|wear}}, and so on and so forth.&lt;br /&gt;
** Use a {{l|Dwarven atom smasher}} to remove items, or donate them to {{l|Trading|passing caravans}} to be taken away.&lt;br /&gt;
** Don't dig out so much of the ground, don't build such large {{l|Farming|farm plot}}s, just don't generate so many items in the first place.&lt;br /&gt;
* Flowing {{l|water}} slows the game down.&lt;br /&gt;
** Don't build {{l|mist}} generators, {{l|Screw pump|pump stacks}}, or other major water-moving projects.  If you do build them, build a {{L|Lever|way to switch them off}}.  &lt;br /&gt;
** Don't embark on a {{l|river}} or {{l|ocean}}.  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** {{l|Aquifer}}s don't impose load until you start digging around in them.&lt;br /&gt;
**{{l|Water wheel#Perpetual motion|Dwarven water reactors}} also slow down the game, often significantly. &lt;br /&gt;
* Disabling your Dwarven civ from wearing clothing as a mod (required regen of world) may help maintain higher fps later in the game{{bug|3942}}, if you don't mind naked dwarves running around. Alternatively, finding a way to dump excess/worn out clothing might help restore fps on existing fortresses. Requires research.&lt;br /&gt;
*OSX Snow Leopard: Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF from spotlight and you can get a factor of two in FPS. See how to [http://superuser.com/questions/46195/why-does-mds-run-wild-in-mac-os-x-10-6 here].&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=151315</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=151315"/>
		<updated>2011-07-14T13:32:16Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* unconscious pack animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trader's won't show goods==&lt;br /&gt;
Traders from my home civ show up, and they have loads upon loads of goods, but the trade window says they have nothing. I really need the goods they have. Help?--[[User:HugoLuman|HugoLuman]] 00:38, 10 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Colors of Containers==&lt;br /&gt;
Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
:The color of a container is based on what it's made of. Anything made from [[tower cap]] will be white. Normal wood is brown. --[[User:Strangething|Strangething]] 02:29, 14 July 2010 (UTC)&lt;br /&gt;
::Note that AD was talking about the color displayed in the trading screen, not the color of the item. Any container will display according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, regardless of the contents. So your barrel was foreign (listed in white), despite the fact that the cheese was local. When you (v)iew the item, the contents are listed, colored according to their origin (regardless of the container's origin). [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:14, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Dwarves==&lt;br /&gt;
It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;br /&gt;
&lt;br /&gt;
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.Verify&lt;br /&gt;
-- This doesn't make sense either. If dwarfs are dead, who's embarking?&lt;br /&gt;
::I've never seen no-trade from the dwarves.  Also, I second the comment about embarking.  Isn't the fail condition for a world if the dwarfs don't survive?--[[User:Kwieland|Kwieland]] 17:46, 23 May 2011 (UTC)&lt;br /&gt;
:::It's entirely possible to generate a world where all dwarf civilizations are no more.  In this case, you still get two waves of immigrants but no caravans will come.  For some this is a very desirable play scenario.  The end of all dwarf civilizations does not necessarily mean that all dwarfs are dead. --[[User:Jwest23|Jwest23]] 20:31, 23 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Vermin in caravans?==&lt;br /&gt;
I wanted to release the bought warthogs out of their cages, tame bats and fluffy wamblers were in my list. I haven´t caught any vermin yet, so I put them in that cage, too.  When I looked at the (elven) caravan they &amp;quot;stole&amp;quot; the vermin from them. Anyone has seen this, too?&lt;br /&gt;
:I can confirm that elven caravans offer cages containing vermin. This vermin isn't shown in thr trade screen list, unless you view these cages separately. This vermin is ''not'' shown in your animal list of the status screen (hit {{k|z}} and then {{k|return}} to get there). It ''is'', however, shown in the list of creatures assignable to a cage. (hit {{k|q}}, select a cage, hit {{k|a}}, and there they are.) --[[User:Doub|Doub]] 17:47, 2 May 2010 (UTC)&lt;br /&gt;
::I agree.  The cages are not labeled as anything but normal cages.  However, if you view the item in the trade depot screen ({{k|v}} when highlighting the &amp;quot;empty&amp;quot; cage) the vermin will be shown as a content.--[[User:Kwieland|Kwieland]] 16:29, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Wagons with Caravans==&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes, Wagons are out for now. This is most likely a bug as the access check screen is still in. Hm..or not? --[[User:Birthright|Birthright]] 20:00, 14 April 2010 (UTC)&lt;br /&gt;
:::They're still in the raws - see creature_equipment.txt. --[[User:Quietust|Quietust]] 21:11, 14 April 2010 (UTC)&lt;br /&gt;
::::It still checks if a wagon could make it to the dapot, but for me a caravan (Without wagons obviously) went through a two-wide tunnel[[User:GiantTiger11|GiantTiger11]] 08:01, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Late caravan ==&lt;br /&gt;
&lt;br /&gt;
The caravan used to arrive for me at exactly mid-autumn. I got my caravan in the new version at just a few days before autumn ended.  Is this the case with everyone? [[User:Greep|Greep]] 03:56, 17 April 2010 (UTC)&lt;br /&gt;
:can confirm, caravans now always come late. --[[User:Confused|Confused]] 14:08, 17 April 2010 (UTC)&lt;br /&gt;
::maybe this is intentional as a &amp;quot;delay&amp;quot; from where they travel from? --[[User:Eroing|Eroing]] 17:41, 17 April 2010 (CET)&lt;br /&gt;
:::It's &amp;lt;s&amp;gt;my first Mid-Winter&amp;lt;/s&amp;gt; the spring of the year after embarking now and i haven't seen just a wheel. Should I begin to worry? --[[User:Gnarker|Gnarker]] 11:37, 30 May 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Merchants going underground. ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarven caravan leave the fortress through an underground edge of the map. Spawned from the top though.--[[User:Droid|Droid]] 04:07, 21 April 2010 (UTC)&lt;br /&gt;
: In my fortress even an elven caravan took the way through the caverns! --[[User:Doub|Doub]] 07:57, 24 April 2010 (UTC)&lt;br /&gt;
: Confirmed. Humans entered from the top, and left through the first cavern. Killed an Serpent man tribe on the way out. 05:10, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple Trade Depots ==&lt;br /&gt;
&lt;br /&gt;
Has there been any change for this?&lt;br /&gt;
&lt;br /&gt;
== Traders go insane and starve ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.&amp;quot; &lt;br /&gt;
Is this correct? Traders can starve? Or do they only gain the ability to starve when insane?&lt;br /&gt;
:I've only had this happen once. They went crazy after a while, and then starved.  I don't know if it was exactly six months, but probably similar time scale. Experiment.  Try locking the caravan on your map.  Find out if it is really 6 months, if they go crazy, stave, and what happens!--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
: Verified (in .13.12), caravan (and their pack animals) went insane, they could not handle 1-tile wide bridges over our river. Probably expected 3-6 tiles wide bridges! Looks like they drop their items upon going insane.--[[User:TomiTapio|TomiTapio]] 23:00, 29 July 2010 (UTC)&lt;br /&gt;
: In .31.25 I've just had a merchant and his pack animal go stark raving mad without holding the merchants hostage.  I had no Trade Depot.  I usually build a depot so I'm left scratching my beard on this.  Is this new behavior? --[[User:Jwest23|Jwest23]] 18:42, 3 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== First Caravan Brings Nothing? ==&lt;br /&gt;
&lt;br /&gt;
I've had this happen twice, where the dwarven caravan brings a whole lot of nothing. Is this to be expected? I generaqlly give them something nyways, in hope that the next year will be better.&lt;br /&gt;
&lt;br /&gt;
== No Dwarven Caravan ==&lt;br /&gt;
&lt;br /&gt;
I'm in mid-summer of my third year and the only caravans I have been getting have been elven ones once a year. I Still haven't had a dwarven caravan show up ever. In the Civ screen it says that there are no important people in the civ.&lt;br /&gt;
&lt;br /&gt;
My first year I got 7 migrants in total and haven't got any since. Does this mean my parent civ has been eradicated?&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:13, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The same thing happened to me.  My fortress is in a &amp;quot;small region&amp;quot;-sized world-- I'm beginning to wish I'd paid more attention while the world was created; maybe there just aren't any other dwarves inside it?&lt;br /&gt;
&lt;br /&gt;
== Caravan leaving through cave ==&lt;br /&gt;
&lt;br /&gt;
I just had a caravan leave through a cave. I had a clear path to a ground exit from my trade depot, even for wagons. This was not the case for the cave level, as it was only reachable by stairs. I don't know if this is a bug or not. Strange, anyhow. /[[User:Josj|Josj]] 06:20, 28 June 2010 (UTC)&lt;br /&gt;
:Probably not a bug, as such.  Firstly, because caravans don't currently use wagons, but only pack animals, they can path up and down stairs.  Secondly... they probably picked the shortest path to an exit, and that just happened to be the cave level.  Was the ground exit on the other side of the screen, or temporarily blocked by a drawbridge or something? --[[User:DeMatt|DeMatt]] 18:24, 28 June 2010 (UTC)&lt;br /&gt;
::The ground exit was quite close--about a screen away from the depot. It could've been temporarily blocked by a barrage of haulers or something. I don't quite remember. But it would have had to be blocked as they went down some fifty levels or so. Even if the caravan used my traffic designations (which I don't believe they do) that wouldn't have been a closer route. It makes me wonder if it's possible for the caravans to appear in the caves.  /[[User:Josj|Josj]] 19:00, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forbidden Depots ==&lt;br /&gt;
I used the ' d:b:f ' command to forbid all items on my depot so that they would not have to haul all the stuff back, subsequently forbidding the 3 pieces mahogany that made up the depot itself. When the human caravan showed up, the game gave me a message that said they need a depot to trade at. I used the ' t ' command to unforbid each piece, and they instantly started to move to it. This might be worth mentioning as a troubleshooter, or something, if I can get confirmation on it. --[[User:Bungler|Bungler]] 03:45, 1 July 2010 (UTC)&lt;br /&gt;
:I can confirm that behavior. I used it all the time in 40d.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)  &lt;br /&gt;
::I had traders go insane, probably because the depot was bulk-forbidden. --[[User:TomiTapio|TomiTapio]] 20:59, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traders taking forever to load up==&lt;br /&gt;
The other lifesaver I found on this wiki somewhere relates to when you are trading a large number of items.  I had the problem where caravans would take months and months to load up and get out.  Once this lead to two caravans being on the map at the same time, (humans and dwarfs, I think) trying to load/unload at the same time and it was a mess (FPS suffered, too)  However, there is way to prevent this.  Pause the game after you get the &amp;quot;caravan has embarked&amp;quot; message, then go do {{k|d}}-{{k|t}} to designate trees (or mining, or whatever) and then hold down the mouse button.  Watch the depot at the same time and you'll see the items dance as they get loaded up while the game is paused.  Once the depot stops blinking, they're done and you can let go of the mouse.  It took my traders 1.5 minutes real life to load up.  But, then they take off on their merry way.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
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== Accessible and Inaccessible Depots ==&lt;br /&gt;
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Im very new to the game and have been having trouble with making my depot wagon-accessible. &lt;br /&gt;
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In the wiki it says that a 3-square wide corridor is needed to fit a trade wagon through(XWX in the D overlay). My problem is that Ive made a corridor 3 squares wide to my depot, but with the D command it still says my depot is inaccessible.&lt;br /&gt;
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In the D overlay should there be 3 W makers side by side(XWWWX) for the depot to be accessible? If this is the case then the hall needs to be 5 squares wide...&lt;br /&gt;
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Whatever the fix is, its not clear/helpful on the wiki. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:173.217.232.2|173.217.232.2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:The D overlay only requires a path of Ws '''one''' tile wide, but it must be continuous and orthogonal (i.e. no diagonal-only gaps). Trace it out from the depot to find what's blocking the rest of the way (probably a boulder or a tree outside). --[[User:Quietust|Quietust]] 01:22, 9 July 2010 (UTC)&lt;br /&gt;
::You might need to smooth some boulders, cut down some trees, or add some ramps.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
== Experience ==&lt;br /&gt;
From the article: ''Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game. ''&lt;br /&gt;
This isn't true for 40d.  The experience was based solely on the number and value of the items brought by the trade caravan once a single trade was completed.  Has this changed for 31.xx?--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
:Agreed.  But the biggest thing was that it seemed like if you made that first trade for ''exactly'' 30%, your trader could get immense experience, even legendary.  But it didn't seem to work when I tried it in .12 of late. [[User:Dorf and Dumb|Dorf and Dumb]] 05:25, 26 August 2010 (UTC)&lt;br /&gt;
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My experience, when I've checked through dwarf therapist, is that a dwarf will get points in appraisal once, and only once, some time (within seconds) after the completion of the first trade with a particular caravan.  Tested using dwarfs with 0 experience in appraisal, haven't tested if changing dwarfs at the trade depot will allow you to train more than one dwarf per caravan, will do so later today, if future caravans remain free of goblins/magma/other fun.--[[User:MadGreyOne|MadGreyOne]] 17:25, 1 December 2010 (UTC) Or they gain their experience on the first time looking at the goods, as I now remember it saying, somewhere...  only one dwarf per caravan though =( And no experience gains shown at all for trading of items, so unless someone has seen clear evidence of multiple trades boosting experience gains we should probably remove that line.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
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== Random breaking of &amp;quot;Trader Requested at Depot&amp;quot;? ==&lt;br /&gt;
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I have the Broker's labors all turned off barring cleaning and the default health care entries. When a caravan arrives, he'll happily ignore my initial switching of the Depot status requesting his presence and continue to haul items to the depot (despite having all hauling labors off). I have to toggle it back to not requested and then back to requested and he's fine, he'll sit and trade...for a while. Then if he goes to get a drink, eat, or sleep, his action when he gets up will be to haul items again. Anyone else having this issue? [[User:Chronin|Chronin]] 18:46, 20 August 2010 (UTC)&lt;br /&gt;
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:Never have &amp;quot;only broker&amp;quot; set.  It slows things down, and the benefit is, you don't get more than one dorf trained with appraiser skill (which means if the broker dies, you don't even see a price on anything).  And the other benefit is, you can drive a harder bargain with the traders and therefore not get as much stuff brought in next time.  What's the point? [[User:Dorf and Dumb|Dorf and Dumb]] 05:27, 26 August 2010 (UTC)&lt;br /&gt;
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:almost all dwarves &amp;quot;bring items to depot&amp;quot;, I guess it's part of the non-toggleable jobs. --[[User:TomiTapio|TomiTapio]] 21:03, 5 September 2010 (UTC)&lt;br /&gt;
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: Even after turning off all other jobs, including hauling, I still get this problem. Even after confining him to a burrow consisting of nothing but the Depot, he'll still try to run off. The best solution is to request him as soon as the caravan is on the map, and it'll slide to the top of his job queue before it's gone. If you make a trade, he may run off again, so you might want to wait until everything you're trading away is there. [[User:Uzu Bash|Uzu Bash]] 14:10, 20 October 2010 (UTC)&lt;br /&gt;
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:I'm not certain(otherwise known as WAG time), but it seems like the trade at depot job doesn't become a priority until everything marked pending for trade has been hauled to the depot.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
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== Emergency Supplies ==&lt;br /&gt;
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It's fairly well known that caravans will bring lots of wooden logs if you don't have any in your fortress (including machine parts) or if you've forbidden all of them (something I've personally used numerous times - in my latest fort in 0.31.12, I managed to get elven and human caravans to bring over 200 logs each). It might be worth testing to see if caravans bring &amp;quot;emergency supplies&amp;quot; of things other than wooden logs - when I cooked all of my meat into prepared meals, the next human caravan decided to bring over 200 stacks of meat and prepared organs (it was enough to instantly overfill both of my 11x11 meat stockpiles, since my barrels were all full of booze). --[[User:Quietust|Quietust]] 18:37, 13 September 2010 (UTC)&lt;br /&gt;
:I believe I've got reasonable evidence that meat '''is''' considered an emergency good - when the human caravan arrived, the first horse was loaded up with wood logs and plants (which I had requested from the modded-in guild representative) and tons of meat (which I did '''not''' request), and the second horse was loaded up with a bunch more meat finally followed by several bins of cloth and leather, and the 3rd horse was carrying the rest of the leather; the rest of the caravan also held some stacks of random types of meat. Normally, binned goods are loaded at maximum priority, but liaison requests and emergency supplies both seem to override that. --[[User:Quietust|Quietust]] 04:24, 27 October 2010 (UTC)&lt;br /&gt;
::A quick test suggests that there are quite a few other emergency supplies - when I forbade '''everything''' in my fortress just before the Elven caravan arrived, the first horse was carrying nothing but plants, and the 2nd horse was carrying 50 bins of cloth plus lots of wooden logs, the 3rd horse was carrying the rest of the logs and the mostly normal trade goods, and the 4th horse had the usual assortment. Repeating with everything unforbidden resulted in a much more &amp;quot;normal&amp;quot; caravan - 5 horses carrying 12 ropes, 9 instruments, 12 toys, 10 pets (7 large creatures, 3 vermin), 11 cages, 21 booze barrels, 18 empty barrels, 8 buckets, 7 weapons, 12 body armor, 8 pairs of footwear, 13 shields, 8 headgear, 12 pairs of handwear, 11 seed bags, 10 mill bags (all dye), 12 sand bags, 13 empty bags, 14 bins of cloth (all of which were on the first horse), 8 crafts, 13 stacks of arrows, 24 stacks of plants, 11 threads, 10 legwear, 11 splints, and 6 crutches. --[[User:Quietust|Quietust]] 03:40, 6 November 2010 (UTC)&lt;br /&gt;
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== recent trading changes? ==&lt;br /&gt;
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Has anyone else seen changes to the way traders trade? Looks to me like in .31.16 (as compared to .12) the acceptable markup is much higher (45% compared to as little as 10-15%), and appraisal and other broker experience seems to be deferred now (appraisal skill not rising with each trade anymore, it rises sometime after the caravan leaves)[[Special:Contributions/202.156.10.234|202.156.10.234]] 01:04, 16 October 2010 (UTC)&lt;br /&gt;
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== King offering ==&lt;br /&gt;
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It looks like an offering of 5k is required to promote the city from barony. I sure would like to verify, but goblin seiges have pre-empted the liaison visits since becoming a barony. [[User:Uzu Bash|Uzu Bash]] 13:29, 20 October 2010 (UTC)&lt;br /&gt;
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== No Elven Cloth? ==&lt;br /&gt;
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Something very interesting has happened in my current fortress - last Autumn, I captured a giant cave spider and started a silk farm, and so far I've woven over 200 pieces of cloth (and have plenty of thread ready to weave), and the Elven caravan just arrived in the Spring with '''zero bins of cloth''' (and about 11 of everything else they usually bring). Maybe they were only bringing cloth in the first place because I wasn't producing any of my own? Maybe they brought it as emergency supplies? More testing is definitely in order. --[[User:Quietust|Quietust]] 03:16, 10 November 2010 (UTC)&lt;br /&gt;
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:Just not an Elven Caravan without the useless bits of string, eh?&lt;br /&gt;
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== Tunnel paths? ==&lt;br /&gt;
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There's a few spots on this page and others where it mentions caravans coming from the edge of the map, and some people mentioning underground tunnels, but the game wont let me mine at the edge of the map, am I misinterpreting things or is that info out of date?--[[User:Twilightdusk|Twilightdusk]] 03:04, 24 November 2010 (UTC)&lt;br /&gt;
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:You can't mine the edge of the map, but you ''can'' dig a tunnel all the way up to 1 square away, ending in a ramp to the surface. I think that's what the &amp;quot;Caravan Delay&amp;quot; section is suggesting. Also, above-ground walls and drawbridges cannot be built within 5 squares of the edge, but ''below'' ground ones can. Finally, if you've opened the caverns, it's reported (though I haven't seen it) that caravans can enter or exit there, so you may (or may not, I haven't tested this) be able to build a reasonably safe exit down there - i.e. you could wall up a path all the way to the edge - unless of course that Forgotten Beast happens to enter just where and when the caravan is exiting... [[Special:Contributions/202.156.10.234|202.156.10.234]] 08:16, 27 November 2010 (UTC)&lt;br /&gt;
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==Doors and traders==&lt;br /&gt;
I had my depot safely locked behind a set of doors, mainly to keep my stupid cats from wandering outside and getting mauled by the wild life. This was fine for the first two caravans (dwarf and elf, respectively), but the third one (a human one), while able to arrive just fine, was not able to leave until I removed the doors. Is this just a quirk? --[[User:Shatari|Shatari]] 04:41, 27 January 2011 (UTC)&lt;br /&gt;
:After playing around a bit, I think the problem was simply a matter of the humans taking forever to leave after their 'departing' message had popped up. I've not run into this problem since. --[[User:Shatari|Shatari]] 02:59, 15 February 2011 (UTC)&lt;br /&gt;
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== Traders forgot stuff ==&lt;br /&gt;
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They left their stuff behind. Quite a lot of it. I consider it a windfall, considering we had nothing left to eat or trade on the first caravan, so intent were we on our build.&lt;br /&gt;
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== Traders won't accept 1:1 trade? ==&lt;br /&gt;
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I just tried to trade with a dwarven caravan, and it wouldn't accept it. &amp;quot;With your trade goods such as they are, I cannot fathom you ending up with these items.&amp;quot; The trade was 1:1; no profit or loss for either side.&lt;br /&gt;
They wouldn't trade for a -1 loss either, saying they wouldn't trade for a loss.&lt;br /&gt;
.....Why? --[[User:Ruan942|Ruan942]] 12:20, 13 February 2011 (UTC)&lt;br /&gt;
:To my knowledge, traders prefer to make a profit, especially if your broker is lacking in social skills. --[[User:Shatari|Shatari]] 03:01, 15 February 2011 (UTC)&lt;br /&gt;
:Traders demand about 5-10% profit - after all they took the risk of traveling to your fortrees.&lt;br /&gt;
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== Childish Games? ==&lt;br /&gt;
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Hey, I've just recently started playing Dwarf Fortress. I've traded with caravans before, but on a new fortress the traders instantly said &amp;quot;Enough of your childish games.&amp;quot; and set off, even though they had about a 100 DB profit. Help?&lt;br /&gt;
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--100DB out of what, though?  Out of 100DB, fine. Out of 2000DB?  Only once you've traded a while with them.  Give them lots of profit (200%) for the first few trades.  Even if they are smaller amounts. Once you notice they're willing to trade, you can reduce the percentage of profit.  Also, note that the caravan trader will get more and more upset for each unacceptable trade.  I make (or goblins give me) so much cra..er junk in my fort that I'm usually trading 200,000DB for 5000DB back.  Later in the game, you don't really need much from the traders. I use them to remove stuff I don't want anymore, like *Large Rope Reed Trousers*.--[[User:Kwieland|Kwieland]] 17:13, 8 April 2011 (UTC)&lt;br /&gt;
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==Dwarven Caravan Every Other Year==&lt;br /&gt;
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As the title says. It seems that they only come once every two years. Has anyone else seen this?--[[User&lt;br /&gt;
:Mirthmanor|Mirthmanor]] 03:32, 5 April 2011 (UTC)&lt;br /&gt;
:Only when I'm under siege. Traders won't some if a siege comes when they would have. [[User:GhostDwemer|GhostDwemer]] 14:59, 5 April 2011 (UTC)&lt;br /&gt;
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== Wild Animal Trading ==&lt;br /&gt;
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I can verify that benign wild animals are also released when trying to trad, not just aggressive animals. I tried to sell some traders some wild unicorns, and the dwarfs set them free. &lt;br /&gt;
But question, will Seizing an item warrant a siege, even if you already traded them lots of stuff and give them a huge profit? I'm trying to get rid of caravans as soon as I've traded everything I've wanted without making them too angry.--[[Special:Contributions/69.135.213.251|69.135.213.251]]&lt;br /&gt;
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I've wondered the same thing.  Find out for us! My guess is seizing things will not result in a siege as long as the caravan turns a profit.--[[User:Kwieland|Kwieland]] 17:08, 8 April 2011 (UTC)&lt;br /&gt;
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== Repeatedly massacring the dwarven caravan ==&lt;br /&gt;
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I heard that you can massacre the dwarven caravan repeatedly and there would be no repercussions. One, is this true, and two, [[DF2010:!!SCIENCE!!|can ballistas hurt the caravan]]? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 20:10, 25 May 2011 (UTC)&lt;br /&gt;
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You can't have a war against your own race, so so long as you don't trap them (and make them go insane), then nothing will happen to piss off your civ.&lt;br /&gt;
Second, Ballistas can damage ANYTHING they can go through, including trees, so that would be a definite yes.&lt;br /&gt;
[[Special:Contributions/107.9.22.199|107.9.22.199]] 02:03, 16 June 2011 (UTC)&lt;br /&gt;
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== unconscious pack animals ==&lt;br /&gt;
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I just had a merchant yak ko'd by a goblin but the guy leading it just pulled the unconscious animal onwards with all it's stuff still on it. It got diced up when it got to my weapon traps though because of the unconsciousness triggering traps thing. weird.--[[Special:Contributions/70.79.199.141|70.79.199.141]] 19:26, 13 July 2011 (UTC).&lt;br /&gt;
:Yeah, I reported that bug.  Good to know I'm not the only one seeing it.  I don't think it is a major bug, though. {{bug|3129}}--[[User:Kwieland|Kwieland]] 13:32, 14 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=151114</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=151114"/>
		<updated>2011-07-07T03:34:55Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Murky pool + rain = no evaporation */ another workaround&lt;/p&gt;
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&lt;div&gt;==Stagnant Water==&lt;br /&gt;
I just tested Khym Chanur's theory, and I think it is false. Embarked on a forest biome, set up my bookkeeper for stock info, and began filling ponds. Water from the stream is not stagnant. Water from the murky pool is. Built a 1 z-level deep underground reservoir connected to the stream, water taken from it is not stagnant. Created an underground reservoir connected to the murky pool. Water taken from it is stagnant. Embarked on a swamp. Water taken from the stream is stagnant. It's a biome thing, and has nothing to do with z-levels. Swamp biomes and murky pools produce stagnant water. [[User:GhostDwemer|GhostDwemer]] 16:40, 10 June 2011 (UTC)&lt;br /&gt;
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: Oops, you're right. -- [[User:Khym Chanur|Khym Chanur]]&lt;br /&gt;
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:This doesn't seem to be true either.  I have a fortress that crosses two biomes, neither of which are wetland (temperate freshwater lake and temperate coniferous forest).  The site has a lake (obviously) and a river.  Water taken directly from both, observed in buckets, was stagnant; I was only able to get clean water by tapping the aquifer.  I haven't tested exhaustively but here I am staring at a bucket of stagnant water taken directly from a lake, not a murky pool, in a non-wetlands site.  By the current text of this article, this can't exist.  There are so many variables in my situation, however, that I couldn't even guess as to the real cause of my stagnation. --[[User:Polycarp|Polycarp]] 04:35, 3 July 2011 (UTC)&lt;br /&gt;
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== Water as cushioning ==&lt;br /&gt;
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Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
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== Contamination ==&lt;br /&gt;
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I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
: This appears to be fixed in 31.16 [[User:GhostDwemer|GhostDwemer]] 00:05, 4 November 2010 (UTC)&lt;br /&gt;
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:: I'm grumbling a bit at my water reservoir. My Dwarves have apparently declared it to be contaminated and refuse to drink from it any more. This is especially annoying since I was quite careful to make sure not to let any dead animals fall into the reservoir, it should all be nice clean water. But for some reason, it is not. I'm curious if anybody has any useful tricks to help prevent this issue. --[[User:Doctorzuber|Doctorzuber]] 13:56, 18 February 2011 (UTC)&lt;br /&gt;
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== Verifications of old behavior ==&lt;br /&gt;
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*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
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*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
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I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
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: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
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== Springs? ==&lt;br /&gt;
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Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
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== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;br /&gt;
:: Actually, I've done the fortification trick.  If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. [[Special:Contributions/64.255.180.84|64.255.180.84]] 16:16, 9 August 2010 (UTC)&lt;br /&gt;
::: Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --[[User:Quietust|Quietust]] 16:53, 9 August 2010 (UTC)&lt;br /&gt;
:::: Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --[[User:Doctorzuber|Doctorzuber]] 01:16, 10 August 2010 (UTC)&lt;br /&gt;
:::::Works fine, if you do this to a wall at waterlevel in a cavern near a part of the edge that generates water you can create real easy power supplies.--[[User:MLegion|MLegion]] 09:24, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freezing documentation? ==&lt;br /&gt;
&lt;br /&gt;
Source water that freezes in colder months won't freeze if piped to an underground area. Rather, the source will freeze, but the water already underground won't become ice. I made an elaborate magma heating system, only to realize that it actually wasn't needed.&lt;br /&gt;
&lt;br /&gt;
== Communicating vessels don't work ==&lt;br /&gt;
&lt;br /&gt;
I've tested it with a very simple two z layers setup (see below), and it doesn't seem to work. I think this should be a bug.&lt;br /&gt;
Because it provides many interesting engineering and opportunities for fun.&lt;br /&gt;
&lt;br /&gt;
The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other.&lt;br /&gt;
The profile is like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;Level Z:   ====#   #&lt;br /&gt;
Level Z-1: #=======#&lt;br /&gt;
Level Z-2: #########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The right part in level Z should have water too.&lt;br /&gt;
[[Special:Contributions/89.141.113.238|89.141.113.238]] 20:00, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You've basically just built a sloppy u-bend. This is consistent with the current pressure rules. U-bends push water back up to Z-1 not to Z as you might expect. I suspect the reason for this quirk is to avoid an infinite loop with water bouncing back and forth in a U. --[[User:Doctorzuber|Doctorzuber]] 22:29, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Murky pool + rain = no evaporation ==&lt;br /&gt;
&lt;br /&gt;
Beware: water from a [[murky pool]] appears to never evaporate in the rain. Free-flowing, unconstrained water will stay at level 1; the rain will add to the perma-water and cause it to spread horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect seems to be tied to the original tiles of the pool. I used such a pool to irrigate a subterranean farm plot. Even indoors, the water never evaporated and spread further into my fortress, until I managed to wall off the farm from the original pool tiles.&lt;br /&gt;
&lt;br /&gt;
I was only able to do construct such a wall by knocking out more boundary walls of the pool, toward some open plains. This allowed newly-fallen perma-water to flow away from my farm long enough to build a wall. Unfortunately I appear to be on an embark where it never stops raining; six years in, the level-1 perma-water has spread to cover an area of about 70x40. It has spread in a large circle (bounded by other walls of my mountain) with the original murky pool site at its center. I have never seen any tiles evaporate or recede. --[[User:Squeaky|Squeaky]] 22:00, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is your TEMPERATURE: ON?  Maybe there's a bug in it relating to the necessary heat to evaporate water. Try to take some water from this pool and ponding it elsewhere and see if it evaporates for the good of !!SCIENCE!!-Anon 16 December 2010&lt;br /&gt;
&lt;br /&gt;
: While this is uncommon, it is not unusual. It's a safe bet that you are in a wet jungle biome. A nice wet/warm biome and murky pools refill VERY quickly. They refill so quickly in fact that like you described, they just never stop dumping new water into your fort. Assuming it's not already a lost cause, you can probably get control of this situation by cutting a nice channel to control the flow of water long enough to get some walls up and contain the flooding. --[[User:Doctorzuber|Doctorzuber]] 13:55, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Workaround:  If you build a roof over the pool it will dry out eventually.  [[User:Angela Christine|Angela Christine]] 00:19, 16 March 2011 (UTC)&lt;br /&gt;
:::That will work if the water level is low.  You could simply construct something (floor?) on the murky pool tiles.  That removes the &amp;quot;special&amp;quot; tag that allows rain to pool there.  --[[User:Kwieland|Kwieland]] 03:34, 7 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tanner%27s_shop&amp;diff=150916</id>
		<title>v0.31:Tanner's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tanner%27s_shop&amp;diff=150916"/>
		<updated>2011-06-30T15:21:54Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: random edit, removed outdated info about not being able to add jobs directly via the workshop queue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:15, 25 June 2010 (UTC)}}{{Workshop|name=Tanner's shop|key=n|job=Tanning&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Tanner|Tanning}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Skin|Hide}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Leather}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''tanner's shop''' is used to make {{L|leather}} from a {{L|Butcher's shop|butchered}} animal skin.  A tanner's shop is operated by any dwarf with the 'tanning' {{L|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Tanner's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{k|t}} Tan a hide.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The 'tan a hide' job to perform this is automatically triggered after the game notices that there is a skin to be tanned within a certain distance of the tanner's shop.  The player can turn off this behaviour by going into the {{K|o}}rders menu, choosing {{K|W}}orkshop Orders, and then turning Auto {{K|t}}an off.&lt;br /&gt;
*If you have turned Auto Tan off your {{L|manager}} ({{K|u}}nits, {{K|m}}anager) can manually queue &amp;quot;Tan a Hide&amp;quot; jobs. This is also useful if for some reason Auto Tan ignores a skin.&lt;br /&gt;
*Currently a single hide of a large animal can cause massive clutter in a workshop {{bug|231}}.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=150353</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=150353"/>
		<updated>2011-06-13T23:08:17Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: clarify be BOLD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.__NOTOC__&lt;br /&gt;
Also, please check out the [[Dwarf_Fortress_Wiki:Improvement_Drive|Dwarf Fortress Wiki Improvement Drive!]]&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[#We are doing this! Let us do it right.|We are doing this! Let us do it right.]]&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]&lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
* [[#Notice Templates|Notice Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
=====A=====&lt;br /&gt;
* '''A'''lphabet: Okay, the first rule is that there must be a rule for each letter of the alphabet. Thanks to the community, we now have all twenty-six rules! (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [http://en.wikipedia.org/wiki/Nomic nomic] instincts)&lt;br /&gt;
&lt;br /&gt;
=====B=====&lt;br /&gt;
* '''B'''e bold! So says Wikipedia. If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Feel free to make changes. If you think an article needs a major rewrite, and you think you can do it, go ahead and do it! You can also use the discussion (talk) page to post suggestions.&lt;br /&gt;
&lt;br /&gt;
=====C=====&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist. Capitalize the tag like &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Stub]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=====D=====&lt;br /&gt;
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned. The [[Dwarf Fortress Wiki:Current events]] page is being used to announce such discussions to the general population, so as to make them findable for those who do not religiously keep up with Recent Changes. Please add your own discussions to it.&lt;br /&gt;
&lt;br /&gt;
=====E=====&lt;br /&gt;
* '''E'''liminate fluff. This includes redirects that aren't linked to and wouldn't be typed in the search box. The {{[[Template:deletion|deletion]]}} or {{[[Template:deletion|del]]}} template is your friend. (See also the [[Dwarf Fortress Wiki:Deletion Policy|Deletion Policy]].)&lt;br /&gt;
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=====F=====&lt;br /&gt;
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&lt;br /&gt;
=====G=====&lt;br /&gt;
* '''G'''ameterms: To avoid confusion, use the terms the game uses whenever possible. For example, the game refers to &amp;quot;armor&amp;quot; and &amp;quot;aluminum&amp;quot; rather than &amp;quot;armour&amp;quot; or &amp;quot;aluminium&amp;quot;, and the plural forms of &amp;quot;dwarf&amp;quot; and &amp;quot;bronze colossus&amp;quot; should be &amp;quot;dwarves&amp;quot; and &amp;quot;bronze colossuses&amp;quot; rather than &amp;quot;dwarfs&amp;quot; or &amp;quot;bronze colossi&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====H=====&lt;br /&gt;
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=====I=====&lt;br /&gt;
* '''I'''mages: Images and [[screenshot]]s should use the default [[tilesets]] for clarity. Small diagrams can be constructed with [[Template:RT]], for easy editing, and to save on space. Exceptions are pages ''about'' tilesets and story pages like [[:Category:Bloodline Games|bloodline games]]. Images should always be in .png format. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided.&lt;br /&gt;
&lt;br /&gt;
=====J=====&lt;br /&gt;
* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article; your hard work is not lost. Post suggestions on the discussion page and talk about the issue. All versions are stored in the history, so your material can be reused or merged with existing content if the rewriter left something out.&lt;br /&gt;
&lt;br /&gt;
=====K=====&lt;br /&gt;
* '''K'''eys: This wiki is about a game that uses nearly 100% keyboard input, so we have a template to improve the display of keys: [[:Template:K|k]] (abbreviation of [[:Template:Key|key]]). For example, the syntax &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key. The enter key should be done as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|Enter}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ( {{k|Enter}} ), for example, and the arrow keys use arrow characters, found at [[CP437|this handy code page]]. The right arrow key, for example, appears as {{k|→}}.&lt;br /&gt;
&lt;br /&gt;
=====L=====&lt;br /&gt;
* '''L'''osing is [[fun]]! &amp;lt;!-- If something made you lose, include information about it. Others may want to try it out, or you may help someone avoid flooding their ☼fortress☼. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- personally, I think that this will encourage people to add more pointless than useful --Savok --&amp;gt;&lt;br /&gt;
=====M=====&lt;br /&gt;
* '''M'''ore people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. They have loads of good information that the game actually uses.&lt;br /&gt;
&lt;br /&gt;
=====N=====&lt;br /&gt;
* '''N'''aming: The titles of new pages should be &amp;lt;u&amp;gt;singular&amp;lt;/u&amp;gt; nouns, with &amp;lt;u&amp;gt;only the first word capitalized&amp;lt;/u&amp;gt;. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. Exceptions are proper nouns and terms that are always plural. Getting the wrong name can mean extra redirects and always means a page move. Screw pump is not the same as Screw Pump. Do not put question marks in the names of articles: Due to the way they are handled in URIs it messes things up, though not irreversibly.&lt;br /&gt;
&lt;br /&gt;
=====O=====&lt;br /&gt;
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&lt;br /&gt;
=====P=====&lt;br /&gt;
* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.&lt;br /&gt;
&lt;br /&gt;
=====Q=====&lt;br /&gt;
* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:DoubleRedirects|Double redirects]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally. If you feel more like writing content than maintaining the wiki, the list of [[:Category:Stub|stub pages]] is a good place for you to start, followed by the [[Special:ShortPages|short pages]] that exist.&lt;br /&gt;
&lt;br /&gt;
=====R=====&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other. This rule also refers to redundant material inside pages.&lt;br /&gt;
&lt;br /&gt;
=====S=====&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''.&lt;br /&gt;
&lt;br /&gt;
=====T=====&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, and put in the appropriate version page. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use the {{tl|Version}} template, and for bugs that have yet to be fixed, use the {{tl|Bug}} template.&lt;br /&gt;
&lt;br /&gt;
=====U=====&lt;br /&gt;
* '''U'''ser pages: Introduce yourself, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page, and they'll get notified next time they log in. However, keep this place civilized; avoid flame wars, personal attacks and insults.&lt;br /&gt;
&lt;br /&gt;
=====V=====&lt;br /&gt;
* '''V'''erify: Many loosely based assumptions are floating around. Verify your information and check [[:Category:Articles needing further verification]] if you think you can help verify others. If you have something that is not verified, use the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tag right after it.&lt;br /&gt;
&lt;br /&gt;
=====W=====&lt;br /&gt;
*'''W'''it can be hard to recognise once it has been written down. It is best if it is used on clearly humour or story related pages, talk or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]]. Use an appropriate template such as {{tl|D for Dwarf}} if there might be confusion.&lt;br /&gt;
&lt;br /&gt;
=====X=====&lt;br /&gt;
* '''X'''eniality: Be nice to people who are new to Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=====Y=====&lt;br /&gt;
* '''Y'''e Olde Info: It's outdated - update it. Keep the wiki up to date. Remember, sieges were only buggy in a few old versions! Also make sure you're looking at the correct version of a page, especially when editing - if you're playing the latest released version, the information present in the &amp;quot;40d&amp;quot; or &amp;quot;23a&amp;quot; pages is likely to be outdated and incorrect for you, but people playing those old versions will want information that is accurate for them.&lt;br /&gt;
&lt;br /&gt;
=====Z=====&lt;br /&gt;
* '''Z''': the mark of '''Z'''orro. Sign each of your 'Talk' entries with your own &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notice Templates ==&lt;br /&gt;
&lt;br /&gt;
There are templates available for marking pages needing improvement. Ideally, you should make appropriate changes and move on, but if you are unable to access the required information, post a notice to flag an issue up. Using template notices provides a consistent way of flagging a page. Notices in use can be tracked through category pages. Notices based on rules from this page should all use the [[:Category:Pages that break Community Portal rules]] category.&lt;br /&gt;
&lt;br /&gt;
This section is far from complete.&lt;br /&gt;
&lt;br /&gt;
=== Template for Notice Templates ===&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#0000FF|Contents of the message.&lt;br /&gt;
Second value is sidebar colour in HTML hex, RR GG BB, e.g. #FF0000 (red), #009900 (dark green), #0088FF, (light blue), #000000 (black)}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Colored Notice Box|#FF00FF|Contents of the message}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Image Rules Notice ===&lt;br /&gt;
&lt;br /&gt;
{{Image Rules Notice}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Image Rules Notice}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== New Notices ===&lt;br /&gt;
&lt;br /&gt;
If several pages arise that break the same rule, create a new template based off one of the above templates. Remember to include the [[:Category:Pages that break Community Portal rules]] tag at the bottom, or some other appropriate category so that other users can track pages that need reworking. To create a new template, type &amp;lt;nowiki&amp;gt;[[Template:Rule name notice]]&amp;lt;/nowiki&amp;gt; into an article, or directly into the address bar of your browser.&lt;br /&gt;
&lt;br /&gt;
[[category:wikiprojects]]&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kwieland&amp;diff=150202</id>
		<title>User:Kwieland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kwieland&amp;diff=150202"/>
		<updated>2011-06-09T23:54:21Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: FPS on macs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==crazy CPU usage on the mac==&lt;br /&gt;
&lt;br /&gt;
I noticed that mds was running at 70-80% on my mac.  Turns out that mds is a spotlight runtime routine.  Spotlight indexes files on your mac.  So, since DF was changing gamelog.txt every second or two, spotlight kept indexing it.  I found a nice workaround here:http://superuser.com/questions/46195/why-does-mds-run-wild-in-mac-os-x-10-6  Basically exclude DF from spotlight.  Problem solved, and I gained a factor of 2 in FPS out of it!&lt;br /&gt;
Added --[[User:Kwieland|Kwieland]] 23:54, 9 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Thoughts v.30.25==&lt;br /&gt;
&lt;br /&gt;
These are some of the things I am thinking about:&lt;br /&gt;
&lt;br /&gt;
# With the magma so deep now, you really have to think of a way to bring it to the surface.  I've started a &amp;quot;stack&amp;quot; of pumps that are basically like this:&lt;br /&gt;
:         1    2       3       4&lt;br /&gt;
:z    channel floor channel floor&lt;br /&gt;
:z-1  floor   channel floor channel&lt;br /&gt;
with an access to the z pump via row 2.  Since they are built on top of one another, they can all be powered from the top.  I have magma at z=104, need it at z=128, so that is ~24 pumps, 240 power. My windmills only produce 20, so I'm going to have an array for sure.  Then add in all the losses due to transfers and I'll probably need 30 or so.  We'll see.&lt;br /&gt;
#I just had a siege and several of my war dogs got injured.  It was funny to see &amp;quot;McDog cancels clean self, dropped soap&amp;quot;.  I hate when that happens.  Reminds me of the [[40d:Cat_cancels_Store_Item_in_Stockpile:_Too_injured|cat bug]].&lt;br /&gt;
#Attributes don't follow experience - namely if you look at a dwarf pre-&amp;quot;mood item&amp;quot; completion and post completion, they have the same attributes.&lt;br /&gt;
# It ended up taking ~50 windmills. Wasn't that big of a deal. The multicolor windmills look cool.&lt;br /&gt;
# Hostages are not immune from other friends of yours.  I was transporting some prisoner goblins past the trade depot and all of a sudden the human swordsman comes over and kills the goblin.  What?  Yeah, it happened again with dwarfs.&lt;br /&gt;
# I have not yet figured out how to de-activate soldiers.  I have some ideas. I know I've done it before, because I started with a squad of 10 and only have 6 now, and 4 are not in the &amp;quot;no job&amp;quot; bug.&lt;br /&gt;
# Forgotten beasts can be really weak.  I has a ''war dog'' take one out.  Yeah, it was that bad.&lt;br /&gt;
# Training swords are not to be used as real weapons.  The result is a beast with all &amp;quot;red&amp;quot; parts, but no fatal wounds.  Like being stoned ALMOST to death.&lt;br /&gt;
# Switching armor/weapons around takes a long time.  So much for having a squad train (with training swords) and then be called to the front line.  Doesn't work.  Bad idea.&lt;br /&gt;
# I have immense growth of subterranean trees/bushes on my z=-1 level.  It is black sand.  I don't know why I have not seen it in other places, though.&lt;br /&gt;
# Turning off weather/temperature and partial print on in the init does absolutely nothing to my framerate.  I'm at ~70 dwarfs total (including kids) and maybe 10 pets out of cages.  The frame rate is around 12-17, which is borderline playable.  When ambushes/caravans come, it drops really bad.&lt;br /&gt;
# I have four mayors now.  Talk about absurd requests/demands. Platinum bed?  Come on!&lt;br /&gt;
# I have an accessible depot, but the caravans never bring wagons.  bug?&lt;br /&gt;
# Blood should &amp;quot;clean out&amp;quot; after a year or so.  My dwarfs track it all over.  Then they try to clean themselves.  Then they head to the well, clean themselves off.  Finally, they turn around and get themselves all dirty again.  Oh well.&lt;br /&gt;
#Sand layers that are underground &amp;quot;grow&amp;quot; stuff.  My next site I'm going to look for 2-3 layers of sand.  I embarked on a heavily forested with &amp;quot;thick&amp;quot; growth and the underground sand grew tons of plants.  The shrubs I harvested and was surprised to see them be plump helmets, pig tails, etc!  Don't know why it surprised me, but it did!&lt;br /&gt;
&lt;br /&gt;
== My Questions yet to be answered==&lt;br /&gt;
Please feel free to discuss these points on my discussion page...&lt;br /&gt;
#I was reading the link on the wiki on the obsidian [[short sword|short swords]].  Wouldn't it be cool if you could make spears like these (http://en.wikipedia.org/wiki/Tepoztopilli) as well?&lt;br /&gt;
#What is a tracker skill?  My queen showed up and she has this skill.[[File:Tracker.jpg]]&lt;br /&gt;
#How many spaces between a catapult and a enemy have to be in order to not scare the civilians away?  Does anybody actually use siege weapons for weapons?&lt;br /&gt;
#Why do animals have a birth limit of 50? Can I change it in the init?&lt;br /&gt;
#After I killed the goblin king in a siege, I haven't been attacked in five game years.  Why? Random? Does that mean the goblins are gone?  Certainly makes the fortress less fun. UPDATE I finally had another siege, so it must be random. Seriously like 3 game years with no ambushes/attacks.&lt;br /&gt;
# What is the ratio of children to workers in your current fortress? I have 228 dwarfs (max in init at 200) with over 70 kids.&lt;br /&gt;
# At what FPS do you call it quits and start over?  I find 7 to be really undoable.&lt;br /&gt;
#My most recent start was a farming start with moods in mind - only farmers. I build a magma forge and made them dabbling in one of weaponsmith/armor/metalcrafting.  So far, both my moods have yielded armor (one was possessed, though)! When the seeds are all planted, I have them harvest plants.  The herbalist skill levels up very quickly so you get stat bonuses (agility, esp.). Also, you generate a lot of 1, 2 unit things, so I had a cook do basic food until he (she?) hit adept, then switched to lavish meals.  Also, brewing, cooking, milling, plant processing, plant gathering are all non-mood skills, so the dwarfs do those as well.  I bought out the first caravan on three or four plump roasts (over 3k each!). I wasn't cooking ale, either. Legendary cooks make meals (say with stacks of plants) worth over 10k each.  So, you only need a few to do it. Turns out you need a lot of bags, especially if you are milling dyes.&lt;br /&gt;
# Instead of blasting my rocks or making rock blocks, I've decided to make rock crafts.  That way the fortress value increases, dwarfs get skill, and all the rock is gone!  In my newest farming community, I've set a [[fun]] max of 1k rock at one time.  We'll see how long that holds up. Anybody else tried this? &lt;br /&gt;
# I was pretty frustrated one time. I didn't realize that it was the ELFS and not the HUMANS comming to trade, so I moved a lot of things to the depot.  When they left, all the dwarfs had to move them all back. I've found that you can simply forbid the items (using {{key|t}} to view the contents of the depot).  Surprisingly they still show up in the trade screen (it even shows the bin as forbidden!).  Then the dwarfs leave it there.  Once I empty a bin, I simply view it in the trade screen and reclaim it.&lt;br /&gt;
# A manager gains experience based on the number of task items '''OKed'''. '''Not''' completed.  So, I fill up the queue with ~30 tasks of 30 each of &amp;quot;collect sand&amp;quot; or &amp;quot;collect webs&amp;quot;. When they are verified, I delete them.  Then, with no other jobs, the dwarf becomes legendary in a season or so. This is equivalent to the bookkeeper exploit, I think.&lt;br /&gt;
==Comments/suggestions&amp;lt;br&amp;gt;==&lt;br /&gt;
#Not having access (through trading/etc) to key materials makes things [[fun]].&lt;br /&gt;
#Why list all the deceased on the units page?  Excluding them would make the list easier to use/more informative.  I don't really care that I've killed Xing bob the kobold or the fact that I have 200 cats.  I'd much rather a quick list, perhaps even excluding the 200 tame animals so I can quickly look at hostiles. Maybe an ability to hide them from the list?&amp;lt;br /&amp;gt;&lt;br /&gt;
#Can we build buildings like selecting things?  For instance, if I want to build lots of doors, pick one corner and then the other and then select the different doors?&amp;lt;br /&amp;gt;&lt;br /&gt;
#Often times price, not distance, is the determining factor for placing furniture.  How about including sort by price in the view?&amp;lt;br /&amp;gt;&lt;br /&gt;
#When you link levers to devices, it doesn't show which mechanisms you're using.  A list would be nice. Levers should also show what they are linked to.&amp;lt;br /&amp;gt;&lt;br /&gt;
#Buildings designed by an architect should show what [[quality]] they are.&lt;br /&gt;
#'''Why do dwarfs wander halfway across the map for a stone when one is right next to the workshop/catapult?''' It looks like the search algorithm just looks for the closest, not the closest walkable distance.  For instance, if I have a catapult next to a wall and one stone on the other side of the wall but one three tiles away on the catapult, it will walk all the way around the wall (distance of 20 or more) just to get THE ONE.&amp;lt;br /&amp;gt;&lt;br /&gt;
#When you build a door (or other such building) that only has diagonal access, the dwarf will not move anything in the square and will simply suspend the project.  It would be nice if they &amp;quot;looked&amp;quot; at diagonals.&lt;br /&gt;
#It would be nice to know what killed the dwarfs/about their skills after they die.  Can this be in the epitaph on the coffin?  For example a Thikot, a legendary mason, dabbling consoler killed by Hammertime the Hammerer on 22 Gabbro 214 .&amp;lt;br /&amp;gt;&lt;br /&gt;
#Why do dead dwarfs still show up in the Justice tab? Isn't death the ultimate justice?&amp;lt;br /&amp;gt;&lt;br /&gt;
#Hammerdwarfs of advanced fortresses become too strong/dangerous. Sure, you could kill them off.  I hate loosing dwarfs legendary dwarfs to trivial things. I found that dumping the hammer will force him to drop the weapon (I didn't notice a negative thought because of this).  Unfortunately, my fortress guards have been effective at killing my dwarfs.  Even one equipped with a crossbow did one in.  I have some legendary &amp;quot;Ooops&amp;quot; fortress guards, so I'm pretty sure any justice will mean death. I've already lost a legendary armorsmith!  Next time, I don't think I'll have any fortress guards.&lt;br /&gt;
Last update --[[User:Kwieland|Kwieland]] 17:29, 17 April 2009 (UTC)--[[User:Kwieland|Kwieland]] 16:52, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re &amp;quot;Trader&amp;quot; == &lt;br /&gt;
&lt;br /&gt;
You might be right - as soon as I made that edit I started having second thoughts, then got distracted.  (But I know that the overall umbrella profession is not &amp;quot;Trader&amp;quot;, as the prev. poster had edited in, and I undid.)&lt;br /&gt;
&lt;br /&gt;
I don't wall in a pipe unless it's mostly there already from natural topography - in fact, I try not to go anywhere near where imps can fireball my dorfs.  I wall in a small compound above my dining hall/kitchen area, w/ AG crops, a statue garden, and (if possible) water. Also an AG path to my barracks - if they want to sleep, they first gotta get used to the light. Later, I'll channel out some of that roof and put in a siege weapon practice range, with recovery channels for the ammo.&lt;br /&gt;
&lt;br /&gt;
(And to answer one of your questions, yes, Siege Engines are used - catapults for practice and destroying/moving stone/killing wildlife, and ballistae for hosing down long narrow-ish corridors. The &amp;quot;scare distance&amp;quot; is about 5-10 tiles - it's not a totally hard number (and might vary with intensity of critter - trolls &amp;gt; marmots, for example, but that's unclear too.)  The trick is to have the hall either dive under a balcony where the ballista are, or take a turn at about that same distance, with some fortifications/channeling to maintain that distance from the operators to the scary critters they're slaughtering. &lt;br /&gt;
&lt;br /&gt;
Good articles under siege engines and the &amp;quot;see also&amp;quot; at the bottom of that page. --[[User:Albedo|Albedo]] 22:25, 8 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149887</id>
		<title>v0.31:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149887"/>
		<updated>2011-06-03T03:57:50Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: verified v 31.25&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|23:43, 8 June 2010 (UTC)}}&lt;br /&gt;
Fish can be caught by a dwarf with the {{L|fishing}} {{L|labor}} enabled. Fish will be caught raw, and must be {{l|fishery|processed}} before being edible. Fish can be a good food source for an early fortress, but larger fortresses should probably butcher large animals like {{L|whale}}s or start {{L|Farming|growing}} their own food.&lt;br /&gt;
&lt;br /&gt;
Small fish are treated as {{L|vermin}}, and can only be harvested by processing. They will not show up on the {{k|u}}nit menu nor will they have any status when {{k|v}}iewed. As such, it is difficult to know how many are on the map. However, if there are no small fish in an area, the game will announce it.  Note that the vermin you can sometimes actually ''see'' seem to have no relation to what you can fish {{verify}}; that is, if you see a turtle in a murky pond, that doesn't mean that you can get any turtles out of that pond with the fishing labor.&lt;br /&gt;
&lt;br /&gt;
Larger fish, such as {{L|carp}} and {{L|halibut}}, are individual {{L|creatures}} that can only survive in sufficiently deep water (at least 4/7 or higher), and their corpses are {{L|Butchery|butchered}} to become food, rather than processed. Larger fish, such as those stated above, ''can'' fall over in the water, stand in water, vomit in water, and kill a {{L|drunk}}en {{L|Dwarf|stout}} fisherman (who is the only source of food in a early fortress) by making them dodge into the water when the fish decides to go after him.&lt;br /&gt;
&lt;br /&gt;
Due to the relative ease at which fish can be acquired in the early game with a sufficiently skilled Fisherdwarf, fish are often a stable source of food for newer outposts which have not established a stable agricultural system yet. They are also an excellent supplement to any larder.&lt;br /&gt;
&lt;br /&gt;
Most (if not all) fish yield {{L|bone}}s. Some, such as {{L|turtle}}s yield {{L|shell}}s instead, which can be used by {{L|bone carver}}s to create a range of items such as crafts, ammunition, and even armor.&lt;br /&gt;
&lt;br /&gt;
If you have a waterfall in your land, large fish may decide to jump off and commit suicide, so it is good to put a grate under the waterfall for fish to jump into, so that they suffocate, than you can butcher them for meat and bones, otherwise it is hard to butcher fish corpses.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*There are so few {{L|cave fish}} and {{L|cave lobster}}s in the world that you probably won't get any on your site. {{Bug|4505}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Fishing}}&lt;br /&gt;
*{{L|Fishery}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=149850</id>
		<title>v0.31:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=149850"/>
		<updated>2011-06-02T03:14:43Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Related Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:14, 1 April 2011 (UTC)}}&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|500px|right]]&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Miasma''' is a cloud of purple stench that makes your {{l|dwarves}} unhappy. It only occurs in subterranean areas, and is caused by rotting items. It does not pass through dwarves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rotten Items ==&lt;br /&gt;
&lt;br /&gt;
A '''rotten''' item is a corpse, body part or an item of food that has spoiled, either from not being in a stockpile (if food) or just over time (if a corpse/body part).&lt;br /&gt;
&lt;br /&gt;
Often a job in a {{L|kitchen}}, {{L|still}} or {{L|farmer's workshop}} will be canceled with the announcement &amp;quot;''...needs '''unrotten''' (item)''&amp;quot;.  That doesn't mean you only have rotten ones, it means there is not an appropriate item that is available. Items that are {{L|forbid}}den, marked for {{L|dump}}ing, or that have no {{L|path}} will be disregarded for workshop tasks.&lt;br /&gt;
&lt;br /&gt;
Body parts of living dwarves may also be marked as &amp;quot;rotten&amp;quot;.  This has been observed to occur after exposure to the blood of certain forgotten beasts.  The afflicted body part produces miasma from time to time.&lt;br /&gt;
&lt;br /&gt;
== Avoiding Miasma ==&lt;br /&gt;
&lt;br /&gt;
To avoid miasma, either keep anything rotten outside or alternatively have an inside {{l|refuse}} pile on its own in a room with several {{l|door}}s; this should halt the miasma's advance (although the room itself will still stink up). It will also not spread diagonally, so one possible solution is to have the only entrance be diagonal.&lt;br /&gt;
&lt;br /&gt;
Another option is to have a long garbage chute where refuse is {{l|dump}}ed down. If it is long enough the miasma will not be able to reach all the way to the top, preventing your dwarves from getting unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
A creative way of constructing garbage chutes is to separate the garbage area and dumping area (where dwarves are) with {{l|hatch}}es linked to a {{l|pressure plate}}. That way garbage will land on the hatch, which will open (triggered by dwarf returning to his duties stepping on a plate), letting it fall down and then close, keeping all the miasma inside. This allows one to construct a short, yet non-smelly chute.&lt;br /&gt;
&lt;br /&gt;
Another option for a short non-smelly chute is to let the chute be seperated diagonally from the dumping square(s). Since miasma does not travel &lt;br /&gt;
across corners, this allows a chute stretching across 2 z-levels to be completly miasma free, without needing additional mechanisms.&lt;br /&gt;
&lt;br /&gt;
 Example #1&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Wall&lt;br /&gt;
 WWWWWOW   .=Floor&lt;br /&gt;
 .....WW   O=Channel&lt;br /&gt;
 WWWWWWW&lt;br /&gt;
&lt;br /&gt;
 Example #2&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Regular Wall                         .=Regular floor&lt;br /&gt;
 WWWWMQW   M=Wall with dumping zone&lt;br /&gt;
 ....--W   Q=Channel with dumping zone&lt;br /&gt;
 WWWWWWW   -=Floor with dumping zone&lt;br /&gt;
&lt;br /&gt;
== Related Bugs ==&lt;br /&gt;
&lt;br /&gt;
Note that dwarves interrupted in the middle of a meal will abandon their food. Food abandoned in this manner can never be interacted with (picked up, stored, or dumped) by any dwarf ever again, including the dwarf who abandoned it. {{Bug|1299}} If the food is abandoned underground, it will eventually rot and generate miasma. This is an especially frequent occurrence with soldiers, who will often be interrupted while consuming their rations when a training class begins.  One workaround for soldiers is to use the military supplies tab to prevent them from carrying food.&lt;br /&gt;
&lt;br /&gt;
The utility {{L|Utilities#DFHack|DFHack}} includes a command line tool, dfcleanowned, to clear ownership and dump all owned items that are on the floor or rotting. This can help if you're dealing with miasma from this bug.&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wear&amp;diff=149848</id>
		<title>v0.31 Talk:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wear&amp;diff=149848"/>
		<updated>2011-06-02T03:09:09Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Attn:Admin Rot should redirect to Miasma*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure where else to bring this up since rot redirects to this page. In my most recent game in DF2010 nothing seems to be rotting. I've got a full refuse pile that is 2 or 3 years old and all the dead vermin on it have not rotted in the least. In past games in other versions the will rot away to leave bones and skulls but these are not doing that. Is this a bug or has it been addressed else where before now? --[[User:Railick|Railick]] 23:23, 18 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
:It's a bug, and it's fixed as of version 0.31.04. -- [[User:Dark T Zeratul|Dark T Zeratul]] 00:09, 19 May 2010 (UTC)&lt;br /&gt;
::Wear is something separate from rot - back in the old 2D version, it happened to meat over the course of about half a year, and in all versions, it gradually happens to clothing over the course of several years. --[[User:Quietust|Quietust]] 01:03, 19 May 2010 (UTC)&lt;br /&gt;
:::Did not notice a new version was released, been working on final project for school :P Happy day! --[[User:Railick|Railick]] 23:28, 19 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
&lt;br /&gt;
I don't think this belongs on a page about wear:&lt;br /&gt;
Animal-based products can rot given enough time, rendering the product unusable and generating miasma which gives your dwarves unhappy thoughts. Crops and harvested plants can wither, making them useless but generating no miasma.&lt;br /&gt;
I didn't want to delete it without asking here. Why not have a page about rot or call the page something else?--[[User:Kwieland|Kwieland]] 00:06, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Instead of having two tiny pages, having one small page containing the consolidated two similar subjects is preferable. --[[User:Naros|Naros]] 17:13, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rot ==&lt;br /&gt;
&lt;br /&gt;
Rot redirects here, should there be a mention of rotting body parts on living dwarfs? (often caused by Forgotten Beast extracts coming into contact with dwarf body parts)&lt;br /&gt;
&lt;br /&gt;
Does anyone have any information regarding it? My rotting dwarfs seem to be quite content with walking around stinking the place up with miasma, despite their health screen showing that their rotting body parts require surgery. The wounds have been cleaned, though infection is setting in on some of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attn:Admin Revision Edits==&lt;br /&gt;
Rot should redirect to miasma.  Maybe one of the admins can fix that?&lt;br /&gt;
#It makes more sense for the beginner.  When beginners are searching for rot, they most likely want to figure out miasma.&lt;br /&gt;
#Wear is an advanced concept that isn't really critical to the early game.&lt;br /&gt;
&lt;br /&gt;
This page was really confusing.  It was unclear as to what was &amp;quot;rot&amp;quot; and what was wear.  Why confuse the two?  In game the two are completely different.  I've only seen food wear as an adventurer and dealing with food in the spoiler areas (fortress mode).  Even after many years with tons of vermin, with cooked food stored out of barrels, I've yet to see food wear.  I left it in for now as it seems possible.&lt;br /&gt;
&lt;br /&gt;
The section on rot on the miasma page should be expanded to include the medical rot.  Remember, be BOLD, right?--[[User:Kwieland|Kwieland]] 03:09, 2 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wear&amp;diff=149847</id>
		<title>v0.31:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wear&amp;diff=149847"/>
		<updated>2011-06-02T02:59:25Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: See discussion page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Wear''' is the degradation of materials over time, primarily in the context of {{L|food}} and {{L|clothing}}. Wear will alter the quality of an item, denoted by the symbols x, X and XX. For example, over time a dwarf's &amp;quot;Pig tail shirt&amp;quot; will degrade into a &amp;quot;xPig tail shirtx&amp;quot; and eventually a &amp;quot;XXPig tail shirtXX&amp;quot; before disappearing entirely.&lt;br /&gt;
&lt;br /&gt;
Animal-based products can rot, which is different from wear (see  {{L|miasma}}).  Crops and harvested plants can '''wither''' if not stored in a stockpile, making them useless but generating no miasma.&lt;br /&gt;
&lt;br /&gt;
Notes on wear:&lt;br /&gt;
*Clothing over time will wear due to normal usage. &lt;br /&gt;
*Clothing and leather items are worn down very rapidly after catching on {{L|fire}}.&lt;br /&gt;
*{{L|Troll}}s can beat on doors, wearing them out until they break.&lt;br /&gt;
*Wood and cloth items in a {{L|Trade depot}}s built outside in a {{L|Glacier}} biome will degrade until purchased. This will also happen to items in a {{L|Wagon (embark)|starting wagon}} in a similar location. Walls do not halt the effect. &lt;br /&gt;
*Invaders' clothing is also subject to wear.&lt;br /&gt;
*Cages do not prevent wear.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Decay ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will pick up new clothes if it available.  However, {{bug|2481}} prevents dwarves from using their acquired clothes.&lt;br /&gt;
{{L|Vermin}} will accelerate food decay; as such, your food stocks should be kept in {{L|barrel}}s and guarded by {{L|cat}}s or {{L|trapper}}s.&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=149584</id>
		<title>v0.31 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=149584"/>
		<updated>2011-05-24T18:07:07Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Great soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bad Thoughts==&lt;br /&gt;
While soldiers do gain bad thoughts like 'enraged from long patrol duty' I'm able to de-recruit my Champions without any unhappy thoughts about it. [[User:Savanik|Savanik]] 07:11, 1 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I changed it to reflect what you and I have observed.  Does anyone know why the picture is of an &amp;quot;axelord&amp;quot; yet has the white icon?  Aren't axelords a dark blue?  Maybe a leftover from 40d?--[[User:Kwieland|Kwieland]] 18:05, 24 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Coming Soon==&lt;br /&gt;
&lt;br /&gt;
I'll (eventually, hopefully rather shortly) be giving this page a good overhaul. My goal for the page is to have a section for each weapon-type of dwarf with its pros and cons laid out as well as the benefits of mixed soldier types in a squad, then a bit on combat moods like 'martial trance' and then a bit on the appointed Champion. Just a heads up as to why there's nothing right now --[[User:Retro|Retro]] 20:15, 11 April 2010 (UTC)&lt;br /&gt;
:There we go. I verified as much as I could, but I don't know anything about the effects of material/weight/weapon quality in the new version, so someone else will have to add that. --[[User:Retro|Retro]] 18:05, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Great soldiers==&lt;br /&gt;
&lt;br /&gt;
Do dwarfs that reach &amp;quot;Great&amp;quot; status in a military offensive skill become non-civilian (as per 40d)?--[[User:Kwieland|Kwieland]] 15:59, 13 April 2010 (UTC)&lt;br /&gt;
:I recall Toady mentioning this somewhere. I think they can be deactivated again, but I'd guess there's a significant negative thought involved. They should still become Heroes though. Testing this now. --[[User:Retro|Retro]] 16:18, 13 April 2010 (UTC)&lt;br /&gt;
:Yup! They become Heroes at Great+ (though there is no announcement anymore), but can still be deactivated, even at Legendary status. There is a negative thought involve as suspected. --[[User:Retro|Retro]] 17:01, 13 April 2010 (UTC)&lt;br /&gt;
::Great.  You might mention that somewhere in the page since it isn't the same as 40d.  Two other questions.  Can only champions use mood items?  Champions are assigned as a noble position, right?--[[User:Kwieland|Kwieland]] 05:05, 14 April 2010 (UTC)&lt;br /&gt;
:::I took out that note about only champions using artifacts since I think Toady mentioned that wasn't the case anymore, but I'll put a note in as well. And yeah, champions should be assignable once you have a baron or better --[[User:Retro|Retro]] 15:23, 14 April 2010 (UTC)&lt;br /&gt;
::::What if you have a baron and can't appoint the Champion?  It should just show up on your noble screen, right?--[[User:Kwieland|Kwieland]] 18:07, 24 May 2011 (UTC)&lt;br /&gt;
:Kinda interesting note... I have a Great Swordsdwarf (my militia commander), who only did training to get that way, and she registers as a plain Swordsdwarf.  Then she decided to undergo a mood (Bowyer, made a blowgun), and now is a Swordmaster.  I do note that due to the schedule rotation, it did announce she was converting to her military job during the mood... but I'm not sure whether she's now a Hero because of the Great-level weapon skill, or the Legendary bowmaking skill. [[Special:Contributions/70.72.143.53|70.72.143.53]] 22:51, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archer vs. Bowdwarf==&lt;br /&gt;
My understanding, based on my own experience and other things in the wiki, is that Archer is not a specialized skill, but rather a multiplier for ALL ranged combat. Bowdwarf is the specialized skill for bows. And Blowgunner for blowguns. I don't want to change it myself until I get a affirmation on this, though. --[[User:Zombiejustice|Zombiejustice]] 01:17, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Once soldier, always soldier ==&lt;br /&gt;
As soon as I put a dwarf on a squad, he will never again do civilian work except hauling and the like, be he peasant, recruit, soldier or experienced worker. No alert works and removing him from  the squad makes him idle or he even keeps training. Is that normal? This also makes the change in Heroes pretty moot.. --[[User:Confused|Confused]] 23:59, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The New System ==&lt;br /&gt;
&lt;br /&gt;
I have to say that the description of the new system presents a very realistic picture of military in many ways.  [[Special:Contributions/163.251.208.2|163.251.208.2]] 02:07, 2 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=149583</id>
		<title>v0.31 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=149583"/>
		<updated>2011-05-24T18:05:05Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Bad Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bad Thoughts==&lt;br /&gt;
While soldiers do gain bad thoughts like 'enraged from long patrol duty' I'm able to de-recruit my Champions without any unhappy thoughts about it. [[User:Savanik|Savanik]] 07:11, 1 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I changed it to reflect what you and I have observed.  Does anyone know why the picture is of an &amp;quot;axelord&amp;quot; yet has the white icon?  Aren't axelords a dark blue?  Maybe a leftover from 40d?--[[User:Kwieland|Kwieland]] 18:05, 24 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Coming Soon==&lt;br /&gt;
&lt;br /&gt;
I'll (eventually, hopefully rather shortly) be giving this page a good overhaul. My goal for the page is to have a section for each weapon-type of dwarf with its pros and cons laid out as well as the benefits of mixed soldier types in a squad, then a bit on combat moods like 'martial trance' and then a bit on the appointed Champion. Just a heads up as to why there's nothing right now --[[User:Retro|Retro]] 20:15, 11 April 2010 (UTC)&lt;br /&gt;
:There we go. I verified as much as I could, but I don't know anything about the effects of material/weight/weapon quality in the new version, so someone else will have to add that. --[[User:Retro|Retro]] 18:05, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Great soldiers==&lt;br /&gt;
&lt;br /&gt;
Do dwarfs that reach &amp;quot;Great&amp;quot; status in a military offensive skill become non-civilian (as per 40d)?--[[User:Kwieland|Kwieland]] 15:59, 13 April 2010 (UTC)&lt;br /&gt;
:I recall Toady mentioning this somewhere. I think they can be deactivated again, but I'd guess there's a significant negative thought involved. They should still become Heroes though. Testing this now. --[[User:Retro|Retro]] 16:18, 13 April 2010 (UTC)&lt;br /&gt;
:Yup! They become Heroes at Great+ (though there is no announcement anymore), but can still be deactivated, even at Legendary status. There is a negative thought involve as suspected. --[[User:Retro|Retro]] 17:01, 13 April 2010 (UTC)&lt;br /&gt;
::Great.  You might mention that somewhere in the page since it isn't the same as 40d.  Two other questions.  Can only champions use mood items?  Champions are assigned as a noble position, right?--[[User:Kwieland|Kwieland]] 05:05, 14 April 2010 (UTC)&lt;br /&gt;
:::I took out that note about only champions using artifacts since I think Toady mentioned that wasn't the case anymore, but I'll put a note in as well. And yeah, champions should be assignable once you have a baron or better --[[User:Retro|Retro]] 15:23, 14 April 2010 (UTC)&lt;br /&gt;
:Kinda interesting note... I have a Great Swordsdwarf (my militia commander), who only did training to get that way, and she registers as a plain Swordsdwarf.  Then she decided to undergo a mood (Bowyer, made a blowgun), and now is a Swordmaster.  I do note that due to the schedule rotation, it did announce she was converting to her military job during the mood... but I'm not sure whether she's now a Hero because of the Great-level weapon skill, or the Legendary bowmaking skill. [[Special:Contributions/70.72.143.53|70.72.143.53]] 22:51, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archer vs. Bowdwarf==&lt;br /&gt;
My understanding, based on my own experience and other things in the wiki, is that Archer is not a specialized skill, but rather a multiplier for ALL ranged combat. Bowdwarf is the specialized skill for bows. And Blowgunner for blowguns. I don't want to change it myself until I get a affirmation on this, though. --[[User:Zombiejustice|Zombiejustice]] 01:17, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Once soldier, always soldier ==&lt;br /&gt;
As soon as I put a dwarf on a squad, he will never again do civilian work except hauling and the like, be he peasant, recruit, soldier or experienced worker. No alert works and removing him from  the squad makes him idle or he even keeps training. Is that normal? This also makes the change in Heroes pretty moot.. --[[User:Confused|Confused]] 23:59, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The New System ==&lt;br /&gt;
&lt;br /&gt;
I have to say that the description of the new system presents a very realistic picture of military in many ways.  [[Special:Contributions/163.251.208.2|163.251.208.2]] 02:07, 2 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=149582</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=149582"/>
		<updated>2011-05-24T18:03:58Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Heroes */  Clarified bad thought, simplified some things.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:37, 19 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beast|horrors}} {{l|megabeast|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
Note that soldiers will not follow any orders, alerts or schedules when they are in line of sight of an &amp;quot;enemy&amp;quot;, be it a goblin, alligator or even a hoary marmot. Instead they will chase right into the perceived opponent, no matter how badly outnumbered they are. Removing them from their squads &amp;quot;works&amp;quot;, for a certain value of &amp;quot;works&amp;quot;, but has additional downsides. (Now aren't we happy that the 40d 'don't attack dangerous animals' option is replaced with this more sophisticated system')&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}}s (they often carry more than one) they ''carry'' (not necessarily what you've assigned them) or use {{l|wrestling}} (if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. Occasionally, dwarves may become attached to and even name their weapons and shields.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. This does not necessarily mean he will ever work again; usually he will keep training in the barracks. Recruits are dwarves who have not specialized in a fighting style. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills. Not all of these skills are easily trained: some weapons, like pikes and whips, are 'foreign' and cannot be manufactured by dwarves.&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
:* {{L|Combat skill|Pikedwarf}}&lt;br /&gt;
:* {{L|Combat skill|Lasher}}&lt;br /&gt;
:* {{L|Combat skill|Knife User}}&lt;br /&gt;
:* {{L|Combat skill|Blowgunner}}&lt;br /&gt;
:* {{L|Combat skill|Bowdwarf}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important.&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
:* {{L|Archer}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldiers, specialize in the slash {{l|damage type}}, also known as the fine art of severing limbs. &lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in the blunt {{l|damage type}}, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
&lt;br /&gt;
Human Hammermen often use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed and lack of a shield. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in edged damage, and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. These dwarves are your monster killers; they specialize mainly in killing unarmored targets but are still extremely deadly against armored targets since they can puncture organs. While your other dwarves disable the enemy, the speardwarves will finish them off quickly. Definitely have a squad of them in your military. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
A Jack-of-All-Trades weapon, Swordsdwaves deal edged damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. They are useful for a general-purpose squad or a stormtrooper squad of sorts. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal edge damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze colossus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally they are used as a first line of defense; stick them in your tower behind fortifications to slow down/injure enemies coming in so that your melee dwarfs can take them out easier. Don't rely on them too much; it takes a while for them to kill their enemies unless they score a lucky hit.&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves. They will NOT train if the squad is ordered to 'train', somewhat confusingly, so a seperate squad for dwarfs with no combat skills at all is recommended until they drilled to novice in a combat skill.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 11th level)'' in any weapon, they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this if they have no civilian profession. Heroes can be kept on active duty indefinitely, since they love training and will no longer complain about long patrol duty.&lt;br /&gt;
&lt;br /&gt;
Note that non-weapon (like shield or armor) or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, through in-active training, or on the chance occasion that a civilian dwarf is forced into combat by an enemy. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 11 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblin|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order. Dwarves will train with whatever weapon they carry. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they will simply do combat demonstrations in the barracks; if you do not assign them a barracks, they will simply stand in your meeting areas with the job &amp;quot;Soldier (cannot follow orders)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alcohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to {{l|flask}}s, {{l|waterskin}}s and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapon}}s&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=149549</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=149549"/>
		<updated>2011-05-23T17:46:47Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* No Dwarves */ (doesn't make sense)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trader's won't show goods==&lt;br /&gt;
Traders from my home civ show up, and they have loads upon loads of goods, but the trade window says they have nothing. I really need the goods they have. Help?--[[User:HugoLuman|HugoLuman]] 00:38, 10 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Colors of Containers==&lt;br /&gt;
Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
:The color of a container is based on what it's made of. Anything made from [[tower cap]] will be white. Normal wood is brown. --[[User:Strangething|Strangething]] 02:29, 14 July 2010 (UTC)&lt;br /&gt;
::Note that AD was talking about the color displayed in the trading screen, not the color of the item. Any container will display according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, regardless of the contents. So your barrel was foreign (listed in white), despite the fact that the cheese was local. When you (v)iew the item, the contents are listed, colored according to their origin (regardless of the container's origin). [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:14, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Dwarves==&lt;br /&gt;
It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;br /&gt;
&lt;br /&gt;
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.Verify&lt;br /&gt;
-- This doesn't make sense either. If dwarfs are dead, who's embarking?&lt;br /&gt;
::I've never seen no-trade from the dwarves.  Also, I second the comment about embarking.  Isn't the fail condition for a world if the dwarfs don't survive?--[[User:Kwieland|Kwieland]] 17:46, 23 May 2011 (UTC)&lt;br /&gt;
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==Vermin in caravans?==&lt;br /&gt;
I wanted to release the bought warthogs out of their cages, tame bats and fluffy wamblers were in my list. I haven´t caught any vermin yet, so I put them in that cage, too.  When I looked at the (elven) caravan they &amp;quot;stole&amp;quot; the vermin from them. Anyone has seen this, too?&lt;br /&gt;
:I can confirm that elven caravans offer cages containing vermin. This vermin isn't shown in thr trade screen list, unless you view these cages separately. This vermin is ''not'' shown in your animal list of the status screen (hit {{k|z}} and then {{k|return}} to get there). It ''is'', however, shown in the list of creatures assignable to a cage. (hit {{k|q}}, select a cage, hit {{k|a}}, and there they are.) --[[User:Doub|Doub]] 17:47, 2 May 2010 (UTC)&lt;br /&gt;
::I agree.  The cages are not labeled as anything but normal cages.  However, if you view the item in the trade depot screen ({k|v} when highlighting the &amp;quot;empty&amp;quot; cage) the vermin will be shown as a content.--[[User:Kwieland|Kwieland]] 16:29, 19 May 2010 (UTC)&lt;br /&gt;
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==No Wagons with Caravans==&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
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::Yes, Wagons are out for now. This is most likely a bug as the access check screen is still in. Hm..or not? --[[User:Birthright|Birthright]] 20:00, 14 April 2010 (UTC)&lt;br /&gt;
:::They're still in the raws - see creature_equipment.txt. --[[User:Quietust|Quietust]] 21:11, 14 April 2010 (UTC)&lt;br /&gt;
::::It still checks if a wagon could make it to the dapot, but for me a caravan (Without wagons obviously) went through a two-wide tunnel[[User:GiantTiger11|GiantTiger11]] 08:01, 24 April 2010 (UTC)&lt;br /&gt;
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== Late caravan ==&lt;br /&gt;
&lt;br /&gt;
The caravan used to arrive for me at exactly mid-autumn. I got my caravan in the new version at just a few days before autumn ended.  Is this the case with everyone? [[User:Greep|Greep]] 03:56, 17 April 2010 (UTC)&lt;br /&gt;
:can confirm, caravans now always come late. --[[User:Confused|Confused]] 14:08, 17 April 2010 (UTC)&lt;br /&gt;
::maybe this is intentional as a &amp;quot;delay&amp;quot; from where they travel from? --[[User:Eroing|Eroing]] 17:41, 17 April 2010 (CET)&lt;br /&gt;
:::It's &amp;lt;s&amp;gt;my first Mid-Winter&amp;lt;/s&amp;gt; the spring of the year after embarking now and i haven't seen just a wheel. Should I begin to worry? --[[User:Gnarker|Gnarker]] 11:37, 30 May 2010 (CEST)&lt;br /&gt;
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== Merchants going underground. ==&lt;br /&gt;
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I just had a dwarven caravan leave the fortress through an underground edge of the map. Spawned from the top though.--[[User:Droid|Droid]] 04:07, 21 April 2010 (UTC)&lt;br /&gt;
: In my fortress even an elven caravan took the way through the caverns! --[[User:Doub|Doub]] 07:57, 24 April 2010 (UTC)&lt;br /&gt;
: Confirmed. Humans entered from the top, and left through the first cavern. Killed an Serpent man tribe on the way out. 05:10, 18 July 2010 (UTC)&lt;br /&gt;
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== Multiple Trade Depots ==&lt;br /&gt;
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Has there been any change for this?&lt;br /&gt;
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== Traders go insane and starve ==&lt;br /&gt;
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&amp;quot;If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.&amp;quot; &lt;br /&gt;
Is this correct? Traders can starve? Or do they only gain the ability to starve when insane?&lt;br /&gt;
:I've only had this happen once. They went crazy after a while, and then starved.  I don't know if it was exactly six months, but probably similar time scale. Experiment.  Try locking the caravan on your map.  Find out if it is really 6 months, if they go crazy, stave, and what happens!--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
: Verified (in .13.12), caravan (and their pack animals) went insane, they could not handle 1-tile wide bridges over our river. Probably expected 3-6 tiles wide bridges! Looks like they drop their items upon going insane.--[[User:TomiTapio|TomiTapio]] 23:00, 29 July 2010 (UTC)&lt;br /&gt;
: In .31.25 I've just had a merchant and his pack animal go stark raving mad without holding the merchants hostage.  I had no Trade Depot.  I usually build a depot so I'm left scratching my beard on this.  Is this new behavior? --[[User:Jwest23|Jwest23]] 18:42, 3 April 2011 (UTC)&lt;br /&gt;
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== First Caravan Brings Nothing? ==&lt;br /&gt;
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I've had this happen twice, where the dwarven caravan brings a whole lot of nothing. Is this to be expected? I generaqlly give them something nyways, in hope that the next year will be better.&lt;br /&gt;
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== No Dwarven Caravan ==&lt;br /&gt;
&lt;br /&gt;
I'm in mid-summer of my third year and the only caravans I have been getting have been elven ones once a year. I Still haven't had a dwarven caravan show up ever. In the Civ screen it says that there are no important people in the civ.&lt;br /&gt;
&lt;br /&gt;
My first year I got 7 migrants in total and haven't got any since. Does this mean my parent civ has been eradicated?&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:13, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The same thing happened to me.  My fortress is in a &amp;quot;small region&amp;quot;-sized world-- I'm beginning to wish I'd paid more attention while the world was created; maybe there just aren't any other dwarves inside it?&lt;br /&gt;
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== Caravan leaving through cave ==&lt;br /&gt;
&lt;br /&gt;
I just had a caravan leave through a cave. I had a clear path to a ground exit from my trade depot, even for wagons. This was not the case for the cave level, as it was only reachable by stairs. I don't know if this is a bug or not. Strange, anyhow. /[[User:Josj|Josj]] 06:20, 28 June 2010 (UTC)&lt;br /&gt;
:Probably not a bug, as such.  Firstly, because caravans don't currently use wagons, but only pack animals, they can path up and down stairs.  Secondly... they probably picked the shortest path to an exit, and that just happened to be the cave level.  Was the ground exit on the other side of the screen, or temporarily blocked by a drawbridge or something? --[[User:DeMatt|DeMatt]] 18:24, 28 June 2010 (UTC)&lt;br /&gt;
::The ground exit was quite close--about a screen away from the depot. It could've been temporarily blocked by a barrage of haulers or something. I don't quite remember. But it would have had to be blocked as they went down some fifty levels or so. Even if the caravan used my traffic designations (which I don't believe they do) that wouldn't have been a closer route. It makes me wonder if it's possible for the caravans to appear in the caves.  /[[User:Josj|Josj]] 19:00, 28 June 2010 (UTC)&lt;br /&gt;
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== Forbidden Depots ==&lt;br /&gt;
I used the ' d:b:f ' command to forbid all items on my depot so that they would not have to haul all the stuff back, subsequently forbidding the 3 pieces mahogany that made up the depot itself. When the human caravan showed up, the game gave me a message that said they need a depot to trade at. I used the ' t ' command to unforbid each piece, and they instantly started to move to it. This might be worth mentioning as a troubleshooter, or something, if I can get confirmation on it. --[[User:Bungler|Bungler]] 03:45, 1 July 2010 (UTC)&lt;br /&gt;
:I can confirm that behavior. I used it all the time in 40d.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)  &lt;br /&gt;
::I had traders go insane, probably because the depot was bulk-forbidden. --[[User:TomiTapio|TomiTapio]] 20:59, 5 September 2010 (UTC)&lt;br /&gt;
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== Traders taking forever to load up==&lt;br /&gt;
The other lifesaver I found on this wiki somewhere relates to when you are trading a large number of items.  I had the problem where caravans would take months and months to load up and get out.  Once this lead to two caravans being on the map at the same time, (humans and dwarfs, I think) trying to load/unload at the same time and it was a mess (FPS suffered, too)  However, there is way to prevent this.  Pause the game after you get the &amp;quot;caravan has embarked&amp;quot; message, then go do {{k|d}}-{{k|t}} to designate trees (or mining, or whatever) and then hold down the mouse button.  Watch the depot at the same time and you'll see the items dance as they get loaded up while the game is paused.  Once the depot stops blinking, they're done and you can let go of the mouse.  It took my traders 1.5 minutes real life to load up.  But, then they take off on their merry way.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
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== Accessible and Inaccessible Depots ==&lt;br /&gt;
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Im very new to the game and have been having trouble with making my depot wagon-accessible. &lt;br /&gt;
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In the wiki it says that a 3-square wide corridor is needed to fit a trade wagon through(XWX in the D overlay). My problem is that Ive made a corridor 3 squares wide to my depot, but with the D command it still says my depot is inaccessible.&lt;br /&gt;
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In the D overlay should there be 3 W makers side by side(XWWWX) for the depot to be accessible? If this is the case then the hall needs to be 5 squares wide...&lt;br /&gt;
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Whatever the fix is, its not clear/helpful on the wiki. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:173.217.232.2|173.217.232.2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:The D overlay only requires a path of Ws '''one''' tile wide, but it must be continuous and orthogonal (i.e. no diagonal-only gaps). Trace it out from the depot to find what's blocking the rest of the way (probably a boulder or a tree outside). --[[User:Quietust|Quietust]] 01:22, 9 July 2010 (UTC)&lt;br /&gt;
::You might need to smooth some boulders, cut down some trees, or add some ramps.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
== Experience ==&lt;br /&gt;
From the article: ''Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game. ''&lt;br /&gt;
This isn't true for 40d.  The experience was based solely on the number and value of the items brought by the trade caravan once a single trade was completed.  Has this changed for 31.xx?--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
:Agreed.  But the biggest thing was that it seemed like if you made that first trade for ''exactly'' 30%, your trader could get immense experience, even legendary.  But it didn't seem to work when I tried it in .12 of late. [[User:Dorf and Dumb|Dorf and Dumb]] 05:25, 26 August 2010 (UTC)&lt;br /&gt;
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My experience, when I've checked through dwarf therapist, is that a dwarf will get points in appraisal once, and only once, some time (within seconds) after the completion of the first trade with a particular caravan.  Tested using dwarfs with 0 experience in appraisal, haven't tested if changing dwarfs at the trade depot will allow you to train more than one dwarf per caravan, will do so later today, if future caravans remain free of goblins/magma/other fun.--[[User:MadGreyOne|MadGreyOne]] 17:25, 1 December 2010 (UTC) Or they gain their experience on the first time looking at the goods, as I now remember it saying, somewhere...  only one dwarf per caravan though =( And no experience gains shown at all for trading of items, so unless someone has seen clear evidence of multiple trades boosting experience gains we should probably remove that line.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
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== Random breaking of &amp;quot;Trader Requested at Depot&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I have the Broker's labors all turned off barring cleaning and the default health care entries. When a caravan arrives, he'll happily ignore my initial switching of the Depot status requesting his presence and continue to haul items to the depot (despite having all hauling labors off). I have to toggle it back to not requested and then back to requested and he's fine, he'll sit and trade...for a while. Then if he goes to get a drink, eat, or sleep, his action when he gets up will be to haul items again. Anyone else having this issue? [[User:Chronin|Chronin]] 18:46, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Never have &amp;quot;only broker&amp;quot; set.  It slows things down, and the benefit is, you don't get more than one dorf trained with appraiser skill (which means if the broker dies, you don't even see a price on anything).  And the other benefit is, you can drive a harder bargain with the traders and therefore not get as much stuff brought in next time.  What's the point? [[User:Dorf and Dumb|Dorf and Dumb]] 05:27, 26 August 2010 (UTC)&lt;br /&gt;
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:almost all dwarves &amp;quot;bring items to depot&amp;quot;, I guess it's part of the non-toggleable jobs. --[[User:TomiTapio|TomiTapio]] 21:03, 5 September 2010 (UTC)&lt;br /&gt;
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: Even after turning off all other jobs, including hauling, I still get this problem. Even after confining him to a burrow consisting of nothing but the Depot, he'll still try to run off. The best solution is to request him as soon as the caravan is on the map, and it'll slide to the top of his job queue before it's gone. If you make a trade, he may run off again, so you might want to wait until everything you're trading away is there. [[User:Uzu Bash|Uzu Bash]] 14:10, 20 October 2010 (UTC)&lt;br /&gt;
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:I'm not certain(otherwise known as WAG time), but it seems like the trade at depot job doesn't become a priority until everything marked pending for trade has been hauled to the depot.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
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== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
It's fairly well known that caravans will bring lots of wooden logs if you don't have any in your fortress (including machine parts) or if you've forbidden all of them (something I've personally used numerous times - in my latest fort in 0.31.12, I managed to get elven and human caravans to bring over 200 logs each). It might be worth testing to see if caravans bring &amp;quot;emergency supplies&amp;quot; of things other than wooden logs - when I cooked all of my meat into prepared meals, the next human caravan decided to bring over 200 stacks of meat and prepared organs (it was enough to instantly overfill both of my 11x11 meat stockpiles, since my barrels were all full of booze). --[[User:Quietust|Quietust]] 18:37, 13 September 2010 (UTC)&lt;br /&gt;
:I believe I've got reasonable evidence that meat '''is''' considered an emergency good - when the human caravan arrived, the first horse was loaded up with wood logs and plants (which I had requested from the modded-in guild representative) and tons of meat (which I did '''not''' request), and the second horse was loaded up with a bunch more meat finally followed by several bins of cloth and leather, and the 3rd horse was carrying the rest of the leather; the rest of the caravan also held some stacks of random types of meat. Normally, binned goods are loaded at maximum priority, but liaison requests and emergency supplies both seem to override that. --[[User:Quietust|Quietust]] 04:24, 27 October 2010 (UTC)&lt;br /&gt;
::A quick test suggests that there are quite a few other emergency supplies - when I forbade '''everything''' in my fortress just before the Elven caravan arrived, the first horse was carrying nothing but plants, and the 2nd horse was carrying 50 bins of cloth plus lots of wooden logs, the 3rd horse was carrying the rest of the logs and the mostly normal trade goods, and the 4th horse had the usual assortment. Repeating with everything unforbidden resulted in a much more &amp;quot;normal&amp;quot; caravan - 5 horses carrying 12 ropes, 9 instruments, 12 toys, 10 pets (7 large creatures, 3 vermin), 11 cages, 21 booze barrels, 18 empty barrels, 8 buckets, 7 weapons, 12 body armor, 8 pairs of footwear, 13 shields, 8 headgear, 12 pairs of handwear, 11 seed bags, 10 mill bags (all dye), 12 sand bags, 13 empty bags, 14 bins of cloth (all of which were on the first horse), 8 crafts, 13 stacks of arrows, 24 stacks of plants, 11 threads, 10 legwear, 11 splints, and 6 crutches. --[[User:Quietust|Quietust]] 03:40, 6 November 2010 (UTC)&lt;br /&gt;
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== recent trading changes? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen changes to the way traders trade? Looks to me like in .31.16 (as compared to .12) the acceptable markup is much higher (45% compared to as little as 10-15%), and appraisal and other broker experience seems to be deferred now (appraisal skill not rising with each trade anymore, it rises sometime after the caravan leaves)[[Special:Contributions/202.156.10.234|202.156.10.234]] 01:04, 16 October 2010 (UTC)&lt;br /&gt;
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== King offering ==&lt;br /&gt;
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It looks like an offering of 5k is required to promote the city from barony. I sure would like to verify, but goblin seiges have pre-empted the liaison visits since becoming a barony. [[User:Uzu Bash|Uzu Bash]] 13:29, 20 October 2010 (UTC)&lt;br /&gt;
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== No Elven Cloth? ==&lt;br /&gt;
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Something very interesting has happened in my current fortress - last Autumn, I captured a giant cave spider and started a silk farm, and so far I've woven over 200 pieces of cloth (and have plenty of thread ready to weave), and the Elven caravan just arrived in the Spring with '''zero bins of cloth''' (and about 11 of everything else they usually bring). Maybe they were only bringing cloth in the first place because I wasn't producing any of my own? Maybe they brought it as emergency supplies? More testing is definitely in order. --[[User:Quietust|Quietust]] 03:16, 10 November 2010 (UTC)&lt;br /&gt;
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:Just not an Elven Caravan without the useless bits of string, eh?&lt;br /&gt;
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== Tunnel paths? ==&lt;br /&gt;
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There's a few spots on this page and others where it mentions caravans coming from the edge of the map, and some people mentioning underground tunnels, but the game wont let me mine at the edge of the map, am I misinterpreting things or is that info out of date?--[[User:Twilightdusk|Twilightdusk]] 03:04, 24 November 2010 (UTC)&lt;br /&gt;
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:You can't mine the edge of the map, but you ''can'' dig a tunnel all the way up to 1 square away, ending in a ramp to the surface. I think that's what the &amp;quot;Caravan Delay&amp;quot; section is suggesting. Also, above-ground walls and drawbridges cannot be built within 5 squares of the edge, but ''below'' ground ones can. Finally, if you've opened the caverns, it's reported (though I haven't seen it) that caravans can enter or exit there, so you may (or may not, I haven't tested this) be able to build a reasonably safe exit down there - i.e. you could wall up a path all the way to the edge - unless of course that Forgotten Beast happens to enter just where and when the caravan is exiting... [[Special:Contributions/202.156.10.234|202.156.10.234]] 08:16, 27 November 2010 (UTC)&lt;br /&gt;
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==Doors and traders==&lt;br /&gt;
I had my depot safely locked behind a set of doors, mainly to keep my stupid cats from wandering outside and getting mauled by the wild life. This was fine for the first two caravans (dwarf and elf, respectively), but the third one (a human one), while able to arrive just fine, was not able to leave until I removed the doors. Is this just a quirk? --[[User:Shatari|Shatari]] 04:41, 27 January 2011 (UTC)&lt;br /&gt;
:After playing around a bit, I think the problem was simply a matter of the humans taking forever to leave after their 'departing' message had popped up. I've not run into this problem since. --[[User:Shatari|Shatari]] 02:59, 15 February 2011 (UTC)&lt;br /&gt;
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== Traders forgot stuff ==&lt;br /&gt;
&lt;br /&gt;
They left their stuff behind. Quite a lot of it. I consider it a windfall, considering we had nothing left to eat or trade on the first caravan, so intent were we on our build.&lt;br /&gt;
&lt;br /&gt;
== Traders won't accept 1:1 trade? ==&lt;br /&gt;
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I just tried to trade with a dwarven caravan, and it wouldn't accept it. &amp;quot;With your trade goods such as they are, I cannot fathom you ending up with these items.&amp;quot; The trade was 1:1; no profit or loss for either side.&lt;br /&gt;
They wouldn't trade for a -1 loss either, saying they wouldn't trade for a loss.&lt;br /&gt;
.....Why? --[[User:Ruan942|Ruan942]] 12:20, 13 February 2011 (UTC)&lt;br /&gt;
:To my knowledge, traders prefer to make a profit, especially if your broker is lacking in social skills. --[[User:Shatari|Shatari]] 03:01, 15 February 2011 (UTC)&lt;br /&gt;
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== Childish Games? ==&lt;br /&gt;
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Hey, I've just recently started playing Dwarf Fortress. I've traded with caravans before, but on a new fortress the traders instantly said &amp;quot;Enough of your childish games.&amp;quot; and set off, even though they had about a 100 DB profit. Help?&lt;br /&gt;
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--100DB out of what, though?  Out of 100DB, fine. Out of 2000DB?  Only once you've traded a while with them.  Give them lots of profit (200%) for the first few trades.  Even if they are smaller amounts. Once you notice they're willing to trade, you can reduce the percentage of profit.  Also, note that the caravan trader will get more and more upset for each unacceptable trade.  I make (or goblins give me) so much cra..er junk in my fort that I'm usually trading 200,000DB for 5000DB back.  Later in the game, you don't really need much from the traders. I use them to remove stuff I don't want anymore, like *Large Rope Reed Trousers*.--[[User:Kwieland|Kwieland]] 17:13, 8 April 2011 (UTC)&lt;br /&gt;
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==Dwarven Caravan Every Other Year==&lt;br /&gt;
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As the title says. It seems that they only come once every two years. Has anyone else seen this?--[[User:Mirthmanor|Mirthmanor]] 03:32, 5 April 2011 (UTC)&lt;br /&gt;
:Only when I'm under siege. Traders won't some if a siege comes when they would have. [[User:GhostDwemer|GhostDwemer]] 14:59, 5 April 2011 (UTC)&lt;br /&gt;
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== Wild Animal Trading ==&lt;br /&gt;
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I can verify that benign wild animals are also released when trying to trad, not just aggressive animals. I tried to sell some traders some wild unicorns, and the dwarfs set them free. &lt;br /&gt;
But question, will Seizing an item warrant a siege, even if you already traded them lots of stuff and give them a huge profit? I'm trying to get rid of caravans as soon as I've traded everything I've wanted without making them too angry.--[[Special:Contributions/69.135.213.251|69.135.213.251]]&lt;br /&gt;
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I've wondered the same thing.  Find out for us! My guess is seizing things will not result in a siege as long as the caravan turns a profit.--[[User:Kwieland|Kwieland]] 17:08, 8 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mist&amp;diff=149389</id>
		<title>v0.31:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mist&amp;diff=149389"/>
		<updated>2011-05-19T22:34:20Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Generating Mist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
Mist is created by {{l|water}} falling from one {{l|Z-level}} to another. The mist is generated on levels below the top level (from which the water drops), but spreads out similar to miasma and therefore can appear even on the top level.  Walking through mist generates a happy {{l|thought}} for a dwarf.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Generating Mist==&lt;br /&gt;
AncientEnemy [http://www.bay12games.com/forum/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that {{l|screw pump|screw pumps}} pump {{l|water}} faster than water spreads out.&lt;br /&gt;
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Simply put, screw pumps are daisy chained (output to input) in a circle and then water is added to the system.  Water is typically added by designating one of the inputs to the pump a {{l|Pond|Pond}} and having dwarves fill it up. Once water is dropped from the floor above it is immediately sucked up by the next pump. Since there is falling water, mist is generated. Ahh, lovely waterfalls!&lt;br /&gt;
&lt;br /&gt;
 Pump Floor (z=1)&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒.÷÷.▒&lt;br /&gt;
 ▒÷  ÷▒ The water can go clockwise or counter clockwise.&lt;br /&gt;
 ▒÷  ÷▒ Make sure your pumps are correctly aligned.&lt;br /&gt;
 ▒.÷÷.▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
An example of a simple mist generator.  The Z=0 level can be anything, a booze stockpile, barracks or even your {{L|Dwarven_atom_smasher|atom smasher}}.&lt;br /&gt;
&lt;br /&gt;
*Evaporation is nonexistent as long as the pumps are working and the water is moving even above ground.{{Verify}}&lt;br /&gt;
*This system is generally only capable of maintaining a single 7/7 square of water, due to the way water descends z-levels. Any additional water put into the system will quickly overflow into the pump chamber (z=1).&lt;br /&gt;
*Job cancellation spam is possible if the water is filled to greater than 4/7 and a dwarf walks were the water falls.&lt;br /&gt;
*Mud will form where ever the water falls. Subterranean {{L|tree}}s can sprout up and clog the system. Solutions to this problem include: {{l|road|paved roads}}, constructed floors or {{L|fortification}}s, or to simply channel out the space once the mist generator is running.&lt;br /&gt;
*The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there.  Because the water never touches the floor there, you don't have to worry about muddy tiles&lt;br /&gt;
*An automated mist generator might significantly lower your FPS.{{Verify}}&lt;br /&gt;
A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation.&lt;br /&gt;
For {{l|fun}}, this same configuration can be used with {{l|magma}} [http://mkv25.net/dfma/movie-1303-crispyorc] as long as magma safe {{L|Screw pump|screwpump}}s are used.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=149345</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=149345"/>
		<updated>2011-05-18T03:03:46Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Long Patrol duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is Experience?==&lt;br /&gt;
(I'm brand new so let me know if I'm doing something wrong here)&lt;br /&gt;
It would be nice if this page had info more on what xp is instead of just details on it. Maybe, how xp is earned, how you know you have earned it, where you can view how much xp a dwarf has earned, ect...  [[User:Zerocyde|Zerocyde]] 08:37, 21 August 2010&lt;br /&gt;
&lt;br /&gt;
==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
:Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze &amp;lt;s&amp;gt;titan&amp;lt;/s&amp;gt;colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. &amp;lt;s&amp;gt;I try to redo that (deleted the save) and make PICS!&amp;lt;/s&amp;gt; Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.&lt;br /&gt;
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist.  I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so).  So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:53, 23 April 2010 (UTC)&lt;br /&gt;
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)&lt;br /&gt;
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)&lt;br /&gt;
::::I second this, tho for a different reason - I've had my broker switch to &amp;quot;administrator&amp;quot; type from &amp;quot;miner&amp;quot; (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to &amp;quot;miner&amp;quot; type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)&lt;br /&gt;
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.&lt;br /&gt;
::::::Why do we still have the verifies? It's in the memory, so I guess we can at least say the skills are 'assumed' to have an effect instead? Also, skills go up to skill 255, after that it either overflows to dabbling (skill 0) or there is code to prevent that (which the disassembler does not show, leading me to believe it does infact overflow). The adventure mode statistics are, memory-wise, correct, but the thing that needs to be verified is wheather those higher skills have '''any''' use. Looking at my craftdwarf's workshops, it seems that the 40d Leg+x skill bonuses still apply, but that may be statistical error. --[[User:Dree12|Dree12]] 21:25, 4 September 2010 (UTC)&lt;br /&gt;
:::::I have several Legendary+5 Dwarves according to Dwarf Therapist, they have yet to produce a single object of less than exceptional quality. So I consider the existance of these skill level pretty much proven. &lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Atrophy of skills==&lt;br /&gt;
I started a game with a proficient farmer but never planted anything.  I can verify that after 5 game years, my proficient farmer &amp;quot;rusted&amp;quot; to be skilled.  So, I assume he lost experience like Toady noted would be included in this release.   I don't know when exactly it happened, but on those scales it doesn't really bear mentioning.  If you had a legendary it would never really come into play.  I don't know if it even bears mentioning on the page.  Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Experience, fey moods  and masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hi, I don't have an account here yet so I guess I'm just anonymous, but I noticed that when a dwarf suddenly does a masterpiece their experience level jumps realllly high. I had a Competent Trapper do some Engraving, but then she turned out a series of masterpieces and she became Legendary. She still consistently makes masterpiece engravings; she can even fill an entire announcement page of masterpieces in minutes. &lt;br /&gt;
&lt;br /&gt;
Another dwarf of mine, a Competent Gem Setter, was hit by a fey mood and constructed an artifact amulet. He became Legendary after that. Couldn't sell the artifact. Wish I could, though; it's worth 72000 DB. --Unnoskol--&lt;br /&gt;
:Masterpieces don't boost experience - it's just that Engraving trains up more quickly at higher skill levels, and high skill levels result in more frequent Masterwork products. As for strange moods, a successful mood (provided it wasn't a Possession) grants 20,000 experience points, which is enough to boost to Legendary+1. --[[User:Quietust|Quietust]] 15:26, 4 September 2010 (UTC)&lt;br /&gt;
:Well, I also have a Carpenter who reached High Master from Adequate after a string of masterpiece beds. And I also have a Competent Leatherworker who shot up to High Master after a few masterpiece bags. I'm serious; please verify. [[User:Unnoskol|Unnoskol]] 15:53, 4 September 2010 (UTC)&lt;br /&gt;
::I put a debugger trap on experience gain and ran a new fort for 5 seasons.{{Version|0.31.12}}&amp;amp;nbsp; I filtered out all gains of 30 points, gains of 10 points associated with mining and engraving, gains of 1 point associated with masonry, and all military and social skills.&amp;lt;br/&amp;gt;The trap caught gains of n*500 to random skills when migrants, merchants, and liaisons were generated, and one gain of 20,000 to carpentry when a strange mood succeeded.  No bonuses for creating or engraving a masterwork were detected.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:47, 5 September 2010 (UTC)&lt;br /&gt;
:::As someone unfamiliar with the mechanics behind the system, these numbers mean little to me. Can you explain your conclusions based on this data? --[[User:Romeofalling|Romeofalling]] 19:54, 29 September 2010 (UTC)&lt;br /&gt;
::::Basically I'm saying that I saw no bonuses related to masterworks.&lt;br /&gt;
::::* Nearly every task completed earns 30 exp.  Catching a fish, failing to catch a fish, crafting a mug, distilling some booze, felling a tree, everything.&lt;br /&gt;
::::* Mining and smoothing/engraving earn 10 exp per tile.&lt;br /&gt;
::::* Large buildings (those which require architecture) earn many 1 point gains during their construction &amp;amp;mdash; I think this is because their construction can be interrupted and resumed by a different dwarf.&lt;br /&gt;
::::* A successful non-possession strange mood results in a 20,000 exp gain to one skill.&lt;br /&gt;
::::* Those, and unit creation, were the only exp gains I saw.&lt;br /&gt;
::::This does not completely refute the possibility of exp bonuses for masterworks, but any hypothetical bonus would need to be the same 30 points as the normal gain, just applied multiple times.  Which seems a very odd way to code it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:36, 29 September 2010 (UTC)&lt;br /&gt;
==Long Patrol duty==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;† Once soldiers reach this level in a weapon skill, they will become a hero and no longer complain about long patrol duty. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
I agree with the first part.  The second part seems strange to me.  Have you verified this is the case?  Make a squad of one with a demand for 10 and have a full train schedule?--[[User:Kwieland|Kwieland]] 16:56, 11 May 2011 (UTC)&lt;br /&gt;
:I've got a bunch of elite soldiers in my current fortress and none of them are unhappy about long patrol duty. 40d (and 23a) was the same way. --[[User:Quietust|Quietust]] 18:16, 11 May 2011 (UTC)&lt;br /&gt;
::I wanted to see if I could schedule uninterrupted training and mitigate the effects of complaints about long patrol duty, or if I had to include breaks in the schedule. I checked the forums and found [http://www.bay12forums.com/smf/index.php?topic=73043.msg1802550#msg1802550 this], coincidentally written by Quietust, which indicated that not only was a solid training schedule possible, but that at elite level, bad patrol duty thoughts would go away. I also found [http://www.bay12forums.com/smf/index.php?topic=82684.msg2201676#msg2201676 this], which tied the cessation of long duty complaints to reaching Great skill level. The section in the wiki that I linked to regarding heroes also mentioned the effects of reaching Great skill level, but didn't explicitly state that it removed bad thoughts about patrol duty. (Hm, I should add this information to that page.) So, I put 2 soldiers in a squad, set to minimum 2, and had them train constantly, to the point where one of them got depressed from long patrol duty. When he reached Great level, though, his mood improved and &amp;quot;long patrol duty&amp;quot; no longer showed up in his thoughts. I don't know how long the gap was between him attaining Great level and me checking his thoughts, since I doubt it simply disappearred, but he had enough time to admire new things for it to not appear in his recent thoughts. --[[User:Cali|Cali]] 22:56, 11 May 2011 (UTC)&lt;br /&gt;
:::I tried to reproduce the &amp;quot;long patrol duty&amp;quot; and couldn't!  I embarked with 5 axe dwarves and had a squad (5/5 ax) set to train year round.  They never got the &amp;quot;long patrol duty&amp;quot; thought!  What specifically do you have to do to get that bad thought?--[[User:Kwieland|Kwieland]] 21:03, 13 May 2011 (UTC)&lt;br /&gt;
::::Using a new fortress, I once again had 2 soldiers, minimum 2 active, training full-time starting in late spring. I checked their thoughts at the beginning of each month and they began grumbling about long patrol duty in early autumn, four months after training started. They achieved Great skill in mid-autumn, and no longer had long patrol complaints in their recent thoughts by early winter. My soldiers were engaged in regular training with no actual battles during this time; did you use a danger room and/or send your soldiers out to kill wildlife or defend against snatchers? If so, they may have just skilled up faster than mine and reached Great in less than four months, which would mean that they didn't have time to get grumpy about long patrol duty. --[[User:Cali|Cali]] 14:41, 17 May 2011 (UTC)&lt;br /&gt;
:::::my ax dwarves trained continuously and I did try the danger room.  Boy, danger rooms are really effective!  The dwarf went from proficient to great in no time at all! Due to the &amp;quot;loosing all labors&amp;quot; bug, I want to avoid having &amp;quot;great&amp;quot; military.  Can I design a schedule to avoid the &amp;quot;long patrol duty&amp;quot; bad thought, or do I need to manually move them from active/training to inactive?  Lets say I have &amp;lt;great ax dwarves who have been training for three months.  If they go off duty a month, when they go back on duty will they get the &amp;quot;long patrol duty&amp;quot; bad thought after a months time?--[[User:Kwieland|Kwieland]] 20:18, 17 May 2011 (UTC)&lt;br /&gt;
::::::Your main goal seems to be having a military below Great skill level so that they can retain their civilian labors without getting bad thoughts from long patrol. Does that mean you plan to retire your veterans before they become elite and continually train up new troops? I tend not to put anyone in the military whose civilian skills I want to keep in order to avoid this issue. Anyway, I haven't done much experimenting with active vs. inactive schedules; with a fully active schedule, my soldiers were free of long patrol complaints for three months, but the bottom of the {{L|Thought#Unhappy Thoughts|unhappy thoughts list}} says that complaints about long patrol duty happen after only one month. My suggestion, then, is to form three squads and set the first to be inactive every other month, the second to be inactive after every two months, and the third to be inactive after three months and see which one can go the longest without patrol bad thoughts. Once you figure out the sweet spot for your dwarves, you should be able to set a final schedule for the squads without needing to manually switch them back and forth. If they go off duty before generating a long patrol bad thought, I think they are fine when they return to duty without any accumulated ill will, but I haven't tested this. If you already have Great skill level dwarves, though, be aware that {{L|Soldier#Heroes|heroes}} apparently get a very bad thought from being removed from duty.--[[User:Cali|Cali]] 02:08, 18 May 2011 (UTC)&lt;br /&gt;
:::::::You are correct, I prefer to have a national guard style army.  Typically I have them train as marksdwarves on their own time (if they have good ethics).  Then, once they are decent at that I'll move them into another area.  If you move them around between weapons, they can be legendary at shield/armor before ever hitting great at a weapon skill. I didn't realize that hammerdwarves are seriously unbalanced, though.  Have you noticed that?  I do have several heros (on accident) this time, though.  My heros go off duty all the time, and I haven't noticed any bad thoughts. Maybe because they are legendary in their civilian jobs? I'll set up the schedules like you suggested and see what the sweat spot is.--[[User:Kwieland|Kwieland]] 03:03, 18 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=149333</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=149333"/>
		<updated>2011-05-17T20:18:14Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Long Patrol duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is Experience?==&lt;br /&gt;
(I'm brand new so let me know if I'm doing something wrong here)&lt;br /&gt;
It would be nice if this page had info more on what xp is instead of just details on it. Maybe, how xp is earned, how you know you have earned it, where you can view how much xp a dwarf has earned, ect...  [[User:Zerocyde|Zerocyde]] 08:37, 21 August 2010&lt;br /&gt;
&lt;br /&gt;
==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
:Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze &amp;lt;s&amp;gt;titan&amp;lt;/s&amp;gt;colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. &amp;lt;s&amp;gt;I try to redo that (deleted the save) and make PICS!&amp;lt;/s&amp;gt; Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.&lt;br /&gt;
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist.  I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so).  So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:53, 23 April 2010 (UTC)&lt;br /&gt;
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)&lt;br /&gt;
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)&lt;br /&gt;
::::I second this, tho for a different reason - I've had my broker switch to &amp;quot;administrator&amp;quot; type from &amp;quot;miner&amp;quot; (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to &amp;quot;miner&amp;quot; type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)&lt;br /&gt;
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.&lt;br /&gt;
::::::Why do we still have the verifies? It's in the memory, so I guess we can at least say the skills are 'assumed' to have an effect instead? Also, skills go up to skill 255, after that it either overflows to dabbling (skill 0) or there is code to prevent that (which the disassembler does not show, leading me to believe it does infact overflow). The adventure mode statistics are, memory-wise, correct, but the thing that needs to be verified is wheather those higher skills have '''any''' use. Looking at my craftdwarf's workshops, it seems that the 40d Leg+x skill bonuses still apply, but that may be statistical error. --[[User:Dree12|Dree12]] 21:25, 4 September 2010 (UTC)&lt;br /&gt;
:::::I have several Legendary+5 Dwarves according to Dwarf Therapist, they have yet to produce a single object of less than exceptional quality. So I consider the existance of these skill level pretty much proven. &lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Atrophy of skills==&lt;br /&gt;
I started a game with a proficient farmer but never planted anything.  I can verify that after 5 game years, my proficient farmer &amp;quot;rusted&amp;quot; to be skilled.  So, I assume he lost experience like Toady noted would be included in this release.   I don't know when exactly it happened, but on those scales it doesn't really bear mentioning.  If you had a legendary it would never really come into play.  I don't know if it even bears mentioning on the page.  Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Experience, fey moods  and masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hi, I don't have an account here yet so I guess I'm just anonymous, but I noticed that when a dwarf suddenly does a masterpiece their experience level jumps realllly high. I had a Competent Trapper do some Engraving, but then she turned out a series of masterpieces and she became Legendary. She still consistently makes masterpiece engravings; she can even fill an entire announcement page of masterpieces in minutes. &lt;br /&gt;
&lt;br /&gt;
Another dwarf of mine, a Competent Gem Setter, was hit by a fey mood and constructed an artifact amulet. He became Legendary after that. Couldn't sell the artifact. Wish I could, though; it's worth 72000 DB. --Unnoskol--&lt;br /&gt;
:Masterpieces don't boost experience - it's just that Engraving trains up more quickly at higher skill levels, and high skill levels result in more frequent Masterwork products. As for strange moods, a successful mood (provided it wasn't a Possession) grants 20,000 experience points, which is enough to boost to Legendary+1. --[[User:Quietust|Quietust]] 15:26, 4 September 2010 (UTC)&lt;br /&gt;
:Well, I also have a Carpenter who reached High Master from Adequate after a string of masterpiece beds. And I also have a Competent Leatherworker who shot up to High Master after a few masterpiece bags. I'm serious; please verify. [[User:Unnoskol|Unnoskol]] 15:53, 4 September 2010 (UTC)&lt;br /&gt;
::I put a debugger trap on experience gain and ran a new fort for 5 seasons.{{Version|0.31.12}}&amp;amp;nbsp; I filtered out all gains of 30 points, gains of 10 points associated with mining and engraving, gains of 1 point associated with masonry, and all military and social skills.&amp;lt;br/&amp;gt;The trap caught gains of n*500 to random skills when migrants, merchants, and liaisons were generated, and one gain of 20,000 to carpentry when a strange mood succeeded.  No bonuses for creating or engraving a masterwork were detected.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:47, 5 September 2010 (UTC)&lt;br /&gt;
:::As someone unfamiliar with the mechanics behind the system, these numbers mean little to me. Can you explain your conclusions based on this data? --[[User:Romeofalling|Romeofalling]] 19:54, 29 September 2010 (UTC)&lt;br /&gt;
::::Basically I'm saying that I saw no bonuses related to masterworks.&lt;br /&gt;
::::* Nearly every task completed earns 30 exp.  Catching a fish, failing to catch a fish, crafting a mug, distilling some booze, felling a tree, everything.&lt;br /&gt;
::::* Mining and smoothing/engraving earn 10 exp per tile.&lt;br /&gt;
::::* Large buildings (those which require architecture) earn many 1 point gains during their construction &amp;amp;mdash; I think this is because their construction can be interrupted and resumed by a different dwarf.&lt;br /&gt;
::::* A successful non-possession strange mood results in a 20,000 exp gain to one skill.&lt;br /&gt;
::::* Those, and unit creation, were the only exp gains I saw.&lt;br /&gt;
::::This does not completely refute the possibility of exp bonuses for masterworks, but any hypothetical bonus would need to be the same 30 points as the normal gain, just applied multiple times.  Which seems a very odd way to code it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:36, 29 September 2010 (UTC)&lt;br /&gt;
==Long Patrol duty==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;† Once soldiers reach this level in a weapon skill, they will become a hero and no longer complain about long patrol duty. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
I agree with the first part.  The second part seems strange to me.  Have you verified this is the case?  Make a squad of one with a demand for 10 and have a full train schedule?--[[User:Kwieland|Kwieland]] 16:56, 11 May 2011 (UTC)&lt;br /&gt;
:I've got a bunch of elite soldiers in my current fortress and none of them are unhappy about long patrol duty. 40d (and 23a) was the same way. --[[User:Quietust|Quietust]] 18:16, 11 May 2011 (UTC)&lt;br /&gt;
::I wanted to see if I could schedule uninterrupted training and mitigate the effects of complaints about long patrol duty, or if I had to include breaks in the schedule. I checked the forums and found [http://www.bay12forums.com/smf/index.php?topic=73043.msg1802550#msg1802550 this], coincidentally written by Quietust, which indicated that not only was a solid training schedule possible, but that at elite level, bad patrol duty thoughts would go away. I also found [http://www.bay12forums.com/smf/index.php?topic=82684.msg2201676#msg2201676 this], which tied the cessation of long duty complaints to reaching Great skill level. The section in the wiki that I linked to regarding heroes also mentioned the effects of reaching Great skill level, but didn't explicitly state that it removed bad thoughts about patrol duty. (Hm, I should add this information to that page.) So, I put 2 soldiers in a squad, set to minimum 2, and had them train constantly, to the point where one of them got depressed from long patrol duty. When he reached Great level, though, his mood improved and &amp;quot;long patrol duty&amp;quot; no longer showed up in his thoughts. I don't know how long the gap was between him attaining Great level and me checking his thoughts, since I doubt it simply disappearred, but he had enough time to admire new things for it to not appear in his recent thoughts. --[[User:Cali|Cali]] 22:56, 11 May 2011 (UTC)&lt;br /&gt;
:::I tried to reproduce the &amp;quot;long patrol duty&amp;quot; and couldn't!  I embarked with 5 axe dwarves and had a squad (5/5 ax) set to train year round.  They never got the &amp;quot;long patrol duty&amp;quot; thought!  What specifically do you have to do to get that bad thought?--[[User:Kwieland|Kwieland]] 21:03, 13 May 2011 (UTC)&lt;br /&gt;
::::Using a new fortress, I once again had 2 soldiers, minimum 2 active, training full-time starting in late spring. I checked their thoughts at the beginning of each month and they began grumbling about long patrol duty in early autumn, four months after training started. They achieved Great skill in mid-autumn, and no longer had long patrol complaints in their recent thoughts by early winter. My soldiers were engaged in regular training with no actual battles during this time; did you use a danger room and/or send your soldiers out to kill wildlife or defend against snatchers? If so, they may have just skilled up faster than mine and reached Great in less than four months, which would mean that they didn't have time to get grumpy about long patrol duty. --[[User:Cali|Cali]] 14:41, 17 May 2011 (UTC)&lt;br /&gt;
:::::my ax dwarves trained continuously and I did try the danger room.  Boy, danger rooms are really effective!  The dwarf went from proficient to great in no time at all! Due to the &amp;quot;loosing all labors&amp;quot; bug, I want to avoid having &amp;quot;great&amp;quot; military.  Can I design a schedule to avoid the &amp;quot;long patrol duty&amp;quot; bad thought, or do I need to manually move them from active/training to inactive?  Lets say I have &amp;lt;great ax dwarves who have been training for three months.  If they go off duty a month, when they go back on duty will they get the &amp;quot;long patrol duty&amp;quot; bad thought after a months time?--[[User:Kwieland|Kwieland]] 20:18, 17 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_F.A.Q.&amp;diff=149332</id>
		<title>v0.31 Talk:Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_F.A.Q.&amp;diff=149332"/>
		<updated>2011-05-17T20:11:11Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Getting dwarfs to leave the army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe a requirement of the Arsenal Dwarf is to have a Sheriff, and give said sheriff their required rooms / furniture.&lt;br /&gt;
: I don't think this is so, because I didn't get around to that until long after one appeared (.06) [[User:Dorf and Dumb|Dorf and Dumb]] 16:19, 25 June 2010 (UTC)&lt;br /&gt;
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== I can't get my dwarves to STOP killing things! ==&lt;br /&gt;
This section is incomplete. A thief may escape the attack by leaving the map. If a squad was told to go {{K|k}}kill a target, then the squad that is in persuit continues to have &amp;quot;Kill So-and-So&amp;quot; as their order long after the target is gone. The question &amp;quot;How do I get my squad to STOP killing things&amp;quot; should also be answered for the case where the squad is trying to kill something that is no longer on the map. Which I don't know the answer to, which is why I looked it up on this page. [[User:AngleWyrm|- AngleWyrm]] 23:00, 9 May 2010 (UTC)&lt;br /&gt;
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:Just cancel the Kill Order - they will stop pursuing that which they cannot catch and go back to normal --[[Special:Contributions/75.21.147.226|75.21.147.226]] 22:26, 3 June 2010 (UTC)&lt;br /&gt;
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::Another thing I found in .06 were dorfs standing around the bloody tile where the carcass had been hauled away from.  I think &amp;quot;kill&amp;quot; orders ''always'' have to be cancelled manually, at least as of that version. [[User:Dorf and Dumb|Dorf and Dumb]] 16:19, 25 June 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
==Marksdwarfs Information==&lt;br /&gt;
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Marksdwarfs do not seem to practice when in a squad created under the Captain of the Guard.  This may be why some people are having trouble getting it to work.  Try creating a new squad with a normal commander.&lt;br /&gt;
&lt;br /&gt;
:Having any dwarf train is a waste of effort.  Wrestlers will go up to elite after a few punches back and forth with a flesh ball or something.  Marksdorfs will only rise once they get put across the moat from a herd of camels or something.  Don't even build targets or barracks or the like; they just give your dorfs opportunities to starve, dehydrate, or get generally bugged. [[User:Dorf and Dumb|Dorf and Dumb]] 05:31, 26 August 2010 (UTC)&lt;br /&gt;
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:I wouldn't say this in that way. A [[Danger room]] allowed me to make dwarves legendary shield and armor and at least accomplished weapon users within 3 ingame months.&lt;br /&gt;
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==Getting dwarfs to leave the army==&lt;br /&gt;
&lt;br /&gt;
How do you get dwarfs to leave the army? They seem to be stuck doing individual combat drill, even after being removed from the squad in the military menu.&lt;br /&gt;
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*I would also like to know why this is -Banana 08:47, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
** Deconstruct your barrackses, then they will stop training.&lt;br /&gt;
** Or remove them from their military position ([M]ilitary [p]osition, find their squad, then hit enter when their name is highlighted)--[[User:Kwieland|Kwieland]] 20:11, 17 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unhappy thoughts. ==&lt;br /&gt;
&lt;br /&gt;
My dwarves get unhappy thoughts from being on long patrol duty and the draft but if I let them off they complain about being relived of duty. How can I make a schedule where they aren't constantly complaining and throwing tantrums? One month on/one month off doesn't seem to help, nor does keeping them active and changing the duty itself once a month. I only have 7 dwarves out of 10 in any squad active at any given time. [[User:Lando242|Lando242]] 17:55, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Use the scheduling screen to reduce the number of minimum soldiers for training from 10 to 2 or 3.&lt;br /&gt;
* or give them fancy rooms to live in and masterful things to eat. That will balance out the angry thoughts from long patrols.&lt;br /&gt;
* Make sure they have a military profession as well as a civilian profession. Then they will not get the &amp;quot;draft&amp;quot; bad thought.--[[User:Kwieland|Kwieland]] 20:33, 9 May 2011 (UTC)&lt;br /&gt;
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== my squad is killing itself! ==&lt;br /&gt;
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I don't know what's up with these dwarfs, I ordered them to kill a Rhinoceros (it was attacking my fisher).&amp;lt;br /&amp;gt;&lt;br /&gt;
They ran up and beat it to death with crossbow (they ran out of bolts I guess).&amp;lt;br /&amp;gt;&lt;br /&gt;
but after they killed it, they all piled up on top of it, and one of them suffocated!&amp;lt;br /&amp;gt;&lt;br /&gt;
What's worse, is after I told them to move to a location a few squares away (in case the other rhinos started bothering the clean up crew.)one of them, quote &amp;quot;has died after colliding with an obstacle&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't have the slightest clue how that happened, or what he ran into, or how. it's like he ran full tilt, head first into a tree. o.O&lt;br /&gt;
&lt;br /&gt;
:First, you can sign your messages by using four tildes in a row. Messages display in the order they are generated, with a pause between messages to let you rad them. Your dwarfs were killed by the rhino. More than likely, the first dwarf was gored in the lung, and couldn't breath, while the second dwarf was rammed and tossed against a tree. You just didn't see the message until after it happened. In order to generate a clue, read the reports. They will give you a detailed blow by blow. Finally, your marksdwarves will only fire from a distance, in close combat they must resort to using their crossbows as hammers. You let the rhino get too close to them. [[User:GhostDwemer|GhostDwemer]] 19:52, 6 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=149185</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=149185"/>
		<updated>2011-05-13T21:03:14Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Long Patrol duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is Experience?==&lt;br /&gt;
(I'm brand new so let me know if I'm doing something wrong here)&lt;br /&gt;
It would be nice if this page had info more on what xp is instead of just details on it. Maybe, how xp is earned, how you know you have earned it, where you can view how much xp a dwarf has earned, ect...  [[User:Zerocyde|Zerocyde]] 08:37, 21 August 2010&lt;br /&gt;
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==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
:Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze &amp;lt;s&amp;gt;titan&amp;lt;/s&amp;gt;colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. &amp;lt;s&amp;gt;I try to redo that (deleted the save) and make PICS!&amp;lt;/s&amp;gt; Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.&lt;br /&gt;
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist.  I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so).  So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:53, 23 April 2010 (UTC)&lt;br /&gt;
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)&lt;br /&gt;
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)&lt;br /&gt;
::::I second this, tho for a different reason - I've had my broker switch to &amp;quot;administrator&amp;quot; type from &amp;quot;miner&amp;quot; (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to &amp;quot;miner&amp;quot; type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)&lt;br /&gt;
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.&lt;br /&gt;
::::::Why do we still have the verifies? It's in the memory, so I guess we can at least say the skills are 'assumed' to have an effect instead? Also, skills go up to skill 255, after that it either overflows to dabbling (skill 0) or there is code to prevent that (which the disassembler does not show, leading me to believe it does infact overflow). The adventure mode statistics are, memory-wise, correct, but the thing that needs to be verified is wheather those higher skills have '''any''' use. Looking at my craftdwarf's workshops, it seems that the 40d Leg+x skill bonuses still apply, but that may be statistical error. --[[User:Dree12|Dree12]] 21:25, 4 September 2010 (UTC)&lt;br /&gt;
:::::I have several Legendary+5 Dwarves according to Dwarf Therapist, they have yet to produce a single object of less than exceptional quality. So I consider the existance of these skill level pretty much proven. &lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;br /&gt;
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==Atrophy of skills==&lt;br /&gt;
I started a game with a proficient farmer but never planted anything.  I can verify that after 5 game years, my proficient farmer &amp;quot;rusted&amp;quot; to be skilled.  So, I assume he lost experience like Toady noted would be included in this release.   I don't know when exactly it happened, but on those scales it doesn't really bear mentioning.  If you had a legendary it would never really come into play.  I don't know if it even bears mentioning on the page.  Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)&lt;br /&gt;
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I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)&lt;br /&gt;
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== Experience, fey moods  and masterwork ==&lt;br /&gt;
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Hi, I don't have an account here yet so I guess I'm just anonymous, but I noticed that when a dwarf suddenly does a masterpiece their experience level jumps realllly high. I had a Competent Trapper do some Engraving, but then she turned out a series of masterpieces and she became Legendary. She still consistently makes masterpiece engravings; she can even fill an entire announcement page of masterpieces in minutes. &lt;br /&gt;
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Another dwarf of mine, a Competent Gem Setter, was hit by a fey mood and constructed an artifact amulet. He became Legendary after that. Couldn't sell the artifact. Wish I could, though; it's worth 72000 DB. --Unnoskol--&lt;br /&gt;
:Masterpieces don't boost experience - it's just that Engraving trains up more quickly at higher skill levels, and high skill levels result in more frequent Masterwork products. As for strange moods, a successful mood (provided it wasn't a Possession) grants 20,000 experience points, which is enough to boost to Legendary+1. --[[User:Quietust|Quietust]] 15:26, 4 September 2010 (UTC)&lt;br /&gt;
:Well, I also have a Carpenter who reached High Master from Adequate after a string of masterpiece beds. And I also have a Competent Leatherworker who shot up to High Master after a few masterpiece bags. I'm serious; please verify. [[User:Unnoskol|Unnoskol]] 15:53, 4 September 2010 (UTC)&lt;br /&gt;
::I put a debugger trap on experience gain and ran a new fort for 5 seasons.{{Version|0.31.12}}&amp;amp;nbsp; I filtered out all gains of 30 points, gains of 10 points associated with mining and engraving, gains of 1 point associated with masonry, and all military and social skills.&amp;lt;br/&amp;gt;The trap caught gains of n*500 to random skills when migrants, merchants, and liaisons were generated, and one gain of 20,000 to carpentry when a strange mood succeeded.  No bonuses for creating or engraving a masterwork were detected.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:47, 5 September 2010 (UTC)&lt;br /&gt;
:::As someone unfamiliar with the mechanics behind the system, these numbers mean little to me. Can you explain your conclusions based on this data? --[[User:Romeofalling|Romeofalling]] 19:54, 29 September 2010 (UTC)&lt;br /&gt;
::::Basically I'm saying that I saw no bonuses related to masterworks.&lt;br /&gt;
::::* Nearly every task completed earns 30 exp.  Catching a fish, failing to catch a fish, crafting a mug, distilling some booze, felling a tree, everything.&lt;br /&gt;
::::* Mining and smoothing/engraving earn 10 exp per tile.&lt;br /&gt;
::::* Large buildings (those which require architecture) earn many 1 point gains during their construction &amp;amp;mdash; I think this is because their construction can be interrupted and resumed by a different dwarf.&lt;br /&gt;
::::* A successful non-possession strange mood results in a 20,000 exp gain to one skill.&lt;br /&gt;
::::* Those, and unit creation, were the only exp gains I saw.&lt;br /&gt;
::::This does not completely refute the possibility of exp bonuses for masterworks, but any hypothetical bonus would need to be the same 30 points as the normal gain, just applied multiple times.  Which seems a very odd way to code it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:36, 29 September 2010 (UTC)&lt;br /&gt;
==Long Patrol duty==&lt;br /&gt;
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&amp;quot;† Once soldiers reach this level in a weapon skill, they will become a hero and no longer complain about long patrol duty. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
I agree with the first part.  The second part seems strange to me.  Have you verified this is the case?  Make a squad of one with a demand for 10 and have a full train schedule?--[[User:Kwieland|Kwieland]] 16:56, 11 May 2011 (UTC)&lt;br /&gt;
:I've got a bunch of elite soldiers in my current fortress and none of them are unhappy about long patrol duty. 40d (and 23a) was the same way. --[[User:Quietust|Quietust]] 18:16, 11 May 2011 (UTC)&lt;br /&gt;
::I wanted to see if I could schedule uninterrupted training and mitigate the effects of complaints about long patrol duty, or if I had to include breaks in the schedule. I checked the forums and found [http://www.bay12forums.com/smf/index.php?topic=73043.msg1802550#msg1802550 this], coincidentally written by Quietust, which indicated that not only was a solid training schedule possible, but that at elite level, bad patrol duty thoughts would go away. I also found [http://www.bay12forums.com/smf/index.php?topic=82684.msg2201676#msg2201676 this], which tied the cessation of long duty complaints to reaching Great skill level. The section in the wiki that I linked to regarding heroes also mentioned the effects of reaching Great skill level, but didn't explicitly state that it removed bad thoughts about patrol duty. (Hm, I should add this information to that page.) So, I put 2 soldiers in a squad, set to minimum 2, and had them train constantly, to the point where one of them got depressed from long patrol duty. When he reached Great level, though, his mood improved and &amp;quot;long patrol duty&amp;quot; no longer showed up in his thoughts. I don't know how long the gap was between him attaining Great level and me checking his thoughts, since I doubt it simply disappearred, but he had enough time to admire new things for it to not appear in his recent thoughts. --[[User:Cali|Cali]] 22:56, 11 May 2011 (UTC)&lt;br /&gt;
:::I tried to reproduce the &amp;quot;long patrol duty&amp;quot; and couldn't!  I embarked with 5 axe dwarves and had a squad (5/5 ax) set to train year round.  They never got the &amp;quot;long patrol duty&amp;quot; thought!  What specifically do you have to do to get that bad thought?--[[User:Kwieland|Kwieland]] 21:03, 13 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=149054</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=149054"/>
		<updated>2011-05-11T17:54:06Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: explained the removal of optimal squad size.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
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:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
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:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
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::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
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:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
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::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
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::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
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:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
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::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;br /&gt;
:::::I've just figured out that along with the 'C' and 'H' at the upper left corner of the screen, there is also an 'S' that pertains to sparring announcements (an 'S' I've never seen, mind you), so traditional sparring must, clearly, still be around -- I apologize. However I've, again, yet to see it. --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:10, 30 April 2010 (UTC)&lt;br /&gt;
::::::Don't worry if your dwarves are just standing around attending &amp;quot;Demonstrations&amp;quot; or &amp;quot;Individual Combat Drills&amp;quot;.  They still gain military skill.  In my current fortress, I put a few of my useless dwarves into the military, including one who already had good fighting skills, before I had forged any weapons.  By the time I supplied them with battleaxes, the one had taught the others to become competent dodgers.  Once I gave them all weapons, they just stood around doing individual drills, but they still gained skill (only novice so far).--[[User:Aegeus|Aegeus]] 01:26, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My dwarves pick their weapons and armor as soon as I order them, too bad that they do &amp;quot;sparring&amp;quot; instead of &amp;quot;demonstrations&amp;quot; or &amp;quot;combat drills&amp;quot;. Lethal sparring. Sparring with exceptional iron short swords is deadlier than a GCS attack, even with full iron gear.&lt;br /&gt;
&lt;br /&gt;
::For me (in 31.11), my dwarfs &amp;quot;lightly tap&amp;quot; eachother with their weapon while sparring. Even with copper battle axe. No Dwarf was hurt until now.&lt;br /&gt;
::: ''The expedition leader hacks the recruit in the upper body with her (copper battle axe) lightly tapping the target.''  --[[Special:Contributions/94.217.127.39|94.217.127.39]] 09:33, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been wanting to add a little blurb in the training section about training with hammers--there's no training hammer you can build, but you can assign wooden crossbows to hammerdwarves and, without bolts, they'll train hammer, and won't bludgeon each other to death.  I've never actually contributed to a wiki before, and don't want to commit a faux pas by improper editing...&lt;br /&gt;
::I say go for it. If there is an error in your change someone else can just pitch in and correct it.&lt;br /&gt;
&lt;br /&gt;
=== version 31.12 ===&lt;br /&gt;
&lt;br /&gt;
I would really appreciate a keystroke-by-keystroke explanation of how to set up a training schedule. I'm trying to decipher it on my own right now, and will post when I get a chance, but in the meantime....if you know, please share? [[User:Romeofalling|Romeofalling]] 22:18, 15 August 2010 (UTC)&lt;br /&gt;
:I added in some more specific directions in the introduction as well as cleaned up the language a bit. I also added the bit about the danger room. Try my directions and see if you get better results. I have consistently been able to get my squads to train using the past two versions by following those instructions. If they still won't train I will write out a more detailed synopsis.[[User:Furlion|Furlion]] 07:09, 16 August 2010 (UTC)&lt;br /&gt;
::Thanks! That was very clear and concise. Would it be possible for you to make similar clarifications about how to integrate Scheduling into these sorts of training routines? In my specific case now that I've managed to train successfully, I'm trying to figure out how to set up 3 two-dwarf squads of melee combatants so that at any given month, one is training, one is on patrol, and the third is working their civilian jobs. [[User:Romeofalling|Romeofalling]] 21:49, 16 August 2010 (UTC)&lt;br /&gt;
:::Check my user talk page today or tomorrow. I am going to write up a little tutorial similar to the one found [http://df.magmawiki.com/index.php/DF2010:Military_interface here]. See if that link gets you anymore help then check my page. Glad my write up helped you get started training!--[[User:Furlion|Furlion]] 07:03, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Injuries? ==&lt;br /&gt;
&lt;br /&gt;
Have there actually been any reported sparring injuries in 0.31.12?  A single one?  Anywhere?  I suspect the part of the page that discusses injuries may be out of date, but I don't want to change it prematurely. --[[User:Greycat|Greycat]] 16:33, 28 August 2010 (UTC)&lt;br /&gt;
:Actually now that you mention it, I was letting my squad train with real weapons and no one has suffered an injury yet. Or at least, I have yet to notice one. I would say that carefully monitoring a full squad of 10 for a whole year of training and seeing if anyone has been injured would be long enough to be considered verified. --[[User:Furlion|Furlion]] 16:18, 29 August 2010 (UTC)&lt;br /&gt;
::They are only &amp;quot;lightly tapping&amp;quot; each other with exceptional steel spears and masterwork steel battleaxes now. And doing actual sparring is slow but way faster than &amp;quot;individual combat drill&amp;quot;.--[[User:Another|Another]] 14:02, 19 September 2010 (UTC)&lt;br /&gt;
::: Oh yeah, I have seen the same, just that my dorfs are training with adamantine axes. At first I was like &amp;quot;SHIT&amp;quot; when my dorfs spar, cause I don't have a armorer yet, but they only tap each other, noone got any injurys yet.--[[User:Niggy|Niggy]] 11:39, 9 October 2010 (UTC)&lt;br /&gt;
:::: As the consensus seems to be that dorfs no longer hurt each other, I'm changing the page. [[User:Calite|Calite]] 14:04, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Danger Room==&lt;br /&gt;
There is currently a {{l|Danger_room|Danger Room}} article so I am going to remove the text and instead put a link the See Also links. --[[User:Furlion|Furlion]] 05:33, 23 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 31.17 training oddity ==&lt;br /&gt;
&lt;br /&gt;
I do not know, if this is the best place but I noticed this little thing: if you schedule you dwarves to train and order says &amp;quot;minimum 1 dwarf&amp;quot; there will never be ''more than one'' dwarf training at a time. When I changed order to &amp;quot;minimum 3 dwarf&amp;quot; two more dwarves rushed in almost immediately. I will look on Mantis for this.--[[User:SanDiego|SanDiego]] 15:44, 23 November 2010 (UTC)&lt;br /&gt;
:That is correct. Also, if you put in 10 minimum, and you only have eight, ''they won't train at all.'' So it is a minimum, and a maximum. Although, if you train less than you have (which you should, so they get breaks) the other may engage in individual combat drills when they are not active.&lt;br /&gt;
::And so, in other words, the &amp;quot;minimum&amp;quot; setting of dwarves to train is actually the exact number (?)&lt;br /&gt;
&lt;br /&gt;
== Three-way sparring match ==&lt;br /&gt;
I'm currently observing a three-way sparring match taking place in my fortress (df 31.18).  Never knew this was possible before; don't know if it needs to be worked into the article or what.  (It does seem like it would impact the &amp;quot;optimum squad size&amp;quot;.) &amp;amp;mdash;[[User:Chaos|Chaos]] 18:17, 24 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
One of the dwarfs left the match without terminating it for the other two, incidentally. &amp;amp;mdash;[[User:Chaos|Chaos]] 18:21, 24 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that this happened in my fort as well. [[User:Qwertyu|Qwertyu]] 13:36, 10 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves Training With Other Squads ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that dwarves that share a barracks for training will train with dwarves from other squads. My Captain of the Guard, who is in a one-dwarf squad, will 'organize combat training' with the other dwarves in the barracks.&lt;br /&gt;
&lt;br /&gt;
==Size of squad==&lt;br /&gt;
I have a squad of 5 and all 5 are sparing. Removed the error from the page.--[[User:Kwieland|Kwieland]] 17:54, 11 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=149053</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=149053"/>
		<updated>2011-05-11T17:52:54Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Optimal squad size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}} &amp;lt;br&amp;gt; {{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
'''Sparring''' is a form of non-lethal melee {{l|combat}}, led by the {{l|Militia captain}} in charge of the respective {{l|squad}}, to train {{L|soldier}}s in their {{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at a {{L|barracks}}; on-duty soldiers will engage in training activities such as sparing and  {{l|observer|watching}} combat demonstrations while off duty soldiers will primarily conduct {{l|combat drills|individual training drills}}. Training is a safe way to get experienced soldiers.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The weapon you wish for a squad to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.  When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Your soldiers will put on their uniforms and grab their weapons once they are assigned equipment in a squad (and don't have any other civilian jobs). &lt;br /&gt;
&lt;br /&gt;
==Organized squad training==&lt;br /&gt;
You cannot directly assign a soldier to spar. Instead, you need to {{l|schedule}} his or her squad to train.  This is accomplished by opening the {{k|m}}{{l|military interface|ilitary screen}}. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery the {{l|bed}}, {{l|weapon rack}}, and/or {{l|armor stand}} to designate a barracks. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Alert/Training alert level (or a more complicated schedule using the advanced calendar system) will predominantly train in their training barracks and occasionally engage in their civilian lives. A squad with active orders delivered through the squad menu will first carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
#Defined a squad with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a {{L|barracks}} and have the squad set to train there&lt;br /&gt;
#Have an active training order for the squad&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Your soldiers will continue to do jobs outside the military if they don't have a place to spar or an active schedule. {{L|Personality_trait|Motivated}} dwarves will also conduct individual training.  This happens if:&lt;br /&gt;
* the dwarf squad has no scheduled orders&lt;br /&gt;
* the squad has a designated barracks to train at&lt;br /&gt;
* the dwarf doesn't have a job&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Unlike previous versions (0.31.11 and earlier), dwarves are very unlikely to hurt each other while sparring, even when equipped with otherwise lethal weapons.&lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert requires a full 10 member squad. This can be changed from the {{L|Scheduling}} menu. If you have a dwarf die, remember that another member must be appointed or the minimum number required to train lowered to accommodate the new squad count. &lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad thoughts from going on duty. Soldiers will get a bad thought if they don't have any civilian experience.  Having the wrong number assigned to train in a squad can also generate bad {{L|Thought|thoughts}}.&lt;br /&gt;
&lt;br /&gt;
=== Training on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to let them fight stripped prisoners while heavily armored and carrying training weapons themselves. &lt;br /&gt;
&lt;br /&gt;
See {{L|Cage#Remotely_Opening_Cages|Remotely Opening Cages}} for more information.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Archery}}&lt;br /&gt;
&lt;br /&gt;
{{L|Military}}&lt;br /&gt;
&lt;br /&gt;
{{L|Danger_room|Danger Room}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=149052</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=149052"/>
		<updated>2011-05-11T16:56:16Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: Complain about long patrol duty?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is Experience?==&lt;br /&gt;
(I'm brand new so let me know if I'm doing something wrong here)&lt;br /&gt;
It would be nice if this page had info more on what xp is instead of just details on it. Maybe, how xp is earned, how you know you have earned it, where you can view how much xp a dwarf has earned, ect...  [[User:Zerocyde|Zerocyde]] 08:37, 21 August 2010&lt;br /&gt;
&lt;br /&gt;
==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
:Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze &amp;lt;s&amp;gt;titan&amp;lt;/s&amp;gt;colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. &amp;lt;s&amp;gt;I try to redo that (deleted the save) and make PICS!&amp;lt;/s&amp;gt; Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.&lt;br /&gt;
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist.  I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so).  So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:53, 23 April 2010 (UTC)&lt;br /&gt;
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)&lt;br /&gt;
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)&lt;br /&gt;
::::I second this, tho for a different reason - I've had my broker switch to &amp;quot;administrator&amp;quot; type from &amp;quot;miner&amp;quot; (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to &amp;quot;miner&amp;quot; type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)&lt;br /&gt;
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.&lt;br /&gt;
::::::Why do we still have the verifies? It's in the memory, so I guess we can at least say the skills are 'assumed' to have an effect instead? Also, skills go up to skill 255, after that it either overflows to dabbling (skill 0) or there is code to prevent that (which the disassembler does not show, leading me to believe it does infact overflow). The adventure mode statistics are, memory-wise, correct, but the thing that needs to be verified is wheather those higher skills have '''any''' use. Looking at my craftdwarf's workshops, it seems that the 40d Leg+x skill bonuses still apply, but that may be statistical error. --[[User:Dree12|Dree12]] 21:25, 4 September 2010 (UTC)&lt;br /&gt;
:::::I have several Legendary+5 Dwarves according to Dwarf Therapist, they have yet to produce a single object of less than exceptional quality. So I consider the existance of these skill level pretty much proven. &lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Atrophy of skills==&lt;br /&gt;
I started a game with a proficient farmer but never planted anything.  I can verify that after 5 game years, my proficient farmer &amp;quot;rusted&amp;quot; to be skilled.  So, I assume he lost experience like Toady noted would be included in this release.   I don't know when exactly it happened, but on those scales it doesn't really bear mentioning.  If you had a legendary it would never really come into play.  I don't know if it even bears mentioning on the page.  Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Experience, fey moods  and masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hi, I don't have an account here yet so I guess I'm just anonymous, but I noticed that when a dwarf suddenly does a masterpiece their experience level jumps realllly high. I had a Competent Trapper do some Engraving, but then she turned out a series of masterpieces and she became Legendary. She still consistently makes masterpiece engravings; she can even fill an entire announcement page of masterpieces in minutes. &lt;br /&gt;
&lt;br /&gt;
Another dwarf of mine, a Competent Gem Setter, was hit by a fey mood and constructed an artifact amulet. He became Legendary after that. Couldn't sell the artifact. Wish I could, though; it's worth 72000 DB. --Unnoskol--&lt;br /&gt;
:Masterpieces don't boost experience - it's just that Engraving trains up more quickly at higher skill levels, and high skill levels result in more frequent Masterwork products. As for strange moods, a successful mood (provided it wasn't a Possession) grants 20,000 experience points, which is enough to boost to Legendary+1. --[[User:Quietust|Quietust]] 15:26, 4 September 2010 (UTC)&lt;br /&gt;
:Well, I also have a Carpenter who reached High Master from Adequate after a string of masterpiece beds. And I also have a Competent Leatherworker who shot up to High Master after a few masterpiece bags. I'm serious; please verify. [[User:Unnoskol|Unnoskol]] 15:53, 4 September 2010 (UTC)&lt;br /&gt;
::I put a debugger trap on experience gain and ran a new fort for 5 seasons.{{Version|0.31.12}}&amp;amp;nbsp; I filtered out all gains of 30 points, gains of 10 points associated with mining and engraving, gains of 1 point associated with masonry, and all military and social skills.&amp;lt;br/&amp;gt;The trap caught gains of n*500 to random skills when migrants, merchants, and liaisons were generated, and one gain of 20,000 to carpentry when a strange mood succeeded.  No bonuses for creating or engraving a masterwork were detected.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:47, 5 September 2010 (UTC)&lt;br /&gt;
:::As someone unfamiliar with the mechanics behind the system, these numbers mean little to me. Can you explain your conclusions based on this data? --[[User:Romeofalling|Romeofalling]] 19:54, 29 September 2010 (UTC)&lt;br /&gt;
::::Basically I'm saying that I saw no bonuses related to masterworks.&lt;br /&gt;
::::* Nearly every task completed earns 30 exp.  Catching a fish, failing to catch a fish, crafting a mug, distilling some booze, felling a tree, everything.&lt;br /&gt;
::::* Mining and smoothing/engraving earn 10 exp per tile.&lt;br /&gt;
::::* Large buildings (those which require architecture) earn many 1 point gains during their construction &amp;amp;mdash; I think this is because their construction can be interrupted and resumed by a different dwarf.&lt;br /&gt;
::::* A successful non-possession strange mood results in a 20,000 exp gain to one skill.&lt;br /&gt;
::::* Those, and unit creation, were the only exp gains I saw.&lt;br /&gt;
::::This does not completely refute the possibility of exp bonuses for masterworks, but any hypothetical bonus would need to be the same 30 points as the normal gain, just applied multiple times.  Which seems a very odd way to code it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:36, 29 September 2010 (UTC)&lt;br /&gt;
==Long Patrol duty==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;† Once soldiers reach this level in a weapon skill, they will become a hero and no longer complain about long patrol duty. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
I agree with the first part.  The second part seems strange to me.  Have you verified this is the case?  Make a squad of one with a demand for 10 and have a full train schedule?--[[User:Kwieland|Kwieland]] 16:56, 11 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Leather&amp;diff=149038</id>
		<title>v0.31 Talk:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Leather&amp;diff=149038"/>
		<updated>2011-05-11T04:41:03Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: FB leather is worthless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leather Properties==&lt;br /&gt;
Had an argument with someone, but just to confirm - all leather, no matter the source, has the same protective value when made into armor, right? Dragon leather armor is worth more, but isn't actually more durable or provide more protection than kitten leather? I mean, I know the quality level adds to the Armor User skill or whatnot. (Note to self: investigate mode where dragon leather armor provides fire immunity.) [[User:Ancient History|Ancient History]] 15:39, 4 June 2010 (UTC)&lt;br /&gt;
:Leather and chitin are separate materials and actually have different properties, so leather armor does '''not''' have the same properties as chitin armor. However, it does appear that all types of leather are equivalent to one another, as the creatures themselves don't appear to alter the properties of their corresponding leather materials - cat leather armor would provide the same protection as elephant leather armor. --[[User:Quietust|Quietust]] 16:00, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Chitin==&lt;br /&gt;
Has anyone been able to use chitin to make leather products besides armor? Chitin crafts, chitin bags? [[User:Ancient History|Ancient History]] 03:31, 14 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FB leather==&lt;br /&gt;
&lt;br /&gt;
I was disappointed to see that the forgotten beast leather was only worth 5.  5?  Come on!  It should be at least as valuable as that of a dragon! I assume the meat and other biproducts are also worthless?--[[User:Kwieland|Kwieland]] 04:41, 11 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=148998</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=148998"/>
		<updated>2011-05-10T13:15:41Z</updated>

		<summary type="html">&lt;p&gt;Kwieland: /* Determining if a snow/blood covered trap is loaded */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
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I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
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Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
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:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
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::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
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== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
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Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
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Someone posted this under spike traps:&lt;br /&gt;
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`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
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From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
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:(I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.)  &lt;br /&gt;
:Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. Even without the combat log, it should be easy to identify the stab wound from the bludgeoning falling wounds. EDIT: Located the quote. &amp;quot;falling damage and corpse impalement for unretracted spike buildings&amp;quot; from the devlog, 10/16/2007--[[User:Greiger|Greiger]]&lt;br /&gt;
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::No worries, good bit of sleuthing there.  I haven't played with the spikes much, but it makes sense.--[[User:Kwieland|Kwieland]] 11:56, 18 June 2010 (UTC)&lt;br /&gt;
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== Stonefall ==&lt;br /&gt;
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It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
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:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
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::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
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== Weapon ==&lt;br /&gt;
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Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
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Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
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== Cage Traps? ==&lt;br /&gt;
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are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
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Cage traps can be used to catch dwarves in a berserk rage. This can be useful when your Strange Moods are requiring items you do not have. Rather than have a violent murder occur, or having to starve him to death in the workshop. You are now free to be creative with how he meets his end (releasing amongst the elves is recommended). [[Special:Contributions/74.192.98.80|74.192.98.80]] 17:15, 27 October 2010 (UTC)&lt;br /&gt;
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Added a section to cage traps concerning webbed traps.  A cage trap with a GCS web on it will capture titans, FBs and clowns.  Tested on titans/fbs in 31.18.  Clown info is lore from forums but logical since all 3 of these types are trapavoid, nostun.  -Celem 29 Nov 2010&lt;br /&gt;
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:I cant find a relation between the materials and the traps. Are there any?&lt;br /&gt;
::Material of a cage has no effect other than on its weight/value when used in traps.  When used as a prison I believe only metal works.  -Celem 2010-12-27&lt;br /&gt;
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How would i go about getting GCS webs on a cage trap? To my best knowledge they can't be physically placed there, so would i have to, somehow, get one to spit a web directly onto where i want the trap placed? - Manic Dementia 18 January 2011&lt;br /&gt;
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==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;br /&gt;
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:Taming seems to be working fine.  If you fix the appointment method for DM his functions all work fine too. (31.18) -Celem 2010.12.27&lt;br /&gt;
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== Caging normally uncagable creatures? ==&lt;br /&gt;
I was able to cage a gremlin, but only after it was injured. Before that it just walked over my traps. Not sure if it was because it was injured, or because it was knocked on to the floor, or stunned... can other normally uncagable creatures be caught the same way? Someone confirm.&lt;br /&gt;
Edit: looked around in the wiki a bit more. Turns out gremlins (as well as kobalds) can avoid traps, but will not always. It would be nice to have a list of creatures who can avoid traps. Can't find one. Also forgot to sign last time. --[[User:Peglegpenguin|Peglegpenguin]] 23:06, 12 August 2010 (UTC)&lt;br /&gt;
:All creatures will trigger traps if they fall unconscious on top of them, including those with TRAPAVOID. This was rather famously used back in 40d to trap frog demons and tentacle demons, but '''not''' spirits of fire (due to them being un-knockout-able). All titans, forgotten beasts, and demons in version 0.31 have TRAPAVOID and are, like the spirit of fire of 40d and earlier, similarly immune to being knocked unconscious and are thus impossible to trap. --[[User:Quietust|Quietust]] 00:37, 13 August 2010 (UTC)&lt;br /&gt;
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The above no longer appears true....see note a few lines up under cage trap main entry.  re: web on cage will trap anything including fbs and titans.  i expect demons too - Celem 29 Nov 2010&lt;br /&gt;
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== Note for deconstruction ==&lt;br /&gt;
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Can we put a note about deconstruction of a weapon trap noting if you get the weapons back or not? I checked the wiki to learn this and there isn't that piece of information. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes.  You do.  Just like every other building or construction - you use parts to build it, you get the parts back when you un-build it.  But if it's destroyed by an enemy rather than deconstructed by a dwarf, the parts get damaged. --[[User:DeMatt|DeMatt]] 22:34, 9 November 2010 (UTC)&lt;br /&gt;
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Added in intro. -Celem 2010-12-27&lt;br /&gt;
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== Determining if a snow/blood covered trap is loaded ==&lt;br /&gt;
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Is there any way to determine if a cage trap is loaded if it is covered with snow or blood (and therefore looks the same whether loaded or not?)--[[User:Peglegpenguin|Peglegpenguin]] 03:01, 9 November 2010 (UTC)&lt;br /&gt;
: Press {{k|t}} (Check Building I{{k|t}}ems) and cursor over the trap.  A ''built'' cage trap will list the mechanism used to build it, with a {{Tile|[B]|7:0:1}} beside the name.  A ''loaded'' cage trap will additionally list the cage used to load it, with a {{Tile|[B]|1:0:1}} there too. --[[User:DeMatt|DeMatt]] 21:12, 9 November 2010 (UTC)&lt;br /&gt;
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::Added an intro note on this, thanks DeMatt. -Celem 2010-12-27&lt;br /&gt;
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::: this is especially annoying when you have vomit covered loaded traps. they look exactly like non-loaded ones, then once you check you find that its just vomit.&lt;br /&gt;
:::Or if you have glass cages and you want to determine if they are forbidden or not!--[[User:Kwieland|Kwieland]] 13:15, 10 May 2011 (UTC)&lt;br /&gt;
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== Mechanism Quality ==&lt;br /&gt;
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Does the mechanism quality have any effect other than how long it takes to construct the trap?  Does it effect reload time or damage/attack power, etc? [[User:Rembrandtq|Rembrandtq]] 22:56, 22 December 2010 (UTC)&lt;br /&gt;
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Mechanism quality is the most important factor in determining if a weapon trap succeeds in striking a target, it basically represents weapon skill.  added a note on this, but dont know if quality affects stone-fall traps, need some !!science!!  -Celem 2010-12-27&lt;br /&gt;
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== Stonefall crashing ==&lt;br /&gt;
Has anyone else experienced crashing with stonefall traps? I am using version 0.31.17. My current game is heavily modded, but I haven't touched stones or the latest creature to spring the trap (mountain goat), so that should not have any effect. --[[User:Axussriddare|Axussriddare]] 16:36, 2 January 2011 (UTC)&lt;br /&gt;
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==Stonefall Data==&lt;br /&gt;
is there data about the type of damage (blunt/edge), contact area and penetration capacity of stonefall traps like there's for the other weapons???--[[User:Kaos|Kaos]] 02:45, 1 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kwieland</name></author>
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