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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thief&amp;diff=137273</id>
		<title>v0.31:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thief&amp;diff=137273"/>
		<updated>2011-03-01T23:17:54Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:32, 26 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
In Fortress mode, a '''thief''' is a disgusting dishonorable creature that can skulk around the map unseen until detected. When a thief is detected, the game pauses with an  identifying {{L|announcement}} and moves the game view to include the threat (This can be modifed in init/announcements.txt). &lt;br /&gt;
&lt;br /&gt;
''(A full {{L|military}} response is both complex and slow.  If you are new to version 0.31, and simply want to send your nearest dwarves after a thief, see {{L|Attack}}.)&lt;br /&gt;
&lt;br /&gt;
There are two types of intelligent thieves: '''{{L|kobold}} pilferers''' and '''[[goblin]] baby-snatchers''':&lt;br /&gt;
&lt;br /&gt;
:'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your {{L|trap}}s, only triggering them if they are injured during their escape attempt and happen to fall unconscious. They are detected when they move adjacent to a {{L|dwarf}}, guard {{L|dog}} or other tame {{L|animal}}. Armed with only a large dagger, they often offer little threat to anyone - an untrained dwarf or dog should be able to take them down, but extreme bad luck is always a possibility in any {{L|combat}} situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too. (aka completely random)  &lt;br /&gt;
&lt;br /&gt;
:The announcement for a kobold thief is...&lt;br /&gt;
::{{Gametext|Thief!  Protect the hoard from skulking filth!|4:1}}&lt;br /&gt;
:...and the game will zoom to a section of your fortress with a small grey &amp;quot;'''k'''&amp;quot; visible - that's your intruder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Unlike kobolds, '''Goblin snatchers''' happily run into any kind of trap. They are detected the same way kobolds are, plus cage traps trigger the announcement. They should be approached with a little bit more caution, but any average soldier should take them down unharmed. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose (needless to say, this creates a very {{L|thought|bad thought}} in the parents of the lost child{{verify}}).  The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him.  Left in this condition for too long, the child may go insane or die from hunger or thirst.&lt;br /&gt;
&lt;br /&gt;
:The announcement for a goblin child-snatcher is...&lt;br /&gt;
::{{Gametext|Snatcher!  Protect the children!|4:1}}&lt;br /&gt;
:...and the game will zoom to a section of your fortress with a small grey &amp;quot;'''g'''&amp;quot; - if you use {{k|v}} or {{k|u}}, these will be listed as &amp;quot;goblin ''thief''&amp;quot; but they're cut from the same stuff and should be terminated with equally extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
:If caged by a trap, the zooming may only reveal a flashing &amp;quot;{{Tile|‼|0:6:0}}&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a lever (and are closed) will.  They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with {{L|restraint|guard animals}} is a safe countermeasure, though. A successful theft of item or child will be announced once the thief leaves the map.&lt;br /&gt;
&lt;br /&gt;
Spotting the thief is winning the battle, but catching and killing them just feels better. A typical thief can typically outrun an armored recruit, but a highly trained military dwarf will often be able to catch up easily.&lt;br /&gt;
&lt;br /&gt;
Certain &amp;quot;playful&amp;quot; {{L|creatures}} will also try to steal items from your hoard, if left open to more general traffic.  These include {{L|raccoon}}s, which tend to be solitary, and groups of {{L|rhesus macaque}}s and {{L|mandrill}}s (which aren't just playful, but downright dangerous).  In addition, {{L|black bear|bear}}s and {{L|gnome}}s will try to steal your {{L|alcohol|booze}} if they can get at it.  None of these animals has any special ability to avoid standard traps or bypass locked doors.&lt;br /&gt;
&lt;br /&gt;
A thief announcement can appear while mass-designating dumping or forbidding. (Seen in .31.12.)&lt;br /&gt;
&lt;br /&gt;
Note that thieves can steal items from all over the map, i.e. weapons of dead fighters (these items, even if forbidden, behave as if you already posess them - you can i.e. see them in the stocks menu and toggle their &amp;quot;forbid&amp;quot; flag on and off). This can be quite irritating.&lt;br /&gt;
&lt;br /&gt;
Beware that if thieves successfully steal enough items from your fort, their civilization will (if it has the [SKULKING] {{L|entity token}}) become bold enough to send their military to ambush your dwarves. Thus, it is important to neutralize any thieves early.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Professions}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_F.A.Q.&amp;diff=132900</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=132900"/>
		<updated>2010-12-03T17:55:14Z</updated>

		<summary type="html">&lt;p&gt;Lando242: /* Unhappy thoughts. */ new section&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;
&lt;br /&gt;
&lt;br /&gt;
== 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;
&lt;br /&gt;
: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;
&lt;br /&gt;
::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;
&lt;br /&gt;
&lt;br /&gt;
==Marksdwarfs Information==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
*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;
&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;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Symptoms&amp;diff=132711</id>
		<title>v0.31 Talk:Symptoms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Symptoms&amp;diff=132711"/>
		<updated>2010-11-30T17:36:46Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;toady mentioned in a df talk that becoming enraged is a possible symptom of the new venom ( in relation to a question about 28 days later style zombies). Do we know if he was just being hypothetical or if this is a hidden syndrome?&lt;br /&gt;
&lt;br /&gt;
I think he was talking hypothetically, even if it was hidden, people would have found it by now, and why would he hide it in the first place? he made no effort to hide the &amp;quot;special metal&amp;quot; in the raws. But I do want to see this happen, finding horrors in the deep that drive men insane my mere sight. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In Regards To Bruising == &lt;br /&gt;
&lt;br /&gt;
Playing vanilla 0.31.03, I recently came upon a Forgotten beast with a breath weapon that caused bruising in all internal body parts. The dwarves affected bled to death a short time after killing the thing. The bruising was only visible in the dwarf profile, and not in the wounds screen. I believe this relates to some hemorrhaging symptom, as everyone affected bled to death as opposed to healing the normally easily treated bruises.&lt;br /&gt;
&lt;br /&gt;
== Bleeding ==&lt;br /&gt;
In [[adventure mode]] bleeding prevents Travel. The fun seems to stop by itself eventually... most of the time. Sometimes it doesn't, and in one case of this I discovered that I had several purple-font arrows in my inventory - some goblin generously shared them with me using her bow. By using the {{K|I}} (?) key (for &amp;quot;advanced inventory interaction&amp;quot;) I was able to pull them out and, IIRC, eventually the Bleeding stopped. [[User:Anacrucis|Anacrucis]] 15:53, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Numbness ==&lt;br /&gt;
I have encountered a forgotten beast that, for whatever reason, has left a large amount of &amp;quot;Forgotten Beast Extract&amp;quot; all over a cavern I have tapped. After draining it of water I discovered that any dorf walking through this extract causes them to become numbed. While I can't track it down to the exact forgotten beast, I'm guessing its the slug type one with deadly spittle that I've seen in the area. So it looks like numbness is in the game and works. If someone else con confirm this the page should be updated. This is with version 31.18. [[User:Lando242|Lando242]] 17:35, 30 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Symptoms&amp;diff=132710</id>
		<title>v0.31 Talk:Symptoms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Symptoms&amp;diff=132710"/>
		<updated>2010-11-30T17:35:56Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;toady mentioned in a df talk that becoming enraged is a possible symptom of the new venom ( in relation to a question about 28 days later style zombies). Do we know if he was just being hypothetical or if this is a hidden syndrome?&lt;br /&gt;
&lt;br /&gt;
I think he was talking hypothetically, even if it was hidden, people would have found it by now, and why would he hide it in the first place? he made no effort to hide the &amp;quot;special metal&amp;quot; in the raws. But I do want to see this happen, finding horrors in the deep that drive men insane my mere sight. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In Regards To Bruising == &lt;br /&gt;
&lt;br /&gt;
Playing vanilla 0.31.03, I recently came upon a Forgotten beast with a breath weapon that caused bruising in all internal body parts. The dwarves affected bled to death a short time after killing the thing. The bruising was only visible in the dwarf profile, and not in the wounds screen. I believe this relates to some hemorrhaging symptom, as everyone affected bled to death as opposed to healing the normally easily treated bruises.&lt;br /&gt;
&lt;br /&gt;
== Bleeding ==&lt;br /&gt;
In [[adventure mode]] bleeding prevents Travel. The fun seems to stop by itself eventually... most of the time. Sometimes it doesn't, and in one case of this I discovered that I had several purple-font arrows in my inventory - some goblin generously shared them with me using her bow. By using the {{K|I}} (?) key (for &amp;quot;advanced inventory interaction&amp;quot;) I was able to pull them out and, IIRC, eventually the Bleeding stopped. [[User:Anacrucis|Anacrucis]] 15:53, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Numbness ==&lt;br /&gt;
I have encountered a forgotten beast that, for whatever reason, has left a large amount of &amp;quot;Forgotten Beast Extract&amp;quot; all over a cavern I have tapped. After draining it of water I discovered that any dorf walking through this extract causes them to become numbed. While I can't track it down to the exact forgotten beast, I'm guessing its the slug type one with deadly spittle that I've seen in the area. So it looks like numbness is in the game and works. If someone else con confirm this the page should be updated. [[User:Lando242|Lando242]] 17:35, 30 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weather&amp;diff=102389</id>
		<title>v0.31:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weather&amp;diff=102389"/>
		<updated>2010-05-02T23:47:16Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
Weather refers to any type of weather effect in DF. As of this version, it will be either be [[rain]] or [[snow]]. Rain falling in concentrated areas will muddy the ground, and eventually create standing water. Rain also cleans any tile it lands on, removing blood, vomit and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Due to a bug rain can kill anyone it lands on in scorching climates because to problems relating to [[heat]].&lt;br /&gt;
&lt;br /&gt;
Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in the [[init]] file.&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=58884</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=58884"/>
		<updated>2009-11-30T08:02:56Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To '''reclaim a fortress''' you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or abandoned fortress. The number of dwarves you reclaim with will depend on the nearby hostile monsters. These include both wild animals and [[Megabeast|megabeasts]] left behind, as well as newly spawned inhabitants. It is possible to embark on a fortress incredibly infested with creatures. Most likely, you are slaughtered immediately, and if you reclaim, can get up to 70 dwarves.(usually near special caves or chasms with multiple caves)&lt;br /&gt;
== Preparation ==&lt;br /&gt;
When you prepare for the journey, the [[Skill]]s screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]] but the Items screen is the same.&lt;br /&gt;
&lt;br /&gt;
The skills screen in reclaim mode shows a list of [[dwarves]] on the left and the list of skills on the right. The skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one [[military]] skill and one domestic [[jobs|profession]]. If you do not like the randomly generated profession (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode. Military skills are handled the same way as professions, though all start off as [[axeman|axedwarves]], [[marksdwarves]], and [[hammerdwarf|hammerdwarves]] and the military skill is highlighted in red{{ver|0.27.176.38c}}. They are organized in squads of seven.&lt;br /&gt;
&lt;br /&gt;
Choosing specific professions will result in the dwarf having (without addition of [[Attribute|attributes]]) the matching skill. General professions ([[Woodworker]], [[Stoneworker]], [[Ranger]], [[Metalsmith]], [[Jeweler]], [[Craftsdwarf]], [[Farmer]], [[Engineer]], [[Administrator]]) give novice skill level in each of the specialist skills in the same way as incoming [[immigrant|migrants]] have them in dwarf fortress mode. Additionally, if no dwarf is marked as a trader, whichever dwarf is trading at the depot the first time the [[Trading|trade]] menu is opened, even if no trade is made, will instantly become a competent [[appraiser]] (though not a better [[judge of intent]]){{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
As for items, your dwarves will start fully equipped with [[steel]] [[plate]] [[armor]] and [[weapons]] that match their military skill; it is therefore safe to not take extra [[axe]]s with you. If your fortress had one or more [[anvil]]s they will most likely also still be there, so you can ditch the anvil for, say, a horde of [[war dog]]s, lots of [[alcohol|booze]] or more [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
== Arrival ==&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind randomly flung about, [[buildings]] will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so [[food]] will mostly be rotten or gone and dead bodies too will be rotting, [[bone]]s or gone. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your [[dwarves]] from rushing off on hauling jobs to the middle of enemy-infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of [[coffin]]s, depending upon how far along the fortress was when it failed.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[Smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit  {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Just hit  {{key|f}} on each one to reclaim those items. Alternatively, when you are reclaiming items via the Stock screen any items that are part of a building can be reclaimed there as well. However, you won't know which ones those are, so for specific workshops it's easiest if you claim each one separately.&lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}} &amp;gt; {{key|b}} (&amp;gt;{{key|c}} claim is defaulted). This makes it easier to clean up everything and reclaim undisturbed stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Remaining living dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot. Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but [[fisherdwarf|fisherdwarves]] will fish, endlessly flinging their catch onto the ground for others to pick up. An exception to this is any insane dwarves that were left in your fortress when you abandoned it. They will remain hostile to the reclaiming forces as well.&lt;br /&gt;
&lt;br /&gt;
== Remaining monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[:Category:Megabeasts|megabeast]] or a [[goblin]] [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In some versions, reclaiming a fortress located on a goblin outpost will calculate the size of your force based upon the wealth of the goblins, resulting in a huge reclamation army.&lt;br /&gt;
&lt;br /&gt;
Frequently, forces that were hostile when you abandoned are friendly when you reclaim, and visible on the unit list.&lt;br /&gt;
&lt;br /&gt;
Reclaiming a fortress frequently breaks your ability to construct magma buildings, whether you discovered magma before or after the reclaim. You may use buildings built before the reclaim but may not be able to build new ones.&lt;br /&gt;
&lt;br /&gt;
== Differences from [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
All dwarves start as friends, so the death of one dwarf can lead into an endless spiral of [[fun]].&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40387</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40387"/>
		<updated>2009-06-27T10:42:15Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Examples of counts becoming dukes ==&lt;br /&gt;
&lt;br /&gt;
I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
&lt;br /&gt;
In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
&lt;br /&gt;
It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
&lt;br /&gt;
Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;br /&gt;
EDIT: oh, and I just noticed that even though I have the count, the status screen still says I am a city. do I need the latest version?--[[User:Destor|Destor]] 13:13, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am about to make an... experiment. Currently have 1296k created, 926k imported and 114k exported. Current population at 122, cap set at 139. Should provide more insight into population requirement. --[[User:Liqum|Liqum]] 02:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well this experiment was a huge failure! Even though I had set the pop limit to 139 I somehow got my pop up to 146 in the previous immigration wave. And the countess did not turn into a duchess either. --[[User:Liqum|Liqum]] 16:05, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It struck me that the current age of the fortress may be of relevance. Mine has existed for 9 years so far (no duke yet). --[[User:Liqum|Liqum]] 16:32, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::And BAM! I just got my countess to become a duchess. The human caravan had just left, not sure if that is related however. 1136k created wealth, 1045k imported, 114k exported, population of 146, 9 year old fortress. --[[User:Liqum|Liqum]] 17:32, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== From Baroness to Duchess ==&lt;br /&gt;
&lt;br /&gt;
After finally getting the exported wealth amount above 10k (3 sieges in a single year, skipping winter or course) my Baroness showed up the next spring with the first migrant wave. Come summer and the human caravan my exported wealth jumped to 50,768 (from about 11k) and no sooner had the last merchant left then I became a Duchy (completely skipping Count). 30k sounds about right based on past games, either way its definitely 50k or under. [[User:Lando242|Lando242]] 14:40, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Maximum Number of Dukes/consorts? ==&lt;br /&gt;
&lt;br /&gt;
Anyone have any idea how many dukes and consorts a fort can max out at, or if there's a maximum at all?  so far, I've gotten three dukes (no nobles deaths in the fort) and consorts, along with every other noble that comes... --[[User:Sukasa|Sukasa]] 18:05, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: 3 Dukes? That is 2 more than you should have. Normally you get 1 Baron/Count/Duke and most times a consort (unless they are not married). Generally you should get a Baron, who then promotes to a Count, who than premotes to a Duke. It all depends on what requirements you have met, sometimes you might be behind on a few requirements and ahead on others so you get a Count or Duke strait off when you finally meet the basic requirements, but you shouldn't have more than one at a time, although you can end up with excess consorts if the noble died and the replacement also cam with a consort. [[User:Lando242|Lando242]] 10:42, 27 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24041</id>
		<title>40d:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24041"/>
		<updated>2009-06-23T11:59:16Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''window''' is an item of [[furniture]] that can be constructed to form solid [[wall]]s surrounding a [[room]]. A window is not considered [[support]] for the purposes of preventing [[cave-ins]], but it will block the flow of [[water]]. [[Glass]] windows can be made with any type of glass at a [[glass furnace]], and are placed similarly to furniture.  Like furniture, and unlike constructions such as walls and fortifications, windows must have a floor underneath them to be built.  Alternatively, a [[gem]] window can be directly constructed from three [[jeweler's workshop|cut gems]] of any type (including cut glass). If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.  As of version 27.176.38c, [[magma]] does not melt constructed windows, no matter what they are made of, but ''unconstructed'' glass windows will melt in magma.&lt;br /&gt;
&lt;br /&gt;
It is not known how [[dwarves]] use windows, but it is known that dwarves will get a happy [[thought]] from windows built of a material they like.&lt;br /&gt;
&lt;br /&gt;
Light from a window built into a cliff face will not illuminate a room and will not prevent cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves can see through windows, and will run away from creatures standing on the other side of the window.&lt;br /&gt;
&lt;br /&gt;
A [[noble]] may request a window, no matter how far underground his rooms are.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&amp;diff=30373</id>
		<title>40d Talk:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&amp;diff=30373"/>
		<updated>2009-06-22T21:37:14Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== masterpiece disentigration ==&lt;br /&gt;
Does masterpiece clothing disentigration still cause the maker to get all pissy over it?&lt;br /&gt;
&lt;br /&gt;
If so, then it needs to be added to the article. --[[User:Heliopios|Heliopios]] 13:31, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've seen a few artifact articles of clothes in the game, but I have never seen anyone wear them.  It could be that the game avoids this question.  --[[User:Mirthmanor|Mirthmanor]] 20:24, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mass-produce? discard old clothes? ==&lt;br /&gt;
I would like to see something on which clothes players should mass-produce to keep their dwarves happy. I'm really not sure myself. [[User:Mindsnap|Mindsnap]] 15:37, 6 December 2007 (EST)&lt;br /&gt;
: I second this request. Do dwarves automatically discard old clothes? It seems that my dwarves are buying new clothes at the stores, but then they still wear there old rotting trousers. --[[User:Mitchy|Mitchy]] 11:01, 9 January 2008 (EST)&lt;br /&gt;
::In my experience they would discard old socks and boots, but will wear a dosen rotting dresses at once. Maybe some inv slots have limit on the clothes number, and some not? [[User:Dorten|Dorten]] 23:11, 9 January 2008 (EST)&lt;br /&gt;
: I recall a post on the forums that said it's best not to produce clothing at all, and start a dwarven nudist colony. That method is a simple solution that prevents unhappy thoughts from accumulating. I don't think it maximizes happiness, though, as Dwarves get happy thoughts from making satisfying acquisitions. [[User:Non|Non]] 03:50, 5 February 2008 (EST)&lt;br /&gt;
:: No good idea. Not having clothes gives an unhappy thought for every separate piece of clothes missing. --[[User:Koltom|Koltom]] 16:00, 18 February 2008 (EST)&lt;br /&gt;
:::not so. dwarves get(used to, removed this version) an unhappy thought for LOSING each piece of clothing, but once its gone(or if they started with none) there is no unhappy thought. they are perfectly fine and happy being naked, once the sadness of rotting clothes wears off --[[User:Chariot|Chariot]] 18:30, 18 February 2008 (EST)&lt;br /&gt;
:::: I once had the thought &amp;quot;XY was embarrassed to have no shirt lately&amp;quot;. cant swear if he had one before that thought or not, but dont rotting clothes give a different thought &amp;quot;emb. about...clothes rot away&amp;quot;? It still might be that he gets that thought only once. --[[User:Koltom|Koltom]] 18:56, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Artifact Cave Spider Silk Thong ==&lt;br /&gt;
&lt;br /&gt;
All right, given that you probably ''are'' going to make exotic underwear with cave spider silk... couldn't it at least be something that the dwarf who made it was going to ''wear'' rather than something which is rare for humans?&lt;br /&gt;
&lt;br /&gt;
Oh well, when my clothier passes over I will have something fantastic to sell which is also very light I guess![[User:GarrieIrons|GarrieIrons]] 21:47, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
Am I missing something? Is there any reason at all to provide new clothes for dwarfs? --[[User:Shadow archmagi|Shadow archmagi]] 09:27, 28 February 2008 (EST)&lt;br /&gt;
:You mean other than the fact that if old clothes start to rot the dwarf wearing said clothing gets an unhappy thought?  I highly doubt that's been removed since the last version I was semi-familiar with. --[[User:BDR|BDR]] 13:52, 28 February 2008 (EST)&lt;br /&gt;
:: Ah. Well, I built a HUGE dining room. Its taken two years to fully smooth it, but now any dwarf who eats instantly becomes either ecstatic, happy, or, if they're whole family was killed and they had to sleep on the ground by the rotting corpses, they might just be content. Wow, writing that once again reminded me how totally R rated this game would be if it were 3d.  --[[User:Shadow archmagi|Shadow archmagi]] 16:04, 28 February 2008 (EST)&lt;br /&gt;
::BDR- it was taken out in the latest release because of problems. Once it works right, Toady said he was going to bring it back, but for the current version and immediate future, clothes are just a waste of effort.--[[User:Erom|Erom]] 16:36, 28 February 2008 (EST)&lt;br /&gt;
::: Here I have a massive clothing industry sitting idle, unemployed dyers starting fights, and dear Toady is off figuring out how many ribs dwarves have and whether skin can be flayed.  My civilization yearns to be built on green silk cravats, not the torturer's arts. :)  --[[User:Jellyfishgreen|Jellyfishgreen]] 17:17, 17 November 2008 (EST)&lt;br /&gt;
::Well, there's still the awesome value of having your dwarves swank around in fancy clothes. Plus adamantine clothes provide more protection than most pieces of more conventionally-manufactured plate-level armour if I'm not mistaken, which might prove worthwhile if you happen to strike adamantine and only have legendary clothiers.--[[User:Quil|Quil]] 17:40, 17 November 2008 (EST)&lt;br /&gt;
::Hahaha, I have to note here that there is one very, very practical reason to give your dwarves clothes: If it's cold and they have body parts exposed, they will freeze, and the nerve damage from this is permanent. My glacial fortress suffers from chronic brainfreeze epidemics in babies and soldiers, and they don't even get to eat any ice cream. --[[User:Navian|Navian]] 17:45, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Frequency ratings ==&lt;br /&gt;
How common is common? It seems like every goblin invasion has had about 4 or 5 iron masks, about 50% of goblins, so it doesn't seem like they are that uncommon. Is this on the threshold of uncommon? &amp;lt;br&amp;gt; Do others get this many masks? [[User:Dangerous Beans|Dangerous Beans]] 07:11, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, I've been playing for a couple months, and I've never seen one. So, uh, maybe it's something to do with the specific culture of the goblin civilization that's attacking you. --[[User:Zombiejustice|Zombiejustice]] 14:01, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That would make sense, I might start a new fortress else where, and see if I get as many. [[User:Dangerous Beans|Dangerous Beans]] 01:56, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Separating ==&lt;br /&gt;
&lt;br /&gt;
Is there anyway to separate dwarf-sized clothing from goblin &amp;amp; kobold sized clothing? I've been messing with my stockpiles, but can't seem to sort them out. [[User:HeWhoIsPale|HeWhoIsPale]] 10:14, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been working under the assumption that the {{key|u}} usable and {{key|j}} unusable toggles on many of the stockpile pages provide this functionality. I ''think'' it works, but I generally don't really pay that much attention to such matters... --[[User:Raumkraut|Raumkraut]] 11:59, 5 September 2008 (EDT)&lt;br /&gt;
::Clothing appears to be sorted as a &amp;quot;finished good&amp;quot; though, which doesn't have those toggles. [[User:HeWhoIsPale|HeWhoIsPale]] 08:56, 8 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Coats Anyone?==&lt;br /&gt;
I can't seem to make coats in the latest version (.40d) in either clothiers or leatherworkers, and I haven't seen a dwarf start with a coat in this version yet.  Anyone know what's going on? --[[User:Squirrelloid|Squirrelloid]] 14:36, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had no problem with that in 40d.  They wear coats when they arrive (unless they're wearing a robe instead), I can produce them, and they'll put on new coats if their coat or robe wears out.&lt;br /&gt;
&lt;br /&gt;
:There used to be a note somewhere that not all forts/civs can produce the same clothing.  Maybe that's what's at work?--[[User:Maximus|Maximus]] 18:02, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The possible types of clothing for civs are in the entity_default.txt file, and are selected for each individual civ (or site, even, not sure) in that 'finalizing uniforms' step near the end of world gen. I'm not sure if the climate of the civilization's cities has any effect on this determination, but they definitely will have a limited selection instead of being able to make anything on the entity_default list. --[[User:Navian|Navian]] 17:39, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seperating Dwarves from Rotten Clothing ==&lt;br /&gt;
I noticed my dwarves' clothing was wearing out, and started using all that nice fabric I'd been buying from the elves for years to replace it.  My dwarves don't seem to care all that much...  Some of them have picked up a few new things(no economy) but none of them have ditched any of their old stuff.  I have dwarves wandering around wearing three pairs of socks, two ruined, one not.  I even tried marking stuff for dumping but they don't give a damn; maybe I don't have to if they don't, but it bugs &amp;lt;em&amp;gt;me&amp;lt;/em&amp;gt;.  How do I get rid of the ruined clothes? --[[User:Corona688|Corona688]] 15:55, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[!!]]?--[[User:Maximus|Maximus]] 17:48, 10 December 2008 (EST)&lt;br /&gt;
::Killing everyone with fire would destroy the clothing, yes.  But  would also kill everyone with fire. --[[User:Corona688|Corona688]] 00:38, 12 December 2008 (EST)&lt;br /&gt;
:::Yeah, I know.  But I enjoyed typing it all the same. ;-) --[[User:Maximus|Maximus]] 02:24, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Only way to do this is to mark their stuff for dumping.  They'll then realize they're naked and will (eventually) go buy/obtain new clothes.  I know exactly how you feel, my Captain of the Guard was getting negative thoughts from having her clothing fall apart and I kept wishing she'd just go replace her outfit.  She was still ecstatic, but when a dwarf with maxed out stats that's a legendary Pump Operator, Wrestler, Marksdwarf, and Hammerdwarf gets negative thoughts, I get worried no matter what the circumstances are. --[[User:ThunderClaw|ThunderClaw]] 13:43, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Marking items owned by a dwarf for dumping does not cause them to dump the item.  In fact, if the dwarf owns it you have no control over what they do with it.  Similarly, they will ignore any attempts to forbid the item and continue wearing them.  They will, however, put on new clothes over their rags, which should stop them from being naked when the old ones disintegrate. --[[User:Squirrelloid|Squirrelloid]] 15:07, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Interesting.  This means the Hammerer, when he arrives, does not own his Hammer, since you can dump it.  :)  &amp;quot;Tool of the state&amp;quot; indeed.  --[[User:Corona688|Corona688]] 14:13, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think you might be wrong Squirrelloid, I use dumping to change armor all the time. If you Dump then forbid the item at the same time then they wont dump it because they aren't allowed to interact with it. Double check to make sure you just dumped the item.--[[User:Mrdudeguy|Mrdudeguy]] 05:01, 23 May 2009 (UTC) &lt;br /&gt;
&lt;br /&gt;
::::Dwarves do not own their armor. Dwarves will never dump or stockpile an object that is owned by one of your dwarves. [[User:VengefulDonut|VengefulDonut]] 13:50, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Do they still get negative thoughts from wearing decaying clothing?  I haven't seen any in 40d.  I used to see such thoughts a lot back when I was heavy into the 2D version.--[[User:Maximus|Maximus]] 21:43, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Is there ANY difference?==&lt;br /&gt;
there seem to be many redundancy between types of clothing. EG:&lt;br /&gt;
Pants, Skirt, Short skirt, Long skirt all fill the same functional roll.&lt;br /&gt;
now I can understand Pants vs Skirts for flavor reasons, but does the type of skirt do ANYTHING?&lt;br /&gt;
This problem exists for many categories. Please help me understand.--[[User:Mrdudeguy|Mrdudeguy]] 05:06, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope, no difference. Its pretty much like real life in that respect. Why would you expect a long skirt to do something different then a normal or short one? [[User:Lando242|Lando242]] 12:40, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Eeem..have you been to real life lately? A short skirt can make a '''huge''' difference ;) Who knows, maybe it already affects DF romances XD --[[User:Birthright|Birthright]] 21:32, 18 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Really? The two inch difference between a short DWARF skirt and a long DWARF skirt hugely matters? Remember their legs are only like 2 feet long };-). Anyway, yeah, its just a flavor thing, variety is the spice of life and all that. [[User:Lando242|Lando242]] 21:37, 22 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_swallow&amp;diff=44477</id>
		<title>40d:Cave swallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_swallow&amp;diff=44477"/>
		<updated>2009-06-22T15:05:32Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cave swallows''' are [[vermin]] birds that live in [[temperate]] [[broadleaf]] [[forest]]s and [[underground]]. They are exotic [[pet]]s, so you need a [[dungeon master]] to tame them. They are much smaller and nowhere near as dangerous as their larger kin, the [[Giant cave swallow]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_SWALLOW_CAVE]&lt;br /&gt;
	[NAME:cave swallow:cave swallows:cave swallow]&lt;br /&gt;
	[TILE:249][COLOR:0:0:1]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:400]&lt;br /&gt;
	[PETVALUE:30][NATURAL][PET_EXOTIC]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18120</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18120"/>
		<updated>2009-05-27T12:47:46Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think how they react depends on your broker's social skills, since they sometimes get unpacifiably pissy at me and sometimes only whine mildly.  I have on &amp;quot;Anyone may trade&amp;quot;.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 21:05, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
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I accidentally offered an elf some wooden items, and after that the Trade option was disabled even after exiting out of the interface and starting a new trading session. Is that supposed to happen? Seems a little harsh to me... --[[User:Theory|Theory]] 14:12, 10 August 2008 (EDT)&lt;br /&gt;
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:Yes, that is how it works. If you offer to trade something repugnant to a merchant, they will leave in a huff for that season. Consider how you would react if someone offered to sell you a necklace made of puppy and kitten skulls with sewn images in human leather of elephants slaughtering people while on fire. [[User:HeWhoIsPale|HeWhoIsPale]] 08:36, 13 November 2008 (EST)&lt;br /&gt;
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I'm convinced that the elves aren't tree-huggers, they're a logging cartel. After all, they SELL you logs and scads of wooden gear. They just don't want you clear-cutting forests because you're muscling in on their turf. [[User:RedKing|RedKing]] 15:49, 20 May 2009 (UTC)&lt;br /&gt;
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== Fortress in Elf Territory ==&lt;br /&gt;
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I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
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==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
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:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
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::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
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:::I was sieged by humans in I think 39c after a merchant's guild representative was slaughtered by a goblin ambush. [[User:Mingebag|Mingebag]] 01:07, 26 July 2008 (EDT)&lt;br /&gt;
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==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
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: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
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:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
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::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
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::: I've had it happen to me as well, heck, half my map is haunted and frozen year round. Oddly vermin, bats and squirrels and such, make it through fine. [[User:Lando242|Lando242]] 12:47, 27 May 2009 (UTC)  &lt;br /&gt;
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:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
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== Elves and Animals ==&lt;br /&gt;
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Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
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== Elven warnings ==&lt;br /&gt;
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The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
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== Elven traders ==&lt;br /&gt;
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I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
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:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
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::I've raided an elven caravan for everything they were carrying, and had a human force siege my fortress not long after. There was no compelling reason for them to do so (I didn't raid their caravan, nor were there any human casualties at my fortress) yet they sieged me anyway. [[User:JubalHarshaw|JubalHarshaw]] 01:21, 8 January 2009 (EST)&lt;br /&gt;
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==Blood Covering?==&lt;br /&gt;
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I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
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I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
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:As of 0.28.181.40d, I just traded a huge pile of blood covered leather clothes, and the elves didn't seem to mind.  --[[User:Smartmo|Smartmo]] 16:20, 29 April 2009 (UTC)&lt;br /&gt;
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== Speaking with Halfmen ==&lt;br /&gt;
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What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
&lt;br /&gt;
In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;br /&gt;
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Animalmen are no longer wildlife in 39e, so they're hostile to elves. Someone should edit the article to express this. --[[User:Neoskel|Neoskel]] 21:40, 8 August 2008 (EDT)&lt;br /&gt;
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== Elves as of .39c ==&lt;br /&gt;
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I feel the Elves went under a pretty big overhaul in the latest version. They've turned into tree huggers who do little else but complain, to zerging cannibals who dominate worlds when given enough time. Also little things, like Elves regrowing trees around captured sites, in addition to the aforementioned personality changes, may warrant it's own section, and/or editing.&lt;br /&gt;
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== Elven Ambushes ==&lt;br /&gt;
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While they may not seige, They do preform Ambushes.&lt;br /&gt;
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And I noticed something quite strange...&lt;br /&gt;
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They ambushed with Mounts.  I saw a swarm of Unicorns heading torwards my location.  There where no unicorns on my map, so I sent my military to meet them, and when battle was engaged, it said &amp;quot;An Ambush!&amp;quot;  And, for each Unicorn, there was also an elf (on the same square)&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this in the article though.  I've been ambushed by non-mounted elves several times as well.  Maybe a new section &amp;quot;Amubsh/Seige habits?&amp;quot;&lt;br /&gt;
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:I've seen Elves ambush on unicorns too (version 0.28.181.39e), and they had no qualms about slaughtering the puppies I had tied to chains outside -[[User:Namako|Namako]] 14:09, 25 July 2008 (EDT)&lt;br /&gt;
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== Elven Trading as of Latest Version ==&lt;br /&gt;
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It seems to me that the elves are much, much more tolerant than before as to what items they will accept. So far I've successfully given them leather, bone, and shell crafts just fine. I have also tried offering them the same branch of items, and they will happily accept them. They even accept items that have blood on them. They will still reject pure wooden goods.&lt;br /&gt;
I haven't fully tested skulls, soap, or other animal byproducts yet. But if I were to hazard a guess, I would say they still will reject any item that has wood involved in it's creation, or any item with decorations of wood.&lt;br /&gt;
[[User:Lightning4|Lightning4]] 09:37, 31 July 2008 (EDT)&lt;br /&gt;
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== How do I kill elves? ==&lt;br /&gt;
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I don't like elves in my fortress and I would like to kill them with my thirty axedwarfs, how would I go about doing this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:TheLastBarber|TheLastBarber]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:You can only attack people who have come to your fortress with ill intent. Anger them enough (cut down trees, take their stuff, involve their merchants in unfortunate &amp;quot;accidents&amp;quot;, etc.) and they should send forces to attack you, whereupon you can finally take joy in the slaughter. --[[User:Raumkraut|Raumkraut]] 15:39, 5 August 2008 (EDT)&lt;br /&gt;
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::You can also kill Elves that have gone insane, but that would require imprisoning them for a considerable length of time.--[[User:Stryc9fuego|Stryc9fuego]] 14:08, 20 October 2008 (EDT)&lt;br /&gt;
:::I can kill ones that go beserk, sure, but the melancholy ones can emo out unimpeded. --[[User:Corona688|Corona688]] 21:06, 13 November 2008 (EST)&lt;br /&gt;
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== Last edit ==&lt;br /&gt;
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I've have heard extensive talking about how elves eat the dead. A note to this effect was removed in the last update, can anyone confirm/deny this behavior? [[User:HeWhoIsPale|HeWhoIsPale]] 18:45, 28 October 2008 (EDT)&lt;br /&gt;
: No civ creature will eat the dead unless it's acceptable or such in entity_default.txt.  --[[User:Squeegy|Squeegy]] 20:59, 3 November 2008 (EST)&lt;br /&gt;
::EAT_SAPIENT_KILL is the (a) relevant tag, right? That's acceptable for elves. [[User:Random832|Random832]] 00:40, 4 November 2008 (EST)&lt;br /&gt;
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::: While scrolling through Legends mode, I noticed that there are only a handful of reasons why wars occur, and one of those reasons is cannibalism, or more accurately, &amp;quot;One of the most significant causes of the conflict was a dispute over the devouring of sapient beings.&amp;quot; So perhaps the elven cannibal stories are only by-products of the historical conflict-basis generator? --[[User:RomeoFalling|RomeoFalling]] 20:02, 4 November 2008 (EST)&lt;br /&gt;
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== Seeing Bad Things Drives Elves Beserk? ==&lt;br /&gt;
On the way out, I had a small elven trading party go beserk for no readily discernible reason.  Checking it later I found they had stopped at one of my fortifications, all of which sport stockpiles full of awesome things like «☼Human Bone Bolts [30]☼».  (Problems with goblins, carvers weren't too discriminating...aheh...)  I later knocked out part of a wall and added doors to funnel the elves away from The Bad Things and that's kept the peace.  I'm half-tempted to offer them a «☼Human Skull Totem☼» just to see if elves can achieve nuclear fusion. --[[User:Corona688|Corona688]] 21:03, 13 November 2008 (EST)&lt;br /&gt;
:If traders are trapped for too long, they go berserk.  I think it is more likely that they somehow got hung up near your fortification and their pathfinding broke. --[[User:ThunderClaw|ThunderClaw]] 00:37, 14 November 2008 (EST)&lt;br /&gt;
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== Elven in-laws? ==&lt;br /&gt;
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Like many of the above, I randomly decided to live with the elves. the first thing I noticed about them was the ''three and a half'' pages on the units screen dedicated completely to the children. is this normal? it can really be annoying when the announcement box pops up with &amp;quot;Elven name&amp;quot; has grown to be an elf. I expected it a little, but not like this! Either the Elves were more than &amp;quot;tree&amp;quot; huggers or the game had made a seemingly unrealistic script that only made sense to itself. On the bright side, I found the druid!&lt;br /&gt;
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== At War with Elves ==&lt;br /&gt;
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I think there should be a section about what happens when your civ is at war with Elves (and Goblins and Humans for that matter).  Before I add it in, though, I want to say what I think should be in it:&lt;br /&gt;
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*There seems to be a gliche where the game zooms you to the elven caravan in spring except that there is no caravan and no message.  So basically, your screen just wigs out for a bit.&lt;br /&gt;
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*Elves only ambush (as mentioned below/above).  You might think they attack in Spring... but you'd be wrong.&lt;br /&gt;
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*Although Goblins are always assumed to be at war with you, elves are not.  So on the civ screen Goblins have a red dashed line next to their civ name.  Elves, on the other hand, if they are at war with your civ have a red &amp;quot;WAR!&amp;quot; text next to their civ name.  I found this confusing, actually.  Maybe it should be in the embark screen articles.&lt;br /&gt;
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*How can you start a war with Elves?  Just by ignoring their diplomats and clear-cutting forests?&lt;br /&gt;
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*Do elves get angry if you cut down undead trees?  I assume they are too stupid to know the difference.&lt;br /&gt;
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*Is there a way to establish peace with elves?  What is necessary to do so?  (do you need to have the king?)&lt;br /&gt;
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*Anything else about being at war with elves?&lt;br /&gt;
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If I find the answers myself, I will add them here.&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&amp;diff=30370</id>
		<title>40d Talk:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&amp;diff=30370"/>
		<updated>2009-05-27T12:40:33Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
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&lt;div&gt;== masterpiece disentigration ==&lt;br /&gt;
Does masterpiece clothing disentigration still cause the maker to get all pissy over it?&lt;br /&gt;
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If so, then it needs to be added to the article. --[[User:Heliopios|Heliopios]] 13:31, 1 December 2007 (EST)&lt;br /&gt;
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I've seen a few artifact articles of clothes in the game, but I have never seen anyone wear them.  It could be that the game avoids this question.  --[[User:Mirthmanor|Mirthmanor]] 20:24, 18 August 2008 (EDT)&lt;br /&gt;
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== mass-produce? discard old clothes? ==&lt;br /&gt;
I would like to see something on which clothes players should mass-produce to keep their dwarves happy. I'm really not sure myself. [[User:Mindsnap|Mindsnap]] 15:37, 6 December 2007 (EST)&lt;br /&gt;
: I second this request. Do dwarves automatically discard old clothes? It seems that my dwarves are buying new clothes at the stores, but then they still wear there old rotting trousers. --[[User:Mitchy|Mitchy]] 11:01, 9 January 2008 (EST)&lt;br /&gt;
::In my experience they would discard old socks and boots, but will wear a dosen rotting dresses at once. Maybe some inv slots have limit on the clothes number, and some not? [[User:Dorten|Dorten]] 23:11, 9 January 2008 (EST)&lt;br /&gt;
: I recall a post on the forums that said it's best not to produce clothing at all, and start a dwarven nudist colony. That method is a simple solution that prevents unhappy thoughts from accumulating. I don't think it maximizes happiness, though, as Dwarves get happy thoughts from making satisfying acquisitions. [[User:Non|Non]] 03:50, 5 February 2008 (EST)&lt;br /&gt;
:: No good idea. Not having clothes gives an unhappy thought for every separate piece of clothes missing. --[[User:Koltom|Koltom]] 16:00, 18 February 2008 (EST)&lt;br /&gt;
:::not so. dwarves get(used to, removed this version) an unhappy thought for LOSING each piece of clothing, but once its gone(or if they started with none) there is no unhappy thought. they are perfectly fine and happy being naked, once the sadness of rotting clothes wears off --[[User:Chariot|Chariot]] 18:30, 18 February 2008 (EST)&lt;br /&gt;
:::: I once had the thought &amp;quot;XY was embarrassed to have no shirt lately&amp;quot;. cant swear if he had one before that thought or not, but dont rotting clothes give a different thought &amp;quot;emb. about...clothes rot away&amp;quot;? It still might be that he gets that thought only once. --[[User:Koltom|Koltom]] 18:56, 18 February 2008 (EST)&lt;br /&gt;
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== Artifact Cave Spider Silk Thong ==&lt;br /&gt;
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All right, given that you probably ''are'' going to make exotic underwear with cave spider silk... couldn't it at least be something that the dwarf who made it was going to ''wear'' rather than something which is rare for humans?&lt;br /&gt;
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Oh well, when my clothier passes over I will have something fantastic to sell which is also very light I guess![[User:GarrieIrons|GarrieIrons]] 21:47, 2 February 2008 (EST)&lt;br /&gt;
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== Why bother? ==&lt;br /&gt;
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Am I missing something? Is there any reason at all to provide new clothes for dwarfs? --[[User:Shadow archmagi|Shadow archmagi]] 09:27, 28 February 2008 (EST)&lt;br /&gt;
:You mean other than the fact that if old clothes start to rot the dwarf wearing said clothing gets an unhappy thought?  I highly doubt that's been removed since the last version I was semi-familiar with. --[[User:BDR|BDR]] 13:52, 28 February 2008 (EST)&lt;br /&gt;
:: Ah. Well, I built a HUGE dining room. Its taken two years to fully smooth it, but now any dwarf who eats instantly becomes either ecstatic, happy, or, if they're whole family was killed and they had to sleep on the ground by the rotting corpses, they might just be content. Wow, writing that once again reminded me how totally R rated this game would be if it were 3d.  --[[User:Shadow archmagi|Shadow archmagi]] 16:04, 28 February 2008 (EST)&lt;br /&gt;
::BDR- it was taken out in the latest release because of problems. Once it works right, Toady said he was going to bring it back, but for the current version and immediate future, clothes are just a waste of effort.--[[User:Erom|Erom]] 16:36, 28 February 2008 (EST)&lt;br /&gt;
::: Here I have a massive clothing industry sitting idle, unemployed dyers starting fights, and dear Toady is off figuring out how many ribs dwarves have and whether skin can be flayed.  My civilization yearns to be built on green silk cravats, not the torturer's arts. :)  --[[User:Jellyfishgreen|Jellyfishgreen]] 17:17, 17 November 2008 (EST)&lt;br /&gt;
::Well, there's still the awesome value of having your dwarves swank around in fancy clothes. Plus adamantine clothes provide more protection than most pieces of more conventionally-manufactured plate-level armour if I'm not mistaken, which might prove worthwhile if you happen to strike adamantine and only have legendary clothiers.--[[User:Quil|Quil]] 17:40, 17 November 2008 (EST)&lt;br /&gt;
::Hahaha, I have to note here that there is one very, very practical reason to give your dwarves clothes: If it's cold and they have body parts exposed, they will freeze, and the nerve damage from this is permanent. My glacial fortress suffers from chronic brainfreeze epidemics in babies and soldiers, and they don't even get to eat any ice cream. --[[User:Navian|Navian]] 17:45, 17 November 2008 (EST)&lt;br /&gt;
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== Frequency ratings ==&lt;br /&gt;
How common is common? It seems like every goblin invasion has had about 4 or 5 iron masks, about 50% of goblins, so it doesn't seem like they are that uncommon. Is this on the threshold of uncommon? &amp;lt;br&amp;gt; Do others get this many masks? [[User:Dangerous Beans|Dangerous Beans]] 07:11, 2 August 2008 (EDT)&lt;br /&gt;
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:Well, I've been playing for a couple months, and I've never seen one. So, uh, maybe it's something to do with the specific culture of the goblin civilization that's attacking you. --[[User:Zombiejustice|Zombiejustice]] 14:01, 2 August 2008 (EDT)&lt;br /&gt;
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::That would make sense, I might start a new fortress else where, and see if I get as many. [[User:Dangerous Beans|Dangerous Beans]] 01:56, 3 August 2008 (EDT)&lt;br /&gt;
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== Separating ==&lt;br /&gt;
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Is there anyway to separate dwarf-sized clothing from goblin &amp;amp; kobold sized clothing? I've been messing with my stockpiles, but can't seem to sort them out. [[User:HeWhoIsPale|HeWhoIsPale]] 10:14, 5 September 2008 (EDT)&lt;br /&gt;
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:I've been working under the assumption that the {{key|u}} usable and {{key|j}} unusable toggles on many of the stockpile pages provide this functionality. I ''think'' it works, but I generally don't really pay that much attention to such matters... --[[User:Raumkraut|Raumkraut]] 11:59, 5 September 2008 (EDT)&lt;br /&gt;
::Clothing appears to be sorted as a &amp;quot;finished good&amp;quot; though, which doesn't have those toggles. [[User:HeWhoIsPale|HeWhoIsPale]] 08:56, 8 September 2008 (EDT)&lt;br /&gt;
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==Coats Anyone?==&lt;br /&gt;
I can't seem to make coats in the latest version (.40d) in either clothiers or leatherworkers, and I haven't seen a dwarf start with a coat in this version yet.  Anyone know what's going on? --[[User:Squirrelloid|Squirrelloid]] 14:36, 25 November 2008 (EST)&lt;br /&gt;
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:I've had no problem with that in 40d.  They wear coats when they arrive (unless they're wearing a robe instead), I can produce them, and they'll put on new coats if their coat or robe wears out.&lt;br /&gt;
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:There used to be a note somewhere that not all forts/civs can produce the same clothing.  Maybe that's what's at work?--[[User:Maximus|Maximus]] 18:02, 25 November 2008 (EST)&lt;br /&gt;
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::The possible types of clothing for civs are in the entity_default.txt file, and are selected for each individual civ (or site, even, not sure) in that 'finalizing uniforms' step near the end of world gen. I'm not sure if the climate of the civilization's cities has any effect on this determination, but they definitely will have a limited selection instead of being able to make anything on the entity_default list. --[[User:Navian|Navian]] 17:39, 26 November 2008 (EST)&lt;br /&gt;
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== Seperating Dwarves from Rotten Clothing ==&lt;br /&gt;
I noticed my dwarves' clothing was wearing out, and started using all that nice fabric I'd been buying from the elves for years to replace it.  My dwarves don't seem to care all that much...  Some of them have picked up a few new things(no economy) but none of them have ditched any of their old stuff.  I have dwarves wandering around wearing three pairs of socks, two ruined, one not.  I even tried marking stuff for dumping but they don't give a damn; maybe I don't have to if they don't, but it bugs &amp;lt;em&amp;gt;me&amp;lt;/em&amp;gt;.  How do I get rid of the ruined clothes? --[[User:Corona688|Corona688]] 15:55, 10 December 2008 (EST)&lt;br /&gt;
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:[[!!]]?--[[User:Maximus|Maximus]] 17:48, 10 December 2008 (EST)&lt;br /&gt;
::Killing everyone with fire would destroy the clothing, yes.  But  would also kill everyone with fire. --[[User:Corona688|Corona688]] 00:38, 12 December 2008 (EST)&lt;br /&gt;
:::Yeah, I know.  But I enjoyed typing it all the same. ;-) --[[User:Maximus|Maximus]] 02:24, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Only way to do this is to mark their stuff for dumping.  They'll then realize they're naked and will (eventually) go buy/obtain new clothes.  I know exactly how you feel, my Captain of the Guard was getting negative thoughts from having her clothing fall apart and I kept wishing she'd just go replace her outfit.  She was still ecstatic, but when a dwarf with maxed out stats that's a legendary Pump Operator, Wrestler, Marksdwarf, and Hammerdwarf gets negative thoughts, I get worried no matter what the circumstances are. --[[User:ThunderClaw|ThunderClaw]] 13:43, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Marking items owned by a dwarf for dumping does not cause them to dump the item.  In fact, if the dwarf owns it you have no control over what they do with it.  Similarly, they will ignore any attempts to forbid the item and continue wearing them.  They will, however, put on new clothes over their rags, which should stop them from being naked when the old ones disintegrate. --[[User:Squirrelloid|Squirrelloid]] 15:07, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Interesting.  This means the Hammerer, when he arrives, does not own his Hammer, since you can dump it.  :)  &amp;quot;Tool of the state&amp;quot; indeed.  --[[User:Corona688|Corona688]] 14:13, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think you might be wrong Squirrelloid, I use dumping to change armor all the time. If you Dump then forbid the item at the same time then they wont dump it because they aren't allowed to interact with it. Double check to make sure you just dumped the item.--[[User:Mrdudeguy|Mrdudeguy]] 05:01, 23 May 2009 (UTC) &lt;br /&gt;
&lt;br /&gt;
::::Dwarves do not own their armor. Dwarves will never dump or stockpile an object that is owned by one of your dwarves. [[User:VengefulDonut|VengefulDonut]] 13:50, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Do they still get negative thoughts from wearing decaying clothing?  I haven't seen any in 40d.  I used to see such thoughts a lot back when I was heavy into the 2D version.--[[User:Maximus|Maximus]] 21:43, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Is there ANY difference?==&lt;br /&gt;
there seem to be many redundancy between types of clothing. EG:&lt;br /&gt;
Pants, Skirt, Short skirt, Long skirt all fill the same functional roll.&lt;br /&gt;
now I can understand Pants vs Skirts for flavor reasons, but does the type of skirt do ANYTHING?&lt;br /&gt;
This problem exists for many categories. Please help me understand.--[[User:Mrdudeguy|Mrdudeguy]] 05:06, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope, no difference. Its pretty much like real life in that respect. Why would you expect a long skirt to do something different then a normal or short one? [[User:Lando242|Lando242]] 12:40, 27 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Duke&amp;diff=38876</id>
		<title>40d:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Duke&amp;diff=38876"/>
		<updated>2009-04-23T07:53:02Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Duke&lt;br /&gt;
| quarters=Grand Bedroom&lt;br /&gt;
| dining=Grand Dining Room&lt;br /&gt;
| office=Opulent Throne Room&lt;br /&gt;
| tomb=Grand Mausoleum&lt;br /&gt;
| stands=3&lt;br /&gt;
| racks=3&lt;br /&gt;
| chests=5&lt;br /&gt;
| cabinets=3&lt;br /&gt;
| arrival=&lt;br /&gt;
* 140 Population&lt;br /&gt;
* 30,000 exported{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to Duchy capital&lt;br /&gt;
}}&lt;br /&gt;
Your '''Duke''' (or Duchess) arrives with her/his [[Duke/Duchess Consort|consort]].&lt;br /&gt;
A [[count]] who is resident in the fortress may be promoted to duke instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Count&amp;diff=27209</id>
		<title>40d:Count</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Count&amp;diff=27209"/>
		<updated>2009-04-15T18:31:47Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Count&lt;br /&gt;
| quarters=Great Bedroom&lt;br /&gt;
| dining=Great Dining Room&lt;br /&gt;
| office=Throne Room&lt;br /&gt;
| tomb=Mausoleum&lt;br /&gt;
| stands=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* 110 Population&lt;br /&gt;
* Wealth{{verify}}&lt;br /&gt;
*Exported Wealth{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to County capital&lt;br /&gt;
}}&lt;br /&gt;
Your [[count]] (or Countess) arrives with her/his [[Count_Consort|consort]].&lt;br /&gt;
A [[baron]] who is resident in the fortress may be promoted to count instead.  The count can be promoted to [[duke]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Count&amp;diff=34789</id>
		<title>40d Talk:Count</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Count&amp;diff=34789"/>
		<updated>2009-04-15T18:30:31Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got a baron, then five immigrants later in the same wave, he became a count.  I also happened to save right beforehand.  I'll play with it a bit, figure out exactly where the promotion happens, and what changes to cause it.  --[[User:Bobson|Bobson]] 14:04, 11 January 2008 (EST)&lt;br /&gt;
: To get the count, you need to have had at least 110 population at some point, and exported wealth greater than 18000 (possibly as high as 34000 - I exported a lot to those caravans...). Normally the exported wealth threshold will be met first. You don't need to have a population of 110 at the time - my current fortress got up to 110, lost a lot of people to a siege and went back down to 87, and only after that crossed the export threshold. At that point the Baroness got promoted to Countess. --[[User:Cim|Cim]] 08:09, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Barony: pop 126, created 474160, imported 295700, exported 18202. As soon as the last mule of the caravan left the map, my exported wealth changed to 24047 and the lands were made a County. -- [[User:Raumkraut|Raumkraut]] 04:56, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Barony: pop 116, created 1,505,686, imported 430,263, exported 20,430. Not sure what triggered the change- no merchants at the time and it had been a bit since the last migrant wave. [[User:Vaniver|Vaniver]] 14:25, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that a population of 110 is needed for the Baron to become a Count.&lt;br /&gt;
::Created wealth: 873,409.&lt;br /&gt;
::Imported:758,902&lt;br /&gt;
::Exported:33,150&lt;br /&gt;
:Had a population of 109, then a baby was born bringing the total to 110 and immediately thereafter the surrounding lands became a county. I had had a population over 100 for quite some time by that point. I will edit the article to reflect this. [[User:Lando242|Lando242]] 18:30, 15 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=32429</id>
		<title>40d:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=32429"/>
		<updated>2009-04-11T14:23:15Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Waterskins''' are made at a [[Leather works]] from any form of [[Leather]].  3 waterskins are produced for every 1 piece of leather used, much like [[Goblet|goblets]].  So don't make the mistake of ordering the production of 15 waterskins for your military or you'll end up with 45 of them in total.  [[Soldier]]s can be ordered to carry [[water]] using their waterskins from their specific squad menu.  This is useful because they will not have to leave their post to get a drink for an extended period of time.  This can also be bad because they will only fill their skin with water, and eventually will become unhappy due to [[alcohol]] deprivation. When filling a waterskin a soldier or a hunter will always fill it to the level of 3 units of water. &lt;br /&gt;
&lt;br /&gt;
When in adventurer mode the water in the waterskin will freeze after some time in very cold weather. The resulting ice can be licked instead of drunk but &lt;br /&gt;
doesn't quench thirst nor melt from this action.&lt;br /&gt;
&lt;br /&gt;
Waterskins are stored as in Finished Goods [[stockpiles]] as [[flask|flasks]]. Three waterskins are made at the leatherworks from one unit of leather.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mask&amp;diff=47075</id>
		<title>40d:Mask</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mask&amp;diff=47075"/>
		<updated>2009-01-22T02:03:24Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''mask''' is a piece of Armor covering the face/head that is sometimes worn by [[goblin]]s. It is typically made of [[iron]] and seems to be limited by civilization. That is if a goblin civilization has the ability to make it all invading goblins will wear it and if they don't have the ability it wont be worn at all. It cannot be worn by dwarves but can be [[Melt item|melted]] down for the iron or traded to any caravan (must be clean to be traded to elves, I.E. no blood coverings).&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mask&amp;diff=47074</id>
		<title>40d:Mask</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mask&amp;diff=47074"/>
		<updated>2009-01-22T02:02:55Z</updated>

		<summary type="html">&lt;p&gt;Lando242: New page: == Mask ==  A '''mask''' is a piece of Armor covering the face/head that is sometimes worn by goblins. It is typically made of iron and seems to be limited by civilization. That is...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mask ==&lt;br /&gt;
&lt;br /&gt;
A '''mask''' is a piece of Armor covering the face/head that is sometimes worn by [[goblin]]s. It is typically made of [[iron]] and seems to be limited by civilization. That is if a goblin civilization has the ability to make it all invading goblins will wear it and if they don't have the ability it wont be worn at all. It cannot be worn by dwarves but can be [[Melt item|melted]] down for the iron or traded to any caravan (must be clean to be traded to elves, I.E. no blood coverings).&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Iron_mask&amp;diff=47073</id>
		<title>Iron mask</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Iron_mask&amp;diff=47073"/>
		<updated>2009-01-22T01:56:39Z</updated>

		<summary type="html">&lt;p&gt;Lando242: Redirecting to Mask&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mask]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1612</id>
		<title>40d:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1612"/>
		<updated>2009-01-21T22:49:19Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''ramp''' is a map feature that allows dwarves and caravans to move between levels. Unlike a [[stair]] ramps have no 'top', they only have a bottom. Ramps are the only way that [[wagon]]s can move between levels in order to access your [[trade depot]]. A natural ramp is a slope.&lt;br /&gt;
&lt;br /&gt;
== Using ramps ==&lt;br /&gt;
[[Image:jt_df_ramp.png|left|frame|The lower ramp is valid; the upper ramp is not]] &lt;br /&gt;
*The tile above a ramp must be open space for it to operate (it will appear on screen as a down triangle).&lt;br /&gt;
*The ramp must have at least one wall adjacent to it for it to operate.&lt;br /&gt;
*The tile above the wall must be non-solid e.g. a floor, stair, 2nd ramp, etc. (&amp;lt;b&amp;gt;Not&amp;lt;/b&amp;gt; a wall, statue, floodgate, etc.).&lt;br /&gt;
A creature can then move from the square the ramp is on to the square above the wall.&lt;br /&gt;
&lt;br /&gt;
In the picture, you can see the difference: because the upper ramp is adjacent on all sides to empty space, it cannot be used to reach the tile to the west&lt;br /&gt;
:*&amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt;: It ''can'' be used to reach the tiles to the northwest or northeast of the ramp (not shown in picture). Also, if the tile to the west had a natural rock wall on top of it, it '''can''' be mined from the ramp. {{ver|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
In DF terms the picture to the left would appear as (viewing top to bottom moving from left to right):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Construction and Materials ==&lt;br /&gt;
&lt;br /&gt;
There are two ways for your dwarves to create ramps. The first is to carve them into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, etc.. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.&lt;br /&gt;
* Digging a ramp uses the material and colour of the designated tile.&lt;br /&gt;
* Constructing a ramp uses the colour of the material used.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.&lt;br /&gt;
&lt;br /&gt;
Also be extremely careful with digging ramps into areas that have [[tree]]s growing on them. If you dig a ramp under a tile with a tree on it there will be a collapse that can easily kill the dwarf doing the digging and even injure or kill other dwarves in the immediate area. There is no risk in digging under boulders, shrubs or saplings.&lt;br /&gt;
&lt;br /&gt;
== Removing Natural Ramps or Slopes==&lt;br /&gt;
&lt;br /&gt;
Natural ramps can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards ramps can be removed in such a manner.  Selecting a downwards ramp in such a manner has no effect. Removing the upward ramp will automatically remove the downward ramp on the level above. The downward part of a ramp doesn't really exist, a creature standing on a ramp tile will be on the lower tile until they move out of the tile.&lt;br /&gt;
&lt;br /&gt;
== Removing Constructed Ramps ==&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu using the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}, using the ingame interface). Constructed ramps will leave one stone of the sort the ramp was constructed from.&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Stairways ==&lt;br /&gt;
&lt;br /&gt;
Ramps have important limitations, but they also allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.  Thus ramps are good for underground entrances to your fortress, even if they aren't going to be used by wagons.&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Channeling ==&lt;br /&gt;
&lt;br /&gt;
Ramps are better suited to carving rooms spanning multiple z-levels than channels. They are safer, because your miners will not channel the stone from underneath each other and will not get stranded on a single rocky outcrop because they could not channel out the tile they're standing on.&lt;br /&gt;
&lt;br /&gt;
For example, to build a dining room three z-levels high, carve a single ramp on the first (bottommost) floor, another ramp on the second floor next to it and designate the whole third (topmost) floor for digging. After that, designate the second floor to be filled with ramps, then to be cleared of them (you might need to channel out the floor above the downward ramp). Repeat on the first floor. Voila, you have a large dining room your dwarves won't appreciate.&lt;br /&gt;
&lt;br /&gt;
Digging an execution pit is even simpler. Start carving ramps from the very top, and you'll need to remove them only on the bottommost floor.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Designations]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10489</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10489"/>
		<updated>2009-01-21T22:34:32Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es (it is called '''lava''' after it is erupted), as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is usually safe (see Pressure note below,) provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple [[bauxite]] [[floodgate]]. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below. The pump will make the magma overflow like it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be forced upwards by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
(v0.28.181.40d:) Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump. However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
*A magma-fall generates magma mist, just as a waterfall generates normal mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Volcano or Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
*Magma mist, unlike regular mist, will burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
&lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then burn away. Screw pumps will not melt, but will burn. Stone [[block]]s and [[copper]] [[pipe]]s/[[enormous corkscrew|corkscrews]] will not melt.&lt;br /&gt;
&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]]. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops except at the highest level of magma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10110</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10110"/>
		<updated>2009-01-19T01:55:50Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
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&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
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I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
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:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
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::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
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&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
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I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
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I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
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== Not 100? ==&lt;br /&gt;
&lt;br /&gt;
I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
::Baron arrived during an immigration wave going from 88 to 112 dwarves, and upgraded to a Count not long after arrival but ''not'' immediately either (perhaps as the population went over 100?). Exported wealth was probably around 50k at the time. Now at 119 (and 80k exported) and not yet a Duke. Looks like there's a combination of factors involved. [[User:Cim|Cim]] 11:10, 14 December 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
: My Baron arrived in the immigration wave that took me over 100 (I had peaked at 96 previously) but this was also the season where I crossed the 50,000 threshold on exported wealth. I actually went from 48,000 to 62,000 over the course of the year, and the baron arrived in the Spring, I did have an immigration wave after crossing 50,000 in the fall. Almost immediately after my baron arrived, he was promoted to count. My population is 119. --[[User:Mitchy|Mitchy]] 16:41, 3 January 2008 (EST)&lt;br /&gt;
:At exported wealth 45k, my Baron promoted to Count at the 110th immigrant. (Baron arrived in the first immigration wave after getting 80 population, can't remember what exported wealth was then) [[User:Cim|Cim]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Population at 93 no Baron. Next wave - first person to arrive is a Countess, with this wave population went to 114. (So, had no Baron at all) --[[User:Dorten|Dorten]] 23:39, 10 January 2008 (EST)&lt;br /&gt;
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Verified about 140 limit for Duke. My Wrestler have given birth to a boy, the populationd got to 140, and the next message is about the fortress becoming a capital of Duchy. --[[User:Dorten|Dorten]] 00:10, 24 January 2008 (EST)&lt;br /&gt;
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== Queen As Peasant ==&lt;br /&gt;
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I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;br /&gt;
&lt;br /&gt;
:Your ruler has heard of the discovery of adamantine, and hurried to yuor fort to oversee the digging. She turned up &amp;quot;disguised as a peasant&amp;quot; because your fort doesn't meet the regular requirements for attracting the monarch and moving to your site officially would be embarassing (in roleplaying/story terms of course). She's perfectly legit, just wasn't attracted in the &amp;quot;conventional&amp;quot; sense by having the largest, wealthiest fort in the civilisation you belong to.--[[User:TangoThree|TangoThree]] 06:42, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Baron mandates &amp;quot;crowns&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I just got a baron, and the first thing he mandates is two crowns. So i type Crown into the jobs/manager list. nothing. So I type crown in dwarf wiki. Nothing. Can anyone help before I have to drop this noble into a pit to keep him from locking up my crafters?&lt;br /&gt;
:Info about specific crafts isn't present in the new wiki, but a crown is in fact a &amp;quot;craft&amp;quot; item. [http://archive.dwarffortresswiki.net/index.php/Craftsdwarf%27s_Workshop#Crafts You can see the old wiki info about crafts here]. You'll probably need to set several crafting jobs to get a crown since the item produced by a crafting task is random with several possibilities. --[[User:Janus|Janus]] 00:06, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Killing nobles ? ==&lt;br /&gt;
&lt;br /&gt;
Is killing nobles dangerous ? (does it stop immigrations or something ?) &lt;br /&gt;
&lt;br /&gt;
Because I've got a Count totally uncontrolable, who can't stop throwing tantrums in the middle of my fortress, which is somewhat tiresome... So, if I just can lock him into his bedroom and let him starve to death, it would be great, but I don't know if it won't cause more problems..&lt;br /&gt;
&lt;br /&gt;
(Also, sorry for my bad english, I'm french) &lt;br /&gt;
[[User:Timst|Timst]] 05:40, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Killing off your nobles only really has the penalties associated with killing any other dwarf - their friends and family will be upset, and you lose that dwarf's abilities. In the case of nobles a replacement will usually turn up with the next migrant wave, unless your fort no longer meets the requirements for that noble. You can, of course, kill the replacement too - with lesser repercussions as he won't have had time to make any friends yet.--[[User:TangoThree|TangoThree]] 06:38, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, thanks :) I was afraid that the death of a count could induct a reaction of the mountainhomes or something like that... If the only reaction will be the one of the countess, it will be ok :) [[User:Timst|Timst]] 07:00, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::In the future, killing off a noble will have repercussions, however, so don't depend on that behaviour forever. ;-)&lt;br /&gt;
:::''Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.''&lt;br /&gt;
:::--[[User:JT|JT]] 15:11, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Another issue that can pop up is killing your Baron/Count/Duke, their spouse will stick around and remain a noble even after the replacement and their spouse has shown up. On one fortress my count had 3 Countess Consorts, one was his wife and the other 2 were leftovers from the previous 2 counts. One Baron happened to be standing under a drawbridge as it came down (don't ask what a drawbridge was doing in his room, lets just say he wasn't going to get that rock crystal item he wanted) and his widow was promoted to Countess Consort when the new Count showed up to replace him a few seasons later. That Count was tending a farm when a squad of gobs beat the living tar out of him and his widow remained a Countess Consort even after the third noble arrived to replace the dead Count. They all still make demands/mandates and still require rooms/tombs and all that as before. [[User:Lando242|Lando242]] 20:55, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sorting nobles ==&lt;br /&gt;
I find it rather silly to have the Expedition leader in the ''Appointed'' section just to be immediately told (s)he can not be appointed. I'm too newbie in terms of nobles to draft sections that make sense, but I feel this needs changing.[[User:Aykavil|Aykavil]] 08:23, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Selling Nobles ==&lt;br /&gt;
&amp;lt;tt&amp;gt;╔═╦═╗&amp;lt;/tt&amp;gt; Unlock doors, assign lever to noble, order lever pulled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;║ò┼^┼&amp;lt;/tt&amp;gt; Wait for noble to stand on cage trap, lock both doors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;╚═╩═╝&amp;lt;/tt&amp;gt; Wait for noble to fall asleep, sell caged noble to elves.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Sorry for the crude drawing. My wiki format skills are weak. [[User:Rkyeun|Rkyeun]] 14:36, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Eh... except for the small known bug where trying to haul an occupied cage to the trading depot results in whatever is caged being freed and the empty cage being brought in. But once they fix that bug, maybe. -[[User:Fuzzy|Fuzzy]] 16:30, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Category? ==&lt;br /&gt;
&lt;br /&gt;
I would do this myself if I knew how, but perhaps someone should make a noble category, with all the noble related articles (Unfortunate accident, mandate, types of nobles, etc) in it. I think it would be useful. [[User:Spoggerific|Spoggerific]] 20:53, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Nobles Working==&lt;br /&gt;
&lt;br /&gt;
Actually, nobles not only gather harvest if you put all dwarves harvest on, but they also help demolishing constructed walls.=--[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:53, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks, I'll add that to [[labor]].--[[User:Maximus|Maximus]] 03:16, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Arrival Requirements Verified==&lt;br /&gt;
Ok, I just had the Baroness, Hammerer, and Tax Collector arrive simultaneously with no other dwarves.  I'm playing with a population cap of 50, and births (plus overflow of last immigration wave) has finally taken me up to exactly 80 dwarves.  Despite the population cap, the Baroness, Tax Collector, and Hammerer arrived by themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Note that the Baroness Consort has not arrived, presumably because he takes the place of a normal dwarf during the immigration wave and can't be generated in violation of the population cap (whereas the other three can).&amp;lt;/s&amp;gt;  nevermind, he just showed up.&lt;br /&gt;
&lt;br /&gt;
I should also note that I earlier had the King arrive as a peasant by himself despite being at the population cap.  He also brought no consort nor advisor (although I've never had him arrive as a peasant before, so I don't know if that's normal).&lt;br /&gt;
&lt;br /&gt;
I have not seen a philosopher as of yet.&lt;br /&gt;
&lt;br /&gt;
As my fortress wealth is past 8 million at this point, I think its safe to say I can rule that out as a cause (having seen them at much lower wealth in default pop cap games).&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 19:30, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Noble demands==&lt;br /&gt;
&lt;br /&gt;
I currently have a Baroness demanding &amp;quot;item in Dining Room&amp;quot;. Any idea what could satisfy this? I tried a bismuth bronze statue, no luck. [[User:JubalHarshaw|JubalHarshaw]] 00:24, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: This is a bug. Check # 000491 @ http://www.bay12games.com/dwarves/dev_bugs.html --[[User:Sinergistic|Sinergistic]] 00:47, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pretentious Arrangements==&lt;br /&gt;
&lt;br /&gt;
Thoughts about a lesser's pretentious &amp;lt;whatever&amp;gt; arrangements seem to be a common source of noble unhappiness. (this is especially annoying for me as my mayor has an artifact in her bedroom raising it to Royal and my queen has no list of likes and dislikes, so I can't make her happy just by having the right booze) it would be interesting to know what exactly causes the difference between &amp;quot;upset&amp;quot; and &amp;quot;shattered&amp;quot;, how to avoid it, and good ways to mitigate it's effects. I might have to do some research on my old fort to check this myself. --[[User:Pyrite|Pyrite]] 13:58, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, I suspect that the difference is related to the difference in room value, although I suppose that's stating the obvious. Another obvious solution would be to move the artefact into the higher-ranked Noble's room, assuming that's possible. Otherwise, I suppose the simplest (if not the easiest) way to mitigate its effects is to add as much value as possible to the Queen's room. As well as furniture, you can get surprising results with smoothings, engravings, and building an expensive floor over the engraved one if you have no qualms about exploiting such strangeness.--[[User:Quil|Quil]] 18:07, 6 January 2009 (EST)&lt;br /&gt;
::I can confirm it's the difference between relative worth.  I kept getting these annoying messages in my count + consort until I stuffed a platinum statue in their rooms.  Obviously, this increased the worth of the room by 12K, easily dominating the 'lesser' quarters.&lt;br /&gt;
&lt;br /&gt;
::It does require that there be a significant difference; having them at roughly equal worth will cause unhappy thoughts, which was my problem in my most recent fortress.  I just housed all my nobles in the same residential stack as everyone else, adding extra room additions off the main design for offices, dining rooms, etc.  The Count's room was a LITTLE better as his walls happened to be ore-bearing, but it wasn't enough to please him, hence the statue.--[[User:ThunderClaw|ThunderClaw]] 10:04, 7 January 2009 (EST)&lt;br /&gt;
:::Alright, I've put the artefact cabinet back in my mayor's room, and now will proceed to test this principle by making the Queen's rooms incredibly nice. I'm going to start by replacing all her furniture with gold and platinum, and move up from there.--[[User:Pyrite|Pyrite]] 15:49, 7 January 2009 (EST)&lt;br /&gt;
::::You may have a long way to go.  Artifact furniture can easily be 50 or 60K, whereas the most expensive single piece of furniture I've ever been able to produce is a masterwork platinum statue, which is 12K. --[[User:ThunderClaw|ThunderClaw]] 16:36, 7 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Manager&amp;diff=46993</id>
		<title>Dwarf Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Manager&amp;diff=46993"/>
		<updated>2009-01-16T22:34:22Z</updated>

		<summary type="html">&lt;p&gt;Lando242: Redirecting to Utilities#Dwarf Manager&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Utilities#Dwarf_Manager]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33301</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33301"/>
		<updated>2009-01-14T00:57:31Z</updated>

		<summary type="html">&lt;p&gt;Lando242: New reveal features.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
*0x8.5 also gets turned on when a child is kidnapped.  &lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
::Staring off into the distance is the mood used by the zonked out people trapped in this underworld. --[[User:Armrha|Armrha]] 12:24, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about destroy the contents of a square? Or destroy all of X item? Cleanup on unbelievably cluttered, unplayable maps would be a real nice feature. Not sure how to do it though... I've seen tile edit but not contents edit. ~~----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Program works as intended on .40d and it's a lifesaver.  I think I have a pretty unusual bug though.  I resurrected one of my dwarves who died in combat and somehow one of his flags has him set 'bloody', and I can't find anyway to disable this bloody setting.  So wherever he walks, he leaves bloody footprints around.  It's hilarious, but I would love to turn it in and off :) --[[User:Kittyz|Kittyz]] 18:30, 9 January 2009 (EST)kittyz 1-8-2009&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
== Unable to run ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to load it, it won't run, I ran the game and downloaded everything. This is all that happens:&lt;br /&gt;
&lt;br /&gt;
 version v0.27.169.88a, pid 2760, player 0&lt;br /&gt;
 0 words loaded&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
   DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
   self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 102, in __init__&lt;br /&gt;
   self.getWords()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 218, in getWords&lt;br /&gt;
   kptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 114, in getLong&lt;br /&gt;
   return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
   raise WinError()&lt;br /&gt;
 WindowsError: [Error 998] Invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 01:05, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It doesn't recognize your df version ... do you have debug privileges on the dwarf fortress process? Is it the latest version?&lt;br /&gt;
[[User:Bartavelle|Bartavelle]] 08:51, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, it's the latest version. What do you mean by &amp;quot;debug privileges?&amp;quot; --[[User:0todd0|0todd0]] 23:23, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had this exact error too, until I right-clicked on dfcompanion_prototype.py and went to &amp;quot;open with&amp;quot; to find two python options, the second one worked. Have you got python previously installed and if so can you try uninstalling all versions and re-installing the latest one again? This could be a stab in the dark however... --[[User:Mrchinchin25|Mrchinchin25]] 23:48, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I recently downloaded this: what's been said so far to fix this problem isn't doing anything at all. Again, what do you mean &amp;quot;debug privileges?&amp;quot; --[[User:Pseu|Pseu]] 19:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was a moder for Elder Scrolls 4 and it required both python 2.4 and 2.5 to mod. Though t see if this would work, i uninstalled python 2.4 but it didn't, i'll try what you said Mrchinchin...  --[[User:0todd0|0todd0]] 20:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to debug privileges in Win XP.  Start-&amp;gt;Control Panel-&amp;gt;Administrative Tools-&amp;gt;Local security Settings-&amp;gt;local policies-&amp;gt;user rights assignment-&amp;gt;debug programs (on the right pane)--[[User:kirk|kirk]] 11:58, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I'm having the same issue with DF 0.27.176.38c and the newest version of Companion (downloaded it today). Also, kirk's info above isn't useful to anyone who is using XP Home - Local Security Settings isn't there. --[[User:Tyranic-Moron|Tyranic-Moron]] 22:06, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Moogie's Problem ==&lt;br /&gt;
&lt;br /&gt;
I'm getting this:&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;C:\Documents and Settings\Moogie\My Documents\Dwarven Fortress\companion&lt;br /&gt;
 \dfcompanion_prototype.py&amp;quot;, line 3, in &amp;lt;module&amp;gt;&lt;br /&gt;
    import gtk&lt;br /&gt;
 ImportError: No module named gtk&lt;br /&gt;
&lt;br /&gt;
I have Gtk 2.10.11-1 installed in the Companion folder. I have Python 2.5.1 installed from ages ago when I used to play Oblivion.&lt;br /&gt;
&lt;br /&gt;
Why isn't it seeing Gtk there?&lt;br /&gt;
&lt;br /&gt;
Wow, I have no idea what I'm doing. The above comment is from me (Moogie). I don't know how to add a title or anything, sorry.&lt;br /&gt;
&lt;br /&gt;
: Don't worry, I'm sure you'll get it eventually. I've shifted your error into it's own section anyway, hopefully it's more noticeable this way. --[[User:Tyranic-Moron|Tyranic-Moron]] 18:52, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not running on Windows X64 either ==&lt;br /&gt;
&lt;br /&gt;
Okay since it doesn't run on Win2000, I bought a new PC just to get some better FPS on Dwarf Fortress, but this tool won't run on it either.&lt;br /&gt;
&lt;br /&gt;
I get the following error:&lt;br /&gt;
&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
Tried Python 2.4 and 2.5 and different versions of this utility but all are giving the same error.&lt;br /&gt;
&lt;br /&gt;
== Missing DLL file ==&lt;br /&gt;
&lt;br /&gt;
I have the latest version of Python. I downloaded all the required files. When I run DFcompanion_prototype.py, I get &amp;quot;This application has failed to start because libglib-2.0-0.dll was not found. Re-installing the application may fix this problem.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Why is it giving me this message if I've already installed all the required files?&lt;br /&gt;
&lt;br /&gt;
== Install Questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For python 2.5 users, just grab the utility at this place, and unzip it (warning, this is an old version). &amp;quot;&lt;br /&gt;
It's an old version of dwarf companion?  If that's the case, where is the most recent version? I don't see it on your page. ([[User:Slitherrr|Slitherrr]] 11:58, 30 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==.39f is incompatible==&lt;br /&gt;
 D:\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 346, in __in&lt;br /&gt;
 it__&lt;br /&gt;
     self.dd = dwarfdbg()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 105, in __init__&lt;br /&gt;
     self.configoffsets()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 49, in configoffsets&lt;br /&gt;
     tmp = os.getPatternPos( r'\x68' + stock + r'\xb8....\xc7.........\x89.....'+ os.call + r'\x38' )[0]+0x21&lt;br /&gt;
 IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
This is the same problem I'm having too. I have all the correct packages installed. It looks like Dwarf Companion just doesn't work with 39f. - SquirrelFarmer&lt;br /&gt;
&lt;br /&gt;
== manual input of offsets for 39f ==&lt;br /&gt;
&lt;br /&gt;
Okay I might be ignorant to all this memory messing stuff, but wouldn't this problem with the new version be fixed if someone puts an if(1): at line 28 of dwarfdbg.py and changes there to what they should be in the new version?&lt;br /&gt;
&lt;br /&gt;
Would anyone happen to have the required addresses?&lt;br /&gt;
&lt;br /&gt;
These are the variables it needs, as you can see I've been trying a bit myself but I still don't have all the required ones.&lt;br /&gt;
&lt;br /&gt;
         self.off_vec_maincreatures = 0x01575DEC   #0x01427B50&lt;br /&gt;
         self.off_x_width =      0x015B7938 #0x01469698&lt;br /&gt;
         self.off_y_width =      0x015B793C #0x0146969C&lt;br /&gt;
         self.off_z_width =      0x015B7940 #0x014696A0&lt;br /&gt;
         self.off_map_data =      0x015B7920 #0x01469680&lt;br /&gt;
         self.off_race =         0x00000000 #0x0146B060&lt;br /&gt;
         self.off_lang =         0x00000000 #0x0146B180&lt;br /&gt;
         self.off_moodtime =      0x00000000 #0x01248ABA&lt;br /&gt;
         self.off_playedrace =      0x00000000 #0x01248AC8&lt;br /&gt;
         self.off_economy =      0x00000000 #0x0123B384&lt;br /&gt;
         self.off_xcursor =      0x009EF294 #0x008FF288&lt;br /&gt;
         self.off_ycursor =      0x009EF298 #0x008FF28C&lt;br /&gt;
         self.off_zcursor =      0x009EF29C #0x008FF290&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey Bartavelle, somebody in this thread noted that creature flag 0x1.4 seems to control the &amp;quot;projectile&amp;quot; status (blue background).  http://www.bay12games.com/forum/index.php?topic=27494.msg336702#msg336702&lt;br /&gt;
[[User:Footkerchief|Footkerchief]] 02:46, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Free cat pet option ==&lt;br /&gt;
&lt;br /&gt;
Hello mate, great work here. Thing is as I was trying to find a way to &amp;quot;free&amp;quot; the cats from their owners to prevent catsplosion, I realized you already had a right click option, marked &amp;quot;(doesn't work)&amp;quot; but it seems it worked for me. It resets the cat back to Uninterested state and does not seem to produce an unhappy thought. So why is it marked &amp;quot;does not work&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
--[[User:Alkar|Alkar]] 10:43, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yet more help needed ==&lt;br /&gt;
&lt;br /&gt;
When I try to run it via the command prompt, I get this error: http://i100.photobucket.com/albums/m39/weapon_ook/dfcompanion.jpg&lt;br /&gt;
I freely admit that I haven't the blindest clue of what it means. Any help? --[[User:Simmura McCrea|Simmura McCrea]] 14:33, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Can't help you there, '''but''' on the main page for DC, you can download an [http://www.pindi.us/files/df/dfcompanion-0.14-exe.zip exe version] of the tool, which saves you from having to use all the other dependancies (at least it works like a charm for me) --[[User:Alkar|Alkar]] 15:20, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, that seems to have fixed it. Thanks. --[[User:Simmura McCrea|Simmura McCrea]] 16:06, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Viewing more than just dwarves ==&lt;br /&gt;
&lt;br /&gt;
I see posts below of people modifying things that aren't dwarves. But, when I try setting the filter to &amp;quot;All Creatures&amp;quot; and refreshing, I still only get dwarves. Is there a trick to this? I'm hoping to find a way to deal with a floating wagon. -[[User:Fuzzy|Fuzzy]] 02:15, 7 December 2008 (EST)&lt;br /&gt;
*I think you're clicking the button that toggles whether or not to show dead creatures.  The buttons are inconsistently named (one names the current option, the other names the option to switch to), and really should be made consistent.&lt;br /&gt;
**I never noticed this stupid inconsistency. It'll be fixed. [[User:Bartavelle|Bartavelle]] 17:08, 16 December 2008 (EST)&lt;br /&gt;
* ^_^ But how ''does'' one view non-Dwarves? -[[User:Fuzzy|Fuzzy]] 17:15, 16 December 2008 (EST)&lt;br /&gt;
**There should be no problem just clicking the button. Is there an error message appearing in the console window ? [[User:Bartavelle|Bartavelle]] 01:39, 17 December 2008 (EST)&lt;br /&gt;
*** *blink* It works on my desktop, just not on my laptop, apparently. On my laptop, the button changes text, but doesn't actually show the other creatures. I don't know if there's an error message... I'll try to find it to check. -[[User:Fuzzy|Fuzzy]] 00:34, 19 December 2008 (EST)&lt;br /&gt;
::: Just to follow up, for a little while, I wasn't getting any readout at all on my dwarves on my laptop. I don't know what changed, but it's back to what it was before. Clicking the &amp;quot;All creatures&amp;quot; button changes the text, but it still only displays Dwarves. I think that it may be because I'm using the Civilization's Forge mod which adds creatures. I think I saw someone say somewhere that one has to modify a file to add the new races? Can't seem to find it on the wiki, though. -[[User:Fuzzy|Fuzzy]] 23:01, 27 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Ending a Strange Mood==&lt;br /&gt;
So, I've noticed that setting mood to none and removing the artifact creator bit doesn't end the fact that the dwarf is in a strange mood, although the exclamation point will go away.  If you (v)iew them they still show Strange Mood as their active job.  Any idea how to completely end a mood? --[[User:Squirrelloid|Squirrelloid]] 06:56, 17 December 2008 (EST)&lt;br /&gt;
* you would have to switch their active job. This is not yet implemented as this is a bit obscure and would likely result in endless crashes. [[User:Bartavelle|Bartavelle]] 08:43, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Catsplosion==&lt;br /&gt;
How do you get the butchercats python script to work, what directory/file does it need to be in to get it to activate?  &lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:05, 13 January 2009 (EST)Kittyz&lt;br /&gt;
&lt;br /&gt;
== New reveal features. ==&lt;br /&gt;
&lt;br /&gt;
Does revealVeins.exe and reveal.exe break underground rivers, caves, HFS, and other features that unlock certain abilities, like reveal in Tweak does? If yes, is there any way to fix it? [[User:Lando242|Lando242]] 19:57, 13 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=9021</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=9021"/>
		<updated>2009-01-04T17:20:00Z</updated>

		<summary type="html">&lt;p&gt;Lando242: Added Dwarf Manager.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [http://www.dwarffortresswiki.net/index.php/User:Janus Janus]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf Visualizer] ===&lt;br /&gt;
&lt;br /&gt;
This is NOT realtime, that is still a long, long way off. What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d. Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.geocities.com/jifodus/CMVPlayer.zip CMVPlayer] === &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=389 DwarfHeightmap] ===&lt;br /&gt;
&lt;br /&gt;
A utility that imports 24bit greyscale bitmaps into world_gen.txt for use in DF's map generator.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Visualizer ===&lt;br /&gt;
&lt;br /&gt;
View worldmaps in 3D! This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer.  Nothing super fancy, but neat to look at.&lt;br /&gt;
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.&lt;br /&gt;
&lt;br /&gt;
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!&lt;br /&gt;
&lt;br /&gt;
==Major Utilities==&lt;br /&gt;
&lt;br /&gt;
=== [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] ===&lt;br /&gt;
&lt;br /&gt;
Created by [[User:Bartavelle|Bartavelle]], the Dwarf Companion is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.pavlovian.net/foreman/ Dwarf Foreman] ===&lt;br /&gt;
&lt;br /&gt;
Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.40d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] for previous versions of DF.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=032e4b67&lt;br /&gt;
critter_start=01583224&lt;br /&gt;
dwarfidpos=0138f690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=695 Mac Foreman] ===&lt;br /&gt;
&lt;br /&gt;
This is a MacOSX 10.5 port of Dwarf Foreman.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress version: '''v0.28.181.40d'''&lt;br /&gt;
&lt;br /&gt;
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===&lt;br /&gt;
&lt;br /&gt;
A toolset with many modules for tweaking / editing Dwarf Fortress memory.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=18623.0 Modbase] ===&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings. For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
=== [http://minoku.net/dwarfmanager/ Dwarf Manager] ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Manager is inspired by Dwarf Foreman and has a similar overall layout, but has improved features. You can not only assign jobs based on profession but also change the jobs of individual dwarves, change their personal and profession names and see basic information about each individual dwarves skill level in any enabled jobs. In addition the program me be customized and updated by editing the included .xml files.&lt;br /&gt;
&lt;br /&gt;
== Minor Utilities ==&lt;br /&gt;
&lt;br /&gt;
=== DF Log Parser ===&lt;br /&gt;
&lt;br /&gt;
A perl script written by Mephansteras that parses through the logs to show what civs owned what sites, what their overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.&lt;br /&gt;
&lt;br /&gt;
You will see:&lt;br /&gt;
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.&lt;br /&gt;
A summary of every civ, by race&lt;br /&gt;
A listing of every Ruin&lt;br /&gt;
A listing of the total populations of cave critters&lt;br /&gt;
A listing of the total populations of civilized creatures&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=278 DF World Generator] ===&lt;br /&gt;
&lt;br /&gt;
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=949.0 Dtil] ===&lt;br /&gt;
&lt;br /&gt;
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=21351.0 Embark Anywhere] ===&lt;br /&gt;
&lt;br /&gt;
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go. Pure water areas are a suggested no as you can't do anything.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=443 Enable Magma Buildings] ===&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and you had not yet discovered any subsurface magma. (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out.  That worked in the old version.) Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code.  This means you need to run the utility every time you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.geocities.com/jifodus/justdigitout.zip Just dig it out!] ===&lt;br /&gt;
&lt;br /&gt;
A utility by Jifodus. Disables warning messages about damp stone and hot stone. [http://www.bay12games.com/forum/index.php?topic=21892.0 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.geocities.com/jifodus/nanofortress.zip Nano Fortress] ===&lt;br /&gt;
&lt;br /&gt;
A utility that will allow embarks to 1x1 locations.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/teleport22.zip Teleport] ===&lt;br /&gt;
&lt;br /&gt;
Teleport dwarves and other creatures. Version 2.2 is independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
Old version of reveal (a tool that reveals tiles of a map in fortress mode), with updated memory.ini file for version 0.28.181.40d. It does not require you to install anything (unlike the new version that can be found in Gibbed's Dwarf Fortress Tweak), just unzip both files and run reveal.exe while DF is running.&lt;br /&gt;
To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal. Playing on revealed map might cause some bugs (like not being able to build magma buildings).&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
These utilities were never designed with Dwarf Fortress in mind, but have been adapted to its use.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Jackard/Accent_Removal|Accent Removal]] ===&lt;br /&gt;
&lt;br /&gt;
Certain tilesets leave a bunch of funky icons in the names of your dwarves! Replacing accented letters with normal ones in the raws fixes this problem.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts. See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ Winmerge] ===&lt;br /&gt;
&lt;br /&gt;
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..&lt;br /&gt;
&lt;br /&gt;
== Outdated Utilities ==&lt;br /&gt;
&lt;br /&gt;
These programs are for previous versions of Dwarf Fortress, and have been left untouched for some time.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=108 DFWall] ===&lt;br /&gt;
&lt;br /&gt;
An utility for automation of mass constructions. Features three modes:&lt;br /&gt;
&lt;br /&gt;
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:&lt;br /&gt;
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])&lt;br /&gt;
b) any material with at least 1/10/99 units&lt;br /&gt;
&lt;br /&gt;
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!&lt;br /&gt;
&lt;br /&gt;
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).&lt;br /&gt;
&lt;br /&gt;
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001847 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://code.google.com/p/dwarvis/ Dwarvis/MapExtract] ===&lt;br /&gt;
&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] ===&lt;br /&gt;
&lt;br /&gt;
Latitudes is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/lavasquare.exe Lavasquare] ===&lt;br /&gt;
&lt;br /&gt;
Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements. Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=1447.0 StartProfile] ===&lt;br /&gt;
&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
&lt;br /&gt;
Check the thread on the forums for the latest download link. (Aug 01, 2008)&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/water.exe Water] ===&lt;br /&gt;
&lt;br /&gt;
Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally. Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status. Note: If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities| ]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40379</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40379"/>
		<updated>2009-01-03T19:40:30Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Examples of counts becoming dukes ==&lt;br /&gt;
&lt;br /&gt;
I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
&lt;br /&gt;
In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
&lt;br /&gt;
It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
&lt;br /&gt;
Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;br /&gt;
EDIT: oh, and I just noticed that even though I have the count, the status screen still says I am a city. do I need the latest version?--[[User:Destor|Destor]] 13:13, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== From Baroness to Duchess ==&lt;br /&gt;
&lt;br /&gt;
After finally getting the exported wealth amount above 10k (3 sieges in a single year, skipping winter or course) my Baroness showed up the next spring with the first migrant wave. Come summer and the human caravan my exported wealth jumped to 50,768 (from about 11k) and no sooner had the last merchant left then I became a Duchy (completely skipping Count). 30k sounds about right based on past games, either way its definitely 50k or under. [[User:Lando242|Lando242]] 14:40, 3 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31938</id>
		<title>40d Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31938"/>
		<updated>2009-01-03T16:38:42Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a Baron (and Hammerer and Tax Collector) arrive when my population was exactly 80 and when my population was capped in the init.txt file at 80.  I'm confident that the requirement of 100 people is wrong.  [[User:Bouchart|Bouchart]] 13:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Likewise, my current fortress has 134 people and 1.5M in created wealth, but no baron.  I'm reasonably certain this must be some sort of weighted random arrival. --[[User:Sebbekai|Sebbekai]] 18:22, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oops, I killed the consort ==&lt;br /&gt;
&lt;br /&gt;
The consort was making mandates I could not satisfy, so he had to go. This has caused some kind of problem though... my fortress will not upgrade to a county so I can get the king. I am considering killing my baroness as well, and attempting to reset the whole situation. Any suggestions? --[[User:Wafl|Wafl]] 01:15, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Kiilll them! Kiiilll them! Kiiilllll them alllll! --[[User:Savok|Savok]] 09:52, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hammerer and tax collector ==&lt;br /&gt;
&lt;br /&gt;
Do the hammerer and tax collector always arrive along with the Baron? --[[User:Strangething|Strangething]] 18:26, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Don't think that its Always the case but it seems to frequently be the case for me; all of my forts that I allow nobles they tend to show up together. --Silver&lt;br /&gt;
:I suspect that some are prerequisite for the others, i.e. would a baron ever show up at a fort that didn't have a tax collector? --[[User:Corona688|Corona688]] 00:38, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do come at the same time. Heck, my baron appeared first, even. But no, I think that the article has it correct.--[[User:Destor|Destor]] 19:47, 24 December 2008 (EST)&lt;br /&gt;
==Peasant King==&lt;br /&gt;
&lt;br /&gt;
I got the [[King]] as a peasant due to discovering [[Adamantine]]. I don't appear to be getting a Baron, tax collector, hammerer or a royal guard. Is this a bug? -[[User:Rushyo|Rushyo]] 21:54, 28 July 2008 (EDT)&lt;br /&gt;
:The peasant king happens independently of other nobles in my experience. [[User:HeWhoIsPale|HeWhoIsPale]] 09:58, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Minimum Exported Wealth? ==&lt;br /&gt;
&lt;br /&gt;
Im pretty sure there's gotta be a Minimum exported wealth for the baron to arrive, I satisfy all the other conditions, and have over 1.6 million created wealth, 163 dwarves,  and my dwarves do well over the job requirements. However, I as of now, only have 30426 Exported wealth. --[[User:OmegaX|OmegaX]] 16:13, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Duke arrived at 32435 exported wealth. No baron yet. --[[User:OmegaX|OmegaX]] 00:37, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's because the Duke is an 'upgraded' version of the count, which is an 'upgraded' version of the baron. Once you have a Duke, you won't ever get a Baron. [[User:Spoggerific|Spoggerific]] 17:31, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Once my exported wealth topped 10k I got the Baroness the next migrant season. I was down at 8k exported for about 3 years and had at least that many migrant waves without a baron during the same time. 17th of Slate in the year 308, population 139 (not counting the new tax collector thats just on the edge of the map), 1,912,970 created wealth, 235,635 imported, 11,558 exported. I've also traded with a group of Elves but they hadn't left the map by the time the migrants arrived and it only put my exported wealth to 11,958. [[User:Lando242|Lando242]] 11:38, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== share rooms? ==&lt;br /&gt;
&lt;br /&gt;
does the baron and his consort share a room? or do I need to make an extra pair of tombs/dining rooms/bedrooms? --[[User:Destor|Destor]] 17:14, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yup, consorts demand all their own rooms, and neither will be happy if you try to cram them together. The only room that doesn't need to be doubled up is the office/throne room, since the Consort doesn't conduct diplomacy. --[[User:Navian|Navian]] 21:41, 10 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18674</id>
		<title>40d:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18674"/>
		<updated>2009-01-03T13:09:58Z</updated>

		<summary type="html">&lt;p&gt;Lando242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''farm''' is a building that allows [[dwarf|dwarves]] to grow [[plant]]s from [[seed]]s. Plants can be used for [[food]] or to [[brew]] [[alcohol]]. Farms built [[outside]] have completely different crops to farms built inside. &lt;br /&gt;
&lt;br /&gt;
In large fortresses, a farm is the most compact way of producing food. Early forts can subsist with [[herbalist]]s collecting plants from [[bush]]es outside  but that is  insufficient to support large populations. (Note that plants gathered by herbalist can be processed for the seeds necessary to set up an outside farm.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[crops]] for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Building the farm plot ==&lt;br /&gt;
Farm plots must be built on a suitable location and require a dwarf with the [[grower|farming (fields)]] skill enabled to prepare.&lt;br /&gt;
*Farms can be built on [[soil]], [[sand]], [[Soil|silt]], [[clay]] or [[loam]]. &lt;br /&gt;
*To build a farm on [[rock]] you must first make it [[mud|muddy]] by [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Where farms can't be built:&lt;br /&gt;
*Over [[Tree|trees]], saplings, [[Shrub|shrubs]], [[Boulder|boulders]] or constructed objects (roads, floors, etc).&lt;br /&gt;
&lt;br /&gt;
To place a farm plot enter the {{K|b}}uild menu and select farm {{K|p}}lots. Use the {{K|u}} and {{K|k}} keys to expand the width and height of the plot, and {{K|m}} and {{K|h}} to decrease the size. When the plot is the desired size, and in the right position, pressing {{K|Enter}} will place it. A free dwarf with the [[grower]] skill should then start clearing out any rubble or other impediments away from the farm plot. Trees inside the plotted area must be cleared by a [[wood cutter]] before you lay it out or that tile will be skipped. Shrubs and saplings must also be cleared beforehand, even already dead ones. Living shrubs may be gathered by an herbalist while dead shrubs and saplings may be cleared by dwarves repeatedly walking over the area. Boulders may not be plotted over at all, even after smoothing.&lt;br /&gt;
&lt;br /&gt;
==Growing plants==&lt;br /&gt;
See [[Farming#Planting|farming]].&lt;br /&gt;
&lt;br /&gt;
== Suggested size ==&lt;br /&gt;
A 10x20 plot should, with several dedicated farmers, provide enough food to feed a full 200-dwarf fortress. Much smaller plots can serve smaller forts, and if you supplement them with [[herbalist|plant gathering]], [[hunting]], [[fishing]], or [[trade|trading]] they can become smaller to the point of non-existence. &lt;br /&gt;
&lt;br /&gt;
Try to leave a little extra space in [[underground]] farm rooms for farmers to stack spare boulders. Stones that get moved under [[door]]s in a farm will keep them open, causing potential flooding problems if you need to [[irrigation|irrigate]].&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
If you build a farm plot and the majority, but not all of the tiles are underground, the plot will be an underground plot, but will be completely unusable. There's no notification of any sort to tell you this and it'll just look like your farmers are lazy. If your farmers stop working check and see if you accidentally channeled above it. This may also happen to a plot which is primarily above ground/outside, but has at least one tile that is underground/dark.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Farming]], for a complete guide&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile_attributes|Tile Attributes]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Boulders&amp;diff=46763</id>
		<title>Boulders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Boulders&amp;diff=46763"/>
		<updated>2009-01-03T13:03:00Z</updated>

		<summary type="html">&lt;p&gt;Lando242: Redirecting to Boulder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Boulder]]&lt;/div&gt;</summary>
		<author><name>Lando242</name></author>
	</entry>
</feed>