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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lucien</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lucien"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Lucien"/>
	<updated>2026-08-04T21:00:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Init.txt&amp;diff=33512</id>
		<title>40d Talk:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Init.txt&amp;diff=33512"/>
		<updated>2008-07-11T09:03:08Z</updated>

		<summary type="html">&lt;p&gt;Lucien: Added re-organize query.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt; on the lines with multiple fields, such as the color settings, if you want it to look like the actual text file does.&lt;br /&gt;
&lt;br /&gt;
A good practice is simply to put that break tag on the end of every line of the formatted text. --[[User:N9103|Edward]] 20:01, 27 December 2007 (EST)&lt;br /&gt;
  Ok did that. Thanks. [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Mouse Setting ==&lt;br /&gt;
&lt;br /&gt;
I'm one who prefers not to have the mouse involved in gameplay, yet I find that using NO or FALSE for the mouse setting still allows mouse use for designating tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
While this is useful for allowing mouse-based macros for room designs (as opposed to keyboard-based of course) it is still a thorn in my side.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm looking for confirmation/refutation of this, and any discovered fix to make it truly [MOUSE:NO].&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 08:40, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've experienced this as well in v0.27.176.38c. I did not notice any change after using YES, NO, and FALSE. [[User:Elvang|Elvang]] 23:21, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article for Deletion? ==&lt;br /&gt;
&lt;br /&gt;
Do we need this page? What is the purpose of it? --[[User:Savok|Savok]] 00:11, 4 June 2008 (EDT)&lt;br /&gt;
:I suppose its more of a reference for those who screw up or need to revert their init.txt file without redownloading the game. [[User:Elvang|Elvang]] 01:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Re-organize? ==&lt;br /&gt;
&lt;br /&gt;
This may just be me, but I find that having the preference before the text explaining it helps to make this page more understandable.  For instance, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[SOUND:ON]&lt;br /&gt;
&amp;lt;br&amp;gt;Change this to turn sound off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
is much more readable than&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&amp;lt;br&amp;gt;[SOUND:ON]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
--[[User:Lucien|Lucien]] 05:03, 11 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35872</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35872"/>
		<updated>2008-07-11T08:19:25Z</updated>

		<summary type="html">&lt;p&gt;Lucien: /* Seizing items */ Added a note about removing the depot itself to seize all items.  Unknown if this flags them stolen or not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction menu, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|colspan=5|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
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|-&lt;br /&gt;
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|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  Choosing items from this menu will mark them as [PENDING] and [[dwarves]] will begin moving them to the depot (all dwarves regardless of labor settings will move goods to the depot when necessary).  Items that have been brought to the depot are ready for trade and will be marked as [TRADING].  Items nominated for trading will remain at the depot until the caravan leaves, or the [PENDING] / [TRADING] flag is cleared by choosing the item again.  Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If &amp;quot;Only broker may trade&amp;quot; is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, however dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: Once the goods have been hauled, a broker is waiting, and the caravan has made its way to the depot and unloaded its goods, it's time to trade.  After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Also, be careful of pressing {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again.&lt;br /&gt;
&lt;br /&gt;
==== Merchant mood ====&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. The happier you make a merchant the less profit margin he will require to accept a trade.&lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
If merchants reach the lowest level (unwilling to trade) as a result of repeated failed deals, they will immediately pack up and no further trade will be possible. Since annoyed traders are more likely to reject deals, you should tread cautiously in initial negotiations as the more times you fail to make a deal, the less happy they'll be and the less inclined they'll be to accept further offers. Skilled negotiators seem less likely to offend traders with unsuccessful deals.&lt;br /&gt;
&lt;br /&gt;
==== Seizing items ====&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy stolen goods (marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.&lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
Some races send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are 3 tiles wide to pass.  A wagon may enter from a location different than the merchant, if the point the merchant entered was inaccessible to it.  If a wagon is unable to find an open path to the trade depot, it will leave and the dwarves will only be able to trade with the merchants and pack [[animals]].&lt;br /&gt;
&lt;br /&gt;
Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s (ramps covered by a [[hatch]] do obstruct), [[bridge]]s, [[road]]s, or natural or constructed [[floor]] tiles. Building roads, bridges and floor tiles can help keep paths clear by preventing trees from growing, but caravans may enter the map at a location from which they cannot reach an existing road (even if that road connects to the edge of the map), and if alternate unpaved paths exist, they may take those instead.  &lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility.  Any tile marked in green is accessible to a wagon.  Note that a three-tile wide path will only show up as one tile wide in accessibility view, since the tiles next to the walls are not themselves accessible to wagons.&lt;br /&gt;
&lt;br /&gt;
In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot.  Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing.  Ramps must be used to adjust [[z-level]] elevation.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]], and supplies.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[rope]], various [[plants]] and wooden items, and may carry tame [[creatures]].&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* may send a diplomat who imposes a tree cutting quota.&lt;br /&gt;
* is very picky about what items they will accept in trade.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any animal or tree byproducts. Forbidden items include{{ver|0.23.130.23a}}:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;/div&gt;</summary>
		<author><name>Lucien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6263</id>
		<title>40d:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6263"/>
		<updated>2008-06-21T00:55:52Z</updated>

		<summary type="html">&lt;p&gt;Lucien: /* Oldschool irrigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irrigation is the process of making rocky ground suitable for [[farming]]. This is usually done by flooding it with [[water]]. Inside caves, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build farm plots on. There are many possible methods for getting the farm area muddy.&lt;br /&gt;
&lt;br /&gt;
== Dryland farming: farming without irrigation ==&lt;br /&gt;
&lt;br /&gt;
Some locations have layers of [[soil]] a few z-levels thick. It is not necessary to irrigate [[soil]] in order to grow crops on it; it is possible to build a farm plot directly on any soil tiles, although the dwarven crops such as [[plump helmet]]s can only be grown in a [[subterranean]] plot.  In lowland areas, a farm plot built on the surface can be used to grow outdoor crops such as [[prickle berry|prickle berries]].&lt;br /&gt;
&lt;br /&gt;
== Reservoir irrigation ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress uses realistic water dynamics, including measures of [[water depth]]. A depth of 7 is full, depths of 1 will evaporate, leaving the stone wet and thus suitable for farming. Your goal in irrigation is to get a section of ground to be 1's.&lt;br /&gt;
&lt;br /&gt;
The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber at least 7 times as large as the reservoir. a reservoir of 10 tiles, for instance, can water a 7x10 chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep.&lt;br /&gt;
&lt;br /&gt;
It is also possible to achieve the same result with a natural pond using the same technique. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring.&lt;br /&gt;
&lt;br /&gt;
== Oldschool irrigation ==&lt;br /&gt;
&lt;br /&gt;
# Dig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt [[channel]] and the water. Also, [[dig]] a passage from the plot towards lower ground that'll serve as the water drain.&lt;br /&gt;
# Build a [[door]] or [[floodgate]], and three [[mechanism]]s.&lt;br /&gt;
# Place the door in the channel. The idea is that it'll block the water from coming through when closed.&lt;br /&gt;
# Build a [[lever]] and link it to the door or floodgate.&lt;br /&gt;
# Pull the lever so the door opens. Send a miner to dig that last wall keeping the water from rushing in. Alternatively, have the miner dig a channel on the last wall from the Z-level above. The miner will dig out the wall without actually having to stand in the way of the water.&lt;br /&gt;
# Ideally, here the miner will run like hell. The water is actually fairly slow.&lt;br /&gt;
# Use the lever to close the channel once you feel you've got enough water to spread over the area.&lt;br /&gt;
# Wait for water to drain out to at least 1/7 per tile. You can use grates and hatches to speed up this process.&lt;br /&gt;
# Make farm.&lt;br /&gt;
# Harvest [[crops]] and produce [[food]]/other materials&lt;br /&gt;
# ???&lt;br /&gt;
# Profit!&lt;br /&gt;
&lt;br /&gt;
== Pond irrigation ==&lt;br /&gt;
&lt;br /&gt;
Dig a farm room, and dig a channel one Z-level above it, creating a hole down into the farm room. Create a [[zone]] on the hole, and make it a pond. Your dwarves will attempt to fill it with water carried in buckets. As they dump water in, it will muddy the farm room floor. After it has been sufficiently muddied, disable or remove the pond zone until you need to irrigate it again. Dwarves can build farm plots in 1 unit deep water.&lt;br /&gt;
&lt;br /&gt;
NOTE: Even though it works, this is probably the slowest way to irrigate a room since dwarves only carry 1 unit of water per trip. Especially if you don't have a more than one or two idle dwarves and buckets, or if the water source is far away. It also probably wouldn't work very well on larger farm areas.&lt;br /&gt;
&lt;br /&gt;
NOTE: This probably doesn't work if your farm room is directly under the surface, not for [[plump helmets]] anyway. It's best to have your farm room and the above pond-room both be dug in a cave.&lt;br /&gt;
&lt;br /&gt;
== Wave irrigation ==&lt;br /&gt;
&lt;br /&gt;
Although seawater is unfit for carrying to your farm in a bucket, areas muddied by seawater seem to be farmable. My favorite method of achieving this is building a farm room under a beach and making a hole in its roof, closable with a hatch, to let waves in.&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Lucien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=37543</id>
		<title>40d:On break</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=37543"/>
		<updated>2008-06-16T17:08:27Z</updated>

		<summary type="html">&lt;p&gt;Lucien: Added in a note about drafting to remove break status.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, those lazy buggers do have days off; all dwarfs will go '''on break''' for some time sooner or later. There is nothing really you can do about it, barring drafting them and then releasing them from service immediately after (note that this creates an unhappy thought), but it's less annoying than [[Parties]] at least.&lt;br /&gt;
&lt;br /&gt;
They will take more breaks if they are thirsty or have no access to dwarven beer. Give them lots of beer to keep them active.&lt;/div&gt;</summary>
		<author><name>Lucien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9265</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9265"/>
		<updated>2008-06-14T03:30:24Z</updated>

		<summary type="html">&lt;p&gt;Lucien: Added split-level river bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33g:==&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after [[wrestling]] practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33f:==&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33e:==&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33d:==&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33c:==&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
Check the [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=search&amp;amp;search_forum=6 bay12games forums bug report subforum]] if you find something weird. Please use the search function!&lt;br /&gt;
&lt;br /&gt;
== Large .==&lt;br /&gt;
&lt;br /&gt;
I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.&lt;br /&gt;
&lt;br /&gt;
It costs 40# and has a weight of 6r. The weirdest thing is both it's name and description;&lt;br /&gt;
Name: &amp;lt;-large -&amp;gt;&lt;br /&gt;
Description: This is a well-crafted large .&lt;br /&gt;
&lt;br /&gt;
As you can see, the game tried to create a large something... but whatever it was didn't exist. Just thought you might like to know. [[User:AlexFili|AlexFili]] 10:30, 7 May 2008 (EDT)&lt;br /&gt;
:This... is already known and floats around the known bugs list on the dev pages. --[[User:GreyMario|GreyMario]] 14:06, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh alright. Just making sure it isn't just me. By the way, the item in question is a gem. Hope that helps. [[User:AlexFili|AlexFili]] 08:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
It will however flow up when pumped until it's at the same z-level as the pump.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;br /&gt;
::Current version{{version|0.27.176.38c}}, you can actually drop a cave-in on a brook to see what it really is... a floor tile covering up a cavern full of 7/7 water. --[[User:GreyMario|GreyMario]] 14:07, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Milking Issue ==&lt;br /&gt;
&amp;quot;(To milk something it has to be carryable, and the only milkable thing you can carry is a purring maggot)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Could you not solve this by using the same code you use for the Butcher script? Only this time you keep the animal alive and generate milk, based on the time taken for the worker? [[User:AlexFili|AlexFili]] 11:24, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building Wooden Racks ==&lt;br /&gt;
There is a minor problem with building minor wooden racks. Noobs might be confused because in the build menu it says &amp;quot;Construct wooden Weapon&amp;quot; but it doesn't actually mention the word &amp;quot;rack&amp;quot; anywhere in that. It might fool newbies into making tons of them without realising they are only racks, not actual weapons.&lt;br /&gt;
&lt;br /&gt;
Since it's extremely obvious that all the carpenter objects are wooden, I'd prefer it to say &amp;quot;Construct weapon rack&amp;quot; to avoid confusing the newbs. --[[User:AlexFili|AlexFili]] 04:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:... You haven't ever bothered making the menu 2x size with the Tab key? '''MANY''' menu items are truncated when the menu is only single width. This is probably the reason the 2x menu was implemented by T.O. (to accommodate long task names) --[[User:N9103|Edward]] 17:50, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As a newbie, I did in fact think, at first, that it was for building weapons, since I'd seen the chart saying wooden weapons did 50% damage. But when it didn't lead to a menu asking what *kind* of weapon (id est, sword, axe, et cetera), I knew something was up and hit {{k|Tab}} a couple times. Give us newbies some credit, we may be inexperienced (windmills, what?) but we're not necessarily oblivious. --[[User:Zombiejustice|Zombiejustice]] 18:50, 10 June 2008 (EDT)&lt;br /&gt;
::I had a similar issue trying to build grates and floor sections out of glass. Until I figured out the {{k|Tab}} key, I'd resort to ordering the construction of a &amp;quot;Clear glass Fl&amp;quot;, then look at the Job Screen to see whether it was a Floodgate, a Floor, or whatever :) --[[User:AlexChurchill|AlexChurchill]] 07:24, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Split-level River ==&lt;br /&gt;
I loaded up a section of my world and found a split-level river- that is, a river that for half of the map is on ground-level and half of the map is one z-level up.  This may just seem like a cool thing to most of you, but the upper river has now started flooding out and consuming the entire lower river basin- something that I've been informed shouldn't happen.  If someone will give me the address and directions for sending my world / creation log, I can pass it along to the developers for review.  --[[User:Lucien|Lucien]] 23:30, 13 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucien</name></author>
	</entry>
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