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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-10T09:04:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Migrant&amp;diff=9638</id>
		<title>40d:Migrant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Migrant&amp;diff=9638"/>
		<updated>2008-03-15T07:10:15Z</updated>

		<summary type="html">&lt;p&gt;Makiyivka: /* Migrants in Fortress Mode */  -minor spelling mistake fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''migrant''' is a member of a wave of [[immigration]].&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Fortress Mode]] ==&lt;br /&gt;
Migrants will enter at the edge of the map, in waves, heralded by an announcement. They will travel single file from this one location until the last one of this wave has arrived. The greatest possible number of one wave seems to be 24.&lt;br /&gt;
&lt;br /&gt;
Migrants come with no skills at all (peasants), novice level of two or three skills from a single profession,or a (no adjective) level of a single [[skill]]. Migrants will sometimes bring their spouses, [[child]]ren, and even their [[pet]] [[animal]]s. Spouses may come as unskilled peasants.&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Adventure Mode]] ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes [[goblin]]s and [[kobold]]s. Such bands will consist of non-specialized adults and children.&lt;br /&gt;
&lt;br /&gt;
== Migration Effects on the World ==&lt;br /&gt;
&lt;br /&gt;
It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]].&lt;/div&gt;</summary>
		<author><name>Makiyivka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39099</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39099"/>
		<updated>2008-03-15T05:59:16Z</updated>

		<summary type="html">&lt;p&gt;Makiyivka: Small grammar error fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exploratory mining is the process of mining large areas in order to obtain resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Knowing them and deciding on their priority will help you find the most suitable pattern.&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process. Exploratory mining is a work intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor low priority. The labor factor is the fraction of stone dug out of an area, and as such, it's a percentage, between 0 and 100%.&lt;br /&gt;
&lt;br /&gt;
=== Scarcity ===&lt;br /&gt;
&lt;br /&gt;
''Scarcity'' is the amount of desired material present in the rock layer. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it. Scarcity is determined by the types of materials you're after. Single tiles are the scarcest, followed by small clusters, veins and large clusters. For the classification of your desired material, see the [[gem]] and [[stone]] articles. Underground features are about as scarce as large clusters.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the amount of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immadiately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it. Visibility is represented by the fraction of visible tiles in the excavated area. Visibility is always a priority, but it tends to decrease in priority as scarcity decreases, because there are more tiles that need to be dug out, and not just seen.&lt;br /&gt;
&lt;br /&gt;
=== Reusability ===&lt;br /&gt;
&lt;br /&gt;
Exploratory mining leaves behind a monotonous, repeating landscape. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Reusability is subjective, and it depends on the desired layout. Reusability is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls. Reusability is a priority for a small fortress.&lt;br /&gt;
&lt;br /&gt;
== What you are looking for ==&amp;lt;!-- needs a better section name --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ore]] occurs in three forms, depending on the kind:&lt;br /&gt;
&lt;br /&gt;
* Large cluster: An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.&lt;br /&gt;
* Vein: A sinuous line of the material crosses the block.&lt;br /&gt;
* Small cluster: A sprinkle of 5 to 10 adjacent tiles. Multiple small clusters of different materials may be in the same block.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 ░ = Not mined, not visible&lt;br /&gt;
 ▒ = Not mined, visible (wall)&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': 100% of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, really need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1/3 (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, this method achieves a visibility to labor ratio of 3:1, which, among those with 100% visibility, is second only to a diagonal design. In all ways, it it more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is the most efficient for those with 100% visibility but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
................&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
................................&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Large clusters and up, as the large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot.&lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low or labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Makiyivka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cook&amp;diff=9608</id>
		<title>40d:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cook&amp;diff=9608"/>
		<updated>2008-02-25T07:29:08Z</updated>

		<summary type="html">&lt;p&gt;Makiyivka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Cook&lt;br /&gt;
| speciality = Cook&lt;br /&gt;
| profession = Farmer&lt;br /&gt;
| job name   = Cooking&lt;br /&gt;
| workshop = [[Kitchen]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare Easy Meal&lt;br /&gt;
* Prepare Fine Meal&lt;br /&gt;
* Prepare Lavish Meal&lt;br /&gt;
* Render Fat&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
Cooks combine ingredients at kitchens to produce finished meals. Dwarves with more [[skill]] at cooking work faster, and produce higher [[quality]] meals.&lt;br /&gt;
&lt;br /&gt;
Dwarven cooks use two, three, or four ingredients per meal, adding their quantities to produce the quantity of the finished product. This does have the potential to increase the total amount of food a fortress has access to, since some cookable items are not edible raw. [[Quarry bush]] leaves, [[flour]], and [[seeds]] are examples. Seeds are however usually too valuable to cook with and cooking with them is disabled by default. [[Alcohol]] can be used as food in cooking too. Cooking such ingredients is an excellent way to cater to the tastes of dwarves who prefer foods that are inedible when raw. Examining a finished meal will allow you to view the ingredients it contains.&lt;br /&gt;
&lt;br /&gt;
Preparing easy meals will combine two ingredients, preparing fine meals will combine three, and lavish meals require four ingredients to prepare.  If you want your dwarves to gain skill as cooks you should only prepare easy meals, since this gives them the most practice per ingredient used{{verify}}. If you want to maximize your [[storage]] space, use lavish meals, since these combine a large number of ingredients into a single stack.&lt;br /&gt;
&lt;br /&gt;
If food supplies are tight, [[Brewer|brewing]] plants into alcohol and subsequently cooking the alcohol will effectively multiply food stocks fivefold. Brewing the plants first will also yield seeds, which cooking plants destroys.&lt;br /&gt;
&lt;br /&gt;
Cooking can also turn raw ingredients, which never have quality, into high-quality meals, which increase dwarven happiness and often have a high monetary value.&lt;br /&gt;
&lt;br /&gt;
Cooked meals are immune to [[wear]], while meat is not.&lt;br /&gt;
&lt;br /&gt;
The cooking skill is also used to turn [[fat]] into [[tallow.]]&lt;br /&gt;
&lt;br /&gt;
===Hauling and Kitchens===&lt;br /&gt;
&lt;br /&gt;
When cooks have large stacks of ingredients to work with, [[kitchen]]s get [[clutter]]ed quickly. (When cooking large stacks of alcohol brewed from starting supplies or from skilled [[grower]]s' [[crops]], it is not uncommon to end up with quantities such as &amp;quot;Dwarven Wine Stew [75].&amp;quot;) If they stay in the kitchen, finished meals like this will slow down your cooks' work, and may [[rot]] if left too long. It is worthwhile to keep an eye on kitchen clutter levels, and to micromanage [[food haulers]] if necessary, to ensure that everything ends up in a [[food stockpile]] quickly.&lt;br /&gt;
[[Category:Skills]][[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Makiyivka</name></author>
	</entry>
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