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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Markus+cz</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-07T15:23:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=118313</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=118313"/>
		<updated>2010-06-12T23:05:19Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Undo revision 118311 by 91.206.183.174 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Clarification on &amp;quot;Verification&amp;quot; of content ==&lt;br /&gt;
The policy is that all content from 40d must be verified before making it to the 2010 namespace. Whould confirming with the changelog that something hasn't changed be good enough to meet this requirement? If not, does this means that each feature must be tested in game? [[User:bongotastic|bongotastic]] #11:05, 27 May 2010 (UTC)&lt;br /&gt;
:In general the changelog is not sufficient.  For example, the changelog doesn't say that the [[DF2010:Archery Target]] is now broken, but if you tried it out personally before moving it then you would know that simply copy-pasting this is a bad idea.  Not a small task I know, but long-term this is far more valuable.  Any article in particular you were thinking about? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 12:45, 30 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts? ==&lt;br /&gt;
Any thoughts on this page?  Any potentially useful organizing ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:I think this is a great idea. --[[User:Briess|Briess]] 17:03, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing discussions? ==&lt;br /&gt;
Are there any important discussions I've missed, or anything you'd like to discussion that you'd like a location to discuss? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Might I suggest responses go to the just created [[Dwarf Fortress Wiki talk:Article Consolidation|Dwarf Fortress Wiki:Article Consolidation talk page]]. I think this is a big issue worth discussing, and so it deserves to be discussed there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 23 April 2010 (UTC)&lt;br /&gt;
:I wonder, is there a place here for a Future Versions Ideas page?  I have many ideas for things that could be used in future versions of Dwarf Fort, but there's no way to get the word to Toady that I'm aware of, aside from straight e-mailing him...--[[User:Aescula|Aescula]] 20:55, 25 April 2010 (UTC)&lt;br /&gt;
::I'm not really sure if the wiki is the right place for something like that.  I mostly say that because I don't think that he will look at what we set up for the wiki either.  There is a [http://www.bay12forums.com/smf/index.php?board=5.0 Suggestions Forum] that seems to be the best place for that kind of thing.  I imagine if he looks anywhere he looks there.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:53, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template madness ==&lt;br /&gt;
Okay I was looking at [[DF2010:Native platinum]] and wanted to make the changes but the arrangement of templates make editing the sidebar incredibly complicated even for the fairly good amount of knowledge I have of the wiki.&lt;br /&gt;
&lt;br /&gt;
This really doesn't need to be this complicated.  Could someone explain how it works and more importantly why it needs to be so complicated. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:12, 24 April 2010 (UTC)&lt;br /&gt;
:I agree, we need a short tutorial on templates. This is shutting out IPs (and probably the majority of editors) through the backdoor. --[[User:Birthright|Birthright]] 00:32, 7 May 2010 (UTC)&lt;br /&gt;
::[http://www.mediawiki.org/wiki/Help:Template Here] [http://www.mediawiki.org/wiki/Help:Parser_functions you] [http://www.mediawiki.org/wiki/Help:Parser_functions_in_templates go.] [[User:VengefulDonut|VengefulDonut]] 14:20, 7 May 2010 (UTC)&lt;br /&gt;
:::Right. You make it obvious that excessive use of templates will make the wiki unusable for all but a small aristocracy. Plus we would still need a central place frequently visited by editors that links to those pages. Maybe link to the -still missing- ''short'' tutorial next to every template in the articles? --[[User:Birthright|Birthright]] 20:57, 7 May 2010 (UTC)&lt;br /&gt;
::You seem confident that you will get what you want. [[User:VengefulDonut|VengefulDonut]] 23:52, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki skin feedback ==&lt;br /&gt;
I just decided to try out the new skin. I am using it for ten minutes and I already can't imagine using anything different, it's great!--[[User:SanDiego|SanDiego]] 13:54, 25 April 2010 (UTC)&lt;br /&gt;
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== If not consolidation, then what? ==&lt;br /&gt;
&lt;br /&gt;
I don't seem to have a lot of support for article consolidation, and have abruptly been relieved of the time I had to try and help.  Fine.  I still insist the clutter of pages remains troublesome.  Whenever your search is slightly off, instead of returning few to no results, it returns hundreds of irrelevant results.  When I search for BODY_SIZE I don't want creature_standard.txt, grimeling size, mud man size, olmman size, fire man size, insert-material-here-man size or anything else's tags, I'm looking for info on the tags themselves.  Same when I search &amp;quot;raws&amp;quot;, I don't mean those of beetles, whales, walruses, sturgeon, stingray, etc, etc, etc.  Redirects won't fix this until we redirect every possible thing that needs to be redirected, at all, ever, but that seems an even more exhaustive task than tables.&lt;br /&gt;
&lt;br /&gt;
Is it possible to prevent the search from indexing these stub articles, or at least giving them less priority?  The 'whale' page is going to be irrelevant to anyone not searching for whales...  --[[User:Corona688|Corona688]] 17:02, 1 May 2010 (UTC)&lt;br /&gt;
:I agree with you that there isn't the support for consolidation.  I do understand what you're saying.  It seems like there are two possible solutions to your problem.&lt;br /&gt;
:*Better organization: This is entirely possible, but very complicated.  I've been trying to improve this but it is very difficult.  If you don't have the time to work on this and improve it you'll have to rely on my inconsistent free time to make some improvements.  If you have some good ideas besides &amp;quot;make it better&amp;quot; I'm all ears.&lt;br /&gt;
:*Better search:  This is much more difficult, and probably not exactly possible given the extreme constraints that is the mediawiki software.  You'd be pleased to know that we ([[User:Briess]] and [[User:Emi]]) are working on developing a new wiki software specifically for DF.  Details can be found [[Dwarf_Fortress_Wiki:Magmawiki|here]] and [http://www.bay12forums.com/smf/index.php?topic=55613.60 here].  I can only assume that they will make sure to provide improved searching as one of their goals, but if you want to post in the forum thread your wishes that would probably be useful.&lt;br /&gt;
:[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:10, 3 May 2010 (UTC)&lt;br /&gt;
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::Yeah, it's not the wiki that sucks, the search function is limited. You are simply asking too much. --[[User:Birthright|Birthright]] 00:29, 7 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116591</id>
		<title>v0.31:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116591"/>
		<updated>2010-06-02T16:00:24Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
There comes a time in every dwarf's life when he says to himself - why not? (&amp;quot;Because it's insane&amp;quot; is not considered an automatic fail condition.) Be they magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty (bonus points for magma eyes) - you can build anything!&lt;br /&gt;
&lt;br /&gt;
While building a fully automated sacrificial temple to the dwarf god with magma-falls is quite an undertaking, the techniques are mostly the same as those to build a simple wall or tower, just putting one stone on top of or next to another - so we'll start there. &lt;br /&gt;
&lt;br /&gt;
(And it's recommended you do too - start with some smaller projects, a defensive wall, and then some simple archer towers to secure your area, and build on your experience from there. It's very easy and frustrating to build a complete disaster. But fun is in the eyes of the player.) [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
Even though those projects listed above may seem hard, they are all simply a combination of walls, floors, ramps, and mabye the occasional magma pump.  We'll start you off at the basics, and leave you to have [[fun]] once you get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Constructions==&lt;br /&gt;
&lt;br /&gt;
The building blocks of every sucessful fortress.  While in combination they can produce insane constructions, even by themselves, they are useful.  Want to build a bridge across that river?  Maybe build a wall to keep the goblins at bay?  Even just build an up/down stairway to get from level to level?  You've used basic constructions!&lt;br /&gt;
&lt;br /&gt;
===Wall===&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|w}} keys, in that order.  Walls are simply tiles where no one can walk, but can be walked on, provided you are one layer above the wall.  You can build floors off of them and they can be used to close in buildings that are built outside, or even can be used to wall in your fortress from the outside.  The cost of one wall is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Floor===&lt;br /&gt;
&lt;br /&gt;
[[Floor]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|f}} keys in that order.  They can be walked on, but no constructions (eg. walls, ramps, etc...) can be built upon them.  However, things such as beds and doors can be put upon floors.  Building a floor above an open tile outside will designate that tile inside,  so furniture could be placed there.  The cost of one floor is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ramp===&lt;br /&gt;
&lt;br /&gt;
[[Ramp]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|r}} keys in that order.  They can be used to get from level to level of your fortress and are similar to stairwells.  If a floor is built on top of the Z level the ramp is placed on, the ramp will not be usable.   The cost of one ramp is equal to one economic building material.&lt;br /&gt;
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&lt;br /&gt;
== Mega Construcions ==&lt;br /&gt;
Mega constructions, also deemed mega projects, can incoporate almost anything, whether it be beneficial to the fortress or not.  The definiton of a &amp;quot;mega construction&amp;quot; will vary by user.  Some examples of mega constructions are listed below, along with their relative difficulty and usefulness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Massive Temple===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' Massive cathedrals filled with the corpses of goblins and engraved with your victories, surrounded by solid platinum statues of your leaders.  On the inside it's filled with benches and rows so your dwarves can relax and enjoy family time together during services where they hopefully learn not to kill each other.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Above-Ground Fortress===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Location-Dependant&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This is rather hard to do, as you will find that you will always need more construction materials.  It becomes a challenge to build freestanding homes for each new colonist, as instead of mining out 5 squares for a 2 by 2 room with a door, it will take at least 16 constructions, including 1 ramp, 4 floors, and 11 walls, not including furniture. However, this method of fortress-building becomes useful on a map where there is an [[Aquifer]] and [[wood]] is relatively easy to get.&lt;br /&gt;
&lt;br /&gt;
===Pyramids===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This can be an interesting starting project for novices who, before taking on larger projects, need to figure out how construction works first. It is not incredibly useful, but you can place beds or coffins (maybe both) in each level of the Pyramid.  For extra points, try to make each layer of the pyramid out of slightly more valuable materials than the layer before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Massive Statues===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' A giant, hollow statue of a Dwarf built out of constructions.  A gifted few have figured out how to get magma in the eyeballs of the statue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Large Scale Flooding===&lt;br /&gt;
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'''Usefulness:''' Location-Dependant&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' A last resort against the goblins, this project causes the outside world to be flooded with water or magma.  Take note that this is a rather difficult project to co-ordinate, due to the complicated nature of fluids, possibly resulting in lots of [[fun]]. Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dependant on Preferences&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' You gotta water those trees, man, and let the treehuggers that care so much for them share in this watery gift! Essentially, a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Basically, construct a very long wall all the way around an Elf-village, then use flooring to put a lid on the entire village. Connect some [[Screw pump]]s from the local river (or other water supply) to fill this box with water. This will kill all of the Elves enclosed inside. Totally pointless and time-consuming, thus making it a worthy megaconstruction. &lt;br /&gt;
&lt;br /&gt;
'''Additional:''' This can be a very processor-intensive operation. Small-scale suggestions are building the box around your Trade Depot, and flooding it only when Elves are inside. Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This is ideal for your patently insane [[Stupid dwarf trick]] needs. Essentially, this project consists of building your entire fortress above ground in one singluar structure. A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. On the ground floor, grow above-ground plants and carve fortifications into all the walls. From here, it's all about absolutely huge levels packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms. The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. This consumes ridiculous amounts of time and stone, placing walls is extremely fiddly, and as soon as goblins control the ground floor your fortress will starve unless you can exterminate them. So, pointless, frustrating, and borderline suicidal... in short, a perfect megaconstruction. &lt;br /&gt;
&lt;br /&gt;
'''Additional:''' Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness. [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
[http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK] Magmawiki Link to 40d Mega Construction Page&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wolf&amp;diff=115504</id>
		<title>v0.31 Talk:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wolf&amp;diff=115504"/>
		<updated>2010-05-26T18:10:04Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
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&lt;div&gt;Is it normal that 6 wolves run away from a normal unarmed, untrained dwarf? --[[User:Niggy|Niggy]] 10:19, 26 May 2010 (UTC)&lt;br /&gt;
:Yes, it is. Most non-undead animals avoid dwarfs when possible. --[[Special:Contributions/80.187.102.253|80.187.102.253]] 13:04, 26 May 2010 (UTC)&lt;br /&gt;
::Also, 6 wolves would run from a normal, unarmed, untrained, real-life human, too :p --[[User:Markus cz|Markus cz]] 18:10, 26 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=115491</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=115491"/>
		<updated>2010-05-26T11:38:51Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
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&lt;div&gt;==Downgrade from Fine to Tattered==&lt;br /&gt;
Now that xTatteredx has been implemented, all of the -Fine- articles which are definitely not fine should be downgraded. I suggest we all go through a letter of the alphabet from [http://df.magmawiki.com/index.php/Category:DF2010:Fine_Quality_Articles here] and rate all the articles properly. I've already done so for letters A and B... 24 more to go. If you have extra info to add, don't hold back.&lt;br /&gt;
&lt;br /&gt;
Go and rate!&lt;br /&gt;
&lt;br /&gt;
: What's the difference between fine and tattered? At present you have the exact same criteria listed for both categories. --[[User:Doctorzuber|Doctorzuber]] 18:58, 20 May 2010 (UTC)&lt;br /&gt;
::I had changed Tattered to be different from Fine, but VengefulDonut apparently disagreed and reverted them back to being identical. So Yeah. --[[User:Quietust|Quietust]] 19:20, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Either you two didn't read them or we disagree over what the word identical means. [[User:VengefulDonut|VengefulDonut]] 19:43, 20 May 2010 (UTC)&lt;br /&gt;
::::Okay, ''nearly'' identical. Out of the 5 properties on each one, 3 are the same. --[[User:Quietust|Quietust]] 20:52, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Alright. What about this? [[User:VengefulDonut|VengefulDonut]] 21:04, 20 May 2010 (UTC)&lt;br /&gt;
:::::: It's apparently been edited since I said something. I assure you it was identical when I posted, which was very confusing. --[[User:Doctorzuber|Doctorzuber]] 00:58, 24 May 2010 (UTC)&lt;br /&gt;
::::::It wasn't identical, there was a slight difference. Too small but it was there. [[User:Speed112|Speed112]] 01:23, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my view, quality should be a reflection of the percentage of the total information about a given subject that exists. So if we're talking about non-special stones, there is very little information aside from their basic properties, colours, locations etc. Thus if an article encapsulates all of those, it should be rated fairly high quality. I can see that there could be an argument for adding like a little descriptive sentence on the page or something, but surely brevity and simplicity are features that suggest a higher quality of article. In addition, if you look at the current definition for Masterwork Quality articles, these basic stone articles are comprehensive on the subject, contain no unverified information, have an appropriate number of outbound links, do not have any redlinks and are properly categorized. The only feature I am not sure on is whether the links are in the right format, but I'd be willing to bet that it is. If that is the case, the only problem with them, and the only thing holding them back from being Masterwork (by the current definition) is the fact that they do not have multiple editors. Surely then, if we go through the pages and quickly check if the information is correct, we can then reclassify them as Masterwork. [[User:Pie|Pie]] 00:36, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:  Adding the real life information is just extraneous nonsense that doesn't help anything. Every mineral article has a link to the wikipedia page on the same subject already (in the side chart), we simply do not require a chemical formula and a crystal matrix diagram for every mineral on a wiki devoted to Dwarf Fortress gameplay. &lt;br /&gt;
:  For vermin articles, it makes sense to have a longer article for the economically important cave spider. For mineral articles, it makes sense to have a longer article for the rare and game specific adamantine. A D for Dwarf section for minerals like chert is simply unreasonable, and would take away from the specific purpose of the wiki, which is information first. &lt;br /&gt;
:  All of the mineral articles fulfill the masterwork obligations. They are as comprehensive on the subject at hand as necessary, because this is a game, not a geology lesson. If players are interested in geology, they can find the information they need more effectively elsewhere. [[User:JohnnyMadhouse|JohnnyMadhouse]] 22:54, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
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:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
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== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
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== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
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This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
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:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
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:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
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::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
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:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
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::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
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::::I just noticed the addition of &amp;quot;xTATTEREDx&amp;quot;. Now we have a brand new problem: There's absolutely nothing in between &amp;quot;poor&amp;quot; (tattered) and &amp;quot;good&amp;quot; (fine). We need something neutral. Poor - Neutral - Good - Great is a fine progression, but we don't have anything that sounds &amp;quot;neutral&amp;quot;.[[User:G-Flex|G-Flex]] 07:47, 16 May 2010 (UTC)&lt;br /&gt;
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::::::Yeah. Fine really isn't a neutral word. What would be a good replacement? [[User:VengefulDonut|VengefulDonut]] 12:30, 16 May 2010 (UTC)&lt;br /&gt;
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:::::Well tbh fine is fine, not good, as in it's not bad but it isn't good either = neutral. Exceptional = good and Masterwork = great. I was in fact thinking that, rating-wise, Masterwork is really close to Exceptional, and Exceptional is pretty far away from Fine, so it would be a good idea to turn Fine into Well-crafted and Exceptional into Superior, to have them all 2 levels apart: Tattered(0), Well-crafted(2), Superior(4), Masterful(6... or 12). --[[User:Speed112|Speed112]] 12:14, 16 May 2010 (UTC)&lt;br /&gt;
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==Quality categories by version namespace==&lt;br /&gt;
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Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
:::With this in place, would calculating the &amp;quot;Overall quality rating&amp;quot; for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)&lt;br /&gt;
::::I've just updated the progress bar template to allow it to focus on a single namespace. 40d has a reasonably high rating, while 23a is way worse than even DF2010. I've also tweaked this Quality page to list the quality stats for all 3 namespaces - it's a bit busy, but the information should be useful. --[[User:Quietust|Quietust]] 13:57, 12 May 2010 (UTC)&lt;br /&gt;
:::::Looks great IMO, thanks!  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:02, 12 May 2010 (UTC)&lt;br /&gt;
:::::My god, stats.  Stats everywhere!  I love it.  Well done. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 15:27, 12 May 2010 (UTC)&lt;br /&gt;
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There's no mention of the &amp;quot;Version:Quality&amp;quot; style categories on [[Dwarf_Fortress_Wiki:Quality|the quality page]]. Should those be added immediately, or are we waiting until we've reached a decision on if ratings will differ between versions? Because I would add them, but I don't want to screw things up. [[User:SenorPwnage|Señor Pwnage]] 02:36, 12 May 2010 (UTC)&lt;br /&gt;
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==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
::::I'd suggest not doing that.  Fine is currently the &amp;quot;bottom&amp;quot; rating.  We can that name if we want, but having to go back and change unrated to &amp;quot;new bottom rating&amp;quot; will be a lot of unnecessary work, imo.  Don't you think? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:50, 10 May 2010 (UTC)&lt;br /&gt;
:::::&amp;quot;Unrated&amp;quot; was '''not''' intended to be a &amp;quot;new bottom rating&amp;quot;, but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)&lt;br /&gt;
:I'm also rather shocked at the brutal re-rating of everything. Not one Masterwork article?  Seriously?  If everything's just going to end up in a morass of Fine, where Fine can be anything from a pointless stub to a half-decent, usable article, then the system really isn't helping. --[[User:Krenn|Krenn]] 05:08, 12 May 2010 (UTC)&lt;br /&gt;
::Ah - replying to my own post in case anyone else has the same confusion I did; the problem is that the links to the categories from the Quality page go to '''non-version specific''' categories of Fine, Exceptional, and Masterwork, and nothing is in those anymore.  All articles are now of a quality rating specific to their own namespace, IE: [[:Category:DF2010:Masterwork Quality Articles]].  I still think rating is being too harsh, though, as there's only 3 masterwork right now and that seems low. --[[User:Krenn|Krenn]] 05:14, 12 May 2010 (UTC)&lt;br /&gt;
:::I'll fix this.  Also, the count is just how many articles are labeled masterwork, if you can find some other than those three that are masterwork, please label them such :). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:15, 12 May 2010 (UTC)&lt;br /&gt;
::::There are only 2!!! masterwork articles now for some reason. Don't know if the 3rd one deserved being downgraded or not, but this makes me kind of sad. We need to do something about all these &amp;quot;fine&amp;quot; articles which are anything but fine, and bump more-than-decent exceptional articles with some extra stuff to make them masterwork... guides maybe? I don't know. But I don't really like it. I'm trying to do stuff but I'm new (so I suck) and don't have time... the answer is for everyone to do small things and not let it to a few good members. --[[User:Speed112|Speed112]]&lt;br /&gt;
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== Criteria ==&lt;br /&gt;
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Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;br /&gt;
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== Proposal: No ratings for 40d and 23a ==&lt;br /&gt;
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.&lt;br /&gt;
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We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)&lt;br /&gt;
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Perhaps just alternate categories? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:48, 10 May 2010 (UTC)&lt;br /&gt;
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:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)&lt;br /&gt;
::This is now implmented, the &amp;quot;score&amp;quot; is DF2010 only.  Hohlenschreck, does this meet your ideas?  Or do you not want labels on older articles at all? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:30, 12 May 2010 (UTC)&lt;br /&gt;
:::I think this is fine --[[User:Höhlenschreck|Höhlenschreck]] 00:43, 14 May 2010 (UTC)&lt;br /&gt;
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== Quality is not updating itself ==&lt;br /&gt;
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I've been testing something, and looking at a preview via edit, it shows a different quality than normal, like it's not updating the quality at all. I'm not sure if this is a bug, or as possible as a wiki can go. Any ideas as to why this is happening? --[[User:Hugna|Hugna]] 07:10, 22 May 2010 (UTC)&lt;br /&gt;
:The quality won't update itself automatically while you preview.  From Recent Changes it looks like (maybe) there is now something which automatically updates rating based on some script?  Interesting if that's the case.  But it definitely won't have any impact while you are previewing (also not immediately after you save either). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:12, 24 May 2010 (UTC)&lt;br /&gt;
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:What do you mean by a different quality than normal? If you hit preview when on the edit page, it will show whatever quality tag is currently on the page. Also Mason, the rate script is just an easier method to add/update a quality tag -- shouldn't have anything to do with what he's talking about, I hope. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 11:54, 24 May 2010 (UTC)&lt;br /&gt;
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== Difference between exceptional and masterwork ==&lt;br /&gt;
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I've noticed there has been some talk about exceptionals/materworks over on the [[Black diamond]] page. I'm continuing the topic here, to have everything in centralised discussion... My two cents: I think &amp;quot;exceptional&amp;quot; should be the standard for an article that contains all in-game information. Masterworks should then be articles that for some reason exceed the standard value and add something extra - like guides (great example it the [[Cave spider]] page) or massive amounts of information organised in a convenient way (like the generic [[Tree]] page). I'm saying this mostly as a user, who expects masterworks to be something worth reading. Having masterworks that are basically just stubs (eg. the [[Black diamond]]) is very counterintuitive, even if nothing remains to be said.&lt;br /&gt;
Yes, I'm aware this would mean rearranging the quality criteria. --[[User:Markus cz|Markus cz]] 11:38, 26 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Time&amp;diff=115421</id>
		<title>40d:Time</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Time&amp;diff=115421"/>
		<updated>2010-05-25T21:51:20Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: My bad - this was supposed to be DF2010 page, I guess&lt;/p&gt;
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&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;/div&gt;</summary>
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		<id>https://dwarffortresswiki.org/index.php?title=40d:Time&amp;diff=115420</id>
		<title>40d:Time</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Time&amp;diff=115420"/>
		<updated>2010-05-25T21:51:07Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: My bad - this was supposed to be DF2010 page, I guess&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;diff=115419</id>
		<title>v0.31:Time</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;diff=115419"/>
		<updated>2010-05-25T21:50:39Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Created page with '{{av}}{{Quality|Exceptional}}  Time in Dwarf Fortress is can be a somewhat complicated subject, but learning the ins and outs of the system is essential for modders and can be of…'&lt;/p&gt;
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Time in Dwarf Fortress is can be a somewhat complicated subject, but learning the ins and outs of the system is essential for modders and can be of great use to players, as time tracks everything from [[syndrome|syndromes]] to crop growth.&lt;br /&gt;
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== Breakdown ==&lt;br /&gt;
Time is measured in unnamed units, which are often colloquially referred to as &amp;quot;Time Units.&amp;quot; A time unit is roughly equivalent to 1.2 minutes.&lt;br /&gt;
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The average dwarf (presumably one with 1000 speed, though this needs verification) takes 10 time units to make any sort of move, delayed mechanical actions (like raising a bridge or floodgate) take 100 time units. &lt;br /&gt;
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There are 1200 time units in a day, 28 days in a month, and 336 days in a year.&lt;br /&gt;
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A year contains 403200 time units.&lt;br /&gt;
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== Syndromes ==&lt;br /&gt;
[[Syndrome|Syndromes]] use time units. A syndrome that lists its effect as starting at &amp;quot;5&amp;quot; means that for all but the [[Elf|fastest characters]], you will begin feeling the effects as soon as you take a step. &amp;quot;50&amp;quot; means 50 time units (or about five steps), and &amp;quot;500&amp;quot; reliably suggests that you'll be able to stagger all the way back to the hospital before your [[Giant desert scorpion|brain pours out of your ears]].&lt;br /&gt;
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== Plants ==&lt;br /&gt;
Plants use a tag called Growdur. The Grodur value is generally set to 300 or 500, which is actually 30000 or 50000. 1 growdur = 100 time units.&lt;br /&gt;
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== Fortress Mode ==&lt;br /&gt;
Time passes more quickly in Fortress Mode, specifically, seven times more quickly. It takes an average dwarf 70 time units (or 8.4 minutes!) to take a single step in Fortress Mode. Be advised that syndromes will set in much more quickly, and it is important to have hospital services on hand and ready to spring into action at a moment's notice.&lt;br /&gt;
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Or, you know, not. They're just dwarves, after all, and there's always another wave of migrants ready to take their place. Armok giveth, and Armok taketh away.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Time&amp;diff=115418</id>
		<title>40d:Time</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Time&amp;diff=115418"/>
		<updated>2010-05-25T21:49:52Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Time in Dwarf Fortress is can be a somewhat complicated subject, but learning the ins and outs of the system is essential for modders and can be of great use to players, as time tracks everything from [[syndrome|syndromes]] to crop growth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Breakdown ==&lt;br /&gt;
Time is measured in unnamed units, which are often colloquially referred to as &amp;quot;Time Units.&amp;quot; A time unit is roughly equivalent to 1.2 minutes.&lt;br /&gt;
&lt;br /&gt;
The average dwarf (presumably one with 1000 speed, though this needs verification) takes 10 time units to make any sort of move, delayed mechanical actions (like raising a bridge or floodgate) take 100 time units. &lt;br /&gt;
&lt;br /&gt;
There are 1200 time units in a day, 28 days in a month, and 336 days in a year.&lt;br /&gt;
&lt;br /&gt;
A year contains 403200 time units.&lt;br /&gt;
&lt;br /&gt;
== Syndromes ==&lt;br /&gt;
[[Syndrome|Syndromes]] use time units. A syndrome that lists its effect as starting at &amp;quot;5&amp;quot; means that for all but the [[Elf|fastest characters]], you will begin feeling the effects as soon as you take a step. &amp;quot;50&amp;quot; means 50 time units (or about five steps), and &amp;quot;500&amp;quot; reliably suggests that you'll be able to stagger all the way back to the hospital before your [[Giant desert scorpion|brain pours out of your ears]].&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
Plants use a tag called Growdur. The Grodur value is generally set to 300 or 500, which is actually 30000 or 50000. 1 growdur = 100 time units.&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
Time passes more quickly in Fortress Mode, specifically, seven times more quickly. It takes an average dwarf 70 time units (or 8.4 minutes!) to take a single step in Fortress Mode. Be advised that syndromes will set in much more quickly, and it is important to have hospital services on hand and ready to spring into action at a moment's notice.&lt;br /&gt;
&lt;br /&gt;
Or, you know, not. They're just dwarves, after all, and there's always another wave of migrants ready to take their place. Armok giveth, and Armok taketh away.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Time&amp;diff=115416</id>
		<title>40d:Time</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Time&amp;diff=115416"/>
		<updated>2010-05-25T21:49:07Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: moved Time to 40d:Time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Time in Dwarf Fortress is can be a somewhat complicated subject, but learning the ins and outs of the system is essential for modders and can be of great use to players, as time tracks everything from [[syndrome|syndromes]] to crop growth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Breakdown ==&lt;br /&gt;
Time is measured in unnamed units, which are often colloquially referred to as &amp;quot;Time Units.&amp;quot; A time unit is roughly equivalent to 1.2 minutes.&lt;br /&gt;
&lt;br /&gt;
The average dwarf (presumably one with 1000 speed, though this needs verification) takes 10 time units to make any sort of move, delayed mechanical actions (like raising a bridge or floodgate) take 100 time units. &lt;br /&gt;
&lt;br /&gt;
There are 1200 time units in a day, 28 days in a month, and 336 days in a year.&lt;br /&gt;
&lt;br /&gt;
A year contains 403200 time units.&lt;br /&gt;
&lt;br /&gt;
== Syndromes ==&lt;br /&gt;
[[Syndrome|Syndromes]] use time units. A syndrome that lists its effect as starting at &amp;quot;5&amp;quot; means that for all but the [[Elf|fastest characters]], you will begin feeling the effects as soon as you take a step. &amp;quot;50&amp;quot; means 50 time units (or about five steps), and &amp;quot;500&amp;quot; reliably suggests that you'll be able to stagger all the way back to the hospital before your [[Giant desert scorpion|brain pours out of your ears]].&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
Plants use a tag called Growdur. The Grodur value is generally set to 300 or 500, which is actually 30000 or 50000. 1 growdur = 100 time units.&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
Time passes more quickly in Fortress Mode, specifically, seven times more quickly. It takes an average dwarf 70 time units (or 8.4 minutes!) to take a single step in Fortress Mode. Be advised that syndromes will set in much more quickly, and it is important to have hospital services on hand and ready to spring into action at a moment's notice.&lt;br /&gt;
&lt;br /&gt;
Or, you know, not. They're just dwarves, after all, and there's always another wave of migrants ready to take their place. Armok giveth, and Armok taketh away.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tile_attributes&amp;diff=114608</id>
		<title>v0.31:Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tile_attributes&amp;diff=114608"/>
		<updated>2010-05-23T19:51:01Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every tile in Dwarf Fortress is described as {{DFtext|Outside|3:1}} or {{DFtext|Inside|6:0}}, {{DFtext|Light|6:1}} or {{DFtext|Dark|0:1}}, and {{DFtext|Above Ground|2:1}} or {{DFtext|Subterranean|0:1}}. These keywords can be observed from the {{k|k}} menu, when the cursor is located over any single tile. Currently, only the three following combinations are possible:&lt;br /&gt;
&lt;br /&gt;
# {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}&lt;br /&gt;
# {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}&lt;br /&gt;
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}}&lt;br /&gt;
&lt;br /&gt;
The entire {{L|Location|fortress site}} starts out as {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}}. After that, a ray for {{DFtext|Outside|#0ff}} and a ray for {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} falls straight down from the highest {{L|z-level}} for every (x,y) position on the local map, changing each tile's modifiers until something that blocks that particular &amp;quot;ray&amp;quot; is encountered. Due to this behavior, any of the previous three tile combinations will never be encountered in the same (x,y) position on a lower z-level than a higher numbered combination.&lt;br /&gt;
&lt;br /&gt;
== Outside vs Inside ==&lt;br /&gt;
&lt;br /&gt;
This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed {{L|wall|walls}}, {{L|floor|floors}}, {{L|stair|stairs}}, and {{L|fortification|fortifications}}, and open and closed {{L|bridge|bridges}}, {{L|grate|floor grates}}, {{L|bars|floor bars}}, and {{L|hatch|hatches}}. A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Traffic&amp;diff=111939</id>
		<title>v0.31:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Traffic&amp;diff=111939"/>
		<updated>2010-05-20T21:53:15Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Accomodating from 40d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
'''Traffic designations''' determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible, using these designations you can force them to take a different route. This way you can set up for example main hallways or rarely used side corridors. Only your dwarves will obey your traffic designations, and then only when they can.  If a {{L|job}} requires that they go into a restricted zone, they will.  Other {{L|creature}}s will not recognize your traffic designations, and even {{L|domestic animal}}s or {{L|caravan}}s will follow their own pathing.&lt;br /&gt;
&lt;br /&gt;
Traffic designations can't solve all traffic problems, though. Some of them can be prevented by good {{L|Design strategies|fortress design}}, such as making hallway which are likely to be high use double or more width and placing {{L|stockpile|stockpiles}} close to relevant {{L|workshop|workshops}}. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die if repeatedly trampled upon, leaving dead {{L|Tree|sapling}}s or {{L|shrub}}s and quickly exposing bare {{L|soil}}. This may be desirable as {{L|tree}}s block dwarves' and {{L|caravan}}s' paths, but unchecked traffic may trample entire areas of {{L|forest}} regrowth. &lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, Normal (default, undesignated) costs 2 points per square, Low costs 5, and Restricted costs 25. You can change the default values in {{L|init.txt}}, or per-fortress values with {{K|d}}{{K|o}}.&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any {{L|water}} source in a {{L|biome}} with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get {{L|thought|disturbed}} if they walk through a {{L|butcher's shop}} and see an animal being slaughtered, so you may wish to designate the shop as Restricted.&lt;br /&gt;
* If an area occasionally gets {{L|flood}}ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting High traffic areas along {{L|road|roads}} outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a {{L|ballista}}'s firing arrow originates.  This will prevent tragic {{L|siege}} training accidents.  Note that {{L|Pet|pets}} can and will be killed by firing ballista even if movement is restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a {{L|dwarf}} from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider {{L|wall|walls}}.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
== Using Traffic Areas to Improve Framerate ==&lt;br /&gt;
&lt;br /&gt;
In cavernous rooms that handle large amounts of through traffic but have a small number of exits (a large central dining room, for example) designating a few high-traffic paths (&amp;quot;freeways&amp;quot;) between the doors can help reduce the pathfinding cost for dwarves who are just passing through.  There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts.  Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts.  As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless.  Users may see up to a 10% increase in FPS by implementing these changes throughout their fortress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Path}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Furniture&amp;diff=111033</id>
		<title>v0.31:Furniture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Furniture&amp;diff=111033"/>
		<updated>2010-05-18T11:09:08Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Copying 40d, adding traction benchces, which I believe are the only new furniture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
The game definition of '''furniture''' differs somewhat from what one might expect or is used to from the real world. The most blunt definition is &amp;quot;anything that goes on a furniture pile&amp;quot;. Elaborating from that, furniture is something that &lt;br /&gt;
&lt;br /&gt;
*a building or construction can be made of: ({{L|quern}}s, {{L|grate}}s, {{L|mechanism}}s..)&lt;br /&gt;
*is part of a building (mostly [[workshop]]s, but also e.g. a [[well]]): ({{L|bucket}}s, {{L|barrel}}s, {{L|anvil}}s..)&lt;br /&gt;
*can be &amp;quot;built&amp;quot; from the {{k|b}} menu (and thus be placed in your fortress), including most &amp;quot;proper&amp;quot; furniture like beds, tables, and chairs, but also windows, millstones and coffins, among others.&lt;br /&gt;
&lt;br /&gt;
For completeness, and to further complicate matters, there are also a few items that are made from the furniture submenu of the [[metalsmith's forge]], but don't go on a furniture stockpile:&lt;br /&gt;
&lt;br /&gt;
* {{L|chain}}s&lt;br /&gt;
* {{L|cage}}s&lt;br /&gt;
* {{L|pipe section}}s&lt;br /&gt;
* {{L|animal trap}}s&lt;br /&gt;
* {{L|block}}s&lt;br /&gt;
&lt;br /&gt;
Several furniture items have additional functions, like buckets (transporting water) and barrels (containing booze and food).&lt;br /&gt;
&lt;br /&gt;
An important exception from the above is {{L|bin}}s whose sole (but much needed) purpose is to increase the capacity of stockpiles, reducing clutter and hauling.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
Furniture  can be created at a variety of {{L|workshop}}s. All furniture has a practical use in your fortress, though it is sometimes limited to looking nice ({{L|statue}}s). Dwarves get good {{L|thoughts}} when admiring high {{L|quality}} furniture.&lt;br /&gt;
&lt;br /&gt;
When starting a fortress most furniture will usually be made in your {{L|Mason's workshop}} and {{L|Carpenter's workshop}}, depending on the materials used.  You can also make furniture out of {{L|metal}} at a {{L|Metalsmith's forge}}, but this consumes more valuable and potentially rare materials. Some furniture can only be made from certain materials. For example, {{L|bed}}s can only be made of wood. A few unusual types of furniture are made elsewhere, like {{L|mechanism}}s, {{L|traction bench}}es, {{L|siege engine}} parts and ammo, or {{L|glass}} furniture. &lt;br /&gt;
&lt;br /&gt;
Furniture is produced at a workshop through its {{key|q}} (view building) menu.&lt;br /&gt;
&lt;br /&gt;
The function {{k|b}}uild is not only used for building workshops and the like, but also for ''placing'' items like beds, tables and chairs in your fortress. Most furniture must be placed before it can be used, but a few (like [[bin]]s and [[barrel]]s) are moved around as needed by your dwarves.  [[Bag]]s can serve either role: placing a bag turns it into a dwarf's personal storage, but bags for {{L|agriculture}}, {{L|clothing industry}} and {{L|glassmaking}} will be taken from the pool of bags that haven't been placed by the player.&lt;br /&gt;
&lt;br /&gt;
When you try to build a bed/door/chair and it says 'needs bed/door/chair', that means none is currently available, not that there has been a problem with producing one. Usually, brand new items are not immediately available because some dwarf has expressed the intent of carrying them to their corresponding {{L|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
== Building a door from scratch ==&lt;br /&gt;
# Go to your {{L|Mason's workshop}} and select it in view room ({{key|q}}) mode and &amp;quot;{{k|a}}dd task&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{k|d}} build rock door&amp;quot;.&lt;br /&gt;
# Wait for a dwarf to fetch some {{L|stone}} and carve it into a door. You need at least one dwarf with the {{L|Masonry}} {{L|labor}} enabled. The higher the Dwarf's {{L|mason}} {{L|skill}}, the faster the door will be built (it will also be of better {{L|quality}}). &lt;br /&gt;
# Once the door is finished, then go to the space you want to build the door and press &amp;quot;{{key|b}}uild&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{key|d}}oor&amp;quot;. &lt;br /&gt;
# Move the cursor to precisely where you want the door to be, and press {{k|Enter}}.&lt;br /&gt;
# If it says 'needs door', that means that the door you made is in the process of being stored in your furniture [[stockpile]] and that no other door is available: you have to wait a bit.&lt;br /&gt;
# Select which type of door to put there, and press {{k|Enter}}. The doors are listed in order of distance. &lt;br /&gt;
# Wait for a dwarf (with the Furniture Hauling {{L|labor}} enabled) to come and put the door where you want it.&lt;br /&gt;
&lt;br /&gt;
With the exception of {{L|mechanisms}} and {{L|traction bench}}es, every other piece of stone furniture is built the same way: {{L|table}}s, {{L|chair}}s, {{L|cabinet}}s and so on. &lt;br /&gt;
&lt;br /&gt;
== Building a bed from scratch ==&lt;br /&gt;
# Go to your {{L|Carpenter's workshop}} and select it in view room ({{key|q}}) mode  then &amp;quot;{{k|a}}dd task&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{k|b}} Construct wooden bed&amp;quot;.&lt;br /&gt;
# Wait for a dwarf to get some wood and build the bed out of it. You need at least one dwarf with the {{L|Carpentry}} {{L|labor}} enabled. The higher the Dwarf's {{L|carpenter}} skill, the better. &lt;br /&gt;
# Once the bed has been constructed, then go to the space you want to place the bed and press &amp;quot;{{key|b}}uild&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{key|b}}ed&amp;quot;. &lt;br /&gt;
# Move the cursor to precisely where you want the bed to be, and press {{k|Enter}}.&lt;br /&gt;
# If it says 'needs bed', that means that the bed you made is in the process of being stored in your furniture [[stockpile]] and that no other bed is available: you have to wait a bit.&lt;br /&gt;
# Select which particular preconstructed bed to put there, and press {{k|Enter}}.&lt;br /&gt;
# Wait for a dwarf (with the Furniture Hauling {{L|labor}} enabled) to come and put the bed where you want it.&lt;br /&gt;
&lt;br /&gt;
Every other piece of wooden furniture is built the same way. {{L|Barrel}}s and {{L|bin}}s, in particular are useful to a growing fortress. Keeping an extra {{L|bucket}} around is a good idea. &lt;br /&gt;
&lt;br /&gt;
==Material requirements==&lt;br /&gt;
*Stone and wood furniture is made from 1 stone or log.&lt;br /&gt;
* Most metal furniture requires 3 bars to forge (including pipe sections), except for chains, animal traps, buckets, and blocks, which require 1.&lt;br /&gt;
*Glass furniture requires one bag of sand for green glass, one bag of sand plus one unit of pearlash for clear glass, and one unit of rough rock crystal plus one unit of pearlash for crystal glass.&lt;br /&gt;
&lt;br /&gt;
== List of furniture, siege ammo, and other items used in buildings ==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=5 cellpadding=10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3|Furniture/Siege ammo&lt;br /&gt;
! &lt;br /&gt;
:Other items &amp;lt;br&amp;gt;used in {{k|b}}uildings&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
:{{L|Anvil}}&lt;br /&gt;
:{{L|Armor stand}}&lt;br /&gt;
:{{L|Ballista arrowhead}}&lt;br /&gt;
:{{L|Ballista arrow}}&lt;br /&gt;
:{{L|Siege engine|Ballista part}}s&lt;br /&gt;
:{{L|Barrel}}&lt;br /&gt;
:{{L|Bed}}&lt;br /&gt;
:{{L|Bin}}&lt;br /&gt;
:{{L|Bucket}}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:{{L|Cabinet}}&lt;br /&gt;
:{{L|Siege engine|Catapult part}}s&lt;br /&gt;
:{{L|Chair}} / {{L|Throne}}&lt;br /&gt;
:{{L|Chest}} / {{L|Container|Box}} / {{L|Bag}}&lt;br /&gt;
:{{L|Coffin}}&lt;br /&gt;
:{{L|Door}}&lt;br /&gt;
:{{L|Floodgate}}&lt;br /&gt;
:{{L|Grate}}&lt;br /&gt;
:{{L|Hatch cover}}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:{{L|Mechanism}}&lt;br /&gt;
:{{L|Millstone}}&lt;br /&gt;
:{{L|Pipe section}}&lt;br /&gt;
:{{L|Quern}}&lt;br /&gt;
:{{L|Statue}}&lt;br /&gt;
:{{L|Table}}&lt;br /&gt;
:{{L|Traction bench}}&lt;br /&gt;
:{{L|Weapon rack}}&lt;br /&gt;
:{{L|Window}}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:{{L|Animal trap}}&lt;br /&gt;
:{{L|Block}}s&lt;br /&gt;
:{{L|Bars}}&lt;br /&gt;
:{{L|Cage}}&lt;br /&gt;
:{{L|Restraint|Ropes &amp;amp; Chains}}&lt;br /&gt;
:{{L|Enormous corkscrew}}&lt;br /&gt;
:{{L|Log}}s&lt;br /&gt;
:{{L|Stone}}s&lt;br /&gt;
:{{L|Glass}}&lt;br /&gt;
:{{L|Gem}}s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Furniture relative weight (useful for trade considerations&lt;br /&gt;
These values used Slate as the stone. Need to determine solid_densities for &amp;quot;average stone&amp;quot; and work backwards to determine &amp;quot;relative weight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Weight&lt;br /&gt;
|-&lt;br /&gt;
| armor stand&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| blocks&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| throne&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| coffin&lt;br /&gt;
| 934&lt;br /&gt;
|-&lt;br /&gt;
| door&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| floodgate&lt;br /&gt;
| 1068&lt;br /&gt;
|-&lt;br /&gt;
| hatch cover&lt;br /&gt;
| 564&lt;br /&gt;
|-&lt;br /&gt;
| grate&lt;br /&gt;
| 534&lt;br /&gt;
|-&lt;br /&gt;
| cabinet&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| coffer&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
| statue&lt;br /&gt;
| 801&lt;br /&gt;
|-&lt;br /&gt;
| table&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| weapon rack&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| quern&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
| millstone&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Furniture| }}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=110525</id>
		<title>v0.31 Talk:Caverns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=110525"/>
		<updated>2010-05-17T09:28:53Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure 'When should I move in' is a relevant topic for this page.  It goes from being informative to prescriptive.  As this is not a guide page, it should probably avoid recommendations and focus on facts about Caverns.  (Relevantly, the answer to 'when should i move in' may well be never, based on considerations entirely unconnected to the dangers of the cavern). --[[User:Squirrelloid|Squirrelloid]] 18:58, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, it needed something, and I'm not the best writer in the world, so you're right. Someone should also take a picture of a cavern for when the images work again, I might if no-one else does. --[[User:Tarran|Tarran]]&lt;br /&gt;
::I haven't found ruins.  Instead I used an adamantium pillar to mine through a magma sea layer, and found glowing pits with about eleventy-billion demons in them.  Good to see that while going deep is GAME OVER, there are dozens of different ways to die.--[[User:Alkyon|Alkyon]] 03:38, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should this page be considered/have a link to a Biome page? All creatures that exist in these caverns have a the tag [BIOME:SUBTERRANEAN_CHASM] and appear use the [UNDERGROUND_DEPTH:1-3:1-3] to control the depths they can be found in. This would be quite useful for organization. -[[User:EricBlank|EricBlank]]&lt;br /&gt;
:I think it should have a link from the biome page, since this page is more specific, and it is a biome itself.--[[User:Tarran|Tarran]] 02:22, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Geography - I have a game where I didn't breach the caverns until z-level 59.  In my current game after breaking through a double aquifer I hit the caverns immediately at z-level 6.  It doesn't seem like z-level 15 is typical.--[[User:Dextradei|Dextradei]] 16:21, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Of magma and pools ==&lt;br /&gt;
&lt;br /&gt;
Can anyone verify if the first level will likely have a gigantic pool, and that the magma is really part of the cavern an not the separate {{l|Magma_sea|Magma sea}}? --[[User:Tarran|Tarran]] 08:24, 8 April 2010 (UTC)&lt;br /&gt;
:There is a world gen setting for &amp;quot;cavern water&amp;quot; ranging from 1-100, also one for &amp;quot;force magma at bottom layer&amp;quot;. the latter is on by default. So, dont know, maybe merge or link the articles? Maybe i´ll try a world without forced magma later. --[[User:Arin|Arin]] 08:28, 8 April 2010 (UTC)&lt;br /&gt;
::Maybe the &amp;quot;force magma at bottom layer&amp;quot; means the magma sea, so I don't think it is a part of the cavern, if someone doesn't disagree, then I'll remove it from the cavern page. --[[User:Tarran|Tarran]] 08:31, 8 April 2010 (UTC)&lt;br /&gt;
::: I agree, but i think the page should link to [[Magma sea]], as a reference to what you get when you got past the caverns. --[[User:Arin|Arin]] 08:39, 8 April 2010 (UTC)&lt;br /&gt;
::::You made a link to 'Magma_Sea' instead of 'Magma_sea' :p (yes it matters), anyway, changed the main page around a bit. --[[User:Tarran|Tarran]] 08:51, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== downward passage ==&lt;br /&gt;
As adventurer I entered a cave with a dragon in it from the surface, it let to one of these caverns. upon exploring it for about two hours I got an announcement that I found a downward passage. What followed was a series of small caves much like the one that let from the survace into the caverns, only that this one led to the second level.&lt;br /&gt;
Does one get this announcement also in fortress mode?&lt;br /&gt;
&lt;br /&gt;
Yes I got it in fortress mode too, I think they are there to let adventurers get deeper into the caverns[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
== Underworld article ==&lt;br /&gt;
&lt;br /&gt;
There is a more generic article about subterrean features: {{L|Underworld}} what do? merge/redirect?&lt;br /&gt;
:This page should stay, since it is larger and more specific, and 'Cavern' is the correct meaning, 'Underworld' just means everything beneath the ground. So it is unneeded, we should just wait for Briess or someone more experienced then me to decide. --[[User:Tarran|Tarran]] 08:44, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edge of the Map ==&lt;br /&gt;
&lt;br /&gt;
I spent like 30 minutes Googling to try to find out how to get rid of an infinite water supply drawn from a river now that there are no more chasms, and after a while I learned that water flows out of the edge of the map and that caverns can breach the edge of the map, creating a drain with the same effect that chasms had before.  I think someone should mention this since it's much less difficult to build a large-scale water system if that water has somewhere to drain instead of flooding your fortress. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wonder, is that possible to drain water from the cavern, which goes out of the edge of the map? Will water flow from the edge to the cavern or not? [[User:WFrag|WFrag]] 04:59, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Generation ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this should be here on in the World Generation article, but there are a bunch of variables related to caverns in the worldgen parameters which let you customize the cavern layout, and it's not particularly obvious what they do.  Turning the cavern layer count to 0, for example, makes it so you can't embark with seeds for some reason (bug?) &lt;br /&gt;
: One explanation could be that your starting civilisation gathered seeds for subterran crops from natural occuring underground plants in caves. So a world without caves would be a world without underground crops. But this should of course also imply that there are no crops or their products (like any pigtail items) or towercaps in the world. --[[Special:Contributions/80.187.102.242|80.187.102.242]] 16:33, 12 May 2010 (UTC)&lt;br /&gt;
and I'm not entirely sure what Openness and Passage Density are referring to.  Raising &amp;quot;levels above layer 1&amp;quot; makes you encounter the first cavern later (obviously) which I think creates a more relaxed fortress-building experience should you want it. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Underground lakes==&lt;br /&gt;
If an underground lake is connected to the edge of the fortress map will it fill up as it is drained (thus giving an unlimited supply of water) or is the water limited to whats in it on embarkation?&lt;br /&gt;
&lt;br /&gt;
==Caravan spawning into the caverns==&lt;br /&gt;
Amusingly, as of v0.31.03, I've witnessed that instead of spawning at the side of the map ABOVE GROUND, the dwarven caravan sometimes spawns at the side of the map in the CAVERNS. This invariably leads to carnage.&lt;br /&gt;
&lt;br /&gt;
==Spoilers==&lt;br /&gt;
I'm labeling the article as a spoiler, since I believe players should explore the caverns by themselves, without knowing what waits in there. Possibly there could be a simple unspoiled paragraph that says something along the lines of: &amp;quot;there are huge caverns underground with interesting plants and creatures. Dig down an unspecified number of Z levels to find. Have Fun.&amp;quot; But everything else is a spoiler, IMHO. --[[User:Markus cz|Markus cz]] 16:49, 15 May 2010 (UTC)&lt;br /&gt;
:It's not a major spoiler, since everyone knows about in now, and it is mentioned many times, nothing is particularly 'spoilery, you don't ruin the entire gaming experience reading the page, it's about as 'spoilery as adamantine. --[[User:Tarran|Tarran]] 00:26, 17 May 2010 (UTC)&lt;br /&gt;
::I would argue that both caverns and adamantine ''are'' spoilers, perhaps not for us, but definitely for starting players, but I didn't know there is a Minor spoilers tag. I think it works well enough, thanks.--[[User:Markus cz|Markus cz]] 09:28, 17 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mandate&amp;diff=110357</id>
		<title>v0.31 Talk:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mandate&amp;diff=110357"/>
		<updated>2010-05-16T21:15:12Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Created page with '== Mandates and Bins ==  I left the old formulation about items in bins, despite not having verified it. But I don't recall reading anywhere that the bug was fixed. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mandates and Bins ==&lt;br /&gt;
&lt;br /&gt;
I left the old formulation about items in bins, despite not having verified it. But I don't recall reading anywhere that the bug was fixed. --[[User:Markus cz|Markus cz]] 21:15, 16 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mandate&amp;diff=110356</id>
		<title>v0.31:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mandate&amp;diff=110356"/>
		<updated>2010-05-16T21:13:01Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''mandate''' is a {{L|noble}}'s request that your {{L|dwarves}} produce a certain item or type of item, or an {{L|Trading|export}} ban on certain items.  Starting nobles such as the {{L|Expedition Leader|expedition leader}} will not make mandates, upgraded nobles like the {{L|mayor}} will. Fulfilling the mandate gives the noble a happy {{L|thought}}.&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with {{L|demand}}s.&lt;br /&gt;
&lt;br /&gt;
Only some nobles make mandates, and the number of mandates that can be active simultaneously varies:&lt;br /&gt;
* '''1 mandate:''' {{L|Baron}} and consort, {{L|Mayor}}, {{L|Tax Collector|Tax collector}}&lt;br /&gt;
* '''2 mandates:''' {{L|Count}} and consort&lt;br /&gt;
* '''3 mandates:''' {{L|Duke}} and consort&lt;br /&gt;
* '''5 mandates:''' {{L|Monarch}} and consort &lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the {{L|nobles screen|noble's screen}}.  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandate the production of certain goods, and can specify type or material, just like export bans.  Note that a single {{L|mug}} is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a {{L|caravan}} will not fulfill a mandate, but imported metal ore and bars can be used for further processing. Making metal items includes smelting {{L|ore}} to create metal {{L|bar}}s of that type, notable for metal that can't directly be made into anything: {{L|pig iron}} and {{L|bismuth}}. Due to the mechanics of smelting, one job can produce up to 4 metal bars ({{L|bismuth bronze}}, {{L|fine pewter}}, {{L|rose gold}}...), these will count as 4 items. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without {{L|flux}} and a noble is requesting pig iron products, order some flux stones from the dwarven caravan. If the trade liaison isn't offering any, see below. &lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy {{L|thought}}, and one or more dwarves will be sentenced to punishment for the 'violation of production order' {{L|Justice|crime}}. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of some goods, and can be for either goods of a certain type, like {{L|armor|chain mail}}, or goods of a certain material, like {{L|copper}} items.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by {{L|trade|trading}} any of the item away is a {{L|Justice|crime}} for each of the haulers who brought a prohibited item (that was sold) to the {{L|trade depot}} - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or murdering the mandater). Oddly, trading banned items which were carried to the depot in {{L|bin}}s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal {{L|preference}}s have a strong influence on what type of items and what type of {{L|material}}s a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will often either ban that item or mandate its production; nobles with a preference for a specific material will, likewise, either ban the export of items made from that material, or mandate similar production.&lt;br /&gt;
&lt;br /&gt;
Nobles with extraordinary preferences or preferences for items or materials that are either unavailable on your map or are just too hard to produce (a judgment call) will be a problem for your fortress.  You only have (limited) control over choosing one noble who makes mandates, for example when appointing your {{L|baron}}. Choose you baron wisely, take a look at their preferences, and decide if they might be a problem - while you can import many materials via {{L|trade}}, producing for example {{L|dragon}} {{L|bone}} items may be impossible, depending on your game map. Even producing {{L|pig iron}} or {{L|steel}} items, or banning an export on all {{L|obsidian}} items or {{L|mug}}s could be problematic, depending on your playstyle and fortress.  If unavoidable, such nobles may be destined for an {{L|unfortunate accident}} - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mandate&amp;diff=110355</id>
		<title>v0.31:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mandate&amp;diff=110355"/>
		<updated>2010-05-16T21:12:28Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: copying 40d with and adjusting it for 2010&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''mandate''' is a {{L|noble}}'s request that your {{L|dwarves}} produce a certain item or type of item, or an {{L|Trading|export}} ban on certain items.  Starting nobles such as the {{L|Expedition Leader|expedition leader}} will not make mandates, upgraded nobles like the {{L|mayor}} will. Fulfilling the mandate gives the noble a happy {{L|thought}}.&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with {{L|demand}}s.&lt;br /&gt;
&lt;br /&gt;
Only some nobles make mandates, and the number of mandates that can be active simultaneously vary:&lt;br /&gt;
* '''1 mandate:''' {{L|Baron}} and consort, {{L|Mayor}}, {{L|Tax Collector|Tax collector}}&lt;br /&gt;
* '''2 mandates:''' {{L|Count}} and consort&lt;br /&gt;
* '''3 mandates:''' {{L|Duke}} and consort&lt;br /&gt;
* '''5 mandates:''' {{L|Monarch}} and consort &lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the {{L|nobles screen|noble's screen}}.  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandate the production of certain goods, and can specify type or material, just like export bans.  Note that a single {{L|mug}} is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a {{L|caravan}} will not fulfill a mandate, but imported metal ore and bars can be used for further processing. Making metal items includes smelting {{L|ore}} to create metal {{L|bar}}s of that type, notable for metal that can't directly be made into anything: {{L|pig iron}} and {{L|bismuth}}. Due to the mechanics of smelting, one job can produce up to 4 metal bars ({{L|bismuth bronze}}, {{L|fine pewter}}, {{L|rose gold}}...), these will count as 4 items. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without {{L|flux}} and a noble is requesting pig iron products, order some flux stones from the dwarven caravan. If the trade liaison isn't offering any, see below. &lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy {{L|thought}}, and one or more dwarves will be sentenced to punishment for the 'violation of production order' {{L|Justice|crime}}. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of some goods, and can be for either goods of a certain type, like {{L|armor|chain mail}}, or goods of a certain material, like {{L|copper}} items.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by {{L|trade|trading}} any of the item away is a {{L|Justice|crime}} for each of the haulers who brought a prohibited item (that was sold) to the {{L|trade depot}} - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or murdering the mandater). Oddly, trading banned items which were carried to the depot in {{L|bin}}s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal {{L|preference}}s have a strong influence on what type of items and what type of {{L|material}}s a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will often either ban that item or mandate its production; nobles with a preference for a specific material will, likewise, either ban the export of items made from that material, or mandate similar production.&lt;br /&gt;
&lt;br /&gt;
Nobles with extraordinary preferences or preferences for items or materials that are either unavailable on your map or are just too hard to produce (a judgment call) will be a problem for your fortress.  You only have (limited) control over choosing one noble who makes mandates, for example when appointing your {{L|baron}}. Choose you baron wisely, take a look at their preferences, and decide if they might be a problem - while you can import many materials via {{L|trade}}, producing for example {{L|dragon}} {{L|bone}} items may be impossible, depending on your game map. Even producing {{L|pig iron}} or {{L|steel}} items, or banning an export on all {{L|obsidian}} items or {{L|mug}}s could be problematic, depending on your playstyle and fortress.  If unavoidable, such nobles may be destined for an {{L|unfortunate accident}} - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=110354</id>
		<title>40d:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=110354"/>
		<updated>2010-05-16T20:46:59Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: rating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''mandate''' is a {{L|noble}}'s request that your {{L|dwarves}} produce a certain item or type of item.  Starting nobles such as the {{L|expedition leader}} will not make mandates, upgraded nobles like the {{L|mayor}} will. Fulfilling the mandate gives the noble a happy {{L|thought}}.&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with {{L|demand}}s.&lt;br /&gt;
&lt;br /&gt;
The {{L|King}} and consort, {{L|advisor}}, {{L|philosopher}}, {{L|hammerer}}, and {{L|dungeon master}} make no mandates. The {{L|Baron}}, {{L|Baron consort}}, {{L|mayor}}, and {{L|tax collector}} can have one active mandate. The {{L|Count}} and {{L|Count consort}} can have two simultaneous mandates each, while the the {{L|Duke}} and consort can each have up to three.&lt;br /&gt;
&lt;br /&gt;
There are two types of mandates: production mandates and export bans.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single {{L|mug}} is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a [[caravan]] will not fulfill a mandate, but traded metal ore and bars can be used for further processing. Making metal items includes smelting [[ore]] to create metal {{L|bar}}s of that type, notable for metals that have the brittle tag and thus can't be made into anything: {{L|pig iron}} and {{L|bismuth}}. Due to the mechanics of smelting, one job can produce up to 4 metal bars ({{L|bismuth bronze}}, {{L|fine pewter}}, {{L|rose gold}}...), these will count as 4 items. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without {{L|flux}} and a noble is requesting pig iron products, order some flux stones from the dwarven caravan. If the trade liaison isn't offering any, see below. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without {{L|sand}} and a noble is requesting windows, the recommended procedure is to arrange an {{L|unfortunate accident}}. Outbalancing the odd, or even regular, unsatisfied mandate with other happy thoughts is not that hard though.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy {{L|thought}}, and one or more dwarves will be sentenced to punishment for the 'violation of production order' {{L|Justice|crime}}. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of some goods, and can be for either goods of a certain type, like {{L|armor|chain mail}}, or goods of a certain material, like {{L|copper}} items.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by {{L|trade|trading}} any of the item away is a {{L|Justice|crime}} for each of the haulers who brought a prohibited item (that was sold) to the {{L|trade depot}} - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or murdering the mandater). Oddly, trading banned items which were carried to the depot in {{L|bin}}s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it{{version|0.28.181.40d}}.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': Because of [http://www.bay12games.com/dwarves/dev_bugs.html#Bug91 Bug91], &amp;quot;ban on exporting item blah&amp;quot; actually means &amp;quot;ban on letting the caravan leave while carrying item blah&amp;quot;.  For example, if there's a ban on exporting cages, and a caravan comes in loaded up with 30 cages, ''you'll have to buy every single damn cage'' in order to keep the noble happy.  If you let the caravan leave with any cages then the noble will continually get unhappy thoughts because there will be no one to punish for the mandate being violated.&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal {{L|preference}}s have a strong influence on what type of items and what type of {{L|material}}s a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will often either ban that item or mandate its production; nobles with a preference for a specific material will, likewise, either ban the export of items made from that material, or mandate similar production.&lt;br /&gt;
&lt;br /&gt;
Nobles with extraordinary preferences or preferences for items or materials that are either unavailable on your map or are just too hard to produce (a judgment call) will be a problem for your fortress.  You only have (limited) control over choosing one noble who makes mandates, and that is your (future) {{L|mayor}}. When you start a new fortress, in the {{L|embark}} screen, choose your {{L|expedition leader}} wisely, as it is most likely that they will become your Mayor (even if they don't stay that way in the long term).  Take a look at their preferences, and decide if they might be a problem - while you can import many materials via {{L|trade}}, producing {{L|dragon}} {{L|bone}} or {{L|glass}} items to meet a mandate may be impossible, depending on your game map, and even producing {{L|pig iron}} or {{L|steel}} items, or banning an export on all {{L|obsidian}} items or {{L|mug}}s could be problematic, depending on your playstyle and fortress.  If unavoidable, such nobles may be destined for an {{L|unfortunate accident}} - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
== Viewing Mandates ==&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the {{L|nobles screen|noble's screen}}.  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dye&amp;diff=110304</id>
		<title>v0.31:Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dye&amp;diff=110304"/>
		<updated>2010-05-16T09:26:49Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Copying 40d info except values, which I'm not sure about&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Dye''' can be used at the {{L|Dyer's shop}} to change the {{L|Color#Color_tokens|color}} of {{L|cloth}} or {{L|cloth|thread}}.&lt;br /&gt;
Dye is made by milling certain {{L|crop|plants}} at a {{L|Millstone}} or {{L|Quern}}. Usually all {{L|trading|caravans}} will bring dye for {{L|trade}} too. Importing dye however is only useful if you have a somewhat skilled [[dyer]], otherwise little value is added and the work wasted. Better buy or grow the 'source' plants if available and mill yourself. Of course the nice colours are a value in themselves, if you don't stuff it all in bins. &lt;br /&gt;
&lt;br /&gt;
Dyes are {{L|stockpile}}d as &amp;quot;Food/Milled Plants&amp;quot;, along with {{L|flour}}s. On the {{L|stocks}} screen, dyes are listed under {{L|powder}}.&lt;br /&gt;
&lt;br /&gt;
In theory, dyed objects can be {{L|color#Color tokens|colors}} other than the basic 16.  However, the game displays them using the basic color that is the nearest match (dimple dye is (dark) blue, and emerald dye is light green).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|style=margin-left:auto;margin-right:auto}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Dimple cup}}&lt;br /&gt;
|Dimple Dye&lt;br /&gt;
|Midnight Blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Blade weed}}&lt;br /&gt;
|Emerald Dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hide root}}&lt;br /&gt;
|Redroot Dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sliver barb}}&lt;br /&gt;
|Sliver Dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dyes can be applied either to woven cloth or to the raw thread - there is not known to be any difference in the end product based on the point at which the dye was applied during the production process.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=110014</id>
		<title>v0.31 Talk:Caverns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=110014"/>
		<updated>2010-05-15T16:49:51Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
I'm not sure 'When should I move in' is a relevant topic for this page.  It goes from being informative to prescriptive.  As this is not a guide page, it should probably avoid recommendations and focus on facts about Caverns.  (Relevantly, the answer to 'when should i move in' may well be never, based on considerations entirely unconnected to the dangers of the cavern). --[[User:Squirrelloid|Squirrelloid]] 18:58, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, it needed something, and I'm not the best writer in the world, so you're right. Someone should also take a picture of a cavern for when the images work again, I might if no-one else does. --[[User:Tarran|Tarran]]&lt;br /&gt;
::I haven't found ruins.  Instead I used an adamantium pillar to mine through a magma sea layer, and found glowing pits with about eleventy-billion demons in them.  Good to see that while going deep is GAME OVER, there are dozens of different ways to die.--[[User:Alkyon|Alkyon]] 03:38, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should this page be considered/have a link to a Biome page? All creatures that exist in these caverns have a the tag [BIOME:SUBTERRANEAN_CHASM] and appear use the [UNDERGROUND_DEPTH:1-3:1-3] to control the depths they can be found in. This would be quite useful for organization. -[[User:EricBlank|EricBlank]]&lt;br /&gt;
:I think it should have a link from the biome page, since this page is more specific, and it is a biome itself.--[[User:Tarran|Tarran]] 02:22, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Geography - I have a game where I didn't breach the caverns until z-level 59.  In my current game after breaking through a double aquifer I hit the caverns immediately at z-level 6.  It doesn't seem like z-level 15 is typical.--[[User:Dextradei|Dextradei]] 16:21, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Of magma and pools ==&lt;br /&gt;
&lt;br /&gt;
Can anyone verify if the first level will likely have a gigantic pool, and that the magma is really part of the cavern an not the separate {{l|Magma_sea|Magma sea}}? --[[User:Tarran|Tarran]] 08:24, 8 April 2010 (UTC)&lt;br /&gt;
:There is a world gen setting for &amp;quot;cavern water&amp;quot; ranging from 1-100, also one for &amp;quot;force magma at bottom layer&amp;quot;. the latter is on by default. So, dont know, maybe merge or link the articles? Maybe i´ll try a world without forced magma later. --[[User:Arin|Arin]] 08:28, 8 April 2010 (UTC)&lt;br /&gt;
::Maybe the &amp;quot;force magma at bottom layer&amp;quot; means the magma sea, so I don't think it is a part of the cavern, if someone doesn't disagree, then I'll remove it from the cavern page. --[[User:Tarran|Tarran]] 08:31, 8 April 2010 (UTC)&lt;br /&gt;
::: I agree, but i think the page should link to [[Magma sea]], as a reference to what you get when you got past the caverns. --[[User:Arin|Arin]] 08:39, 8 April 2010 (UTC)&lt;br /&gt;
::::You made a link to 'Magma_Sea' instead of 'Magma_sea' :p (yes it matters), anyway, changed the main page around a bit. --[[User:Tarran|Tarran]] 08:51, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== downward passage ==&lt;br /&gt;
As adventurer I entered a cave with a dragon in it from the surface, it let to one of these caverns. upon exploring it for about two hours I got an announcement that I found a downward passage. What followed was a series of small caves much like the one that let from the survace into the caverns, only that this one led to the second level.&lt;br /&gt;
Does one get this announcement also in fortress mode?&lt;br /&gt;
&lt;br /&gt;
Yes I got it in fortress mode too, I think they are there to let adventurers get deeper into the caverns[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
== Underworld article ==&lt;br /&gt;
&lt;br /&gt;
There is a more generic article about subterrean features: {{L|Underworld}} what do? merge/redirect?&lt;br /&gt;
:This page should stay, since it is larger and more specific, and 'Cavern' is the correct meaning, 'Underworld' just means everything beneath the ground. So it is unneeded, we should just wait for Briess or someone more experienced then me to decide. --[[User:Tarran|Tarran]] 08:44, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edge of the Map ==&lt;br /&gt;
&lt;br /&gt;
I spent like 30 minutes Googling to try to find out how to get rid of an infinite water supply drawn from a river now that there are no more chasms, and after a while I learned that water flows out of the edge of the map and that caverns can breach the edge of the map, creating a drain with the same effect that chasms had before.  I think someone should mention this since it's much less difficult to build a large-scale water system if that water has somewhere to drain instead of flooding your fortress. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wonder, is that possible to drain water from the cavern, which goes out of the edge of the map? Will water flow from the edge to the cavern or not? [[User:WFrag|WFrag]] 04:59, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Generation ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this should be here on in the World Generation article, but there are a bunch of variables related to caverns in the worldgen parameters which let you customize the cavern layout, and it's not particularly obvious what they do.  Turning the cavern layer count to 0, for example, makes it so you can't embark with seeds for some reason (bug?) &lt;br /&gt;
: One explanation could be that your starting civilisation gathered seeds for subterran crops from natural occuring underground plants in caves. So a world without caves would be a world without underground crops. But this should of course also imply that there are no crops or their products (like any pigtail items) or towercaps in the world. --[[Special:Contributions/80.187.102.242|80.187.102.242]] 16:33, 12 May 2010 (UTC)&lt;br /&gt;
and I'm not entirely sure what Openness and Passage Density are referring to.  Raising &amp;quot;levels above layer 1&amp;quot; makes you encounter the first cavern later (obviously) which I think creates a more relaxed fortress-building experience should you want it. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Underground lakes==&lt;br /&gt;
If an underground lake is connected to the edge of the fortress map will it fill up as it is drained (thus giving an unlimited supply of water) or is the water limited to whats in it on embarkation?&lt;br /&gt;
&lt;br /&gt;
==Caravan spawning into the caverns==&lt;br /&gt;
Amusingly, as of v0.31.03, I've witnessed that instead of spawning at the side of the map ABOVE GROUND, the dwarven caravan sometimes spawns at the side of the map in the CAVERNS. This invariably leads to carnage.&lt;br /&gt;
&lt;br /&gt;
==Spoilers==&lt;br /&gt;
I'm labeling the article as a spoiler, since I believe players should explore the caverns by themselves, without knowing what waits in there. Possibly there could be a simple unspoiled paragraph that says something along the lines of: &amp;quot;there are huge caverns underground with interesting plants and creatures. Dig down an unspecified number of Z levels to find. Have Fun.&amp;quot; But everything else is a spoiler, IMHO. --[[User:Markus cz|Markus cz]] 16:49, 15 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Caverns&amp;diff=110003</id>
		<title>v0.31:Caverns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Caverns&amp;diff=110003"/>
		<updated>2010-05-15T16:47:30Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Putting the whole page in a spoiler.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the {{L|world generation}} parameters.&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of {{L|creatures}} to migrate into and from the cavern. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10 z-levels below the surface. {{Verify}}&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with {{L|water}} to a certain degree. This can range from a few pools at the bottom level  to the whole layer being submerged, forming a gigantic underground sea, including {{L|fish}} and possibly camps of {{L|olm man|olm men}} and other {{L|fun}} aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the {{l|magma sea}}.&lt;br /&gt;
&lt;br /&gt;
==Other Features==&lt;br /&gt;
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''Deep pits:''' deep pits are... deep pits, they go from one cavern level to the next, and they are a fixed shape, when they hit the next cavern level they end up 'merging' into it (''no other way to explain it''), and the top z-level, the z-level it hits the next cavern level, is un-muddied rough rock floor where the the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
'''Magma pools:''' Magma pools (despite the name, they are not actually pools) are tubes extending from the {{l|magma sea}} and their shape is fixed, it's really random if you find one, it could extend to the top cavern, or even just a few z-levels.&lt;br /&gt;
&lt;br /&gt;
'''Passages:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections.&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
Caverns will, from the topmost to the deepest, feature the following vegetation:&lt;br /&gt;
&lt;br /&gt;
'''Level one''': a benign (or as nice as caverns get) level, it has shrubs, {{l|Tower-cap}}s, and {{l|Fungiwood}}(s).&lt;br /&gt;
&lt;br /&gt;
'''Level two''': a level filled with, in addition to the above, {{l|Goblin-cap}}s, {{l|Spore tree}}s, {{l|Black-cap}}s, and {{l|Tunnel tube}}s.&lt;br /&gt;
&lt;br /&gt;
'''Level three''': a level lacking the trees the first level had, while still having those the second introduced, also has, {{l|Nether-cap}}s, and {{l|Blood thorn}}s.&lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that it could have handled and the layer above can handle, here's an example of having only two layers:&lt;br /&gt;
&lt;br /&gt;
'''Level one''': a benign (or as nice as caverns get) level, it has shrubs, {{l|Tower-cap}}s, and {{l|Fungiwood}}(s).&lt;br /&gt;
&lt;br /&gt;
'''Level two''': Randomly picks trees from all layers.&lt;br /&gt;
&lt;br /&gt;
Plants from recently discovered layers will also start sprouting in your artificially muddied areas (but not on the already muddied areas that the caverns are generated with).&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
There are many, many dangerous {{l|animal}}s in a cavern, including {{l|bugbat}}s, {{l|giant olm}}s, {{l|troll}}s, {{l|giant cave swallow}}s, and others.&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will {{l|Cave Dragon|only}} {{l|Voracious cave crawler|be}} {{l|Magma crab|worse}}. If you can't stand level one, you won't be able to stand level two or three.&lt;br /&gt;
&lt;br /&gt;
{{l|Giant cave swallow|Flying creatures}} can {{l|Fun|ruin your day}} if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures).&lt;br /&gt;
&lt;br /&gt;
Also, any cavern of sufficient size will be inhabited by {{l|giant cave spider}}s, which can be both {{l|Silk|benefit}} and hazard.&lt;br /&gt;
&lt;br /&gt;
One thing you really have to watch out for is having your main stairwell lead into a cavern.  It doesn't have to be so walking creatures can get in, but just so there's an open hole.  Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination.  When this happens it can lead to all your dwarves starving themselves to death.  Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever regenerating resources in form of underground forests, animals to hunt, and fish.&lt;br /&gt;
On breaching a cavern layer, a variety of ores and gems lining its walls will be revealed.&lt;br /&gt;
The cavern floors are always {{l|Farming#Underground Farming|muddied}}, providing soil to a variety of underground {{l|plant}}s.&lt;br /&gt;
Also, underground caverns and the water they provide can be used in constructions and traps. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
If you care to spend the time, filling the caverns with cage traps. You can get some nice pets. Though you will need a {{l|Dungeon Master}}. Still, it's worth the thought.&lt;br /&gt;
&lt;br /&gt;
==When should I start exploring?==&lt;br /&gt;
[[Image:Cavern.png‎|thumb|right|A cavern found underground.]]&lt;br /&gt;
You should have a working military. The first cavern usually has few hazardous monsters, apart from the occasional giant olm or toad, but just one giant bat can destroy an early fort and uninvited guests will wander in sooner or later. The subsequent caverns will become increasingly {{L|fun}}, so don't dig too deep without making adequate preparation. You can handle what tries to attack, presuming you don't have a {{L|siege}} to worry about.&lt;br /&gt;
You can of course explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
&lt;br /&gt;
Not all parts of a cavern are immediately visible; A good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also very dangerous.&lt;br /&gt;
&lt;br /&gt;
==Methods of Exploration==&lt;br /&gt;
There are many different methods of exploring, some safer than others.&lt;br /&gt;
&lt;br /&gt;
'''Dwarf team''': The most '''FUN''' method, you can have dwarves manually explore the cavern by foot. This can be done by ordering your {{l|squads}} into the cavern with move orders. If you use this method, it is recommended that you equip your dwarves well. &lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through fortifications, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and megabeasts from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of smoothing a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a constructed wall.  The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': Pit an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. Use a female animal when you have a male of the same species somewhere in your fortress to produce a population of self replicating rovers.&lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. Nobles make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
You can enter a cavern with an {{l|Adventurer_mode|adventurer}} and explore it.  The dangers are obvious;  Nasty creatures, pitfalls, etc.  But you also have to watch out because you can't fast-travel underground.  That means no easy healing, so you have to be very careful.  Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back.  Luckily, there are tribes of animal men underground;  Unlike in fortress mode, they are your friends.  Camps almost always have food, and usually some other items as well, though probably less useful.  Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the {{l|Giant cave spider|nature}} of caverns.  If you sleep in a camp, the tribe will try and protect you from {{l|Forgotten beast|whatever}} {{l|Troll|shows}} {{l|Blind cave ogre|up}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smelting&amp;diff=109966</id>
		<title>v0.31:Smelting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smelting&amp;diff=109966"/>
		<updated>2010-05-15T13:03:07Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Smelting''' is the act of refining raw stone ore(s) into useful bars of pure metal(s) or alloys. Smelting is similar but distinct from {{L|melting}}, which reclaims existing metal objects back into (fractional) bars. Metal bars produced at a {{L|smelter}} are usable in a wide variety of goods, from weapons to goblets to furniture to buildings. &lt;br /&gt;
&lt;br /&gt;
Smelting also refines {{L|bituminous coal}} or {{L|lignite}} into {{L|coke}}, a {{L|fuel}} which is equivalent to {{L|charcoal}}. Fuel is required to operate a smelter, metalsmith's forge, kiln, or glass furnace. &lt;br /&gt;
&lt;br /&gt;
Smelting requires the {{L|ore}} (or coal) to be processed, a {{L|smelter}}, either {{L|fuel}} or (for {{L|magma smelter}}s) {{L|magma}} at least 4/7 deep, and a dwarf with the {{L|furnace operator}} {{L|skill}} enabled. Training in the skill is not required - since bars have no {{L|quality}} the only difference is the time the {{L|labor}} takes. &lt;br /&gt;
&lt;br /&gt;
Since smelting coke requires {{L|fuel}} in a conventional (non-magma) smelter, usually one {{L|wood}} is burned in a {{L|wood burner}} to create one charcoal to start the process. Alternatives are to bring one bar of charcoal or coke with the expedition at embark, {{L|trade}} for one from {{L|caravan}}s, or go straight to magma smelters.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ranger&amp;diff=109963</id>
		<title>v0.31 Talk:Ranger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ranger&amp;diff=109963"/>
		<updated>2010-05-15T12:16:48Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Remove vague/false sentence==&lt;br /&gt;
&amp;quot;Once he has achieved &amp;quot;grand master&amp;quot; skill in one of these skills, but not in the others, he will be known by this skill.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In general (I don't know about rangers explicitly) I don't think this is right. I regularly train dwarfs to Legendary as pump operators. Then, I train them as siege operators.  They become (Legendary) Engineers once they have enough experience as siege operators.  My experience is that the two skill levels have to be ~3 apart.  More than that and the dwarf is called by the highest one, less than that and they retain the generic title (Farmer, Administrator, Ranger, etc) I would suggest changing it to remove the sentence.  What does it mean anyway?  It isn't really specific. --[[User:Kwieland|Kwieland]] 17:27, 14 May 2010 (UTC)&lt;br /&gt;
:Dwarves probably get known for a specific skill when their experience in that skill is greater than a certain percentage of all of their experience within the entire profession. Using the cumulative experience values listed on [[Experience]] might be useful in determining the actual cutoff points. --[[User:Quietust|Quietust]] 18:02, 14 May 2010 (UTC)&lt;br /&gt;
::Looks good.  What you say about experience might be right, I've never tried to test against three things, usually just two. The reword is better, I think.--[[User:Kwieland|Kwieland]] 10:43, 15 May 2010 (UTC)&lt;br /&gt;
:Sorry, my fault, I copied it from the 40d info, assuming it didn't change. I checked other DF2010 profession pages and saw the sentence listed there, which made me think someone has already verified it. My bad. --[[User:Markus cz|Markus cz]] 12:16, 15 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ranger&amp;diff=109801</id>
		<title>v0.31:Ranger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ranger&amp;diff=109801"/>
		<updated>2010-05-14T12:02:31Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: The old info is fine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}} &lt;br /&gt;
'''Ranger''' is a category profession for dwarves that work with live animals, both {{L|creature}}s and {{L|vermin}}.&lt;br /&gt;
&lt;br /&gt;
An adult {{L|dwarf}} whose best {{L|skill}} is in this category, and who has accumulated ranks in one or more other ranger skills (exactly how much is not clear) will be known as a Ranger.&lt;br /&gt;
&lt;br /&gt;
Once he has achieved &amp;quot;grand master&amp;quot; skill in one of these skills, but not in the others, he will be known by this skill.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has experience in only one ranger skill he will be known by his or her highest skill.&lt;br /&gt;
&lt;br /&gt;
The ranger skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Ranger|#080|#080|&lt;br /&gt;
* {{L|Ambusher}}&lt;br /&gt;
* {{L|Animal caretaker}}&lt;br /&gt;
* {{L|Animal dissector}}&lt;br /&gt;
* {{L|Animal trainer}}&lt;br /&gt;
* {{L|Trapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* {{L|Skill#Professions.2C_colors.2C_.26_skill_categories|Skill categories}}&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rat_weed&amp;diff=109800</id>
		<title>v0.31:Rat weed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rat_weed&amp;diff=109800"/>
		<updated>2010-05-14T11:59:06Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: The 40d text was more useful&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=2:0:0|seed_color=0:0:1|character=τ|name=Rat weed|seed=Rat weed seed&lt;br /&gt;
|edible=Yes&lt;br /&gt;
|cookable=Yes&lt;br /&gt;
|alcohol={{L|Sewer brew}}&lt;br /&gt;
|rarity=Common&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1&lt;br /&gt;
|habitat=Not freezing (Wet)&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Rat weed''' is an inferior {{L|crop}} on the level of {{L|muck root}}s and {{L|prickle berry|prickle berries}}. It can be eaten raw or made into {{L|sewer brew}}. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tin&amp;diff=109799</id>
		<title>v0.31:Tin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tin&amp;diff=109799"/>
		<updated>2010-05-14T11:19:15Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Adding reactions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal&lt;br /&gt;
|name=Tin&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|bronze}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|bismuth bronze}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|fine pewter}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|trifle pewter}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|lay pewter}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore= &lt;br /&gt;
* {{L|Cassiterite}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Tin''' is an uncommon, low-value {{l|metal}} whose only ore is {{l|cassiterite}}. Although it is not very useful itself, it is a component in the creation of a number of valuable metals, such as {{l|fine pewter}} (used for decorations and furniture) and {{l|bronze}} (also useful for weapons).&lt;br /&gt;
&lt;br /&gt;
* {{L|Lay pewter}}     =  2x Tin + {{L|Copper}} + {{L|Lead}}&lt;br /&gt;
* {{L|Fine pewter}}    =  3x Tin + {{L|Copper}}&lt;br /&gt;
* {{L|Trifle pewter}}  =  2x Tin + {{L|Copper}}&lt;br /&gt;
* {{L|Bronze}}         =  Tin + {{L|Copper}}&lt;br /&gt;
* {{L|Bismuth bronze}} =  Tin + 2x {{L|Copper}} + {{L|Bismuth}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=109795</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=109795"/>
		<updated>2010-05-14T10:40:31Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Rating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
This is a hands-on walkthrough of the new '''{{l|military}}''' (and eventually '''{{l|squads|squad}}''') screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
&lt;br /&gt;
So, you've just {{l|embark}}ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
&lt;br /&gt;
This is a typical reaction to the new military setup. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
&lt;br /&gt;
==Squad Positions==&lt;br /&gt;
&lt;br /&gt;
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 1.png]]&lt;br /&gt;
&lt;br /&gt;
This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The up/down keys will take you between panes; keep in mind which one your selector is in, as the same key will often do something different depending on what pane you're in.&lt;br /&gt;
&lt;br /&gt;
All screens will list what keypresses are needed to do what task, but as the menus are confusing to read, I'll list many of them as well. If you're ever stuck, take the time to really read through the options presented - often the answer is before you and it's simply too difficult to immediately see.&lt;br /&gt;
&lt;br /&gt;
The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one using. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 1.png]]&lt;br /&gt;
&lt;br /&gt;
See the slot for '''{{l|militia commander}}'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 2.png]]&lt;br /&gt;
&lt;br /&gt;
We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed for us to choose from - for now, we'll just select 'leather armor'; we can change this later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 2.png]]&lt;br /&gt;
&lt;br /&gt;
See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. You can also create a squad ''before'' assign a militia commander; your first squad's leader will automatically assume the role. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 4.png]]&lt;br /&gt;
&lt;br /&gt;
I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad (by selecting them from the right pane while highlighting the correct squad in the left pane) and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
&lt;br /&gt;
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts tab''' is where you can create {{l|alerts}} for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know). Pretend that alerts ''are'' the schedules and the scheduling itself is simply how you edit them.&lt;br /&gt;
&lt;br /&gt;
The alert system is primarily for the military; however, a generic '''civilian alert level''' is used to restrict civilians via alert. You can tell them what alert to follow by pressing {{k|enter}} while highlighting one in the left pane, or (once we have burrows) you can restrict them to a burrow (or multiple burrows {{verify}}) by pressing {{k|enter}} while highlighting one in the right pane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 1.png]]&lt;br /&gt;
&lt;br /&gt;
By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders... which right now, are buggy (v0.31.02). Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third, using {{k|c}} to add one and {{k|N}} to name them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 2.png]]&lt;br /&gt;
&lt;br /&gt;
We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
&lt;br /&gt;
We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}. You can add equipment by pressing the corresponding capital letter displayed at the top of the screen and then selecting from the options in the right pane, and edit an item's material or color by highlighting said item in the right pane and then pressing {{k|M}} or {{k|C}}. Be careful while doing this - if you accidentally press {{k|enter}} while ''not'' selecting new equipment, material, or colors, you'll delete that item. You can also toggle between your dwarves wearing only their armor or wearing it over their civilian clothes with {{k|r}}. Pressing {{k|p}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 5.png]]&lt;br /&gt;
&lt;br /&gt;
I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Assign Uniforms===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 2.png]]&lt;br /&gt;
&lt;br /&gt;
The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 3.png]]&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. Nobody is quite sure what the right pane's assignment listing does yet, but as we've yet to find a use for it, you don't need to worry about it. Moving on to the '''uniforms tab'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 1.png]]&lt;br /&gt;
&lt;br /&gt;
The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 2.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 4.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
[[File:Military supplies.png]]&lt;br /&gt;
&lt;br /&gt;
The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this doesn't work in 31.02 and 31.01. The default settings should be fine for now; let's continue on.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 6.png]]&lt;br /&gt;
&lt;br /&gt;
In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing by Train orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 2.png]]&lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Burrows, stations, and routes===&lt;br /&gt;
&lt;br /&gt;
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 1.png]]&lt;br /&gt;
&lt;br /&gt;
I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 2.png]]&lt;br /&gt;
&lt;br /&gt;
For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military stations.png]]&lt;br /&gt;
&lt;br /&gt;
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 1.png]]&lt;br /&gt;
&lt;br /&gt;
Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 2.png]]&lt;br /&gt;
&lt;br /&gt;
By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Give orders===&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 3.png]]&lt;br /&gt;
&lt;br /&gt;
Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
&lt;br /&gt;
For reference, the give orders window is not used to ''edit'' orders - that is done by pressing {{k|tab}} when looking at scheduling items and then using {{k|x}} to delete an order. Keep in mind scheduling items listed can have multiple orders, selected using the secondary selectors - if you haven't named a scheduling item it'll change the item's name to either whatever the order is or 'Mixed,' but if you've named it, even if there's no orders for it, it'll retain the name; don't get mistaken and think that an empty named scheduling item still has your deleted orders and copy it around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 4.png]]&lt;br /&gt;
&lt;br /&gt;
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 3.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 5.png]]&lt;br /&gt;
&lt;br /&gt;
Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
&lt;br /&gt;
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.&lt;br /&gt;
&lt;br /&gt;
The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Appraiser&amp;diff=109749</id>
		<title>v0.31:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Appraiser&amp;diff=109749"/>
		<updated>2010-05-14T00:16:54Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Adding links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #808&lt;br /&gt;
| skill      = Appraiser&lt;br /&gt;
| specialty  = {{L|Trader}}&lt;br /&gt;
| profession = {{L|Administrator}}&lt;br /&gt;
| job name   = Admin/Noble&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Value all items&lt;br /&gt;
* Trade at Depot&lt;br /&gt;
| workshop = {{L|Trade depot}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The appraiser skill relates to {{L|trading}} and item {{L|value}} estimation.&lt;br /&gt;
&lt;br /&gt;
In order to have access to the Fortress value estimates in the {{k|z}}-{{L|status}} menu, as well as individual item values, a dwarf with the Appraiser skill must be appointed as broker in the {{L|nobles screen}}. (Note that this is not necessary for the display of item {{L|quality}} - the indicators near the item names - which will always appear.)&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Noble Skills}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=109748</id>
		<title>v0.31:Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=109748"/>
		<updated>2010-05-14T00:13:22Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Bowyer's workshop|Bowyer's workshop}}==&lt;br /&gt;
Used for creating wooden {{L|Crossbow|crossbow}}s.&lt;br /&gt;
=={{L|Carpenter's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Furniture|furniture}}&lt;br /&gt;
*Wooden {{L|Shield|bucklers and shields}}&lt;br /&gt;
*Wooden {{L|Training weapon|training weapons}}&lt;br /&gt;
*Wooden {{L|Weapon#Trap weapon statistics|trap components}}&lt;br /&gt;
*Wooden {{L|crutch}}es and {{L|splint}}s&lt;br /&gt;
&lt;br /&gt;
=={{L|Craftsdwarf's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Craft|crafts}}&lt;br /&gt;
*Wooden {{L|Bolt|bolts}}&lt;br /&gt;
*{{L|Obsidian}} Short Swords&lt;br /&gt;
=={{L|Siege workshop}}==&lt;br /&gt;
Used for creating {{L|Siege engine|siege engine parts}}&lt;br /&gt;
=={{L|Wood furnace}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*{{L|Ash}}&lt;br /&gt;
*{{L|Charcoal}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Machinery}}==&lt;br /&gt;
Used for constructing:&lt;br /&gt;
*{{L|Screw pump}}&lt;br /&gt;
*{{L|Axle}}&lt;br /&gt;
*{{L|Windmill}}&lt;br /&gt;
*{{L|Water wheel}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shell&amp;diff=109746</id>
		<title>v0.31:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shell&amp;diff=109746"/>
		<updated>2010-05-14T00:07:15Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Fixing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}A '''Shell''' is produced by {{L|Fishery|preparing}} a shelled {{L|fish}}, such as a raw {{L|turtle}}, via {{L|Fish cleaner|Fish cleaning}}. It has been reported that in DF2010, a {{L|cave lobster}} does not produce a shell. However mussels do produce shells. {{verify}} Unlike in previous versions of the game, shells are not left behind when a dwarf {{L|cook}}s or {{L|food|eat}}s a shelled creature. Shells currently cannot be acquired via {{L|trading}}.  The fish the traders provide has already been processed and does not provide a shell.&lt;br /&gt;
&lt;br /&gt;
Shells are considered to be a part of the {{L|turtle}} or {{L|cave lobster}} and not their own material type.  To store them in a {{L|stockpile}} enable refuse -&amp;gt; body parts -&amp;gt; turtle and cave lobster.&lt;br /&gt;
&lt;br /&gt;
Shells can be crafted at a {{L|craftsdwarf's workshop}} using the {{L|bone carver}} skill.  However, due to a bug, attempting to create shell crafts, helms, leggings, or gauntlets will not create the proper items.  Your {{L|bone carver}} will gain experience but not do anything.  The only thing shells can currently{{version|0.31.03}} be used for is {{L|strange mood|strange moods}} and {{L|decoration|decorating}}.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
=== Adding Shells to Existing Creatures ===&lt;br /&gt;
&lt;br /&gt;
The combination of the common requirement for shells during Strange Moods, the bug that causes shell-producing fish to be unavailable in many maps, the inability to trade and get shells may lead to unresolvable Strange Moods.  It is possible to modify the raws to allow other creatures to produce shells if the player is so inclined:&lt;br /&gt;
&lt;br /&gt;
1. In raw/objects/creature_domestic.txt, find &amp;quot;[CREATURE:COW]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. alter the [BODY] section to include &amp;quot;:SHELL&amp;quot; i.e, [BODY:QUADRUPED_HOOF:TAIL:2EYES:SHELL:BRAIN...]&lt;br /&gt;
&lt;br /&gt;
3. Add the [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_MATERIALS] section&lt;br /&gt;
&lt;br /&gt;
4. Add the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] section&lt;br /&gt;
&lt;br /&gt;
5. Add the [BODY_DETAIL_PLAN:SHELL_POSITIONS] tag to the creature&lt;br /&gt;
&lt;br /&gt;
6. If you wish to apply this change to a game in progress, remember to also alter the copy of creature_domestic.txt contained in your saves folder, as each game has its own copies of the raws.&lt;br /&gt;
&lt;br /&gt;
7. Slaughtering a cow should now produce a &amp;quot;Stray Cow shell&amp;quot; usable by dwarves stuck in strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enabling Other Materials to Be Used in Moods ===&lt;br /&gt;
&lt;br /&gt;
If you don't want to add shells to existing creatures, you can enable other materials, like {{L|hoof|hooves}} or {{L|ivory}} to be used in strange moods instead of shells. The only effect is that the materials will be available for moods, you won't be able to eg. make shell crafts of them.&lt;br /&gt;
&lt;br /&gt;
1. In raw/objects/material_template_default.txt look up the material you want to enable, for example [MATERIAL_TEMPLATE:HOOF_TEMPLATE]&lt;br /&gt;
&lt;br /&gt;
2. Add the [SHELL] to the material&lt;br /&gt;
&lt;br /&gt;
3. If you wish to apply this change to a game in progress, remember to also alter the copy of material_template_default.txt contained in your saves folder. The change won't affect body parts that are already lying around, but will affect newly created body parts from butchered creatures.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shell&amp;diff=109745</id>
		<title>v0.31:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shell&amp;diff=109745"/>
		<updated>2010-05-14T00:04:46Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Cleaning the article, adding more modding tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}A '''Shell''' is produced by {{L|Fishery|preparing}} a shelled {{L|fish}}, such as a raw {{L|turtle}}, via {{L|Fish cleaner|Fish cleaning}}. It has been reported that in DF2010, a {{L|cave lobster}} does not produce a shell. However mussels do produce shells. {{verify}} Unlike in previous versions of the game, shells are not left behind when a dwarf {{L|cook}}s or {{L|food|eat}}s a shelled creature. Shells currently cannot be acquired via {{L|trading}}.  The fish the traders provide has already been processed and does not provide a shell.&lt;br /&gt;
&lt;br /&gt;
Shells are considered to be a part of the {{L|turtle}} or {{L|cave lobster}} and not their own material type.  To store them in a {{L|stockpile}} enable refuse -&amp;gt; body parts -&amp;gt; turtle and cave lobster.&lt;br /&gt;
&lt;br /&gt;
Shells can be crafted at a {{L|craftsdwarf's workshop}} using the {{L|bone carver}} skill.  However, due to a bug, attempting to create shell crafts, helms, leggings, or gauntlets will not create the proper items.  Your {{L|bone carver}} will gain experience but not do anything.  The only thing shells can currently{{version|0.31.03}} be used for is {{L|strange mood|strange moods}} and {{L|decoration|decorating}}.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
=== Adding Shells to Existing Creatures ===&lt;br /&gt;
&lt;br /&gt;
The combination of the common requirement for shells during Strange Moods, the bug that causes shell-producing fish to be unavailable in many maps, the inability to trade and get shells may lead to unresolvable Strange Moods.  It is possible to modify the raws to allow other creatures to produce shells if the player is so inclined:&lt;br /&gt;
&lt;br /&gt;
1. In raw/objects/creature_domestic.txt, find &amp;quot;[CREATURE:COW]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. alter the [BODY] section to include &amp;quot;:SHELL&amp;quot; i.e, [BODY:QUADRUPED_HOOF:TAIL:2EYES:SHELL:BRAIN...]&lt;br /&gt;
&lt;br /&gt;
3. Add the [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_MATERIALS] section&lt;br /&gt;
&lt;br /&gt;
4. Add the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] section&lt;br /&gt;
&lt;br /&gt;
5. Add the [BODY_DETAIL_PLAN:SHELL_POSITIONS] tag to the creature&lt;br /&gt;
&lt;br /&gt;
6. If you wish to apply this change to a game in progress, remember to also alter the copy of creature_domestic.txt contained in your saves folder, as each game has its own copies of the raws.&lt;br /&gt;
&lt;br /&gt;
7. Slaughtering a cow should now produce a &amp;quot;Stray Cow shell&amp;quot; usable by dwarves stuck in strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enabling Other Materials to Be Used in Moods ===&lt;br /&gt;
&lt;br /&gt;
If you don't want to add shells to existing creatures, you can enable other materials, like [[hoove]]s or [[ivory]] to be used in strange moods instead of shells. The only effect is that the materials will be available for moods, you won't be able to eg. make shell crafts of them.&lt;br /&gt;
&lt;br /&gt;
1. In raw/objects/material_template_default.txt look up the material you want to enable, for example [MATERIAL_TEMPLATE:HOOF_TEMPLATE]&lt;br /&gt;
&lt;br /&gt;
2. Add the [SHELL] to the material&lt;br /&gt;
&lt;br /&gt;
3. If you wish to apply this change to a game in progress, remember to also alter the copy of material_template_default.txt contained in your saves folder. The change won't affect body parts that are already lying around, but will affect newly created body parts from butchered creatures.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Engineer&amp;diff=109743</id>
		<title>v0.31:Engineer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Engineer&amp;diff=109743"/>
		<updated>2010-05-13T23:51:16Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Copying 40d version, completely usable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Engineer''' is a category profession.  It contains skills relating to the construction and operation of {{L|Mechanism|mechanisms}} and {{L|Machine component|machinery}}, including {{L|Siege engine|siege engines}}.&lt;br /&gt;
&lt;br /&gt;
An adult {{L|Dwarf|dwarf}} whose best {{L|Skill|skill}} is in this category, and who has accumulated ranks in other engineering skills (exactly how much is not clear) will be known as an Engineer.&lt;br /&gt;
&lt;br /&gt;
Once he has achieved 'grand master' skill in one of these skills, but not in the others, he will be known by this skill.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has {{L|Experience|experience}} in only one engineer skill he will be known by his or her highest skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The engineering skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Engineer|#f00|#f00|&lt;br /&gt;
* {{L|Mechanic}}&lt;br /&gt;
* {{L|Pump operator}}&lt;br /&gt;
* {{L|Siege engineer}}&lt;br /&gt;
* {{L|Siege operator}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;See also:&lt;br /&gt;
:* [[Skill#Professions.2C_colors.2C_.26_skill_categories|Skill categories]]&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Organizer&amp;diff=109742</id>
		<title>v0.31:Organizer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Organizer&amp;diff=109742"/>
		<updated>2010-05-13T23:46:55Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #808&lt;br /&gt;
| skill      = Organizer&lt;br /&gt;
| specialty  = Administrator&lt;br /&gt;
| profession = {{L|Administrator}}&lt;br /&gt;
| job name   = Noble/Admin&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Manage Work Orders&lt;br /&gt;
* Prepare and Update Equipment&lt;br /&gt;
}}&lt;br /&gt;
The '''organizer''' {{L|skill}} is used by two {{L|noble}}s:&lt;br /&gt;
* By the {{L|Manager}} to manage work orders in the Manager menu&lt;br /&gt;
* By the {{L|Arsenal Dwarf}} to prepare and update military equipment&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}{{Category|Noble Skills}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pebbles&amp;diff=109740</id>
		<title>v0.31:Pebbles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pebbles&amp;diff=109740"/>
		<updated>2010-05-13T23:34:33Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Pebbles''' are a naturally occuring {{L|map tile}} found commonly across the surface of the world near {{L|river}}s and {{L|brook}}s, and occasionally as {{L|beach}}es. Usually they are found labelled as ''rock-type'' pebbles, for example ''Basalt'' Pebbles. They can be found near {{L|boulder}}s if you look hard enough.&lt;br /&gt;
&lt;br /&gt;
Unlike {{L|boulder}}s, pebbles cannot currently be designated for smoothing. In order to smooth a tile with pebbles on it, you must first build a {{L|road}} or other construction on the tile, which will destroy the pebbles and turn the tile into an ordinary tile of the base rock-type.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventurer mode}}, a pebble tile is an unlimited source of small rocks, which can be useful for throwing.&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pick&amp;diff=109739</id>
		<title>v0.31:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pick&amp;diff=109739"/>
		<updated>2010-05-13T23:28:46Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
A pick is a digging implement that can be forged from most common metals like copper and iron.  It is required by [[miner]]s to dig through the earth, carve staircases and everything else related to the removal of rock and soil tiles.  You will need to supply picks on embark as miners won't bring their own.  The material used when making a pick doesn't have any effect on its speed at digging through rock, that depends on the user's [[Mining]] skill level.  &lt;br /&gt;
&lt;br /&gt;
Picks can be used as crude weapons in a pinch, though. They seem to inflict piercing damage and gain damage bonuses by the user's Mining skill level.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Star_sapphire&amp;diff=109737</id>
		<title>v0.31:Star sapphire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Star_sapphire&amp;diff=109737"/>
		<updated>2010-05-13T23:11:10Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Fixing quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Star Sapphires are rare {{L|gem}}s which are found within clusters of {{L|Sapphire}}, which are found in {{L|vein|large clusters}} of {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{jewels}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Limestone&amp;diff=109736</id>
		<title>v0.31:Limestone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Limestone&amp;diff=109736"/>
		<updated>2010-05-13T23:10:42Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Fixing quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Limestone''' has a benefit over other {{L|Sedimentary layer|Sedimentary rocks}} in that it is also a {{L|flux}} material. It is also the only sedimentary {{L|layer}} to contain either of {{L|galena}} or {{L|malachite}}.&lt;br /&gt;
&lt;br /&gt;
As a rule, limestone tends to be more profitable in terms of ores and gems than the average layer stone, which make it ideal for {{L|exploratory mining}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Limestone&amp;quot; is also the name of the seventh month of the dwarven {{L|calendar}}, covering early Fall.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ilmenite&amp;diff=109735</id>
		<title>v0.31:Ilmenite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ilmenite&amp;diff=109735"/>
		<updated>2010-05-13T23:10:04Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Fixing quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Ilmenite stone has no specific use, but in the real world it can be smelted into Titanium using the Kroll Process&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{rocks}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_economy&amp;diff=109734</id>
		<title>v0.31:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_economy&amp;diff=109734"/>
		<updated>2010-05-13T23:09:11Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Fixing quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
Economy (Also know as the &amp;quot;Stacksofonecoinitis&amp;quot; disease) is a truly annoying part of the game for many and also a source of much [[fun]] quite often. If you really feel you need to know about it you should do one out of &amp;lt;strike&amp;gt;two&amp;lt;/strike&amp;gt; three things:&lt;br /&gt;
&lt;br /&gt;
A: Do the easy thing if you are a new player that doesn't really know how the game works: Disable Economics (For now atleast). To do it, Go to you dwarf fortress folder, enter the &amp;quot;Data&amp;quot; folder then the &amp;quot;Init&amp;quot; folder. Open the file named &amp;quot;Init&amp;quot;. Search for the line [ECONOMY:YES] and replace it with [ECONOMY:NO]&lt;br /&gt;
&lt;br /&gt;
B: If you are experienced enough to figure out stuff a bit on your own, try out the 40d guide for it, avaible through the bar above this text. Be aware though, while it's not likely to have been major changes you should take everything written there with a grain of salt (or whip vine flour, should you prefer that) as it may be inaccurate due to changes or bugs.&lt;br /&gt;
&lt;br /&gt;
C: Simply wait until someone updates this with current information instead of this cobbled together thing.&lt;br /&gt;
&lt;br /&gt;
Note that Economy may or may not be broken for now anyway, it's a bit unsure.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chalk&amp;diff=109733</id>
		<title>v0.31:Chalk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chalk&amp;diff=109733"/>
		<updated>2010-05-13T23:08:34Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Fixing quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Chalk is a {{L|flux}} {{L|stone}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mur craie et brique sur soubassement silex.png|Chalk blocks (white) in a wall&lt;br /&gt;
File:Craie coniacienne avec rognons à silex recouverte par horizon lœssique.png|A layer of chalk&lt;br /&gt;
File:Chalk quarry crete B.jpg|Chalk quarry&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Decoration&amp;diff=109732</id>
		<title>v0.31:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Decoration&amp;diff=109732"/>
		<updated>2010-05-13T23:03:25Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Copying parts I'm reasonably sure about and adapting it to DF2010&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
A decorative image raises the {{L|value}} of an object by adding another material to the base item.  Decorations have quality levels. The base value of a decoration is 10☼, multiplied by its {{L|Item_value#Material_Multipliers|material multiplier}} and {{L|Quality|quality multiplier}} that are separate from the item itself. &lt;br /&gt;
&lt;br /&gt;
When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decorations are outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it.  These decorations do not affect combat multipliers.&lt;br /&gt;
&lt;br /&gt;
You cannot specify a specific object for a dwarf to decorate.  Dwarves will use the closest suitable object. The exception is when encrusting something with gems, where you are able to specify a category of goods to be decorated. Of course you can always seal in (forbidden doors) your artisan Rumpelstiltskin style, complete with workshop, the materials you want him to use and the objects you want decorated (dumping them inside the to-be-sealed-off area might work best) to ensure proper conduct.&lt;br /&gt;
&lt;br /&gt;
For more information regarding the different types of decorations, see {{L|value}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types of decoration ==&lt;br /&gt;
&lt;br /&gt;
;Bone, Hoof, Ivory or tooth, Pearl, Shell, &lt;br /&gt;
:  At a {{L|craftsdwarf's workshop}}, objects can be decorated with {{L|bone}}, {{L|hoof}}, {{L|ivory}} or {{L|tooth}}, {{L|pearl}}, and {{L|shell}}. Requires {{L|bone carving}}.&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  At a {{L|jeweler's workshop}}, objects can be encrusted with {{L|Gem|cut gem}}s (including cut glass). You may specify whether to decorate furniture, finished goods or ammo.  Requires {{L|gem setting}}.&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  At a {{L|metalsmith's forge}}, objects can be studded with various metals. Requires {{L|metalcrafting}}, but does not require {{L|fuel}}.&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  At a {{L|clothier's shop}}, {{L|cloth}} images (both plant fiber and silk) can be sewn onto clothing items (including leather armor) and bags. Requires {{L|clothier|clothesmaking}}. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  At a {{L|leather works}}, leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires {{L|leatherworking}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
&lt;br /&gt;
'''Makeshift tapestries'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If your fortress is above ground or you otherwise have inadequate natural rock walls to {{L|engraving|engrave}}, {{L|Restraint|rope}}s or {{L|bag}}s sewn with images can be a way of recording your fortress' history instead of {{L|stone detailing}}. When built as {{L|restraint}}s (for decorated ropes), or as {{L|container}}s (for decorated {{L|bag}}s), dwarves can gain happy {{L|thought}}s by admiring them, so they can function as makeshift tapestries.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_sugar&amp;diff=109690</id>
		<title>v0.31:Dwarven sugar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_sugar&amp;diff=109690"/>
		<updated>2010-05-13T18:24:10Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Dwarven Sugar''' is a {{L|cook|cookable}} item made by {{L|milling}} {{L|sweet pod}}s.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_sugar&amp;diff=109689</id>
		<title>v0.31:Dwarven sugar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_sugar&amp;diff=109689"/>
		<updated>2010-05-13T18:23:52Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Created page with ''''Dwarven Sugar''' is a {{L|cook|cookable}} item made by {{L|milling}} {{L|sweet pod}}s.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dwarven Sugar''' is a {{L|cook|cookable}} item made by {{L|milling}} {{L|sweet pod}}s.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flour&amp;diff=109688</id>
		<title>v0.31:Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flour&amp;diff=109688"/>
		<updated>2010-05-13T18:23:31Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Copying verified info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Flour''' is an ingredient in {{L|cooking}}.  Flour can be made from {{L|cave wheat}}, {{L|longland grass}} and {{L|whip vine}} by milling {{L|plant|plants}} at a {{L|millstone}} or {{L|quern}} at 1:1 ratio. Milling plants needs one {{L|bag}} for every job. Flour will be used by the {{L|kitchen}} when 'prepare meal' tasks are queued if it is enabled in the [[kitchen menu]].&lt;br /&gt;
&lt;br /&gt;
Flour is considered a {{L|powder}}, as are {{L|dwarven sugar}} and {{L|dye}}, among others.&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Whip_vine_flour&amp;diff=109687</id>
		<title>v0.31:Whip vine flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Whip_vine_flour&amp;diff=109687"/>
		<updated>2010-05-13T18:19:04Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Redirected page to DF2010:Flour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Flour]]&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Whip_vine&amp;diff=109686</id>
		<title>v0.31:Whip vine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Whip_vine&amp;diff=109686"/>
		<updated>2010-05-13T18:16:24Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=3:0:1|seed_color=0:0:1|character=§|name=Whip vine&lt;br /&gt;
|cookable=If milled&lt;br /&gt;
|alcohol={{L|Whip wine}}&lt;br /&gt;
|rarity=Common&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1&lt;br /&gt;
|habitat=Not freezing (Dry) (Savage)&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Alcohol}}&lt;br /&gt;
|other_products=&lt;br /&gt;
* {{L|Whip vine flour}} (Mill)}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Whip vines''' cannot be eaten raw, but can be {{L|brew}}ed or {{L|mill}}ed.  {{L|Whip wine}}, brewed from whip vines, is fairly valuable, and {{L|whip vine flour}} is the most valuable flour product available.&lt;br /&gt;
&lt;br /&gt;
Whip vines grow {{L|Tile attributes|above ground}} and may be {{L|farming|planted}} any time of the year. They can also be {{L|Herbalist|gathered}} from {{L|shrub|shrubs}} outdoors.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nobles_screen&amp;diff=109674</id>
		<title>v0.31:Nobles screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nobles_screen&amp;diff=109674"/>
		<updated>2010-05-13T18:10:37Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: Copied the info that still holds + minor edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
The '''nobles screen''' is where you can appoint administrative {{L|noble}}s, change the settings for your {{L|bookkeeper}}, and check for {{L|requirement}}s, {{L|demand}}s and {{L|mandate}}s of nobles. It is accessed by pressing {{k|n}} from the main screen.&lt;br /&gt;
&lt;br /&gt;
When you first found a fortress, you will have five nobles:  The {{L|Expedition Leader}}, {{L|Chief Medical Dwarf}}, {{L|Manager}}, {{L|Bookkeeper}}, and {{L|Broker}}. Others will become available later or come as {{L|migrant}}s. It is recommended you check the noble screen after each migration wave. For more information, see {{L|Noble}}.&lt;br /&gt;
&lt;br /&gt;
Some nobles can be replaced by pressing {{key|r}}, others (like {{L|Expedition Leader}}) are fixed, and yet others (like the {{L|Mayor}}) are elected automatically.&lt;br /&gt;
&lt;br /&gt;
Pressing {{key|Enter}} with any of the positions highlighted brings you to a status screen of the selected Noble.  This screen is pretty worthless in the early part of the game, as your nobles don't really care about anything when the fortress is still small and survival is the biggest challenge.  As it grows though, so too does your nobles' greed.  Later, this screen will show a list of their current holdings, as well as their requirements.  Some nobles cannot perform their job without an {{L|Office}} for example, and this screen will show whether they hold an office or not, as well as whether the office is up to their exacting standards.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Some nobles have settings that can be edited by highlighting them and pressing {{key|s}}:&lt;br /&gt;
* {{L|Bookkeeper}} - Allows you to set an accuracy target for his inventory of the fortress' goods (inaccurate counts will be rounded and have a ? next to them).  Not only does this determine the accuracy, but also the amount of time this dwarf must spend on the accounts.  Below the choices, you will get a status update as to which level of accuracy he has reached, and what percentage of the way he or she is to the next level of accuracy.&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milker&amp;diff=109664</id>
		<title>v0.31:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milker&amp;diff=109664"/>
		<updated>2010-05-13T17:56:29Z</updated>

		<summary type="html">&lt;p&gt;Markus cz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Milker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Milking&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{k|m}} {{L|Milk}} Creature&lt;br /&gt;
| workshop = &lt;br /&gt;
* {{L|Farmer's workshop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A milker is a dwarf that will {{L|milk}} creatures in a {{L|farmer's workshop}}. There are now several milkable animals in-game, including {{L|cow}}s, {{L|donkey}}s and {{L|horse}}s. {{L|Milk}} is the ingredient for {{L|cheese}}, which in turn can be used to make high-quality {{L|food}} at the {{L|kitchen}}&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
{{L|Cheese}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Markus cz</name></author>
	</entry>
</feed>