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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mechturk</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mechturk"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Mechturk"/>
	<updated>2026-06-20T13:53:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6093</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6093"/>
		<updated>2007-11-08T20:10:01Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We should make one page for each workshop, add them to [[:category:workshops]] and &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; this page. --[[User:Mizipzor|Mizipzor]] 08:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ive made [[siege workshop]] and marked that section of the article with &amp;lt;s&amp;gt;strikout&amp;lt;/s&amp;gt;. When all sections are marked like this, the page is ready to be made into a redirect to [[:category:workshops]]. --[[User:Mizipzor|Mizipzor]] 05:27, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;br /&gt;
&lt;br /&gt;
:CLT means that the workshop is cluttered with objects and the dwarves working there will work at a slower pace.  If you press {{k|t}} over the workshop, you can see what's inside the building cluttering it up so that you can haul it away.  This needs to be mentioned somewhere. --[[User:Mechturk|Mechturk]] 01:32, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Perhaps a page should be set up for game-used contractions, like CLT, TSK, HAM, SWD etc (the last two from the military/weapons page as further examples).--[[User:Matryx|Matryx]] 05:43, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::TSK is kinda obviously &amp;quot;task&amp;quot; and HAM SWD etc are, in the context used, obviously weapons.&lt;br /&gt;
:::I did import and revise the [[clutter]] page, though. --[[User:Savok|Savok]] 20:26, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I dont think ''everything'' is obvious to ''everyone''. I vote for a [[contractions]]. --[[User:Mizipzor|Mizipzor]] 05:11, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::While I agree not everything is obvious, I feel that it might be more productive for the contractions to redirect to the information page with the context for the abbreviations.  So, HAM SWD etc would redirect to military or another relevant article.  Chances are, if the player hasn't managed to figure out the abbreviation in context, their going to eventually end up there anyway.  --[[User:Mechturk|Mechturk]] 15:10, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone has detailed that 'still' is short for 'distillery'.  This is partially incorrect as a still is actually a completely different word and has a different meaning.  A distillery is a an entire establishment (industrial plant and works for example) for distilling things (particularly alcohol) - whereas a still is an apparatus (usually heating/vapour cooling) which would be used inside a distillery to produce alcohol. --[[User:Matryx|Matryx]] 06:50, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Key_bindings&amp;diff=1523</id>
		<title>40d:Key bindings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Key_bindings&amp;diff=1523"/>
		<updated>2007-11-07T04:10:33Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Added to interface category.  Merge with controls?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Laptop Bindings ==&lt;br /&gt;
&lt;br /&gt;
These are the values to enter to use the laptop bindings recommended for those without number pads.   This will set your {{K|[}} and {{K|]}} keys to up and down respectively; and the {{K|-}} and {{K|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;}} keys to page up and page down in secondary menus.:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SECONDSCROLL_UP:KEYDB]&lt;br /&gt;
[SECONDSCROLL_DOWN:KEYDD]&lt;br /&gt;
[SECONDSCROLL_PAGEUP:MINUS]&lt;br /&gt;
[SECONDSCROLL_PAGEDOWN:PLUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Re-walling&amp;diff=3768</id>
		<title>40d:Re-walling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Re-walling&amp;diff=3768"/>
		<updated>2007-11-07T04:00:13Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Redirect to wall (double redirect)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[wall]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rewalling&amp;diff=2224</id>
		<title>Rewalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rewalling&amp;diff=2224"/>
		<updated>2007-11-07T03:59:33Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Redirect to wall.  Rule R.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[wall]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12770</id>
		<title>40d:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12770"/>
		<updated>2007-11-07T03:58:15Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Added construction hot keys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''wall''' is a either a [[map tile]] or a [[construction]] that blocks access to creatures. The appearence of a constructed wall is similar to that of a [[smooth]]ed wall but it works the same as any filled tile composed of mountain rock, clay or soil. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level [[building]]s such as [[tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the [[digging]] page, naturally occuring walls can be dug out using the {{Key|d}}esginations {{Key|d}}ig command, or {{Key|h}} channel command.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls must be built up tile by tile. To do this, ues the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command.  There is no way to build more than one at a time. In vertical construction, walls can be built on hewn floor, other constructed wall below them, or doors below them. They cannot be built on top of constructed floors. Walls made of wood must be built by a carpenter, and stonewalls by a mason. Smoothing a wall requires the [[engraving]] skill, whereas building a wall requires the [[Masonry]] skill.&lt;br /&gt;
&lt;br /&gt;
{{Furniture}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12231</id>
		<title>40d:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12231"/>
		<updated>2007-11-07T03:15:24Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: /* List of metals */ Changing colors to match default&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Metals==&lt;br /&gt;
&lt;br /&gt;
Metal is used to make items such as weapons, armor, and furniture at the [[Metalsmith's Forge]].&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
An '''alloy''' is a hybrid of different types of material, at least one of which is [[metal]]. Alloy metals can be made with the [[bar]]s (or in some cases directly from the [[ore]]) of their components at a [[smelter]]. Most alloys have only two components, but all of them additionally use some [[fuel]] in their creation. An alloy usually improves on the properties of its components to give more uses and [[Item value|value]].&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Colors&lt;br /&gt;
! Value&lt;br /&gt;
! Density&lt;br /&gt;
! Weapon/Armor&lt;br /&gt;
! Other uses&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
![[Copper]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||2||8.93||66%/66%||Ranged weapons, ammo, picks&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||8.80&lt;br /&gt;
|-&lt;br /&gt;
![[Zinc]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.13&lt;br /&gt;
|-&lt;br /&gt;
![[Tin]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.28&lt;br /&gt;
|-&lt;br /&gt;
![[Lead]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||2||11.34&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||2||9.78||||(brittle)&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||3||8.65||||||Nickel x2 + Copper + Zinc&lt;br /&gt;
|-&lt;br /&gt;
![[Lay pewter]]&lt;br /&gt;
|{{Tile|*|#008080|#c0c0c0}}||3||7.28||||||Tin x2 + Copper + Lead&lt;br /&gt;
|-&lt;br /&gt;
![[Trifle pewter]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||4||7.28||||||Tin x2 + Copper&lt;br /&gt;
|-&lt;br /&gt;
![[Fine pewter]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||5||7.28||||||Tin x3 + Copper&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||5||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper&lt;br /&gt;
|-&lt;br /&gt;
![[Billon]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||6||8.93||||||Copper + Silver&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth bronze]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||6||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper x2 + Bismuth&lt;br /&gt;
|-&lt;br /&gt;
![[Brass]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||7||8.55||||||Zinc + Copper&lt;br /&gt;
|-&lt;br /&gt;
![[Sterling silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||8||10.49||||||Silver x3 + Copper&lt;br /&gt;
|-&lt;br /&gt;
![[Pig iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||||(brittle)||Iron + Flux stone&lt;br /&gt;
|-&lt;br /&gt;
![[Iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||100%/100%||Ranged weapons, ammo, picks, anvils&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||10||10.49||50%/-||&lt;br /&gt;
|-&lt;br /&gt;
![[Black bronze]]&lt;br /&gt;
|{{Tile|*|#800080|#808000}}||11||8.93||||||Copper x2 + Silver + Gold&lt;br /&gt;
|-&lt;br /&gt;
![[Electrum]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||20||8.65||||||Silver + Gold&lt;br /&gt;
|-&lt;br /&gt;
![[Rose gold]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||23||19.32||||||Gold x3 + Copper&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||30||7.85||133%/133%||Ranged weapons, ammo, picks, anvils||Iron + Pig iron + Flux stone + Coal&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||30||19.32&lt;br /&gt;
|-&lt;br /&gt;
![[Aluminum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||2.70&lt;br /&gt;
|-&lt;br /&gt;
![[Platinum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||21.40&lt;br /&gt;
|-&lt;br /&gt;
![[Adamantine]]&lt;br /&gt;
|{{Tile|*|#0ff|#008080}}||300||2.00||500%/500%||Everything&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''(Silver has a 50% armor multiplier, but can't be used to make armor)''&lt;br /&gt;
&lt;br /&gt;
== Raw file ==&lt;br /&gt;
&lt;br /&gt;
This is for reference until the metal articles are written. Then, it will be deleted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;matgloss_metal&lt;br /&gt;
&lt;br /&gt;
[OBJECT:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:IRON]&lt;br /&gt;
[NAME:iron][ADJ:iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:450]&lt;br /&gt;
[MELTING_POINT:12768]&lt;br /&gt;
[BOILING_POINT:15150]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:100]&lt;br /&gt;
[BLOCK_PERC:100]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:GOLD]&lt;br /&gt;
[NAME:gold][ADJ:golden][COLOR:6:6:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:SILVER]&lt;br /&gt;
[NAME:silver][ADJ:silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[WEAPON][AMMO]&lt;br /&gt;
[SOLID_DENSITY:10490]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:COPPER]&lt;br /&gt;
[NAME:copper][ADJ:copper][COLOR:6:4:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:66]&lt;br /&gt;
[BLOCK_PERC:66]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:NICKEL]&lt;br /&gt;
[NAME:nickel][ADJ:nickel][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8800]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ZINC]&lt;br /&gt;
[NAME:zinc][ADJ:zinc][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:390]&lt;br /&gt;
[MELTING_POINT:10755]&lt;br /&gt;
[BOILING_POINT:11633]&lt;br /&gt;
[SOLID_DENSITY:7135]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRONZE]&lt;br /&gt;
[NAME:bronze][ADJ:bronze][COLOR:6:4:0]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRASS]&lt;br /&gt;
[NAME:brass][ADJ:brass][COLOR:6:6:1]&lt;br /&gt;
[VALUE:7]&lt;br /&gt;
[SPEC_HEAT:377]&lt;br /&gt;
[MELTING_POINT:11656]&lt;br /&gt;
[BOILING_POINT:14068]&lt;br /&gt;
[SOLID_DENSITY:8550]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:STEEL]&lt;br /&gt;
[NAME:steel][ADJ:steel][COLOR:0:7:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12718]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:133]&lt;br /&gt;
[BLOCK_PERC:133]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PIG_IRON]&lt;br /&gt;
[NAME:pig iron][ADJ:pig iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12106]&lt;br /&gt;
[BOILING_POINT:13968]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PLATINUM]&lt;br /&gt;
[NAME:platinum][ADJ:platinum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:13182]&lt;br /&gt;
[BOILING_POINT:16885]&lt;br /&gt;
[SOLID_DENSITY:21400]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ELECTRUM]&lt;br /&gt;
[NAME:electrum][ADJ:electrum][COLOR:6:6:1]&lt;br /&gt;
[VALUE:20]&lt;br /&gt;
[SPEC_HEAT:180]&lt;br /&gt;
[MELTING_POINT:11828]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:TIN]&lt;br /&gt;
[NAME:tin][ADJ:tin][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_FINE]&lt;br /&gt;
[NAME:fine pewter][ADJ:fine pewter][COLOR:7:7:1]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_TRIFLE]&lt;br /&gt;
[NAME:trifle pewter][ADJ:trifle pewter][COLOR:7:3:0]&lt;br /&gt;
[VALUE:4]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_LAY]&lt;br /&gt;
[NAME:lay pewter][ADJ:lay pewter][COLOR:3:7:0]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:LEAD]&lt;br /&gt;
[NAME:lead][ADJ:lead][COLOR:0:7:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:10589]&lt;br /&gt;
[BOILING_POINT:13148]&lt;br /&gt;
[SOLID_DENSITY:11340]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ALUMINUM]&lt;br /&gt;
[NAME:aluminum][ADJ:aluminum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:900]&lt;br /&gt;
[MELTING_POINT:11188]&lt;br /&gt;
[BOILING_POINT:14534]&lt;br /&gt;
[SOLID_DENSITY:2700]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used nickel&lt;br /&gt;
[MATGLOSS_METAL:NICKEL_SILVER]&lt;br /&gt;
[NAME:nickel silver][ADJ:nickel silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
[MATGLOSS_METAL:BILLON]&lt;br /&gt;
[NAME:billon][ADJ:billon][COLOR:7:3:0]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930] used copper&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used silver&lt;br /&gt;
value is weighted average of 3 silver and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:STERLING_SILVER]&lt;br /&gt;
[NAME:sterling silver][ADJ:sterling silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:8]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[SOLID_DENSITY:10490] used silver&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
also called shakudo or hepatizon depending on the proportions&lt;br /&gt;
(some have no silver)&lt;br /&gt;
got the name from black corinthian bronze, though these proportions&lt;br /&gt;
are more like regular corinthian bronze/brass&lt;br /&gt;
I just wanted the liver-colored one, dropped &amp;quot;corinthian&amp;quot;&lt;br /&gt;
because it sounds too location/culture specific&lt;br /&gt;
value of 11 is the weighted average value of 2copper/1silver/1gold components&lt;br /&gt;
[MATGLOSS_METAL:BLACK_BRONZE]&lt;br /&gt;
[NAME:black bronze][ADJ:black bronze][COLOR:5:6:0]&lt;br /&gt;
[VALUE:11]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used gold&lt;br /&gt;
value is weighted average of 3 gold and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:ROSE_GOLD]&lt;br /&gt;
[NAME:rose gold][ADJ:rose gold][COLOR:5:5:1]&lt;br /&gt;
[VALUE:23]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320] used gold&lt;br /&gt;
&lt;br /&gt;
bismuth itself is brittle, but you can alloy it with tin/copper to make a light-colored bronze&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH]&lt;br /&gt;
[NAME:bismuth][ADJ:bismuth][COLOR:5:5:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:123]&lt;br /&gt;
[MELTING_POINT:10488]&lt;br /&gt;
[BOILING_POINT:12815]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:9780]&lt;br /&gt;
&lt;br /&gt;
you can make a lighter colored bronze by adding bismuth,&lt;br /&gt;
used temp values from bronze, used by incas, at least according to one source ha ha&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH_BRONZE]&lt;br /&gt;
[NAME:bismuth bronze][ADJ:bismuth bronze][COLOR:6:6:1]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250] used bronze&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ADAMANTINE]&lt;br /&gt;
[NAME:adamantine][ADJ:adamantine][COLOR:3:3:1]&lt;br /&gt;
[VALUE:300]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:25000]&lt;br /&gt;
[BOILING_POINT:50000]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL][ANY_USE]&lt;br /&gt;
[WAFERS]&lt;br /&gt;
[DAMAGE_PERC:500]&lt;br /&gt;
[BLOCK_PERC:500]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Metals]][[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mechturk/Colors&amp;diff=22832</id>
		<title>User:Mechturk/Colors</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mechturk/Colors&amp;diff=22832"/>
		<updated>2007-11-07T02:53:08Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Hex codes for tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 5em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #000000&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #000080&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #008000&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #008080&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #800000&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #800080&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #808000&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #c0c0c0&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #808080&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #0000ff&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #00ff00&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #00ffff&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #ff0000&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #ff00ff&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #ffff00&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #ffffff&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=CLT&amp;diff=22828</id>
		<title>CLT</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=CLT&amp;diff=22828"/>
		<updated>2007-11-07T02:23:29Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: (Redirect to clutter)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[clutter]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9703</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9703"/>
		<updated>2007-11-06T23:18:07Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Changed bolded warning text for &amp;quot;Old version info&amp;quot; template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|v0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[elephant]]s!'''&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within three months or so, they will go [[Strange Mood#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: &amp;quot;possessed&amp;quot; dwarves will create an artifact but gain no skill from it).&lt;br /&gt;
&lt;br /&gt;
== Strange-mood behavior ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and &amp;quot;claim&amp;quot; it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest &amp;quot;trade&amp;quot; [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]].  &lt;br /&gt;
&lt;br /&gt;
Most farming-, fishing-, trapping-, and combat-related skills (grower, thresher, brewer, fish cleaner, animal trainer, axedwarf, etc.) do not count as &amp;quot;trade&amp;quot; skills (although Tanners can enter strange moods, and will take over a [[tanner's shop]]).&lt;br /&gt;
&lt;br /&gt;
Active [[soldiers]] can enter a strange mood if they have any trade skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.&lt;br /&gt;
&lt;br /&gt;
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[statue garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest trade skill will dictate which workshop you should build for them. &lt;br /&gt;
&lt;br /&gt;
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]].  If your miners have reached the [[magma flow]], any dwarf requiring a forge will insist on a [[magma forge]], and will ignore any existing charcoal-powered forges.{{verify}}  Glassmakers will use either a charcoal- or a magma-fuelled glass furnace.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Moody dwarves will occasionally seize a random workshop and proceed to create their artifact there.  Following completion of the artifact, this workshop will often be converted into the type originally desired by the dwarf.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
If a dwarf manages to successfully complete an artifact, the dwarf's highest trade skill will be elevated to &amp;quot;legendary&amp;quot;.  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts.  (&amp;quot;Possessed&amp;quot; dwarves, however, gain no experience.)&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting dwarf with a legendary skill you want: where possible, make sure each dwarf's highest trade skill is one of the kinds you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without trade skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; trade skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
The type of artifact created will also depend on the dwarf's highest trade skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of strange moods, [[mining]] and [[engraving]] are considered trade skills: moody miners and engravers will usually take over a craftsdwarf's or mason's workshop, turn out a stone craft or piece of furniture, and gain legendary skill as miners or engravers respectively (not as stone crafters or masons).{{verify}}  Furnace operators will turn out a metal craft or piece of furniture and become legendary furnace operators.{{verify}} Weavers will take over a [[clothes maker's shop]] and produce an article of clothing.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no trade skills whatsoever (including [[children]], sometimes) can go into strange moods.  Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
In addition to requiring a specific workshop, dwarves will also demand specific raw [[materials]] in order to complete their artifact.  Each artifact will require between one and ten items to complete.{{verify}}&lt;br /&gt;
&lt;br /&gt;
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long.&lt;br /&gt;
&lt;br /&gt;
Jewelers will usually only require one item: a rough [[gem]], which they will fashion into a &amp;quot;perfect&amp;quot; gem.  Metalsmiths will usually use [[ore]] (not [[metal bars]]).  If your dwarves utilize [[sphalerite]], they will create a zinc object or [[decoration]]{{verify}}; this is the only way in the game zinc objects will be made.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an &amp;quot;Item [[Haul]]er&amp;quot; who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace).  It is therefore recommended you make several pieces of raw glass of each type as early as you can, reserved for use by moody dwarves. Furthermore, any dwarf may require raw glass, not just glassmakers. ''Why is this here? Make a seperate article about glassmaking. --[[User:Mizipzor|Mizipzor]] 06:19, 6 November 2007 (EST)''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;.  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==== Demands ====&lt;br /&gt;
&lt;br /&gt;
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of &amp;quot;waiting&amp;quot; for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)&lt;br /&gt;
&lt;br /&gt;
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as &amp;quot;Kerging&amp;quot;. This word is the name of the artifact he or she intends to create.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. &lt;br /&gt;
&lt;br /&gt;
Things dwarves demand include:&lt;br /&gt;
&lt;br /&gt;
* [[Bones]] - &amp;quot;bones... yes&amp;quot;, &amp;quot;pictures of skeletons&amp;quot;&lt;br /&gt;
* [[Cloth]] (not thread) - &amp;quot;cloth... thread&amp;quot;, &amp;quot;pictures of stacked cloth&amp;quot;&lt;br /&gt;
* Cut [[gem]]s - &amp;quot;gems... shining&amp;quot;, &amp;quot;gems&amp;quot;. ''These must be ordinary cut gems, not &amp;quot;large&amp;quot; gems.''&lt;br /&gt;
* [[Leather]] - &amp;quot;leather... skin&amp;quot;, &amp;quot;pictures of stacked leather&amp;quot;&lt;br /&gt;
* Metal [[ore]] - &amp;quot;ore... particular ore&amp;quot;, &amp;quot;picture of an ore mine&amp;quot;, &amp;quot;the correct ore&amp;quot;&lt;br /&gt;
* Metal [[bar]]s - &amp;quot;shining bars... metal&amp;quot;, &amp;quot;shining bars of metal&amp;quot;&lt;br /&gt;
* Rough [[gem]]s - &amp;quot;rough... color&amp;quot;. ''Sometimes when they request rough gems they are looking for a specific type of raw [[glass]].''&lt;br /&gt;
* [[Shell]] - &amp;quot;a shell&amp;quot;&lt;br /&gt;
* [[Stone]] - &amp;quot;stone... rock&amp;quot;, &amp;quot;pictures of a quarry&amp;quot;, &amp;quot;the right stone&amp;quot;&lt;br /&gt;
* Stone [[block]]s - &amp;quot;blocks... bricks&amp;quot;, &amp;quot;the proper surface to work on&amp;quot;, &amp;quot;square blocks&amp;quot; ''Sometimes they will insist on light or dark stone blocks instead of gray stone.''&lt;br /&gt;
* [[Wood]] - &amp;quot;tree... life&amp;quot;, &amp;quot;pictures of a forest&amp;quot;, &amp;quot;a tree&amp;quot; &lt;br /&gt;
* Dwarven bones/[[refuse|remains]] - &amp;quot;things... certain things&amp;quot;. ''This demand is only seen during &amp;quot;Macabre&amp;quot; moods.''&lt;br /&gt;
* [[Clear glass]] - &amp;quot;raw... clear&amp;quot;, &amp;quot;glass with burning wood&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sometimes the required item(s) will be very specific (for instance, rough [[emerald]]s); other times, very general (leather from any type of creature). Sometimes when dwarves are waiting for a specific material, it will be listed in the dwarf's [[thoughts and preferences]]. For instance, a dwarf that &amp;quot;likes platinum&amp;quot; will sometimes use one or more platinum nuggets in the construction of an artifact. This is not always the case, however, and they may want a completely unrelated item.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf &amp;quot;has begun a mysterious construction!&amp;quot;. The artifact should be completed within a day or two.&lt;br /&gt;
&lt;br /&gt;
Dwarves which have created an artifact will hold on to it for a very long time (or the loss of the limb in which it is held{{verify}}) after which one of three events can occur. &lt;br /&gt;
* The dwarf can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}&lt;br /&gt;
* Become nervous and hide the artifact.{{verify}}&lt;br /&gt;
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This insanity can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.{{verify}}&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Note that the insanity can happen even when the dwarf is not deadlocked on an item. There have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
== Types of strange moods ==&lt;br /&gt;
&lt;br /&gt;
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but are harder to understand than dwarves who withdraw from society.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker.  Strangely, none of the other dwarves seem to mind the murder. &lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only &amp;quot;fail&amp;quot; if a hermit has a horrible fell look or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.&lt;br /&gt;
&lt;br /&gt;
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.&lt;br /&gt;
&lt;br /&gt;
== Multiple Moods ==&lt;br /&gt;
&lt;br /&gt;
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]   two mood dwarves at once&lt;br /&gt;
&lt;br /&gt;
== Unresolved questions ==&lt;br /&gt;
&lt;br /&gt;
* ''Does a larger number of dwarves in a fortress increase the chance of strange moods?''&lt;br /&gt;
** A fortress with a very small number of dwarves (1-3) can go many years without seeing any strange moods, so it would seem so.&lt;br /&gt;
* ''Can the same dwarf go into a strange mood more than once?''&lt;br /&gt;
** Presumably, they cannot.&lt;br /&gt;
* ''Can an already legendary dwarf go into a strange mood?''&lt;br /&gt;
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.&lt;br /&gt;
* ''How many strange moods can occur in a single fortress?''&lt;br /&gt;
** According to Lightning4, an unlimited number, but once the 15th artifact is made, moods stop. Destruction of an artifact by any means does not decrease the artifact counter.&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22495</id>
		<title>40d Talk:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22495"/>
		<updated>2007-11-06T22:00:24Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Wooden fortress? :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge?  You're going to need a ''lot'' of wood! --[[User:Mechturk|Mechturk]] 17:00, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20087</id>
		<title>40d:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20087"/>
		<updated>2007-11-06T21:50:36Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Changed information to reflect current version.  Added information about construction, removed references to old DF layout (cave river, chasm, magma)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Military]]&lt;br /&gt;
&lt;br /&gt;
Fortifications are arrow slits used in the [[defense]] of your fortress.  They are most commonly used along the outside walls of your fortress, so that [[Marksdwarf|marksdwarves]] and [[siege engine]]s{{verify}} can fire at enemies from within the mountain.  They can be carved from cave walls or built like any other [[construction]].&lt;br /&gt;
&lt;br /&gt;
== Carving ==&lt;br /&gt;
Damaged rock cannot be used for fortifications, meaning that the outermost tiles of mountain rock may need to be mined away to expose the solid rock behind it. &lt;br /&gt;
&lt;br /&gt;
A fortified wall can only be one tile wide.  What this means is that you need to hollow out a room directly behind the wall you want to fortify.  It is smartest to set this room up as a [[barracks]], or to put an [[archery target]] in there.  That way, off-duty soldiers will be milling about at all times, and they will be ready to fire upon anyone who gets too close to the fortress.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the wall you want to carve, smooth the stone along its length using {{K|d}} -&amp;gt; {{K|s}}.  After it has been smoothed, re-designate the same wall for fortifications using {{K|d}} -&amp;gt; {{K|a}}.  Stone smoothing and fortification require a dwarf that does [[Stone detailing]].  &lt;br /&gt;
&lt;br /&gt;
After completion, marksdwarves, [[ballista]]s{{verify}}, and even [[catapult]]s{{verify}} will be able to fire through the fortifications. However, enemy ranged attackers can attack you from either side of the fortification, no matter which side was fortified.&lt;br /&gt;
&lt;br /&gt;
Note: A fortified tile cannot contain [[gem]]s or [[ore]].&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Fortifications can also be constructed from [[block]]s, [[wood]] or [[stone]] using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|F}}.  They must be built tile by tile as there is no way to build more than one at a time.{{ver|0.27.169.33a}}  Construction of wooden fortifications require the [[Carpentry]] skill, while fortifications made of block or stone require the [[Masonry]] skill.  &lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skill&amp;diff=17278</id>
		<title>Template:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skill&amp;diff=17278"/>
		<updated>2007-11-06T21:03:23Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Added usage and example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''{{{skill|Skill}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Association&lt;br /&gt;
| style='width: 0.5em; background: {{{color|#f44}}}; border-left: 1px solid #000' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Speciality&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{speciality|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Profession&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{profession|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Job Name&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{job name|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Tasks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{{{tasks|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #ff2&lt;br /&gt;
| skill      = Carpenter&lt;br /&gt;
| speciality = ???&lt;br /&gt;
| profession = Woodworker&lt;br /&gt;
| job name   = ???&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Wood based construction&lt;br /&gt;
* Any work in the Carpenter's Workshop&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #ff2&lt;br /&gt;
| skill      = Carpenter&lt;br /&gt;
| speciality = ???&lt;br /&gt;
| profession = Woodworker&lt;br /&gt;
| job name   = ???&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Wood based construction&lt;br /&gt;
* Any work in the Carpenter's Workshop&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22363</id>
		<title>40d:Metalsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22363"/>
		<updated>2007-11-06T20:54:30Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Nice article, though some of the information appears no longer accurate.  Also should be merged with Metalsmith's forge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|v0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop|name=Metalsmith's Forge|key=f|job=Metalsmithing&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* 1 [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Brass]] bar&lt;br /&gt;
* [[Bronze]] bar&lt;br /&gt;
* [[Charcoal]]&lt;br /&gt;
* [[Coke]]&lt;br /&gt;
* [[Copper]] bar&lt;br /&gt;
* [[Electrum]] bar&lt;br /&gt;
* [[Iron]] bar&lt;br /&gt;
* [[Gold]] bar&lt;br /&gt;
* [[Platinum]] bar&lt;br /&gt;
* [[Silver]] bar&lt;br /&gt;
* [[Steel]] bar&lt;br /&gt;
* [[Tin]] bar&lt;br /&gt;
|production=&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Ballista arrowhead]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[Bolts]]&lt;br /&gt;
* [[Boots]]&lt;br /&gt;
* [[Bucket]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Chain mail]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Crafts]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Flask]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Gauntlets]]&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Greaves]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Large serrated disc]]&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Metal blocks]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Plate mail]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[decorations|Studded goods]]&lt;br /&gt;
* [[Adamantine wafers]] (Magma Forge only)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' turns [[metal bar]]s into various weapons, armors, furniture, siege ammunition, [[trap]] components, and other objects.  To build a forge, you must have one [[block]] and an [[anvil]].  &lt;br /&gt;
&lt;br /&gt;
You cannot do any forging at your fortress until your first anvil arrives, which will be borne by a metalsmith arriving in your first [[seasons|summer]].  If you somehow lose this anvil (for instance, if it is washed into the [[river]]), your fortress will never be able to work metals (unless you have already forged a spare anvil or enough [[coins]] to attract a [[bookkeeper]] -- through whom you can order new anvils).&lt;br /&gt;
&lt;br /&gt;
It takes one unit of [[charcoal]] or [[coke]] to produce items on a forge, unless you use a [[magma forge]].&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from copper, iron, bronze, steel, and silver, for one metal bar each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* War Hammer&lt;br /&gt;
* Short Sword&lt;br /&gt;
* Spear&lt;br /&gt;
* Mace&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of silver.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from copper, iron, bronze, and steel. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* Plate Mail (3 metal bars)&lt;br /&gt;
* Chain Mail (2 metal bars)&lt;br /&gt;
* Greaves (2 metal bars)&lt;br /&gt;
* Leggings&lt;br /&gt;
* Helm&lt;br /&gt;
* Cap&lt;br /&gt;
* Gauntlets&lt;br /&gt;
* Boots&lt;br /&gt;
* Shield&lt;br /&gt;
* Buckler&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from copper, iron, bronze, steel, gold, silver, brass, tin, and platinum -- in short, all metals except for pig iron. You can forge:&lt;br /&gt;
&lt;br /&gt;
* Cage&lt;br /&gt;
* Chain (1 metal bar)&lt;br /&gt;
* Animal Trap (1 metal bar) (metalsmith must have [[trapping]] labor must be enabled as well)&lt;br /&gt;
* Bucket (1 metal bar)&lt;br /&gt;
* Barrel&lt;br /&gt;
* Armor Stand&lt;br /&gt;
* Metal Blocks (1 metal bar)&lt;br /&gt;
* Door&lt;br /&gt;
* Floodgate&lt;br /&gt;
* Statue&lt;br /&gt;
* Cabinet&lt;br /&gt;
* Chest&lt;br /&gt;
* Throne&lt;br /&gt;
* Sarcophagus&lt;br /&gt;
* Table&lt;br /&gt;
* Weapon Rack&lt;br /&gt;
* Bin (As of v22.121.23a)&lt;br /&gt;
&lt;br /&gt;
All metal furniture requres 3 [[bars]] to forge except for chains, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege Equipment]] can be forged from copper, iron, bronze, and steel.  Only one piece of siege equipment can be forged: the [[ballista]] arrowhead, which requires 3 metal bars.  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete ballista bolt.  It is also possible to make pure wooden ballista bolts at the siege workshop, which are assumed to do less damage.  The [[siege engines]] themselves are also built at the siege workshop, out of three siege engine parts made of wood.&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap|Trap Components]] can be forged from copper, iron, bronze, and steel. They are:&lt;br /&gt;
&lt;br /&gt;
* Giant Axe Blade&lt;br /&gt;
* Enormous Corkscrew&lt;br /&gt;
* Spiked Ball&lt;br /&gt;
* Large Serrated Disc&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 bars of metal to forge.&lt;br /&gt;
&lt;br /&gt;
== Other Objects ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all metals except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* Crafts&lt;br /&gt;
* Goblet&lt;br /&gt;
* Toy&lt;br /&gt;
* Instrument&lt;br /&gt;
* Flask&lt;br /&gt;
* Minted Coins&lt;br /&gt;
* Stud an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decorations]] (such as [[Jeweler's Workshop|encrusting with gems]] or [[Craftsdwarf's Workshop|decorating with bone]]), you cannot specify which object to stud: the smithy will generally take the nearest available object and stud it.&lt;br /&gt;
&lt;br /&gt;
In addition, 3 bars of either iron or steel can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All furniture except chains and animal traps; anvils&lt;br /&gt;
* [[Skills#Metal_Crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Skills#Weaponsmith|Weaponsmith]]: All weapons and ammunition except for [[Crossbow|crossbows]]; [[Trap|trap components]]; [[siege equipment]]?&lt;br /&gt;
* [[Skills#Bowyer|Bowyer]]: [[Crossbow|Crossbow]]&lt;br /&gt;
* [[Skills#Armorsmith|Armorsmith]]:  All armor&lt;br /&gt;
* [[Skills#Trapper|Trapper]]: [[Animal Trap|Animal traps]]&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category: Workshops]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Workshop&amp;diff=20546</id>
		<title>Template talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Workshop&amp;diff=20546"/>
		<updated>2007-11-06T20:43:07Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Why does creating a floor plan by default create a floor plan template?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Safari, the floorplan is flush left.  Not exactly sure how to fix that without breaking it elsewhere.  --[[User:Shagie|Shagie]] 23:37, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should template be modified to allow for workshops with multiple job types - eg [[Jeweler's workshop]] - gem setting and gem cutting?  If so, how should multiple jobs be formatted? --[[User:Mechturk|Mechturk]] 01:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The way I've been using this template, is that after placing the information, I'll click the link that appears in the floor plan section and create the floor plan at the new page that opens up.  This creates a page in the Template namespace.  Is this the desired behavior?  --[[User:Mechturk|Mechturk]] 15:43, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Color&amp;diff=21490</id>
		<title>40d Talk:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Color&amp;diff=21490"/>
		<updated>2007-11-06T20:33:12Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game colors vs Webfriendly ===&lt;br /&gt;
Ok, so the game colors aren't the webfriendly colors consisting of combinations of hexadecimal 00, 33, 66, 99, cc, ff (which can be abbreviated to the single digits 0, 3, 6, 9, c, f).  So, what color values do we go with for tiles?  Is there even a discernible difference between the color as in the game, or a web friendly approximation, that is, should color #808080 for example be approximated to #999999 (same as #999)?&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Object !! Code !! Game !! Web&lt;br /&gt;
|-&lt;br /&gt;
|Galena || [COLOR:7:7:1] || {{Tile|£|#fff|#c0c0c0}} || {{Tile|£|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
| Sphalerite || [COLOR:0:7:1] || {{Tile|£|#808080|#c0c0c0}} || {{Tile|£|#999|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
| Pig tail || [COLOR:7:0:0] || {{Tile|τ|#c0c0c0|#000}} || {{Tile|τ|#ccc|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet || [COLOR:5:0:0] || {{Tile|♠|#800080|#000}} || {{Tile|♠|#909|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet spawn || [COLOR:4:0:1] || {{Tile|.|#ff0000|#000}} || {{Tile|.|#f00|#000}}&lt;br /&gt;
|}&lt;br /&gt;
Compare with the colors from [[Bloodline:Outpost_Ducimemal_Chapter_1|Oupost Ducimemal]]. --[[User:Mechturk|Mechturk]] 20:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:On the old wiki, we went with the game colors. --[[User:Savok|Savok]] 22:45, 5 November 2007 (EST)&lt;br /&gt;
:The in game colors are perfectly web friendly rgb values. If you look up the numbers from the init file and convert to hexadecimal, everything is peachy keen. You'll note the main color values are divisible by 16, meaning they perfectly line up with 3 digit color codes.[[User:VengefulDonut|VengefulDonut]] 22:52, 5 November 2007 (EST)&lt;br /&gt;
::Except values in 3 digit color codes are divisible by 17. #387 = #338877 -- [[User:Zaratustra|Zaratustra]] 23:44, 5 November 2007 (EST)&lt;br /&gt;
:::Right.  The values of 128 (for the darker colors) and 192 (for light gray) used in game correspond to 80h and c0h respectively.  Though I'm more than happy to go with three color codes, as long as it's settled which ones to use.  --[[User:Mechturk|Mechturk]] 15:33, 6 November 2007 (EST)&lt;br /&gt;
:We don't need to compensate for people using ancient 256 color desktops, if your browser can't render colors correctly, get a better one. --[[User:Rick|Rick]] 22:57, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Zaratustra/stone_colors&amp;diff=21496</id>
		<title>User talk:Zaratustra/stone colors</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Zaratustra/stone_colors&amp;diff=21496"/>
		<updated>2007-11-06T02:04:59Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: New page: I'm not sure if this is the perfectionist in me, but from my understanding #888 is shorthand for #888888, where as RGB(128,128,128) is #808080.  --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure if this is the perfectionist in me, but from my understanding #888 is shorthand for #888888, where as RGB(128,128,128) is #808080.  --[[User:Mechturk|Mechturk]] 21:04, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Tile&amp;diff=21480</id>
		<title>Template talk:Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Tile&amp;diff=21480"/>
		<updated>2007-11-06T01:57:55Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: typo.  Need to use preview more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Talk:Color|color discussion]] --[[User:Mechturk|Mechturk]] 20:57, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Tile&amp;diff=21479</id>
		<title>Template talk:Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Tile&amp;diff=21479"/>
		<updated>2007-11-06T01:57:21Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Moved discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [Talk:Color|color discussion] --[[User:Mechturk|Mechturk]] 20:57, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Color&amp;diff=21483</id>
		<title>40d Talk:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Color&amp;diff=21483"/>
		<updated>2007-11-06T01:55:40Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game colors vs Webfriendly ===&lt;br /&gt;
Ok, so the game colors aren't the webfriendly colors consisting of combinations of hexadecimal 00, 33, 66, 99, cc, ff (which can be abbreviated to the single digits 0, 3, 6, 9, c, f).  So, what color values do we go with for tiles?  Is there even a discernible difference between the color as in the game, or a web friendly approximation, that is, should color #808080 for example be approximated to #999999 (same as #999)?&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Object !! Code !! Game !! Web&lt;br /&gt;
|-&lt;br /&gt;
|Galena || [COLOR:7:7:1] || {{Tile|£|#fff|#c0c0c0}} || {{Tile|£|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
| Sphalerite || [COLOR:0:7:1] || {{Tile|£|#808080|#c0c0c0}} || {{Tile|£|#999|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
| Pig tail || [COLOR:7:0:0] || {{Tile|τ|#c0c0c0|#000}} || {{Tile|τ|#ccc|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet || [COLOR:5:0:0] || {{Tile|♠|#800080|#000}} || {{Tile|♠|#909|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet spawn || [COLOR:4:0:1] || {{Tile|.|#ff0000|#000}} || {{Tile|.|#f00|#000}}&lt;br /&gt;
|}&lt;br /&gt;
Compare with the colors from [[Bloodline:Outpost_Ducimemal_Chapter_1|Oupost Ducimemal]]. --[[User:Mechturk|Mechturk]] 20:55, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Color&amp;diff=21482</id>
		<title>40d Talk:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Color&amp;diff=21482"/>
		<updated>2007-11-06T01:55:17Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Moved discussion about color of tiles on wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game colors vs Webfriendly ===&lt;br /&gt;
Ok, so the game colors aren't the webfriendly colors consisting of combinations of hexadecimal 00, 33, 66, 99, cc, ff (which can be abbreviated to the single digits 0, 3, 6, 9, c, f).  So, what color values do we go with for tiles?  Is there even a discernible difference between the color as in the game, or a web friendly approximation, that is, should color #808080 for example be approximated to #999999 (same as #999)?&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Object !! Code !! Game !! Web&lt;br /&gt;
|-&lt;br /&gt;
|Galena || [COLOR:7:7:1] || {{Tile|£|#fff|#c0c0c0}} || {{Tile|£|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
| Sphalerite || [COLOR:0:7:1] || {{Tile|£|#808080|#c0c0c0}} || {{Tile|£|#999|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
| Pig tail || [COLOR:7:0:0] || {{Tile|τ|#c0c0c0|#000}} || {{Tile|τ|#ccc|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet || [COLOR:5:0:0] || {{Tile|♠|#800080|#000}} || {{Tile|♠|#909|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet spawn || [COLOR:4:0:1] || {{Tile|.|#ff0000|#000}} || {{Tile|.|#f00|#000}}&lt;br /&gt;
|}&lt;br /&gt;
Compare with the colors from [[Bloodline:Outpost_Ducimemal_Chapter_1|Oupost Ducimemal]]. ~~----&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Color&amp;diff=21481</id>
		<title>40d Talk:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Color&amp;diff=21481"/>
		<updated>2007-11-06T01:45:10Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: New page: Nice one, and talk about timing ;).  I need to merge across my rant from Template_talk:Tile --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice one, and talk about timing ;).  I need to merge across my rant from [[Template_talk:Tile]] --[[User:Mechturk|Mechturk]] 20:45, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Tile&amp;diff=21478</id>
		<title>Template talk:Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Tile&amp;diff=21478"/>
		<updated>2007-11-06T01:41:42Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Color rant.  Maybe I'll finally figure out which color my Rhesus Macaque is...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Colors ==&lt;br /&gt;
I'm not quite sure where to put this, but here's a good a place as any.  I've been trying to work out the internal color notation for raw tile displays of creatures (though this applies to other things such as stone and minerals too.  From what I've been able to figure out the the notation is [COLOR:fg:bg:brightness] (e.g. [COLOR:7:0:1] where the foreground and background colors refer to the colors shown in /data/init/init.txt&lt;br /&gt;
&lt;br /&gt;
Thus, we have the following:&lt;br /&gt;
{|&lt;br /&gt;
! No. !! Name !! RGB !! Hex&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt; || (0,0,0) || #000000&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;span style=&amp;quot;color: #000080&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; || (0,0,128) || #000080&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; || (0,128,0) || #008000&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;span style=&amp;quot;color: #008080&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt; || (0,128,128) || #008080&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &amp;lt;span style=&amp;quot;color: #800000&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; || (128,0,0) || #800000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt; || (128,0,128) || #800080&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &amp;lt;span style=&amp;quot;color: #808000&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt; || (128,128,0) || #808000&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;L-GRAY&amp;lt;/span&amp;gt; || (192,192,192) || #c0c0c0&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &amp;lt;span style=&amp;quot;color: #808080&amp;quot;&amp;gt;D-GRAY&amp;lt;/span&amp;gt; || (128,128,128) || #808080&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Brightness, which only seems to have a value of 0 or 1 appears to adds some value to RGB and where this makes the RGB over 256, sets the value to 256.  The addition may apply to all 3 basic colors, or only those originally present (excepting black where this seems to turn the color into dark gray), I still haven't quite worked it out.  Does plump helmet spawn look like {{Tile|.|#f00000|#000}} (add to one) or {{Tile|.|#ff8080|#000}} (add to all - this doesn't look quite right to me).  Anyway, elaborating, {{Tile|τ|#ffffff|#000}} Cave Wheat [COLOR:7:0:1] is white, while  {{Tile|τ|#c0c0c0|#000}} Pig Tail [COLOR:7:0:0] remains light gray.&lt;br /&gt;
&lt;br /&gt;
I'm mainly typing this for my own benefit to nut out a method of double checking creature colors, but that said, it might be valuable elsewhere.  What can I say, there's only so many times I can fiddle with the color of the Rhesus macaque before I need some certainty.&lt;br /&gt;
&lt;br /&gt;
So, if my colors are wrong, how *are* colors worked out from the [COLOR] values?  We need some sort of standard or guideline.  --[[User:Mechturk|Mechturk]] 20:41, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Game colors vs Webfriendly ===&lt;br /&gt;
Ok, so even if I've got these colors correct, the game colors aren't the webfriendly colors consisting of combinations of hexadecimal 00, 33, 66, 99, cc, ff (which can be abbreviated to the single digits 0, 3, 6, 9, c, f).  So, what color values do we go with?  Is there even a discernible difference between the color as in the game, or a web friendly approximation, that is, should color #808080 for example be approximated to #999999 (same as #999)?&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Object !! Code !! Game !! Web&lt;br /&gt;
|-&lt;br /&gt;
|Galena || [COLOR:7:7:1] || {{Tile|£|#fff|#c0c0c0}} || {{Tile|£|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
| Sphalerite || [COLOR:0:7:1] || {{Tile|£|#808080|#c0c0c0}} || {{Tile|£|#999|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
| Pig tail || [COLOR:7:0:0] || {{Tile|τ|#c0c0c0|#000}} || {{Tile|τ|#ccc|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet || [COLOR:5:0:0] || {{Tile|♠|#800080|#000}} || {{Tile|♠|#909|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet spawn || [COLOR:4:0:1] || {{Tile|.|#ff0000|#000}} || {{Tile|.|#f00|#000}}&lt;br /&gt;
|}&lt;br /&gt;
Compare with the colors from [[Bloodline:Outpost_Ducimemal_Chapter_1|Oupost Ducimemal]].&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=19594</id>
		<title>40d:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=19594"/>
		<updated>2007-11-05T22:23:01Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: This color seems to match more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Rhesus macaque|symbol=m|color=#999|&lt;br /&gt;
bones=3|chunks=3|meat=3|fat=1|skulls=1|skin=Yes|}}&lt;br /&gt;
&lt;br /&gt;
A fairly weak creature, a macaque is a small monkey. They generally come in packs of 3-4 to raid your outdoor food storages. Occasionaly they are brave enough to actually attack dwarves, but any sign of harm will send them packing. If you find yourself drowning in &amp;quot;&amp;quot;Rhesus Macaques&amp;quot;&amp;quot;, you may want to draft a few [[war dogs]]. They are faster, stronger, and tougher than the monkeys. One war dog can run down and obliterate up to five monkeys at once. Enjoy your -Rhesus Macaque biscuits-.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=19593</id>
		<title>40d:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=19593"/>
		<updated>2007-11-05T22:05:48Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Awww... look at thier ascii cuteness.  Are they the right color?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Rhesus macaque|symbol=m|color=#ccc|&lt;br /&gt;
bones=3|chunks=3|meat=3|fat=1|skulls=1|skin=Yes|}}&lt;br /&gt;
&lt;br /&gt;
A fairly weak creature, a macaque is a small monkey. They generally come in packs of 3-4 to raid your outdoor food storages. Occasionaly they are brave enough to actually attack dwarves, but any sign of harm will send them packing. If you find yourself drowning in &amp;quot;&amp;quot;Rhesus Macaques&amp;quot;&amp;quot;, you may want to draft a few [[war dogs]]. They are faster, stronger, and tougher than the monkeys. One war dog can run down and obliterate up to five monkeys at once. Enjoy your -Rhesus Macaque biscuits-.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21047</id>
		<title>40d:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21047"/>
		<updated>2007-11-05T21:44:32Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: /* Mason's Workshop */  typos, added downside to rock stockpiling as blocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mine]] for long enough and you'll find yourself surrounded with various [[stone]]s and [[ore]]s. How do you get rid of them?&lt;br /&gt;
&lt;br /&gt;
Here follows several '''stone management''' techniques.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Catapult ===&lt;br /&gt;
Build a [[catapult]] (or three), and assign a dwarf (or five) to keep firing stones into walls, or at [[camel]]s. The stones will shatter and be gone from your sight!&lt;br /&gt;
&lt;br /&gt;
=== Construct Buildings ===&lt;br /&gt;
The building interface might be slow, but constructing stone buildings using [[wall]]s and [[floor]]s above ground (or underground) is a great way to handle your stone problem. Not only do you use up the stone from your excavations, but you also create usable indoor space without having to mine any additional stone.&lt;br /&gt;
&lt;br /&gt;
=== Craftsdwarveship ===&lt;br /&gt;
Build a craftsworkshop or mason's workshop in a stone-filled area. Then add a lot of repeat jobs like making stone crafts, or doors (A fortress can never get enough doors). You can always trade away the crafts. A crafted stone counts towards the [[fortress value]] instead of being a worthless stone. The workshops will craft stones that are nearby, and soon the immediate area around the workshop will be cleared.&lt;br /&gt;
&lt;br /&gt;
=== Dump ===&lt;br /&gt;
This is a preferred method due to the nature of its usefulness. However, it could easily be considered an exploit, and might not work in later versions. {{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
# Make a [[zone]] of 1x1 or 1x2 tiles (preferably near your stone-needy [[workshop]]s), and mark it as a garbage dump. &lt;br /&gt;
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.&lt;br /&gt;
# A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.&lt;br /&gt;
&lt;br /&gt;
*'''Advantage''': No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile! So basically, mark all the stones you want dumped and they will be dumped. You are now able to place '''all''' the stones and ores in the fortress on 1 tile!&lt;br /&gt;
*'''Disadvantage''': Every dumped stone will be marked as &amp;quot;[[Forbidden]]&amp;quot;, and will not be used in stone-production. If you want to use the dumped stones, you must press 'k', find the pile of stones, and press {{k|f}} on every stone on the list (using {{k|+}}/{{k|-}} to navigate through the list). You can also use the designation 'reclaim items' to un-forbid a whole area at once.&lt;br /&gt;
&lt;br /&gt;
=== Flooring ===&lt;br /&gt;
Creating stone [[floor]]s using the nearest material is the fastest way for dwarves to remove stone, but requires a bit of extra effort setting individual stone floors. Use {{Key|b}}uild &amp;gt; {{Key|C}}onstructions and then {{Key|f}}loor to build a floor. If you move down using the cursors and select it with Enter you can repeatidly press Enter to place lots of floor plans using the nearest material.&lt;br /&gt;
&lt;br /&gt;
=== Mason's Workshop ===&lt;br /&gt;
A [[Mason's workshop]] uses stone exclusively, so is a good way of cleaning out stone in the vicinity of the workshop. Items such as rock doors, rock [[block]]s, [[statue]]s, [[table]]s, [[throne]]s, and [[coffin]]s are often in short supply. Build a mason's workshop in a new excavation area and move it around when the rocks are cleared. &lt;br /&gt;
&lt;br /&gt;
Additionally, if you make rock blocks (always useful in construction) they can be stacked in [[bin]]s 5 to a tile, which is more efficient then storing the rock parts.  A downside to this method, if overused however, is that since [[bin]]s cannot be constructed from from rock, other resources will be diverted from more useful endeavors.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing clutter ===&lt;br /&gt;
The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of [[barrel|barrels]] and [[bin|bins]] to cut down on your need for stockpile space.&lt;br /&gt;
&lt;br /&gt;
A shortcut you can use is the designation 'Reclaim Items', which lets you mass-reclaim items in an area.&lt;br /&gt;
&lt;br /&gt;
==== Rock chute ====&lt;br /&gt;
You can dig a [[channel]], and make a [[zone]] over it. Mark it as a garbage dump, and dwarves will dump stones down the channel. The stones will end up in the bottom tile.&lt;br /&gt;
&lt;br /&gt;
==== Rock compactor ====&lt;br /&gt;
&lt;br /&gt;
Similar to the rock chute, but build a drawbridge in the pit and a pressure plate at the entrance to the chute, linked to the bridge. Make sure you set the pressure plate to trigger on citizens. Alternately, just link it to a lever and pull it every once in a while. Mark the channel and empty tile as a dump zone. When a stone is dropped, the drawbridge will crush the stone, permanently destroying it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&lt;br /&gt;
=====&lt;br /&gt;
==.==&lt;br /&gt;
== ==&lt;br /&gt;
==^==&lt;br /&gt;
&lt;br /&gt;
Level -1:&lt;br /&gt;
&lt;br /&gt;
=====&lt;br /&gt;
=BBB=&lt;br /&gt;
=BBB=&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
. - Channel&lt;br /&gt;
= - Wall&lt;br /&gt;
^ - Pressure plate&lt;br /&gt;
B - Drawbridge - make sure to set to raise while constructing, as opposed to retract.&lt;br /&gt;
D - Door - keep locked to avoid accidently crushing dwarves &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpile ===&lt;br /&gt;
'''This is not a recommended method due to space requirements.'''&lt;br /&gt;
Build a large [[stockpile]] for stone away from your fortress. Dwarves will carry stones out to the stockpile, and they will no longer clutter up your fortress. The stockpile needs to be placed somewhere without stones, because only 1 stone will be placed per tile, and will result in long hauling trips.&lt;br /&gt;
&lt;br /&gt;
== Reasons for managing stone ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Many players find the fortress more enjoyable to look at if it looks nice and uniform. Random stones lying about are clutter which block the view of a tile and prevent stockpiles from being filled. Create smooth clear floor for a leaner, fitter, happier fortress.&lt;br /&gt;
&lt;br /&gt;
=== Not '''Actually''' Necessary ===&lt;br /&gt;
You actually don't need to remove stones at all, except for the stockpile thing. Clearing out the fortress for stone is more of a personal priority rather than an essential need or requirement. However, people have had a tendency to ask about and discuss this specific subject, so here you are. A guide to stone management.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_40d&amp;diff=20026</id>
		<title>Template:CreatureInfo 40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_40d&amp;diff=20026"/>
		<updated>2007-11-05T21:20:15Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: (moved the headings without moving the numbers :|)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.5em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{{color}}};&amp;quot; |  {{{symbol}}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Butchering returns&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Bone]]s&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{bones}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | &lt;br /&gt;
[[Chunk]]s&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{chunks}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Meat]]&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{meat}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | &lt;br /&gt;
[[Fat]]&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{fat}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | &lt;br /&gt;
[[Skull]]s&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{skulls}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Skin]]&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{skin}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{CreatureInfo|name=Elephant|symbol=E|color=white|&lt;br /&gt;
bones=16|chunks=16|meat=16|fat=10|skulls=1|skin=Yes|}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Elephant|symbol=E|color=white|&lt;br /&gt;
bones=16|chunks=16|meat=16|fat=10|skulls=1|skin=Yes}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_40d&amp;diff=20025</id>
		<title>Template:CreatureInfo 40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_40d&amp;diff=20025"/>
		<updated>2007-11-05T21:18:27Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Reordered so  that numbers on RHS are descending&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.5em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{{color}}};&amp;quot; |  {{{symbol}}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Butchering returns&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Bone]]s&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{bones}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | &lt;br /&gt;
[[Chunk]]s&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{skulls}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Meat]]&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{meat}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | &lt;br /&gt;
[[Fat]]&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{fat}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | &lt;br /&gt;
[[Skull]]s&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{chunks}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Skin]]&lt;br /&gt;
| style=&amp;quot;text-align: right; padding: 0.1em 0.25em&amp;quot; | {{{skin}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{CreatureInfo|name=Elephant|symbol=E|color=white|&lt;br /&gt;
bones=16|chunks=16|meat=16|fat=10|skulls=1|skin=Yes|}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Elephant|symbol=E|color=white|&lt;br /&gt;
bones=16|chunks=16|meat=16|fat=10|skulls=1|skin=Yes}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:CreatureInfo_40d&amp;diff=20533</id>
		<title>Template talk:CreatureInfo 40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:CreatureInfo_40d&amp;diff=20533"/>
		<updated>2007-11-05T21:11:28Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just wondering if there's any rationale behind the ordering of the butchering returns.  Ordering by descending number of expected units obtained (i.e. bones, chunks and meat; then fat; then skin and skull) seems to me to look more ordered.  Also, any reason why skin is Yes/No and not a number?  --[[User:Mechturk|Mechturk]] 23:27, 4 November 2007 (EST)&lt;br /&gt;
:You can have multiple skulls, but only one skin. The categories are listed in an arbitrary order. You can't dynamically order them based on the numbers in the template design. Feel free to reorder the list if you think you can improve it. Later on I or someone else should include size and value info as well as room for special attributes to be listed. I didn't do it making the template because Wikimarkup's table structure is greek to me. I made this by copying the [[Template:alloy]] page, and got sick of messing with it. --[[User:Ikkonoishi|Ikkonoishi]] 15:40, 5 November 2007 (EST)&lt;br /&gt;
::Ah.  Nice.  From my brief foray into hunting and looking into the raws, it appears that the bone, chunks and meat values are equal to the SIZE specified in the raws, and the fat values are specified in FAT.  Skin is present unless NOSKIN appears in the creature descriptor, while the number of skulls should come from the body descriptor, a few of them, such as BODY:HUMANOID_2HEAD having more than one.  In the vast majority of cases, SIZE &amp;gt; FAT, and there is only one skull.  I figure that having the SIZE related attributes at the top followed by fat, skulls and skin should look, errr... prettier? Since the numbers will be in descending order.  I'm not sure this would be the case with one or two of the more fantastic creatures, but it should be true most of the time.  --[[User:Mechturk|Mechturk]] 16:11, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Leather_works&amp;diff=21136</id>
		<title>Template:Floor Plan Leather works</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Leather_works&amp;diff=21136"/>
		<updated>2007-11-05T20:45:27Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Added floor plan to Leather works right information summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Floor Plan|#0f0|#0f0|#070|#070|#0f0|#0f0|#0f0|#0f0|#070}}&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1836</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1836"/>
		<updated>2007-11-05T10:36:25Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: (links, P)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workshops are the general area where work gets done.&lt;br /&gt;
They can be built from almost any material, from the {{K|b}}uild-&amp;gt;{{K|w}}orkshop menu.&lt;br /&gt;
To start a task at a workshop, press {{K|q}} and move the cursor near to it.&lt;br /&gt;
&lt;br /&gt;
==[[Leather works]]==&lt;br /&gt;
:Shortcut {{k|e}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Items Made -&lt;br /&gt;
&lt;br /&gt;
==[[Quern]]==&lt;br /&gt;
The quern is used to grind up certain plants to make flour and dye. It requires dwarven labor instead of a mechanical power source.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|q}}&lt;br /&gt;
:Materials Needed to Build - [[quern (item)]]&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Millstone]]==&lt;br /&gt;
The millstone is used grind up certain plants to make flour and dye. To operate, it needs to be connected to a mechanical power source such as a [[water wheel]] or [[windmill]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|M}}&lt;br /&gt;
:Materials Needed to Build - [[millstone (item)]], [[mechanism]]s&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Loom]]==&lt;br /&gt;
:Shortcut {{k|o}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Items Made - &lt;br /&gt;
&lt;br /&gt;
==[[Clothier's shop]]==&lt;br /&gt;
:Shortcut {{k|k}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Items Made - &lt;br /&gt;
&lt;br /&gt;
==[[Bowyer's workshop]]==&lt;br /&gt;
:Shortcut {{k|b}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Items Made - [[Crossbow]]s&lt;br /&gt;
&lt;br /&gt;
==[[Carpenter's workshop]]==&lt;br /&gt;
The carpenter's workshop can build wooden items such as beds, buckets, and barrels.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Wood]]&lt;br /&gt;
:Items Made - [[Buckler]], [[Shield]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Armor stand]], [[Bed]], [[Chair]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Bin]], [[Chest]], [[Table]], [[Menacing spike]], [[Spiked ball]], [[Enormous corkscrew]], [[Pipe]] section&lt;br /&gt;
&lt;br /&gt;
==[[Metalsmith's forge]]==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
:Materials Needed to Build - [[Anvil]]&lt;br /&gt;
:Materials Used - [[Metal]]&lt;br /&gt;
:Items Made - [[Weapon]]s, [[Ammunition]], [[Armor]], [[Furniture]], [[Bin]]s, [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==[[Jeweler's workshop]]==&lt;br /&gt;
:Shortcut {{k|j}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - Rough [[gem]]s, cut [[gem]]s, [[furniture]], [[ammunitions]], crafts, [[weapon]]s, toys, instruments, mugs, totems &lt;br /&gt;
:Items Made - Cut [[gem]]s&lt;br /&gt;
:Actions performed - Decorate with gems&lt;br /&gt;
&lt;br /&gt;
==[[Mason's workshop]]==&lt;br /&gt;
The mason's workshop can build stone items like doors, tables, and chairs.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Stone]]&lt;br /&gt;
:Items Made - [[Armor stand]], [[Block]]s, [[Chair]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]],  [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]]&lt;br /&gt;
&lt;br /&gt;
==[[Butcher's shop]]==&lt;br /&gt;
:Shortcut {{k|u}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - corpse&lt;br /&gt;
:Items Made - [[meat]], [[fat]], [[bone]]&lt;br /&gt;
&lt;br /&gt;
==[[Tanner's shop]]==&lt;br /&gt;
:Shortcut {{k|n}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - hide&lt;br /&gt;
:Items Made - [[leather]]&lt;br /&gt;
&lt;br /&gt;
==[[Craftdwarf's workshop]]==&lt;br /&gt;
:Shortcut {{k|r}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Rock]], [[Wood]], [[Bone]], [[Shell]], [[Silk]], [[Plant fiber]]&lt;br /&gt;
:Items Made - [[Craft]]s, [[Mug]], [[Instrument]], [[Toy]], [[Short sword]], [[Bolt]]s, [[Totem]], [[Leggings]], [[Greaves]], [[Helm]]s, [[Gauntlet]]s&lt;br /&gt;
:Actions Performed -  Decorate With Bone, Decorate With Shell&lt;br /&gt;
&lt;br /&gt;
==[[Siege workshop]]==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Items Made - [[crossbow parts]], [[ballista parts]&lt;br /&gt;
&lt;br /&gt;
==[[Mechanic's workshop]]==&lt;br /&gt;
This is where mechanics construct the basic parts used to set up all sorts of more complex mechanical systems, such as [[lever]]s, [[pressure plate]]s, [[trap]]s, and [[gear assembly|gear assemblies]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|t}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - [[stone]]&lt;br /&gt;
:Items Made - [[mechanism]]s&lt;br /&gt;
&lt;br /&gt;
== [[Still]] ==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|l}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[plants]]&lt;br /&gt;
:Items Made - [[alcohol]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Still&amp;quot; is short for &amp;quot;distillery&amp;quot;. It is a [[workshop]] in which plant material is converted into [[alcohol]] by a dwarf with the [[brewing]] labor enabled. [[Barrel]]s are required to hold the finished product.The still is also used to produce [[extracts]].&lt;br /&gt;
&lt;br /&gt;
==[[Farmer's workshop]]==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Items Made - &lt;br /&gt;
&lt;br /&gt;
==[[Kitchen]]==&lt;br /&gt;
:Shortcut {{k|z}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - unrotten cookable item(s)&lt;br /&gt;
:Items Made - [[prepared food]] (roasts, biscuits) &lt;br /&gt;
&lt;br /&gt;
==[[Fishery]]==&lt;br /&gt;
:Shortcut {{k|h}} &lt;br /&gt;
:Materials Needed to Build - 1 wood or 1 stone&lt;br /&gt;
:Items Made - Edible fish, Fish extracts&lt;br /&gt;
&lt;br /&gt;
==[[Alchemist's laboratory]]==&lt;br /&gt;
:Shortcut {{k|a}}&lt;br /&gt;
:Materials Needed to Build - 3 clear glass vials&lt;br /&gt;
:Items Made -&lt;br /&gt;
&lt;br /&gt;
==[[Ashery]]==&lt;br /&gt;
:Shortcut {{k|y}}&lt;br /&gt;
:Materials Needed to Build - [[block]]s, empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Items Made - Pearlash, Potash, Lye&lt;br /&gt;
&lt;br /&gt;
==[[Dyer's shop]]==&lt;br /&gt;
:Shortcut {{k|d}}&lt;br /&gt;
:Materials Needed to Build - empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Items Made -&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hatch_Cover&amp;diff=20764</id>
		<title>Hatch Cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hatch_Cover&amp;diff=20764"/>
		<updated>2007-11-05T10:17:30Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: (Redirecting to 'Hatch cover') - rule P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hatch_cover]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hatch_cover&amp;diff=4152</id>
		<title>40d Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hatch_cover&amp;diff=4152"/>
		<updated>2007-11-05T10:10:49Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;can be made from wood at the carpenter's shop too&lt;br /&gt;
&lt;br /&gt;
This should be merged with the other [[Hatch Cover]] topic - I didn't realise this one existed already as I was working from the [[Furniture]] category. [[User:Matryx|Matryx]] 04:45, 5 November 2007 (EST)&lt;br /&gt;
: Done.  See [[DwarfFortressWiki:Community_Portal|Rule P]]. Old topic seemed to be a stub and is archived here:&amp;lt;blockquote&amp;gt;Constructed from [[stone]] (and perhaps other materials) at the [[Mason's workshop]].  Used to build a [[Floor Hatch|floor hatch]].&amp;lt;/blockquote&amp;gt; --[[User:Mechturk|Mechturk]] 05:10, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=3677</id>
		<title>40d:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=3677"/>
		<updated>2007-11-05T10:08:31Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Merged with Hatch Cover (rule P)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Hatch cover''' is a circular covering for a hole in the ground, which is effectively a vertical door.  It is classed as [[furniture]] and can be built from several materials (e.g. [[rock]] at a [[mason's workshop]], [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]]).&lt;br /&gt;
&lt;br /&gt;
When closed, hatches have the symbol {{Raw Tile|ç|Gray|Silver}}, and when open they look like empty space.&lt;br /&gt;
&lt;br /&gt;
== Hatch settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A hatch set to Forbidden is impassable to any dwarves in the game. A hatch cannot be set Forbidden if it is open. Invading thieves may lock-pick and bypass a Forbidden hatch.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A hatchthat is pet-passable allows through traffic of pets. A pet can still pass through a hatch that is tightly closed if it does so while it is being held open by an object or dwarf.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A hatch set to external functions as a floor? when defining boundaries of a room such as a [[bedroom]]. A hatch set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== Building Hatches ==&lt;br /&gt;
&lt;br /&gt;
After constructing a hatch at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture.  Hatches can be built on any free floor tile, over empty space, or above down-staircases (or up/down staircases).  They cannot be placed over several constructions, like '''Floor''' or '''Wall''', and it is unknown if you can place them over traps.&lt;br /&gt;
&lt;br /&gt;
To be used effectively it either needs to be placed above a downstair (or in an up/down stair) where like doors it will impede liquid flow while still allowing access, or alternatively it can be linked up to a lever (and probably placed above a channel, or lava, or below a river etc), which when pulled will remove the hatch temporarily allowing whatever is above to fall down below.&lt;br /&gt;
When not placed above stairs, you need to ensure that there is no floor in the way, or the hatch cover will purely be decorative.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furniture&amp;diff=12182</id>
		<title>40d:Furniture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furniture&amp;diff=12182"/>
		<updated>2007-11-05T10:03:52Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Changed links, rule P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Furniture==&lt;br /&gt;
:[[Cage]]&lt;br /&gt;
:[[Chain]]&lt;br /&gt;
:[[Animal trap]]&lt;br /&gt;
:[[Bucket]]&lt;br /&gt;
:[[Barrel]]&lt;br /&gt;
:[[Armor stand]]&lt;br /&gt;
:[[Blocks]]&lt;br /&gt;
:[[Door]]&lt;br /&gt;
:[[Floodgate]]&lt;br /&gt;
:[[Hatch cover]]&lt;br /&gt;
:[[Grate]]&lt;br /&gt;
:[[Statue]]&lt;br /&gt;
:[[Cabinet]]&lt;br /&gt;
:[[Chest]]&lt;br /&gt;
:[[Chair]]&lt;br /&gt;
:[[Sarcophagus]]&lt;br /&gt;
:[[Table]]&lt;br /&gt;
:[[Weapon rack]]&lt;br /&gt;
:[[Bin]]&lt;br /&gt;
:[[Pipe]] section&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mechturk&amp;diff=20760</id>
		<title>User:Mechturk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mechturk&amp;diff=20760"/>
		<updated>2007-11-05T08:48:44Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Newbie DF player, newbie wiki editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started playing DF late September 2007.  I nearly stopped playing in frustration due to the laptop unfriendly controls, but after changing the keybindings, was very glad that I stuck with it.&lt;br /&gt;
&lt;br /&gt;
I am new to wiki editing as well, so if I do something wrong, just let me know - it is most likely to be ignorance rather than malice &amp;gt;:)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishery&amp;diff=10388</id>
		<title>40d Talk:Fishery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishery&amp;diff=10388"/>
		<updated>2007-11-05T08:30:54Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Workshop template information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are those fancy templates at the right and the bottom? How do I apply them to other pages? --[[User:Mizipzor|Mizipzor]] 16:24, 31 October 2007 (EDT)&lt;br /&gt;
:Use the [[Template:Workshop|Workshop Template]] for the right and append &amp;lt;nowiki&amp;gt;{{Buildings}}[[Category:Workshops]]&amp;lt;/nowiki&amp;gt; to the end of the article for the bottom. --[[User:Mechturk|Mechturk]] 03:30, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shared_cage&amp;diff=15810</id>
		<title>Shared cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shared_cage&amp;diff=15810"/>
		<updated>2007-11-05T08:18:22Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: linked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''zoo''' can be designated from a [[cage]]. Zoos function much like [[sculpture garden]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=295</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=295"/>
		<updated>2007-11-05T08:11:58Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Bone carver, or Bone carving?  Titling for skills.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
* '''A'''lphabet: OK, the first rule is that there must be a rule for each letter of the alphabet. That leaves 25 rules to go. (Sorry, my [http://en.wikipedia.org/wiki/Nomic nomic] instincts flared up.) --[[User:Peristarkawan|Peristarkawan]]&lt;br /&gt;
&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist.&lt;br /&gt;
&lt;br /&gt;
* '''D'''rama Bomb: Please, let's be civilized and limit the flamewars, personal attacks and insults. &lt;br /&gt;
&lt;br /&gt;
* '''F'''acts: Try to avoid creating one-liner pages without links. Add as much pertinent information as you can.&lt;br /&gt;
&lt;br /&gt;
* '''G'''ravitas (corollary to '''F'''acts): Try to avoid creating pages for topics about which there is little of substance to say. Creating such a page will waste your time and the time of the reader who ends up there. For example, we don't need a page for every different type of alcohol that exists in the game; all that needs to be said about the topic (possibly including a list of alcohols) can easily be said in a single, general page on [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
* '''H'''eadings: Try to organize the content of each page into sections of related information. The heading of each section should follow the style for '''P'''age titles.&lt;br /&gt;
&lt;br /&gt;
* '''K'''eys: Keys to be pressed should be written using the [[:Template:K|k]] or [[:Template:Key|key]] templates. For example, the syntax &amp;lt;span style=&amp;quot;font-family:monospace&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
* '''P'''age titles: The titles of new pages should be singular nouns, with only the first word capitalized. Example: ''Screw pump'', not ''Screw Pump'' or ''Screw pumps''. The exceptions to these rules are for terms that are always plural and for proper nouns.&lt;br /&gt;
&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other.&lt;br /&gt;
&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles.&lt;br /&gt;
&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, &amp;quot;[[Cave-in]]s are buggy right now.&amp;lt;nowiki&amp;gt;{{version|0.27.169.33a}}&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Templates? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum references ==&lt;br /&gt;
&lt;br /&gt;
Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crops categories ==&lt;br /&gt;
&lt;br /&gt;
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
&lt;br /&gt;
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=3676</id>
		<title>40d:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=3676"/>
		<updated>2007-11-05T07:52:21Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Constructed from [[stone]] (and perhaps other materials) at the [[Mason's workshop]].  Used to build a [[Floor Hatch|floor hatch]].&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Shell&amp;diff=19016</id>
		<title>40d:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Shell&amp;diff=19016"/>
		<updated>2007-11-05T07:50:32Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Bonecrafter -&amp;gt; bone carver&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Shell''' is what is left behind after eating certain [[creatures]] that have them, such as turtles. These shells are automatically [[refuse]], but despite that they can be worked by a [[bone carver]] into [[armor]] or [[crafts]].&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Set_traffic_areas&amp;diff=12540</id>
		<title>Set traffic areas</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Set_traffic_areas&amp;diff=12540"/>
		<updated>2007-11-05T07:37:39Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Fleshed out from the description in /data/init.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Traffic areas''' are 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.&lt;br /&gt;
&lt;br /&gt;
For example, a dwarf will choose a 14 tile high traffic route (14*1=14) over a 3 tile low traffic route (3*5=15).{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Default Traffic Weights==&lt;br /&gt;
These numbers have been taken from /data/init.txt&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Designation!!Cost&lt;br /&gt;
|-&lt;br /&gt;
| High || 1&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 5&lt;br /&gt;
|-&lt;br /&gt;
| Restricted || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dimple_cup&amp;diff=15846</id>
		<title>40d:Dimple cup</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dimple_cup&amp;diff=15846"/>
		<updated>2007-11-05T07:05:57Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Added to Categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dimple Cups'''&lt;br /&gt;
&lt;br /&gt;
Dimple cups are one of the six known subterranean [[crops]].  Dimple cups are not edible in any form. They do not make [[alcohol|beer]]. What, then, you ask, is the modest dimple cup good for? Well, [[dimple dye]], of course, so you can turn your +pig tail cloth+ midnight blue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Grow time: 500&lt;br /&gt;
&amp;lt;br /&amp;gt;Value: 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Mill product: Dimple dye. Value of 20.&lt;br /&gt;
&amp;lt;br /&amp;gt;Dye color: Midnight blue.&lt;br /&gt;
&amp;lt;br /&amp;gt;Seasons: All&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;br /&gt;
[[Category:Indoor crops]]&lt;br /&gt;
[[Category:Spring crops]]&lt;br /&gt;
[[Category:Summer crops]]&lt;br /&gt;
[[Category:Fall crops]]&lt;br /&gt;
[[Category:Winter crops]]&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18066</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18066"/>
		<updated>2007-11-05T06:44:00Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Elves scold but don't leave when attempt to trade tree by-products&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.{{Verify}} --[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6084</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6084"/>
		<updated>2007-11-05T06:32:12Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Reply to CLT query.  Explaination of clutter needs to be added somewhere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;br /&gt;
:CLT means that the workshop is cluttered with objects and the dwarves working there will work at a slower pace.  If you press {{k|t}} over the workshop, you can see what's inside the building cluttering it up so that you can haul it away.  This needs to be mentioned somewhere. --[[User:Mechturk|Mechturk]] 01:32, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Jeweler%27s_workshop&amp;diff=20697</id>
		<title>Template:Floor Plan Jeweler's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Jeweler%27s_workshop&amp;diff=20697"/>
		<updated>2007-11-05T06:24:39Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Jeweler's workshop floorplan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Floor Plan|#0f0|#0f0|#070|#0f0|#0f0|#070|#0f0|#0f0|#070}}&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18947</id>
		<title>40d:Jeweler's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18947"/>
		<updated>2007-11-05T06:22:53Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Added workshop sidebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Jeweler's workshop|key=j|job=Gem cutting&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|use=&lt;br /&gt;
* Rough [[gem]]s&lt;br /&gt;
* Cut [[gem]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Encrusted objects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Jeweler's workshop''' is a [[workshop]] for a [[jeweler]]. A jeweler uses this workshop to cut rough [[gem]]s into something usable. Most crafters have the option to encrust gems into their respective craft. The jeweler can also encrust objects.&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Workshop&amp;diff=20545</id>
		<title>Template talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Workshop&amp;diff=20545"/>
		<updated>2007-11-05T06:14:46Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Workshops with multiple job types? e.g. Jeweler's Workshop - gem cutting and setting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Safari, the floorplan is flush left.  Not exactly sure how to fix that without breaking it elsewhere.  --[[User:Shagie|Shagie]] 23:37, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should template be modified to allow for workshops with multiple job types - eg [[Jeweler's workshop]] - gem setting and gem cutting?  If so, how should multiple jobs be formatted? --[[User:Mechturk|Mechturk]] 01:14, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carpenter%27s_workshop&amp;diff=17883</id>
		<title>40d:Carpenter's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carpenter%27s_workshop&amp;diff=17883"/>
		<updated>2007-11-05T05:35:15Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Added workshop sidebar, made capitilisation consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Carpenter's workshop|key=c|job=Carpentry&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=[[Carpentry]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Buckler]]s&lt;br /&gt;
* [[Shield]]s&lt;br /&gt;
* [[Barrel]]s&lt;br /&gt;
* [[Bucket]]s&lt;br /&gt;
* [[Animal trap]]s&lt;br /&gt;
* [[Cage]]s&lt;br /&gt;
* [[Armor stand]]s&lt;br /&gt;
* [[Bed]]s&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Chair]]s&lt;br /&gt;
* [[Coffin|Casket]]s&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Floodgate]]s&lt;br /&gt;
* [[Hatch cover]]s&lt;br /&gt;
* [[Grate]]s&lt;br /&gt;
* [[Container|Cabinet]]s&lt;br /&gt;
* [[Bin]]s&lt;br /&gt;
* [[Container|Chest]]s&lt;br /&gt;
* [[Table]]s&lt;br /&gt;
* [[Weapon rack]]s&lt;br /&gt;
* [[Menacing spike]]s&lt;br /&gt;
* [[Spiked ball]]s&lt;br /&gt;
* [[Enormous corkscrew]]s&lt;br /&gt;
* [[Pipe]] sections&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A carpenter's workshop may be built out of any building material.&lt;br /&gt;
It is used for constructing wooden objects such as [[furniture]] and [[blocks]]{{Version|27.169.33a}} .&lt;br /&gt;
&lt;br /&gt;
Full list of makable objects:&lt;br /&gt;
* [[Buckler]]s&lt;br /&gt;
* [[Shield]]s&lt;br /&gt;
* [[Barrel]]s&lt;br /&gt;
* [[Bucket]]s&lt;br /&gt;
* [[Animal trap]]s&lt;br /&gt;
* [[Cage]]s&lt;br /&gt;
* [[Armor stand]]s&lt;br /&gt;
* [[Bed]]s&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Chair]]s&lt;br /&gt;
* [[Coffin|Casket]]s&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Floodgate]]s&lt;br /&gt;
* [[Hatch cover]]s&lt;br /&gt;
* [[Grate]]s&lt;br /&gt;
* [[Container|Cabinet]]s&lt;br /&gt;
* [[Bin]]s&lt;br /&gt;
* [[Container|Chest]]s&lt;br /&gt;
* [[Table]]s&lt;br /&gt;
* [[Weapon rack]]s&lt;br /&gt;
* [[Menacing spike]]s&lt;br /&gt;
* [[Spiked ball]]s&lt;br /&gt;
* [[Enormous corkscrew]]s&lt;br /&gt;
* [[Pipe]] sections&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Carpenter%27s_workshop&amp;diff=20647</id>
		<title>Template:Floor Plan Carpenter's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Carpenter%27s_workshop&amp;diff=20647"/>
		<updated>2007-11-05T05:33:10Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: Made floor plan for workshop template example and Carpenter's workshop sidebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Floor Plan|#0f0|#0f0|#0f0|#070|#0f0|#0f0|#070|#0f0|#070}}&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:CreatureInfo_40d&amp;diff=20531</id>
		<title>Template talk:CreatureInfo 40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:CreatureInfo_40d&amp;diff=20531"/>
		<updated>2007-11-05T04:27:10Z</updated>

		<summary type="html">&lt;p&gt;Mechturk: New page: Just wondering if there's any rationale behind the ordering of the butchering returns.  Ordering by descending number of expected units obtained (i.e. bones, chunks and meat; then fat; the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just wondering if there's any rationale behind the ordering of the butchering returns.  Ordering by descending number of expected units obtained (i.e. bones, chunks and meat; then fat; then skin and skull) seems to me to look more ordered.  Also, any reason why skin is Yes/No and not a number?  --[[User:Mechturk|Mechturk]] 23:27, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mechturk</name></author>
	</entry>
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