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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mike+the+stout</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=Mike+the+stout"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Mike_the_stout"/>
	<updated>2026-06-05T15:05:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mike_the_stout&amp;diff=41864</id>
		<title>User:Mike the stout</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mike_the_stout&amp;diff=41864"/>
		<updated>2008-05-22T03:49:20Z</updated>

		<summary type="html">&lt;p&gt;Mike the stout: New page: Esta pagina está en ingles cuando Ud. no está leyendo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Esta pagina está en ingles cuando Ud. no está leyendo.&lt;/div&gt;</summary>
		<author><name>Mike the stout</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:GreyMario&amp;diff=27419</id>
		<title>User talk:GreyMario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:GreyMario&amp;diff=27419"/>
		<updated>2008-05-22T03:47:36Z</updated>

		<summary type="html">&lt;p&gt;Mike the stout: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Self powered watertransport=&lt;br /&gt;
&lt;br /&gt;
level 1 : Power used: 64&lt;br /&gt;
&lt;br /&gt;
         #########&lt;br /&gt;
 ======_%%~#######&lt;br /&gt;
  *--*--*#########&lt;br /&gt;
&lt;br /&gt;
level 2 : Power used: 32&lt;br /&gt;
&lt;br /&gt;
        ...######&lt;br /&gt;
        ._%%~####&lt;br /&gt;
       *--*######&lt;br /&gt;
&lt;br /&gt;
level 3 : Power used: 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
           ...###&lt;br /&gt;
           ._%%~#&lt;br /&gt;
          *--*###&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
wall = #&lt;br /&gt;
&lt;br /&gt;
water wheel = =&lt;br /&gt;
&lt;br /&gt;
pump = %&lt;br /&gt;
&lt;br /&gt;
gear assembly = *&lt;br /&gt;
&lt;br /&gt;
axle = -&lt;br /&gt;
&lt;br /&gt;
channel = _&lt;br /&gt;
&lt;br /&gt;
floor = .&lt;br /&gt;
&lt;br /&gt;
water = ~&lt;br /&gt;
&lt;br /&gt;
repeat... adding more waterwheels if needed&lt;br /&gt;
&lt;br /&gt;
--[[User:GauHelldragon|GauHelldragon]] 23:39, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;''GreyMario is the biggest damn starvation master to ever hit Dwarf Fortress. And he is not happy about it.''&amp;quot;&lt;br /&gt;
::Since farming is now incredibly easier in the new version, this tittle is pretty impressive. ;) --[[User:Eagle of Fire|Eagle of Fire]] 01:36, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Thanks for catching that welcome message being on the wrong page.&lt;br /&gt;
Guess I'm losing my edge lately :P --[[User:N9103|Edward]] 00:11, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah. Now that you pointed it out, I poked around and saw that consensus here is [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia's style manual]. Sorry -- not a huge Wikipedian, but now I know what to consult. --[[User:Mike the stout|Mike the stout]] 23:47, 21 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Mike the stout</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27017</id>
		<title>40d Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27017"/>
		<updated>2008-05-21T17:11:38Z</updated>

		<summary type="html">&lt;p&gt;Mike the stout: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your old dwarves will leave in a big migrant group. You just have to wait. So remove the last section?&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
Have not verified if the immediate grant of competent appraiser happens only if you've marked the dwarf as the outpost's broker first, or will happen even if you allow any dwarf to trade. --[[User:Mike the stout|Mike the stout]]&lt;/div&gt;</summary>
		<author><name>Mike the stout</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19956</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19956"/>
		<updated>2008-05-21T17:06:40Z</updated>

		<summary type="html">&lt;p&gt;Mike the stout: making preparation and arrival two sections, making section names title case (inconsistancy there bugs me), adding comment about trading skill, and stating military skills are highlighted in red&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To reclaim a fortress you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or abandoned fortress. &lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
If you prepare for the journey, the Skills screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]] but the Items screen is the same.&lt;br /&gt;
&lt;br /&gt;
The skills screen in reclaim mode shows a list of dwarves on the left and the list of skills on the right. The skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one military skill and one domestic profession. If you do not like the randomly generated profession (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode. Military skills are handled the same way as professions, though all start off as axedwarves and the military skill is highlighted in red{{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
Choosing specific professions will result in the dwarf having (without addition of [[Attribute|attributes]]) the matching skill. General professions (Woodworker, Stoneworker, Ranger, Metalsmith, Jeweler, Craftsdwarf, Farmer, Engineer, Administrator) give novice skill level in each of the specialist skills in the same way as incoming migrants have them in dwarf fortress mode. Additionally, if no dwarf is marked as a trader, whichever dwarf is trading at the depot the first time the [[Trading|trade]] menu is opened, even if no trade is made, will instantly become a competent appraiser (though not a better judge of intent){{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
As for items, your dwarves will start fully equipped with armor and weapons that match their military skill; it is therefore safe to not take extra axes with you. If your fortress had one or more anvils they will most likely also still be there, so you can ditch the anvil for, say, a horde of war dogs, lots of booze or more bolts.&lt;br /&gt;
&lt;br /&gt;
== Arrival ==&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind randomly flung about, buildings will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so food will mostly be rotten or gone and dead bodies too will be rotting, bones or gone. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your dwarves from rushing off on hauling jobs to the middle of enemy infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out the any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of coffins, depending upon how far along the fortress was when it failed.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming Buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a Smelter, you will need to reclaim all of the items the make up that workshop. You can do this two ways. First, you can hit [t] and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Just hit [f] on each one to reclaim those items. Alternatively, when you are reclaiming items via the Stock screen any items that are part of a building can be reclaimed there as well. However, you won't know which ones those are, so for specific workshops it's easiest if you claim each one separately.&lt;br /&gt;
&lt;br /&gt;
== Remaining Living Dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot. Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but fisherdwarves will fish, endlessly flinging their catch onto the ground for others to pick up. An exception to this is any insane dwarves that were left in your fortress when you abandoned it will remain hostile to the reclaiming forces as well.&lt;br /&gt;
&lt;br /&gt;
== Remaining Monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[:Category:Megabeasts|megabeast]] or a goblin [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
A reclaim party is unlikely to need an anvil, so trading it for an army of [[dog]]s will help to keep numbers in your favour.&lt;/div&gt;</summary>
		<author><name>Mike the stout</name></author>
	</entry>
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