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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-13T09:27:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12438</id>
		<title>40d:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12438"/>
		<updated>2008-08-11T01:52:43Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any object that is normally fashioned out of a naturally-occurring (&amp;quot;rough-hewn&amp;quot;) wall can also be built on a completely empty tile as a '''construction'''.  This includes [[stair]]s, [[ramp]]s, [[fortification]]s, and even new [[wall]]s and [[floor]]s.  &lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;built&amp;quot;, constructions are not the same as [[building]]s (such as [[workshop]]s or [[furniture]]), instead functioning as inert terrain objects.  Once built, you cannot interact with constructions via the {{k|q}} or {{k|t}} menus (although you can suspend or cancel their construction via these keys).&lt;br /&gt;
&lt;br /&gt;
To build a construction, type {{k|b}}-{{k|C}}.  A construction can be built out of any type of [[stone]], [[block]]s, [[bar]]s, or [[wood]], and requires a [[mason]] if made out of stone, glass or soap; a [[carpenter]] if made out of wood; or any kind of [[metalsmith]] if made out of [[metal]]. &lt;br /&gt;
&lt;br /&gt;
Constructions behave the same as objects fashioned out of natural rock, although the manner in which they are removed is different.  Stairs and ramps made from natural rock are removed via &amp;quot;Remove Up Stairs/Ramps&amp;quot; ({{k|d}}-{{k|z}}); non-constructed walls and fortifications must be [[mining|mined]] out ({{k|d}}-{{k|d}}); and natural floors are removed by digging a [[channel]] ({{k|d}}-{{k|h}}).  However, all ''constructed'' objects of any type are removed via &amp;quot;Remove Construction&amp;quot; ({{k|d}}-{{k|n}}).&lt;br /&gt;
&lt;br /&gt;
Building a construction on a smoothed or additionally engraved floor will remove the smoothing, see removal behavior, and also the engraving. This will give the engraver the usual unhappy thought from art defacement in the case of a masterful engraving.&lt;br /&gt;
&lt;br /&gt;
The most valuable material constructions can be made from is masterful tallow soap made from the tallow of a [MODVALUE:50] creature such as a dragon, which is worth 15000 a bar.&lt;br /&gt;
&lt;br /&gt;
== Strange removal behavior ==&lt;br /&gt;
&lt;br /&gt;
Once a constructed wall or floor is built, then removed, the remaining floor changes to reflect the base rock of the tile, rather than any stone, ore or [[gem]] vein. For instance, if you were to build a wall on a square of a mined-out [[hematite]] seam within a [[basalt]] rock layer, then remove the wall construction, the floor underneath would become basalt, rather than the original hematite.&lt;br /&gt;
More to it, if the floor was smoothed, it will become rough again, and engravings will not return.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soap&amp;diff=27459</id>
		<title>40d:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soap&amp;diff=27459"/>
		<updated>2008-08-11T01:19:24Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Soap''' is manufactured at the [[Alchemist's laboratory]] from animal [[tallow]] and [[lye]]. It appears to have no current use except as a [[trade]] item or to build constructs out of. It can become quite valuable as its value is multiplied both by the quality of the soap and the [MODVALUE:] of the creature whose fat it is made from.&lt;br /&gt;
&lt;br /&gt;
Constructions made from bars of soap are white, and require the [[Masonry]] labor to build.&lt;br /&gt;
&lt;br /&gt;
Value: 25&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27249</id>
		<title>40d:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27249"/>
		<updated>2008-08-07T22:46:39Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Requirements===&lt;br /&gt;
&lt;br /&gt;
The '''dwarven economy''' is unlocked when a [[baron]] arrives (or when a [[tax collector]] arrives; we're not quite certain).  In order for a baron to show up, you need 80 [[dwarves]] and an unknown amount of either created or exported wealth{{verify}} and perform 4 of the following in a single year: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002643] (note: As the details change from version to version, these numbers should be taken as approximate.)&lt;br /&gt;
&lt;br /&gt;
You may turn off the economy by editing \data\init\init.txt; line &amp;quot;[ECONOMY:NO]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
* [[Noble]]s and [[legendary]] dwarves may continue to appropriate anything they please, but all other dwarves get individual accounts.  They earn money from performing most kinds of work and spend it on [[bedroom]] rent and [[food]].  Whatever's left over can be spent at [[shops]], which it now becomes possible to build.  Dwarves can purchase useful or desirable goods at shops and get happy [[thought]]s from doing so.&lt;br /&gt;
&lt;br /&gt;
* The economy can be run with [[coins]], a locked vault of coins, or no coins at all.  Coins are minted at a [[forge]] out of [[copper]], [[silver]], [[gold]], and (depending on game version) other [[metal]]s.  In the current version (.32), it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make.  The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up.  Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress!&lt;br /&gt;
&lt;br /&gt;
* Bedrooms may now only be assigned to noble or legendary dwarves; all others will pay rent on their current room and, if they cannot pay, will be evicted and must find a cheaper place to sleep.  Make sure you have enough low-price rooms available (or at least [[bed]]s in the [[barracks]]).  The rental price can be seen when selecting the room with {{K|q}}; this figure is based on the total worth of [[furniture]], smoothing and decoration, etc. in that room.&lt;br /&gt;
&lt;br /&gt;
* Food must also be purchased.  Dwarves that cannot afford quality meals must eat something of lower value ([[plump helmet]]s or [[meat]] are common choices).  Dwarves will not starve because they cannot buy food; they just choose whatever is cheapest.&lt;br /&gt;
&lt;br /&gt;
* Either the dwarven economy or the baron are pre-requisites for many of the [[nobles]].  &lt;br /&gt;
&lt;br /&gt;
* Whether it has any effect on the arrival of [[:category:megabeasts|megabeasts]], [[siege]] size, or other game features or challenges is unknown.&lt;br /&gt;
&lt;br /&gt;
* It is possible to cause all rooms' rent to become 0 because rooms can become far too expensive otherwise, what with high quality furniture and the like. It's in the init under [ZERO_RENT:YES/NO].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This page is (still) a stub.  If you've verified that's something missing or incorrect here, add it in or discuss it on the talk page!}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Economy]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27248</id>
		<title>40d:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27248"/>
		<updated>2008-08-07T22:45:13Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Requirements===&lt;br /&gt;
&lt;br /&gt;
The '''dwarven economy''' is unlocked when a [[baron]] arrives (or when a [[tax collector]] arrives; we're not quite certain).  In order for a baron to show up, you need 80 [[dwarves]] and an unknown amount of either created or exported wealth{{verify}} and perform 4 of the following in a single year: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002643] (note: As the details change from version to version, these numbers should be taken as approximate.)&lt;br /&gt;
&lt;br /&gt;
You may turn off the economy by editing \data\init\init.txt; line &amp;quot;[ECONOMY:NO]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
* [[Noble]]s and [[legendary]] dwarves may continue to appropriate anything they please, but all other dwarves get individual accounts.  They earn money from performing most kinds of work and spend it on [[bedroom]] rent and [[food]].  Whatever's left over can be spent at [[shops]], which it now becomes possible to build.  Dwarves can purchase useful or desirable goods at shops and get happy [[thought]]s from doing so.&lt;br /&gt;
&lt;br /&gt;
* The economy can be run with [[coins]], a locked vault of coins, or no coins at all.  Coins are minted at a [[forge]] out of [[copper]], [[silver]], [[gold]], and (depending on game version) other [[metal]]s.  In the current version (.32), it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make.  The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up.  Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress!&lt;br /&gt;
&lt;br /&gt;
* Bedrooms may now only be assigned to noble or legendary dwarves; all others will pay rent on their current room and,hen selecting the room with {{K|q}}; this figure is based on the total worth of [[furniture]], smoothing and decoration, etc. in that room. You may turn all rental prices to zero by editing editing \data\init\init.txt; line &amp;quot;[ZERO_RENT:YES]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Food must also be purchased.  Dwarves that cannot afford quality meals must eat something of lower value ([[plump helmet]]s or [[meat]] are common choices).  Dwarves will not starve because they cannot buy food; they just choose whatever is cheapest.&lt;br /&gt;
&lt;br /&gt;
* Either the dwarven economy or the baron are pre-requisites for many of the [[nobles]].  &lt;br /&gt;
&lt;br /&gt;
* Whether it has any effect on the arrival of [[:category:megabeasts|megabeasts]], [[siege]] size, or other game features or challenges is unknown. if they cannot pay, will be evicted and must find a cheaper place to sleep.  Make sure you have enough low-price rooms available (or at least [[bed]]s in the [[barracks]]).  The rental price can be seen w&lt;br /&gt;
&lt;br /&gt;
* It is possible to cause all rooms' rent to become 0 because rooms can become far too expensive otherwise, what with high quality furniture and the like. It's in the init under [ZERO_RENT:YES/NO].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This page is (still) a stub.  If you've verified that's something missing or incorrect here, add it in or discuss it on the talk page!}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Economy]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14291</id>
		<title>40d:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14291"/>
		<updated>2008-08-01T01:29:20Z</updated>

		<summary type="html">&lt;p&gt;Moonman: /* Processing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
{{Metal|color=#0FF|bgcolor=#0CC|name=Adamantine|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 500&lt;br /&gt;
* [[Armor|Block]]% 500&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is by far the most rare and valuable [[metal]] in the game. It can only be found in small amounts in mountainous areas. Care should be taken if it is found, since digging down several levels through it will lead you to the [[demon]] pits. After you reach the [[Glowing pits|pits]], a horde of demons will eventually be loosed on your fortress. These demons are very powerful and can wipe out even a mature, heavily defended fortress.&lt;br /&gt;
&lt;br /&gt;
Discovery of adamantine will also bring the attention of the [[King]], who will immigrate to your fortress once news of your discovery reaches him. If you have not otherwise met the criteria for attracting the King, he will arrive &amp;quot;disguised as a peasant.&amp;quot; His requirements appears to be the same in any case, so be prepared!&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
To start in a location which has adamantine (and the accompanying demon pits), you must start on a mountain tile ({{Raw Tile|∆|#FFFFFF|#000000}},{{Raw Tile|∆|#808080|#000000}},{{Raw Tile|▲|#FFFFFF|#000000}},{{Raw Tile|▲|#C0C0C0|#000000}},{{Raw Tile|▲|#808080|#000000}},{{Raw Tile|▲|#00FFFF|#000000}},{{Raw Tile|^|#FFFFFF|#000000}},{{Raw Tile|^|#808080|#000000}},{{Raw Tile|^|#00FFFF|#000000}}) or volcano tile ({{Raw Tile|^|#FF0000|#000000}}) in the Region map. The adamantine and pits will be located somewhere within the Local map of that region. It is more likely to be found on a Local map square which also shows as mountain. The adamantine will occupy only one Local square, though the demon pits may extend beyond it. Finding it can be very difficult without [[cheating]].&lt;br /&gt;
&lt;br /&gt;
==Veining==&lt;br /&gt;
Curiously, adamantine veins tend to span z-levels more than the xy planes.  Finding a short section of adamantine only 2x1 or 3x1, dig up or down a z-level and you'll probably find another short section.&lt;br /&gt;
So far I have four veins that run 3 z-levels down and along the y-axis before seeming to expand on the x-axis and three viens contained entirely on an xy plane.  [http://mkv25.net/dfma/poi-2837-addyveinstotallyz-spanning:Link to DFMA Point of Interest] and [http://mkv25.net/dfma/movie-290-z-leveladamantinevein:Link to Movie]&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. Adamantine strands are worth 1800☼ each, while the raw adamantine is worth 750.&lt;br /&gt;
&lt;br /&gt;
Subsequent processing of the strands requires no adamantine-specific skills or labor permissions. Adamantine strands are processed into adamantine wafers at any [[smelter]]. Adamantine wafers are worth 1500☼ each - curiously, less than the strands they are smelted from. Adamantine wafers are treated much like [[bar]]s of other metal, and can be forged into a variety of useful items, though unlike with other metals, no fuel is required to do so. Adamantine strands may also be woven into cloth using the Weave Metal Cloth task in a [[loom]]. Adamantine strands may be dyed, but if they are melted into wafers the they will return to their normal color and value.&lt;br /&gt;
&lt;br /&gt;
Forging things out of adamantine usually requires three times more wafers than normal; for instance, plate mail normally requires three metal bars to forge; adamantine plate mail requires nine adamantine wafers. Bolts are en exception, requiring only one wafer for a stack of 25 adamantine bolts.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Adamantine is so valuable that a special message pops up when you discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
&lt;br /&gt;
Raw adamantine may also be processed into [[stone]] goods in the same way as other economic stone.  In its raw form, it has a [[Item value|value multiplier]] of x250 (as opposed to adamantine metal, which is x300).  Raw adamantine blocks are worth 1250☼.&lt;br /&gt;
&lt;br /&gt;
Adamantine items are incredibly light: they weigh about 2.5% as much as an equivalent article crafted from iron. [[Weapon]]s and [[armor]] made from adamantine are 5 times stronger than equivalent [[iron]] objects.&lt;br /&gt;
&lt;br /&gt;
Adamantine is one of the few [[magma safe]] materials. As such, in rock form it can be used to create magma-proof mechanisms.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Raw Adamantine is stored in stone stockpiles with &amp;quot;Raw Adamantine&amp;quot; enabled in that stockpile's 'other stone' category. However once strands are extracted, they are stored in a cloth pile. If you want to segregate adamantine from plant fiber and silk cloth, adjust the additional options  of a adamantine cloth stockpile to allow non-plant/animal products, and all other cloth stock piles to forbid them. Wafers are stored in bar/block piles with adamantine enabled. All other goods can be stored in any stockpile with the adamantine metal enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5776</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5776"/>
		<updated>2008-07-23T22:19:55Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Bookkeeper&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Accurate stock counts&lt;br /&gt;
}}&lt;br /&gt;
The Bookkeeper is an appointed [[noble]] position. He/she keeps track of the numbers of items in your stockpiles.  The Bookkeeper uses the [[record keeper]] skill, which grants the profession [[Clerk]].&lt;br /&gt;
&lt;br /&gt;
To change the accuracy of the counts in the [[Status]] screen, go into the {{K|n}}obles screen, highlight the Bookkeeper position, and enter the {{k|s}}ettings screen. You can set a desired precision for your Bookkeeper's counts. The higher this is set, the more work is required. Above the lowest precision, your bookkeeper will also require a meager [[office]].  Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Update Stockpile Records&amp;quot; is very high priority, and a bookkeeper will likely do this instead of any other labors the bookkeeper has active.&lt;br /&gt;
&lt;br /&gt;
When set on the highest precision level, the Bookkeeper gains record keeper skill extremely quickly.{{version|0.27.176.38c}} Your Bookkeeper can reach legendary status within a season, achieving all attribute gains associated with the position. At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
== Upgraded titles ==&lt;br /&gt;
* '''Treasurer''' at 100,000 fortress [[wealth]]&lt;br /&gt;
* '''Grand Treasurer''' at 200,000 fortress wealth&lt;br /&gt;
* '''Hoardmaster''' at 300,000 fortress wealth&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room or put a table in their office.&lt;br /&gt;
* The bookkeeper has the same room and furniture requirements as the [[broker]] and [[manager]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37626</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37626"/>
		<updated>2008-07-23T22:18:38Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Children==&lt;br /&gt;
Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== HOW DO I SHOT WEB? ==&lt;br /&gt;
first, does [WEBBER] imply the ability to shoot web, make webs or both?&lt;br /&gt;
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}&lt;br /&gt;
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MAGICAL ==&lt;br /&gt;
&lt;br /&gt;
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. &amp;lt;br&amp;gt;&lt;br /&gt;
-Booken 06:22, 26 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== ITEMCORPSE ==&lt;br /&gt;
&lt;br /&gt;
(see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000602 this forum thread])&lt;br /&gt;
&lt;br /&gt;
[ITEMCORPSE:&amp;lt;type&amp;gt;:&amp;lt;subtype&amp;gt;:&amp;lt;material&amp;gt;:&amp;lt;matgloss&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Does the sub-type field actually have a use, or is the only option &amp;quot;NO_SUBTYPE&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [[Treant|Treants]] use the entry:&lt;br /&gt;
    [HAS_RACEGLOSS:WOOD]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
[[Treant|Treants]] will appear as &amp;quot;Mahogany treant&amp;quot;, &amp;quot;Oak treant&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
...this doesn't seem to do anything.  If I want the [[Treant]] to leave special remains, like my Foobar Tree, I have to change the creature tokens to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]&lt;br /&gt;
But here, I can only have &amp;quot;Foobar treants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== PACK_ANIMAL ==&lt;br /&gt;
&lt;br /&gt;
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
In conformance with the [[DwarfFortressWiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]].  It can keep the plural because people are usually concerned with all of the tokens instead of just one.  Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== defender ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DEFENDER 		Appears from the glowing pits after the magma river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version&lt;br /&gt;
:Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an &amp;quot;old&amp;quot; template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --[[User:Morlark|Morlark]] 12:14, 25 June 2008 (EDT)&lt;br /&gt;
::Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --[[User:Morlark|Morlark]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37625</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37625"/>
		<updated>2008-07-23T22:16:56Z</updated>

		<summary type="html">&lt;p&gt;Moonman: /* HOW DO I SHOT WEB? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HOW DO I SHOT WEB? ==&lt;br /&gt;
first, does [WEBBER] imply the ability to shoot web, make webs or both?&lt;br /&gt;
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}&lt;br /&gt;
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MAGICAL ==&lt;br /&gt;
&lt;br /&gt;
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. &amp;lt;br&amp;gt;&lt;br /&gt;
-Booken 06:22, 26 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== ITEMCORPSE ==&lt;br /&gt;
&lt;br /&gt;
(see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000602 this forum thread])&lt;br /&gt;
&lt;br /&gt;
[ITEMCORPSE:&amp;lt;type&amp;gt;:&amp;lt;subtype&amp;gt;:&amp;lt;material&amp;gt;:&amp;lt;matgloss&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Does the sub-type field actually have a use, or is the only option &amp;quot;NO_SUBTYPE&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [[Treant|Treants]] use the entry:&lt;br /&gt;
    [HAS_RACEGLOSS:WOOD]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
[[Treant|Treants]] will appear as &amp;quot;Mahogany treant&amp;quot;, &amp;quot;Oak treant&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
...this doesn't seem to do anything.  If I want the [[Treant]] to leave special remains, like my Foobar Tree, I have to change the creature tokens to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]&lt;br /&gt;
But here, I can only have &amp;quot;Foobar treants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== PACK_ANIMAL ==&lt;br /&gt;
&lt;br /&gt;
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
In conformance with the [[DwarfFortressWiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]].  It can keep the plural because people are usually concerned with all of the tokens instead of just one.  Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== defender ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DEFENDER 		Appears from the glowing pits after the magma river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version&lt;br /&gt;
:Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an &amp;quot;old&amp;quot; template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --[[User:Morlark|Morlark]] 12:14, 25 June 2008 (EDT)&lt;br /&gt;
::Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --[[User:Morlark|Morlark]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4516</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4516"/>
		<updated>2008-07-18T00:20:51Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Magnetite|tile=~|color=#888&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as large clusters&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
* Contains [[native platinum|platinum]] veins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]].&lt;br /&gt;
&lt;br /&gt;
Magnetite is one of only 3 types of stones that can contain [[platinum nuggets]]. It is also the only ore to occur as a large cluster.&lt;br /&gt;
&lt;br /&gt;
== Magnetite and real world geology ==&lt;br /&gt;
&lt;br /&gt;
Although Magnetite seems to have no special properties at this time in Dwarf Fortress it is reasonable to assume that some have been contemplated. In real word geology magnetite is the most magnetic of all the naturally occurring minerals. For further reference see wikipedias article on [http://en.wikipedia.org/wiki/Magnetite Magnetite ]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Snakeman&amp;diff=34797</id>
		<title>40d:Snakeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Snakeman&amp;diff=34797"/>
		<updated>2008-07-17T19:15:17Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Half man, half snake.  They are common in underground dungeons with [[water]] sources.  They are weak [[creatures]], but can be a serious threat if they manage to bite someone, as they are venomous.&lt;br /&gt;
&lt;br /&gt;
Even though Snakeman Venom is available as an import, there is no way to extract it from Snakemen and it has no current use.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SNAKEMAN]&lt;br /&gt;
	[NAME:snakeman:snakemen:snakeman]&lt;br /&gt;
	[TILE:'s'][COLOR:2:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[EXTRACT:snakeman venom:7:0:0]&lt;br /&gt;
	[EXTRACT_VALUE:100]&lt;br /&gt;
	[EXTRACT_PARALYZE]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:snakeman antivenin:7:0:0:100]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:6]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING][LISP]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:impressive tails]&lt;br /&gt;
	[BODY:HUMANOID_LEGLESS:TAIL_STANCE:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:MOUTH]&lt;br /&gt;
	[MAXAGE:60:80]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alchemist%27s_laboratory&amp;diff=23085</id>
		<title>40d:Alchemist's laboratory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alchemist%27s_laboratory&amp;diff=23085"/>
		<updated>2008-07-17T19:07:47Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Alchemist's Laboratory|key=a|job=[[Soaper|Soap maker]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 clear [[glass]] [[vial]]s&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Soaper|Soap maker]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Lye]]&lt;br /&gt;
* Animal [[tallow]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''alchemist's laboratory''' is a [[workshop]] used to make [[soap]]bars from [[lye]] and [[tallow]]. Because clear glass vials and sand may not be imported, it is impossible to create an alchemist's laboratory on a map without sand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39390</id>
		<title>40d Talk:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39390"/>
		<updated>2008-07-17T19:04:03Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added record keeping to the skills that it's easy to become legendary in since it's even quicker than mining and engraving when set to 100% accuracy [[User:Moonman|Moonman]] 15:04, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should we mention that legendary dwarves don't pay money once the economy sets in?&amp;lt;br&amp;gt;&lt;br /&gt;
Might be important.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 12:21, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Aye. --[[User:Savok|Savok]] 16:34, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blinking ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important this is, but I'll talk about it anyways. I set up a game with [[User:Rinn/AdjustProfile|Adjust Profile]] so that all of my starting Dwarves were legendary. So la-de-da-da, they all blink 'in tune' at the start. After some time, they some of them started to blink out of tune with one another. So does this mean that the blinking subroutine is independently timed on each dwarf?  Is there significant lag if one has a legendary dwarf vs a non-legendary? Or 5? Or 50? --[[User:Chrispy|Chrispy]] 08:21, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Has anyone ever suggested removing the blinking? The blinking gets a bit harsh on the eyes, especially when you have tons of legendary dwarves. I'd just prefer a [L] tag somewhere in the person's name/skill list. --[[User:AlexFili|AlexFili]] 04:50, 4 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary&amp;diff=19530</id>
		<title>40d:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary&amp;diff=19530"/>
		<updated>2008-07-17T19:02:15Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] which repeatedly perform a specialized task will quickly gain [[skill]] levels, and within a year or two of constant labor, greatly depending on the skill, can attain '''Legendary''' ability. Tasks which do not involve time-consuming gathering of materials, especially [[mining]], [[engraving]] and [[Record keeper|record keeping]], are easy to develop quite rapidly. If you have Proficient miners dig constantly through [[stone]], they can reach Legendary skill before your first [[winter]]. Digging through dirt is far faster.&lt;br /&gt;
&lt;br /&gt;
Dwarves which attain Legendary skill at any task will [[status icons|blink]] on the game screen and have a blinking name on the Unit screen.&lt;br /&gt;
&lt;br /&gt;
Legendary is not the highest skill level a [[dwarf]] can attain. There are five invisible skill levels above it, all called &amp;quot;Legendary,&amp;quot; but providing increasing skill. We've named them Legendary+1...Legendary+5. At Legendary+5, a dwarf will always produce at least [[quality|exceptional]] goods, whereas at Legendary through Legendary+4 superior quality is possible.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Legendary status ==&lt;br /&gt;
&lt;br /&gt;
=== Attribute increases ===&lt;br /&gt;
&lt;br /&gt;
With skill increases also come [[attributes|attribute]] increases. Legendary dwarves are typically Strong, Agile, and/or Tough &amp;amp;ndash; sometimes superdwarvenly so.&lt;br /&gt;
&lt;br /&gt;
The specific benefits of each attribute are:&lt;br /&gt;
&lt;br /&gt;
*'''Agility:''' Agile dwarves perform all tasks faster. Perfectly Agile dwarves work at nearly twice the rate as non-agile dwarves, not counting skill differences.&lt;br /&gt;
*'''Strength:''' High strength will increase damage done in battle{{verify}}. It will also reduce or eliminate the [[encumbrance]] penalty on a dwarf's [[speed]]. However, since it takes a lot of weight to encumber, high strength will rarely be useful for that purpose.&lt;br /&gt;
*'''Toughness:''' Tough dwarves are more durable in combat and heal much faster.&lt;br /&gt;
&lt;br /&gt;
=== Increased productivity ===&lt;br /&gt;
&lt;br /&gt;
Dwarves with Legendary skill work at a, well, legendary rate. A legendary [[miner]] will mine roughly 14-15 squares to a no-label miner's one, for instance, and a legendary engraver can smooth 25 squares in the time it takes a no-label engraver to do one. The real-time rate is dependent on CPU speed: a Perfectly Agile legendary miner can mine about FPS&amp;amp;times;2 squares per minute, or FPS&amp;amp;times;4 [[ore]] squares. This is through normal stone &amp;amp;ndash; dirt, and possibly other substances, are much easier to mine through. {verify}}&lt;br /&gt;
&lt;br /&gt;
=== Free rent ===&lt;br /&gt;
&lt;br /&gt;
Like [[nobles]], Legendary dwarves are exempt from the [[dwarven economy]]: they can take any object as a personal possession without paying for it, and claim any bedroom as their own without paying rent. This helps to keep them [[thought|happy]], although some Legendary dwarves may acquire an annoying number of objects.&lt;br /&gt;
&lt;br /&gt;
== Speeding skill attainment ==&lt;br /&gt;
&lt;br /&gt;
If you provide item-producing dwarves ([[Mason]]s, [[Carpenter]]s, [[craftsdwarf|Craftsdwarves]], [[Brewer]]s, etc.) with a constant supply of nearby goods, they can quickly increase their skill levels as well. However, such dwarves can quickly produce mountains of goods, so you must allocate huge [[stockpiles]] and many dedicated haulers in order to keep their [[workshop]]s from becoming severely [[clutter]]ed. [[Farmer]]s with a nearby [[seed]] [[barrel]] and [[food]] stockpile can also gain skill quite rapidly.&lt;br /&gt;
&lt;br /&gt;
== Strange moods ==&lt;br /&gt;
&lt;br /&gt;
Dwarves which enter a [[strange mood]] and successfully construct an [[artifact]] object will usually gain one Legendary skill, with commensurate attribute increases. The single exception is a &amp;quot;possessed&amp;quot; mood, which will result in the creation of an artifact, but no skill increase. The skill a dwarf gains from a strange mood will be that dwarf's highest &amp;quot;trade&amp;quot; skill (generally, any skill which involves the production of finished goods, plus Mining, Engraving, and Furnace Operation). If you have your peasants train to &amp;quot;dabbling&amp;quot; in desired skills (such as Armorsmith), you will greatly increase your chance of gaining dwarves with those skills at Legendary level.&lt;br /&gt;
&lt;br /&gt;
== Cross-training Legendary dwarves ==&lt;br /&gt;
&lt;br /&gt;
Because their attributes are so high, Legendary dwarves can quickly develop other skills to high levels as well. This is most useful when you have many redundant Legendary dwarves in certain professions but lack them elsewhere.&lt;br /&gt;
&lt;br /&gt;
It may also be useful to deliberately train dwarves in a quick skill to get them to Legendary status, then switch them to other jobs. [[Mining]] and [[Engraving]] both train quickly without requiring much supervision (just keep large areas [[designations|designated]] for mining or smoothing). Engravers tend to train faster than miners (and do not require [[pick]]s), although mining is generally more useful).&lt;br /&gt;
&lt;br /&gt;
Training dwarves in this manner does have at least one drawback. Dwarves which successfully complete strange moods (except possessed dwarves) always gain Legendary skill in their highest &amp;quot;trade&amp;quot; skill. Engraving and Mining are both considered &amp;quot;trade&amp;quot; skills by the game, so if you train many dwarves as engravers or miners, you reduce your chance of gaining a more obscure skill at Legendary level.&lt;br /&gt;
&lt;br /&gt;
The [[Siege_operator|Siege Operator]] skill is also of use for training dwarves. Siege operation does not train very quickly, since it takes a few years to gain Legendary skill. On the plus side, it requires little supervision: Build a [[catapult]] and set it to fire at will. Siege operation is not considered a &amp;quot;trade&amp;quot; skill, so it will not interfere with gaining useful skills through strange moods, and having a catapult operate continuously is a good way to clear an area of loose [[stone]]. Furthermore, siege engines are of little use in combat without skilled operators. Dabbling operators take minutes to load a single [[bolt]] or stone, whereas skilled operators can load and fire several times a minute.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36012</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36012"/>
		<updated>2008-07-13T18:07:34Z</updated>

		<summary type="html">&lt;p&gt;Moonman: /* Seizing goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
&lt;br /&gt;
This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.[[User:GarrieIrons|GarrieIrons]] 01:14, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
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|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. [[User:Samyotix|Samyotix]] 14:51, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add hint: &amp;quot;Buy everything ... in case you get a strange mood&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Personally I've found it very useful to do this:&lt;br /&gt;
&lt;br /&gt;
When traders arrive, &lt;br /&gt;
a) optionally check stocks.&lt;br /&gt;
b) Buy everything you can't make or harvest in your own fort.&lt;br /&gt;
c) In the diplomat meeting, order everything you can't make or harvest.&lt;br /&gt;
&lt;br /&gt;
To be specific: Thread, Silk, cloth, metal bars (anything else?).&lt;br /&gt;
&lt;br /&gt;
The reason: &lt;br /&gt;
a) Dwarves sometimes demand items out of some metal or alloy they like.&lt;br /&gt;
b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.&lt;br /&gt;
&lt;br /&gt;
Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.&lt;br /&gt;
&lt;br /&gt;
Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession.&amp;quot;&lt;br /&gt;
[[User:Samyotix|Samyotix]] 14:49, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clear the perimeter? ==&lt;br /&gt;
&lt;br /&gt;
Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has '''always''' appeared at a point with access to the depot. --[[User:Raumkraut|Raumkraut]] 13:13, 12 July 2008 (EDT)&lt;br /&gt;
:What the article says is:&lt;br /&gt;
:#Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization, &lt;br /&gt;
:#they may appear from different directions or z-levels each year&lt;br /&gt;
:#they cannot use stairs&lt;br /&gt;
:#they may leave without trading if it takes too long to reach the trade depot&lt;br /&gt;
:With the above points in mind:&lt;br /&gt;
:#In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation. &lt;br /&gt;
&lt;br /&gt;
I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction. &lt;br /&gt;
&lt;br /&gt;
The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).[[User:GarrieIrons|GarrieIrons]] 00:33, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Seizing goods==&lt;br /&gt;
&amp;quot;It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can confirm that this also works in the PC version.[[User:Moonman|Moonman]] 14:07, 13 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36011</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36011"/>
		<updated>2008-07-13T18:07:20Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
&lt;br /&gt;
This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.[[User:GarrieIrons|GarrieIrons]] 01:14, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. [[User:Samyotix|Samyotix]] 14:51, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add hint: &amp;quot;Buy everything ... in case you get a strange mood&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Personally I've found it very useful to do this:&lt;br /&gt;
&lt;br /&gt;
When traders arrive, &lt;br /&gt;
a) optionally check stocks.&lt;br /&gt;
b) Buy everything you can't make or harvest in your own fort.&lt;br /&gt;
c) In the diplomat meeting, order everything you can't make or harvest.&lt;br /&gt;
&lt;br /&gt;
To be specific: Thread, Silk, cloth, metal bars (anything else?).&lt;br /&gt;
&lt;br /&gt;
The reason: &lt;br /&gt;
a) Dwarves sometimes demand items out of some metal or alloy they like.&lt;br /&gt;
b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.&lt;br /&gt;
&lt;br /&gt;
Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.&lt;br /&gt;
&lt;br /&gt;
Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession.&amp;quot;&lt;br /&gt;
[[User:Samyotix|Samyotix]] 14:49, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clear the perimeter? ==&lt;br /&gt;
&lt;br /&gt;
Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has '''always''' appeared at a point with access to the depot. --[[User:Raumkraut|Raumkraut]] 13:13, 12 July 2008 (EDT)&lt;br /&gt;
:What the article says is:&lt;br /&gt;
:#Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization, &lt;br /&gt;
:#they may appear from different directions or z-levels each year&lt;br /&gt;
:#they cannot use stairs&lt;br /&gt;
:#they may leave without trading if it takes too long to reach the trade depot&lt;br /&gt;
:With the above points in mind:&lt;br /&gt;
:#In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation. &lt;br /&gt;
&lt;br /&gt;
I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction. &lt;br /&gt;
&lt;br /&gt;
The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).[[User:GarrieIrons|GarrieIrons]] 00:33, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Seizing goods==&lt;br /&gt;
&amp;quot;It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can confirm that this also works in the PC version.&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22352</id>
		<title>40d:Miller</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22352"/>
		<updated>2008-07-13T17:59:24Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(128,128,0)&lt;br /&gt;
| skill      = Miller&lt;br /&gt;
| speciality = Miller&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = Milling&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Milling|Mill plants]]&lt;br /&gt;
&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Millstone]]&lt;br /&gt;
* [[Quern]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''miller''' is a [[dwarf]] who [[milling|mills]] [[crops|plants]] at either a [[quern]] or [[millstone]], placing the resulting goods into [[bag]]s.  Milling produces one unit of [[dye]], [[flour]] or [[sugar]] per item milled. Milled items have no [[Item quality|qaulity]] associated with them.&lt;br /&gt;
&lt;br /&gt;
A quern must be operated by the dwarf himself, while the millstone uses outside mechanical power (either a [[waterwheel]] or a [[windmill]]).&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22351</id>
		<title>40d:Miller</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22351"/>
		<updated>2008-07-13T17:58:13Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(128,128,0)&lt;br /&gt;
| skill      = Miller&lt;br /&gt;
| speciality = Miller&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = Milling&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Milling|Mill plants]]&lt;br /&gt;
&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Millstone]]&lt;br /&gt;
* [[Quern]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''miller''' is a [[dwarf]] who [[milling|mills]] [[crops|plants]] at either a [[quern]] or [[millstone]], placing the resulting goods into [[bag]]s.  Milling produces one unit of [[dye]], [[flour]] or [[sugar]] per item milled. Milled items have no qaulity associated with them.&lt;br /&gt;
&lt;br /&gt;
A quern must be operated by the dwarf himself, while the millstone uses outside mechanical power (either a [[waterwheel]] or a [[windmill]]).&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Miller&amp;diff=43255</id>
		<title>40d Talk:Miller</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Miller&amp;diff=43255"/>
		<updated>2008-07-13T17:56:32Z</updated>

		<summary type="html">&lt;p&gt;Moonman: New page: I added that milling always produces items at a 1:1 ratio. Does anyone know what increased miller skill does? Even dabbling millers seem to work very fast, the number of items produced is ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added that milling always produces items at a 1:1 ratio. Does anyone know what increased miller skill does? Even dabbling millers seem to work very fast, the number of items produced is always the same and there's no quality associated with them. I always use mechanically powered mills so maybe they operate querns faster?&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22350</id>
		<title>40d:Miller</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22350"/>
		<updated>2008-07-13T17:54:34Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(128,128,0)&lt;br /&gt;
| skill      = Miller&lt;br /&gt;
| speciality = Miller&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = Milling&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Milling|Mill plants]]&lt;br /&gt;
&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Millstone]]&lt;br /&gt;
* [[Quern]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''miller''' is a [[dwarf]] who [[milling|mills]] [[crops|plants]] at either a [[quern]] or [[millstone]], placing the resulting goods into [[bag]]s.  Milling produces one unit of [[dye]], [[flour]] or [[sugar]] per item milled.&lt;br /&gt;
&lt;br /&gt;
A quern must be operated by the dwarf himself, while the millstone uses outside mechanical power (either a [[waterwheel]] or a [[windmill]]).&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18956</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=18956"/>
		<updated>2008-07-13T01:26:20Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Jeweler's workshop|key=j|job=Gem cutting, Gem setting&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&lt;br /&gt;
*cut rough [[gem]]s into something usable&lt;br /&gt;
*encrust [[Gem setter|certain]] objects with gems&lt;br /&gt;
&lt;br /&gt;
See [[Gem industry]] for the full flowchart. Most other crafters have the option to encrust gems into their respective craft too. When ordering gemsetters to encrust goods with gems, you can choose between furniture, finished goods and ammo unlike other decorating jobs which will simply choose the nearest apllicable object to decorate.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18955</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=18955"/>
		<updated>2008-07-13T01:25:58Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Jeweler's workshop|key=j|job=Gem cutting, Gem setting&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&lt;br /&gt;
*cut rough [[gem]]s into something usable&lt;br /&gt;
*encrust [[Gem setter|certain]] objects with gems&lt;br /&gt;
&lt;br /&gt;
See [[Gem industry]] for the full flowchart. Most other crafters have the option to encrust gems into their respective craft too. When ordering gemsetters to encrust goods with gems, you can choose between furniture, finished goods and ammo unlike other decorating jobs which will simply choose the nearest apllicable object.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Snailman&amp;diff=40118</id>
		<title>40d:Snailman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Snailman&amp;diff=40118"/>
		<updated>2008-07-11T14:43:26Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Snailman|symbol=s|color={{COLOR:7:0:0}}|butcher=no|bones=0|chunks=-|meat=-|fat=-|skulls=0|skin=No|biome=* [[Tropical]] moist [[broadleaf]] [[forest]]&lt;br /&gt;
* Any wetland&lt;br /&gt;
}}&lt;br /&gt;
'''Snailmen''' tend to be in groups, but individually aren't very challenging opponents.&lt;br /&gt;
&lt;br /&gt;
Cannot be [[butcher]]ed. Does not have a [[shell]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SNAILMAN]&lt;br /&gt;
	[NAME:snailman:snailmen:snailman]&lt;br /&gt;
	[TILE:'s'][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:2:5]&lt;br /&gt;
	[BENIGN][SAVAGE]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:shells]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYESTALKS:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[NOSKULL][NOBONES]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[BIOME:ANY_WETLAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SPEED:1500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone_carver&amp;diff=37379</id>
		<title>40d Talk:Bone carver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone_carver&amp;diff=37379"/>
		<updated>2008-03-19T18:23:00Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is bone carving ever producing smth else than cheap crap and bolts, also with decorating? What skill level is necessary for worthwile export items?&lt;br /&gt;
&lt;br /&gt;
Masterwork bone crafts are worth 120 money, so if you have a peasant go fey and become a legendary bonecrafter it's a nice way to clear out garbage while making a profit. A few types of bones, like dragon and ogre are actually worth a good bit of money.[[User:Moonman|Moonman]] 14:23, 19 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30034</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30034"/>
		<updated>2008-03-11T14:47:44Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can water or magma flow through fortifications?&lt;br /&gt;
--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*At what angle can one shoot through fortifications?&lt;br /&gt;
&lt;br /&gt;
*some people claim that you can shoot at attackers from one z level above, but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;br /&gt;
:Yes, it works great. I think they can shoot down more than 1 z-level but I can't confirm this.[[User:Moonman|Moonman]] 10:47, 11 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_smelter&amp;diff=15462</id>
		<title>40d Talk:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_smelter&amp;diff=15462"/>
		<updated>2008-02-29T13:52:50Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, what's the advantage of building a magma smelter over a regular one?  What can you do with the aid of magma that you can't with a normal one?  This may seem obvious, but I think it'd be far more informative for the newbies than just telling us how to make one and make it work.  It'd be nice if the limitations of the regular smelter also made it into the smelter article. --[[User:BDR|BDR]] 19:25, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Magma smelters don't require fuel for anything other then making steel or pig iron bars. I think you can only make adamantium wafers at magma smelters, but i'm not sure about this so I'm not going to add it.[[User:Moonman|Moonman]] 08:52, 29 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Native_platinum&amp;diff=8326</id>
		<title>40d:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Native_platinum&amp;diff=8326"/>
		<updated>2007-12-28T13:29:26Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Native platinum|tile=£|color=#fff&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[platinum]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Soil]] (as small clusters)&lt;br /&gt;
* [[Olivine]] (as veins)&lt;br /&gt;
* [[Magnetite]] (as veins)&lt;br /&gt;
* [[Chromite]] (as small clusters)&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 40}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
&lt;br /&gt;
Ore for one of the most valuable metals available, equal in value to [[aluminum]] and second only to [[Adamantine]]. It's high material value makes it a convenient material for high value rooms for nobles. Especially so, since mining it still leaves a valuable platinum floor.&lt;br /&gt;
&lt;br /&gt;
Platinum can occur in veins inside bodies of [[magnetite]] or [[olivine]] and as small cluster within [[chromite]] and alluvial [[soil]].&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Black_bronze&amp;diff=30166</id>
		<title>40d Talk:Black bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Black_bronze&amp;diff=30166"/>
		<updated>2007-12-25T21:00:27Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Item value]] page says Black Bronze is worth 11, but it says here that it is only worth 6. Which one is true? --[[User:Thehunterunseen|Thehunterunseen]] 16:40, 30 November 2007 (EST)&lt;br /&gt;
:It's 11. I'm changing this page. --[[User:Valdemar|Valdemar]] 19:15, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone know anything about the real world basis of Black Bronze? [[User:Moonman|Moonman]] 16:00, 25 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crafts&amp;diff=33426</id>
		<title>40d Talk:Crafts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crafts&amp;diff=33426"/>
		<updated>2007-12-25T18:14:49Z</updated>

		<summary type="html">&lt;p&gt;Moonman: New page: Added &amp;quot;The chance of multiple crafts being produced from one resource is increased with the craftsdwarve's skill.&amp;quot; after noticing my legendary dwarves would almost always produce 3 while m...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added &amp;quot;The chance of multiple crafts being produced from one resource is increased with the craftsdwarve's skill.&amp;quot; after noticing my legendary dwarves would almost always produce 3 while my prefix-less crafters usually produce 1. [[User:Moonman|Moonman]] 13:14, 25 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crafts&amp;diff=28586</id>
		<title>40d:Crafts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crafts&amp;diff=28586"/>
		<updated>2007-12-25T18:12:50Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crafts''' are a group of items made specifically by a [[craftsdwarf]]. These include rings, amulets, bracelets, scepters, and crowns.&lt;br /&gt;
&lt;br /&gt;
You cannot specify what a craftsdwarf will make, but one resource can often produce two or three different items. The chance of multiple crafts being produced from one resource is increased with the craftsdwarve's skill.&lt;br /&gt;
&lt;br /&gt;
[[Stonecrafting]] is an easy way to make [[export]] goods, as your [[stone crafter]] will have access to tons of [[stone]] in a typical fortress. Although a basic [[stone]] craft is worth very little, many of these can be made and will not be denied by traders. This is also a good way to attain a legendary stonecrafter.&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bone_carving&amp;diff=28620</id>
		<title>40d:Bone carving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bone_carving&amp;diff=28620"/>
		<updated>2007-12-25T18:09:21Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bone Carving''' is the skill needed to become a [[Bonecarver]]. It is responsible for making items out of [[bone]], such as [[crafts]], [[bolts]], and [[armor]]. It is also used for making similar items out of [[shell]].&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cloth&amp;diff=28029</id>
		<title>40d Talk:Cloth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cloth&amp;diff=28029"/>
		<updated>2007-12-25T14:39:22Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how do u make plant fibers??&lt;br /&gt;
:You grow pig tails (inside) or rope reeds (outside) then process them into thread at a farmer's workshop, then process the thread into cloth at a loom [[User:Moonman|Moonman]] 09:39, 25 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23749</id>
		<title>40d Talk:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23749"/>
		<updated>2007-12-24T14:22:34Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know what triggers the dungeon master now? I have absolutely NO coins whatsoever and he just showed up at the start of my 4th spring. [[User:Rpb|Rpb]] 11:54, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a point to the image? --[[User:Eagle of Fire|Eagle of Fire]] 01:38, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it's there to show what skills the Dungeon Master starts with. Putting the same in plain text would work better, methinks. --[[User:Zirik|Zirik]] 03:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::My oppinion also. --[[User:Eagle of Fire|Eagle of Fire]] 00:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
He showed up here in summer 1055 with the 'normal'/standard skill level in those four skills mentioned in the article (Animal Trainer, Animal Caretaker, Furnace Operator, Metal Crafter).  I've got no coins either. Created wealth was around 70k, around 60-70 dwarves. Maybe it's the number of pets? I have 123.--[[User:SL|SL]] 00:43, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Probably not. I got him in 1054 with no more than 25 animals, and had passed 70k wealth long ago so that wasn't it either. Number of dwarves? 1054 would have been the first year after I hit 50 dwarves, which might be the case with yours as well. [[User:Rpb|Rpb]] 01:36, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I got him, I had 57 dwarves. The requirement is probably 50 dwarves, we all have that number in common. --[[User:Valdemar|Valdemar]] 10:19, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I dont think the requirement is 50 dwarves, i have the dungeon master arrive when i was nearing the 80 Mark, and had a wealth of around 200k. --[[User:Fedaykin|Fedaykin]] 20:48, 15 November 2007 (EST)&lt;br /&gt;
::Were you nearing the 80 mark BEFORE or AFTER the migration when he showed up? A requirement of 50 dwarves to trigger him would mean you would probably have 70+ dwarves by the time he actually arrives, since he generally shows up at the same time as 20 other immigrants.&lt;br /&gt;
:::It was before the migration ofcourse, ill try it again when i have time [[User:Fedaykin|Fedaykin]] 14:44, 17 November 2007 (EST)&lt;br /&gt;
:My numbers were 68 dwarves (I went from 36 to 60+ in the last wave), roughly 2.7M in wealth (and I'd been over 1M for years) in year 1056 with a moderate number of pets and no coins.  I'd also dug to the deepest level the first year, in case folks were considering that as a criterion.  I have fought numerous slugmen, goblins and kobolds, but nothing exotic (I had to reload after the dragon arrived and burned everything down).  Bear in mind that if there's a pop requirement, then it's important how many you have before the DM arrives, but it's equally important how many you had before the ''previous'' wave.  Those numbers form the bounds.  So if you had 80 before the DM arrived, but 31 of them arrived or were born in that last wave, then this will have been the first time the caravan saw you with 50+ pop. [[User:Doctorlucky|Doctorlucky]] 01:56, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think his arrival might be related to your stored animals. He seems to arrive for me whenever I get my first goblin in a cage trap. [[User:Moonman|Moonman]] 09:04, 21 December 2007 (EST)&lt;br /&gt;
:I just had this happen again. My pop. went from 57 to 80 or so and it was the first wave after I had captured a dragon and some goblins. [[User:Moonman|Moonman]] 09:22, 24 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can confirm that he does NOT arrive simply at 50 dwarves. Just got an immigration wave that raised my pop from 52 to 60, and no DM.&lt;br /&gt;
--[[User:Tyrving|Tyrving]] 02:56, 22 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23747</id>
		<title>40d Talk:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23747"/>
		<updated>2007-12-21T14:04:59Z</updated>

		<summary type="html">&lt;p&gt;Moonman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know what triggers the dungeon master now? I have absolutely NO coins whatsoever and he just showed up at the start of my 4th spring. [[User:Rpb|Rpb]] 11:54, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a point to the image? --[[User:Eagle of Fire|Eagle of Fire]] 01:38, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it's there to show what skills the Dungeon Master starts with. Putting the same in plain text would work better, methinks. --[[User:Zirik|Zirik]] 03:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::My oppinion also. --[[User:Eagle of Fire|Eagle of Fire]] 00:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
He showed up here in summer 1055 with the 'normal'/standard skill level in those four skills mentioned in the article (Animal Trainer, Animal Caretaker, Furnace Operator, Metal Crafter).  I've got no coins either. Created wealth was around 70k, around 60-70 dwarves. Maybe it's the number of pets? I have 123.--[[User:SL|SL]] 00:43, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Probably not. I got him in 1054 with no more than 25 animals, and had passed 70k wealth long ago so that wasn't it either. Number of dwarves? 1054 would have been the first year after I hit 50 dwarves, which might be the case with yours as well. [[User:Rpb|Rpb]] 01:36, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I got him, I had 57 dwarves. The requirement is probably 50 dwarves, we all have that number in common. --[[User:Valdemar|Valdemar]] 10:19, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I dont think the requirement is 50 dwarves, i have the dungeon master arrive when i was nearing the 80 Mark, and had a wealth of around 200k. --[[User:Fedaykin|Fedaykin]] 20:48, 15 November 2007 (EST)&lt;br /&gt;
::Were you nearing the 80 mark BEFORE or AFTER the migration when he showed up? A requirement of 50 dwarves to trigger him would mean you would probably have 70+ dwarves by the time he actually arrives, since he generally shows up at the same time as 20 other immigrants.&lt;br /&gt;
:::It was before the migration ofcourse, ill try it again when i have time [[User:Fedaykin|Fedaykin]] 14:44, 17 November 2007 (EST)&lt;br /&gt;
:My numbers were 68 dwarves (I went from 36 to 60+ in the last wave), roughly 2.7M in wealth (and I'd been over 1M for years) in year 1056 with a moderate number of pets and no coins.  I'd also dug to the deepest level the first year, in case folks were considering that as a criterion.  I have fought numerous slugmen, goblins and kobolds, but nothing exotic (I had to reload after the dragon arrived and burned everything down).  Bear in mind that if there's a pop requirement, then it's important how many you have before the DM arrives, but it's equally important how many you had before the ''previous'' wave.  Those numbers form the bounds.  So if you had 80 before the DM arrived, but 31 of them arrived or were born in that last wave, then this will have been the first time the caravan saw you with 50+ pop. [[User:Doctorlucky|Doctorlucky]] 01:56, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think his arrival might be related to your stored animals. He seems to arrive for me whenever I get my first goblin in a cage trap. [[User:Moonman|Moonman]] 09:04, 21 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Moonman</name></author>
	</entry>
</feed>