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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nekojin</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-16T23:50:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19342</id>
		<title>40d Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19342"/>
		<updated>2008-10-19T06:53:35Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Other sources of noise ==&lt;br /&gt;
Any information on whether fighting causes noise? [[User:Zardus|Zardus]] 02:22, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if dwarves just walking about causes noise? [[User:Yvain|Yvain]] 06:31, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can't say for certain now, but I am certain that they did not in the old version. --[[User:Savok|Savok]] 22:50, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do machines make noise? --[[User:Juckto|Juckto]] 07:06, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about things like doors opening and floodgates being activated? Kinda falls under &amp;quot;machines&amp;quot; but eh. --[[User:Kefkakrazy|Kefkakrazy]] 00:01, 23 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does Smoothing Stone or Engraving Stone cause noise? --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
== Diagonal Z-Noise ==&lt;br /&gt;
How does the Z-direction work with noise in terms of diagonals?  If my bedrooms are two layers down, can they be closer than they would be if they were one layer down?  Or is noise effectively a cylinder where the nearby squares aren't feasible even when down 3 layers?&lt;br /&gt;
&lt;br /&gt;
I'm not sure how old this comment is, but this is actually brings up a good question.  Has anyone actually verified that noise still radiates in a diamond pattern?  Rooms used to &amp;quot;radiate&amp;quot; in diamond patterns, but they now expand like a square.  Could noise have been modified similarly?  If noise does move diagonally, a workshop would produce a noise cube with dimensions 9x9x9. --[[User:Marble Dice|Marble Dice]] 23:29, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On second thought it would probably look like a pyramid with square cross-sections and a base that was 9x9, which seems to be what the article suggests.  I'll have to try and find some room to verify this behavior in my current fortress. --[[User:Marble Dice|Marble Dice]] 23:37, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I tested this by stopping all mining, catapults, training, etc, and every workshop except one.  I placed beds in places I wanted to check for noise.  Here's a list of my results in (X, Y, Z) co-ordinate pairs.  Assume the workshop's center tile is the origin (0, 0, 0).  Positive X is east, negative Y is south, and negative Z is down.&lt;br /&gt;
&lt;br /&gt;
:* (+5,  0, 0) = No&lt;br /&gt;
:* (+4, -4, 0) = Yes&lt;br /&gt;
:* (+5, -4, 0) = No&lt;br /&gt;
:* (0, 0, -4) = Yes&lt;br /&gt;
:* (+1, 0, -4) = Yes&lt;br /&gt;
:* (+4, -4, -4) = Yes&lt;br /&gt;
:* (+5, -4, -4) = No&lt;br /&gt;
&lt;br /&gt;
:Dwarves get a thought about where they're sleeping when they crash (slept without a proper room, in a good bedroom, etc), but they don't get a thought for noise until they wake up.  I assume this is because there are three tiers to the noise thought: uneasily, very uneasily, and was woken up by.  I'd hazard a guess as jobs happen, applicable nearby sleeping dwarves will &amp;quot;accumulate&amp;quot; noise until they wake up.  If they pass a certain threshold, they wake up prematurely and get the most severe negative thought.  Otherwise, they get &amp;quot;uneasily&amp;quot; or &amp;quot;very uneasily&amp;quot; when the wake normally, based on how much noise they accumulated.  Perhaps noise has both a loudness (how much it increases the dwarf's counter) and a range, or maybe longer range noises increase the counter more, or maybe all noise is the same loudness and it's just a matter of the number of noise events a dwarf hears while sleeping.  It seems reasonable to me, but I've no way to test it.  Not sure if any of this additional information belongs in the main article or not. --[[User:Marble Dice|Marble Dice]] 22:26, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== distances ==&lt;br /&gt;
&lt;br /&gt;
gee, no wonder my dwarves are all upset by noise - 16 squares from anywhere a chair is being moved in is a long way! Here I was being worried about how close the masons' workshop is, when my problem all along was I keep building doors, beds and things just next door.&lt;br /&gt;
&lt;br /&gt;
I think that is broken personally - building furniture should be treated way differently to building a workshop! Building a workshop I can understand being heard easily for 16 squares, but destroying/building a chair, table or bed should be pretty much cut out at 4 squares.[[User:GarrieIrons|GarrieIrons]] 05:55, 13 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34618</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34618"/>
		<updated>2008-10-19T05:51:37Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
:Yes, I burnt a bunch of useless donkeys and kittens this way. [[User:Dangerous Beans|Dangerous Beans]] 12:32, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can caged animals see ambushers farther away than the 8 tiles adjacent to them?  I figure they probably don't (in which case they're still plenty useful anyways), but it'd make it a lot easier to cover large areas if I don't have to put a cage every third tile. [[User:LegacyCWAL|LegacyCWAL]] 20:08, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. The best way is to set up some high-traffic areas, and make sure all your valuables are indoors and that any potential ambushers have to get past your security. For example;&lt;br /&gt;
:xxx&lt;br /&gt;
:xOx&lt;br /&gt;
:xxx&lt;br /&gt;
&lt;br /&gt;
If you put your roped animal in the middle they will have access to all 8 tiles around them with very little chance of an enemy bypassing it. --[[User:AlexFili|AlexFili]] 04:09, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was afraid of that. Ambushers getting into the fortress isn't a problem because I've already done what you describe (and racked up a hell of a kill count in the process =P ).  I was just hoping for a better way to help keep ambushers away from stuff like road-builders and caravans that my Corridor of Doom can't protect. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animal Training Labor ==&lt;br /&gt;
&lt;br /&gt;
The article said only a dwarf with Animal Training activated will release animals. I had a dwarf releasing and caging animals with no labors active, except pump operating. Using 38c. --[[User:Strangething|Strangething]] 15:31, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know where it says that, so I'll leave it to you to fix it. You're correct; the article is wrong. --[[User:Savok|Savok]] 15:48, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I already fixed it --[[User:Strangething|Strangething]] 20:31, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Capturing friends ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a way to capture friendly entities?  Elves would be awesome but I was thinking more like my own dwarves, without makind them go berserk (I'm also trying to figure out whether or not it counts as lowering population, and if not what happens if you sell them?). --[[User:MagicGuigz|MagicGuigz]] 20:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think that making them go to sleep on a cage trap (such as by locking them in a 1x1 room with said trap in it) will do it.[[User:LegacyCWAL|LegacyCWAL]] 20:58, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah yes probably, didn't think of that...thanks!  Maybe we should include it if it's veryfied? There's lots of fun to be had with captured dwarves and humans/elves I think. --[[User:MagicGuigz|MagicGuigz]] 21:31, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It was pretty hard but I managed to catch one!  The trick is to dig a 3-4 z-levels hole with a hatch over it (or bridge, etc), and have a cage at the bottom.  Draft someone and make him stand there while someone pulls the lever.  2 dead dwarves (and the one in the cage gravely wounded I suspect) but it was worth it.  The 1x1 room thing didn't work, as they tended to starve before they actually fainted...or maybe I didn't wait long enough? More testing to come and then maybe I can include that in the article. --[[User:MagicGuigz|MagicGuigz]] 22:24, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The dwarf was automatically released and helped by others...  I guess the only way to keep dwarves locked is to make them go berserk...&lt;br /&gt;
&lt;br /&gt;
== Slavery? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to sell caged entities? I once tried to sell a caged Goblin (Pedogob, I think it was) to Dwarven Merchants, and the Goblin was released from its cage when the cage was set down in the Depot. Did I do something wrong, or is it just not possible? --[[User:Nekojin|Nekojin]]&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36397</id>
		<title>40d Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36397"/>
		<updated>2008-09-13T10:32:39Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: Elves and Goblins ambushing together!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yesterday, I had an ambush. My woodcutter was ambushed by a group of one goblin bowman and five swordsmen. They were invisible, until attacked him. I had never seen anything like this until 38a. Think, it's something new, should we add the article? What do you think?--[[User:Dorten|Dorten]] 23:23, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: yes definitely.  I have been ambushed 3 times already in one year.  These attacks seem to coincide with trading caravans. --[[User:Kingzilla|Kingzilla]] 23:28, 6 February 2008 (EST)&lt;br /&gt;
::Is this really new? I started with 38a, but from reading i never expected anything else than thieves and ambushes with every caravan.--[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
:::38a was the first time that caravans caused direct attacks. Previously the only worry was theives which could be easily defeated by recruits.--[[User:Kingzilla|Kingzilla]] 14:07, 10 March 2008 (EDT)&lt;br /&gt;
==Ambush messages==&lt;br /&gt;
In my experience with last version (38a) it showed 'Ambush, curse them' on kobold thieves, and 'Amush!' on beforementioned goblins. This surely needs verification--[[User:Dorten|Dorten]] 01:10, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have:&amp;lt;br&amp;gt;&lt;br /&gt;
:38a&amp;lt;br&amp;gt;&lt;br /&gt;
:Kobold thieves (2): An ambush! curse them!&lt;br /&gt;
:Goblins:  An ambush! curse them!&lt;br /&gt;
&lt;br /&gt;
:38c &lt;br /&gt;
:Kobold thieves (2): Thief! protect the hoard from skulking filth! (the different message may be caused by increased wealth)&lt;br /&gt;
&lt;br /&gt;
:Goblins: An ambush! curse them!&lt;br /&gt;
&lt;br /&gt;
:You can read back the whole announcements log (page up key) if you have the patience ;) --[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady stated that the &amp;quot;Ambush!&amp;quot; message appearing for kobold thieves was a bug, and it has now been fixed. [[User:Furiousfish|Furiousfish]] 21:26, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Enemy squad supposedly fleeing after the commander's death ==&lt;br /&gt;
&lt;br /&gt;
Well, in my case he got caged, does that count? The squad of the 5 remaining goblin bowmen, however did not retreat, and continued to advance until torn apart by dogs. Only 1, last(after the other 4 died) goblin started retreating. That was 38a. --[[User:Digger|Digger]] 05:07, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just had my marksdwarves pump a goblin leader full of timber, and his squadmates just charged. --[[User:Shadow archmagi|Shadow archmagi]] 08:15, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Alright I'm killing that part then. It's obviously wrong now. --[[User:Digger|Digger]] 09:44, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::yep, just had an ambush too: leader dead, 1 unconscious, rest dead, and the last bowman was still charging.--[[User:Koltom|Koltom]] 11:49, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== weapon trap did not cause warning ==&lt;br /&gt;
&lt;br /&gt;
So i thought i had a squad of only 3 goblins, but it turned out a weapon trap had already finished of 2, but without giving the ambush-message. My cagetraps always gave the warning when they caught a goblin. Is this a known fact? how about other trap types? I think stone fall traps also triggered the warning before, but im not so sure anymore. --[[User:Koltom|Koltom]] 23:16, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Suppositions on ambush spawning/spotting ==&lt;br /&gt;
So, it seems like the game generates (invisible) goblins to ambush you that actually move about the map, and are only revealed when spotted or when they attack.  They still interact normally with map features and objects that don't require awareness.&lt;br /&gt;
&lt;br /&gt;
There are times when you'll spot them from a different z-level.  However, my supposition is that ambushers only ever spawn on a z-level from which they can access an open level of your fortress, even if there exist z-levels from which they could rain ranged death down upon your dwarves the game won't spawn them there if that level has no (path traceable) access to your fortress.  Can anyone confirm?  (Note that forbidden doors block path tracing, and if the only access to a given z-level is through a forbidden door...)  &lt;br /&gt;
&lt;br /&gt;
My anecdotal evidence: Given traps on 2 z-levels, one of which I had locked (forbade) all doors access to, and to which i often had LoS by dwarves walking about on raised walkways, I only ever had goblin 'ambushers' walk into traps on the level that actually had an open entrance to the base.  (I was no longer actually being ambushed at that point, i just kept seeing corpses appear).&lt;br /&gt;
&lt;br /&gt;
Similarly, I think siege forces only spawn on levels where they can path into your base, but i won't swear to that.&lt;br /&gt;
&lt;br /&gt;
Possibly replace all instances of 'into your base' with 'to a dwarf'.  I am unable to differentiate these with the games i've played.&lt;br /&gt;
&lt;br /&gt;
Unrelatedly, I've also had a wild elephant spot a goblin thief for me before - can wild animals spot ambushers?&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:50, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can verify the part about &amp;quot;to a dwarf&amp;quot; as I've played several isolationist games where migrants are just left outside beyond a channel-trench or what not to fend for themselves, and often get ambushers and/or siegers that slaughter them and then have nothing else to do (until sappers are created by Toady anyways;) ) --[[User:N9103|Edward]] 16:10, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ambushes do NOT have to be an enemy force; it's anybody using the ambusher skill.  After abandoning a propserous fortress and reclaiming it, I had several dwarves still there.  Periodically I'd get the ambush message; it was almost always a hunter stalking game. --[[User:Propatriamori|Propatriamori]] 00:23, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I can say that wild animals do spot ambushers. I have had it happen twice to me on df_28_181_39f. [[User:Mission0|Mission0]] 09:01, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated &amp;quot;Tips&amp;quot; ==&lt;br /&gt;
I tried to update the &amp;quot;tips&amp;quot; portion to be more relevant to actual ambushes, rather than to sieges.  Hopefully I didn't do too bad a job, but I'm sure it still needs plenty of work. --[[User:LegacyCWAL|LegacyCWAL]] 16:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Some of the tips are useful, but I have a couple of complaints. Firstly, War Dogs are not useless. You can chain them to important locations, and discover ambushes a lot sooner then normal. Secondly, moats do not work. If you have a moat, and there is no bridge, the invader AI will completely break, and they will just stand still for eternity. A one way entrance to your fortress filled with traps might be better, but I'm not sure if that's possible. Can anyone confirm if one way corridors are any way feasable? --[[User:AlexFili|AlexFili]] 04:25, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is the sort of thing I meant by &amp;quot;still needs plenty of work&amp;quot;...namely clarifications in this case.&lt;br /&gt;
::With War Dogs, I didn't mean that they were useless per se, and I actually do mention using them to detect ambushes earlier than normal.  However, in order to ''fight'', they have to get to the fight in the first place.  But if you're trying to cover something over a large area (such as a road you're building or a caravan route that goes to the far end of the map), you start to need a LOT of packs of dogs in various places to make sure that one is close enough.  So while you can use them just fine for spotting and for their usual base-defense duties, you need an insane number of dogs to include them in your anti-ambush reaction plans as ''combatants''.&lt;br /&gt;
::As for moats, yes, cutting off an area entirely will break the pathfinding AI, but that goes for ''any'' situation a moat is used.  What I meant by cutting off an area with moats is to use moats to cut off all access routes ''except the ones that go through your fortress''.  There's still a path to the area, but the only path involves going through your Main Entrance, and thus your Main Entrance's defenses.  In turn, the enemy can't use the access route as a &amp;quot;back door&amp;quot; because the moat is in the way. --[[User:LegacyCWAL|LegacyCWAL]] 21:34, 10 June 2008 (EDT)&lt;br /&gt;
:::Oh right, I guess that would work fairly well. A tip for noobs; If a goblin raid appears, draft the whole population into the military and station them in the deepest part of your fortress. This work's pretty well as an alternative to watching all of your peasants die. By the way, is there a way of stopping all my fortress guards from running straight into the battlefield and getting their butts kicked? Or should I just not appoint a Sheriff at all. Does it matter? --[[User:AlexFili|AlexFili]] 03:43, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It may be a coincidence, but keeping the &amp;quot;inhabited&amp;quot; area - and thus any guards - as far away from your main defenses as possible seems to be doing a good job of keeping my Fortress Guards away from the fray.  My living quarters, kitchens, workshops, etc. are seperated from my ''last'' line of defense by a fairly long corridor, and that is seperated from the very first line of defense by a LOT of trap-filled space to travel through.  So by the time the Guards would even notice that there's invaders to charge, the attackers have already spent five minutes being torn apart by Weapon Traps and Ballistae.  As for drafting everybody, that works as a last resort, but it would be best to try to design the fortress to keep that from becoming necessary in the first place (which, admittedly, is easier said than done). --[[User:LegacyCWAL|LegacyCWAL]] 19:17, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::One-Way corridors would solve this problem, because the invader AI would remain unbroken. The trouble is trying to keep your people from foolishly running into the fray. The only thing I can think of is this kind of setup;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;[]**************....&lt;br /&gt;
&lt;br /&gt;
Where the stars represent a retractable bridge, the box represents a pressure plate, and the arrow means the stairway out of the pit below. Perhaps that could work? --[[User:AlexFili|AlexFili]] 04:19, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::If you could manage a one-way corridor, sure, it would keep your people from running into the fray.  It'd have to be a series of bridges/pressure plates/whatever though to try to make it work as one.  The way I've managed to keep my citizens out of the fray is when an enemy is detected, I use the &amp;quot;cancel everything outside and set &amp;quot;dwarves stay indoors&amp;quot;&amp;quot; method of keeping everybody inside, but I have a skylight a ways behind my defenses.  So they still go running to pick up the stuff and don't stop until they hit sunlight, but the skylight means that they hit sunlight and turn around before they get to the battlefield.  It's something like this:&lt;br /&gt;
::::::(Fortress) - (Skylight) - (Corridor Of Doom) - (Outside) --[[User:LegacyCWAL|LegacyCWAL]] 16:54, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Kobold Ambush and Traps ==&lt;br /&gt;
&lt;br /&gt;
I have witnessed Kobold ambushers (4 swordsman and 1 spearmen) walk straight over weapon traps and stone-fall traps. I have also witnessed the ambushers *note, not the theives I watched it as it happened* picklock one of my locked doors to gain access into my fortress. I do not know if this applies to cage traps yet. Once this is confirmed by someone else it should be added to the page. [[User:Mission0|Mission0]] 09:21, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elves leading Goblins? ==&lt;br /&gt;
&lt;br /&gt;
In the past few days (playing .40d), every Goblin ambush has included one Elf (presumably the leader). Is this a bug, or some freaky event caused by something within my game? --[[User:Nekojin|Nekojin]] 06:32, 13 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Power&amp;diff=44646</id>
		<title>40d Talk:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Power&amp;diff=44646"/>
		<updated>2008-09-03T03:08:42Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: New page: ==Power Applications==   So, the most obvious and well-known purpose for power is to power Screw Pumps for a small variety of uses. Aside from the mathematical tinkering, is there any othe...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Power Applications==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, the most obvious and well-known purpose for power is to power Screw Pumps for a small variety of uses. Aside from the mathematical tinkering, is there any other use for power? Are there any other planned functions or structures that will use power? --[[User:Nekojin|Nekojin]] 23:08, 2 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11065</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11065"/>
		<updated>2008-08-28T18:34:55Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. The engine will then start to create a random world for you. You might notice that worlds are rejected before the engine continues with rivers and lakes. The rejections are normal engine behaviour, since it rejects the random generated world if it doesn't meet certain criteria.&lt;br /&gt;
&lt;br /&gt;
Generating a random world with the standard template may take a long time on most machines. If you want to jump right into playing, you should probably choose Design New World with Parameters instead of Create New World Now! and pick a small or pocket-sized world instead of a standard-sized world.&lt;br /&gt;
&lt;br /&gt;
(Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. The region map is immense, at the default size, so there is also a world map that shows you where you are in the world.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
&lt;br /&gt;
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. &lt;br /&gt;
#* Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's only true for the exact center of the local area.&lt;br /&gt;
#* You'll notice that the local area includes some trees and plants on the edges, which is often all you need. &lt;br /&gt;
#* To get more information about the non-mountain areas you can press {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} to view the different types of [[biomes]].&lt;br /&gt;
# Nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.&lt;br /&gt;
#* You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere - it is impossible to settle anywhere &amp;lt;i&amp;gt;without&amp;lt;/i&amp;gt; dwarves {{ver|0.27.176.38c}}&lt;br /&gt;
#*You'll want to trade with  [[human]]s and [[elves]] if possible.&lt;br /&gt;
#*[[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress right on top of a goblin fort.&lt;br /&gt;
# Your dwarven civilization. Your choice of civilization will affect what goods are available for [[trade]]. However, all civilizations will offer a full range of essential goods, so you can ignore this for now.&lt;br /&gt;
# Relative [[elevation]]. This is a normal topographic map that you're used to from real-life maps.&lt;br /&gt;
# [[Slope]] steepness. This shows you where large cliffs are.&lt;br /&gt;
# These final two modes let you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more, as the taller maps take a lot more computer power to run. On the other hand, flat areas are boring - a good elevation map contains lots of low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* Running water = permanent source of water. Lakes and pools have a finite amount of water and may dry out.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Scorching''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
The following are things you'll probably want to ensure you have access to for a mature fortress:&lt;br /&gt;
&lt;br /&gt;
* A [[Sedimentary layer]] - lets face it, a dwarven fortress without iron is going to have it pretty rough if it intends to make a military.  And while hematite can occur in some igneous layers, magnetite and limonite only occur in sedimentary, and magnetite occurs in much greater quantities than the other two.  Further, you will have no access to coal without sedimentary rocks, and if you chose a site without magma you will need coal to have a smoothly running metal industry - burning trees for fuel is less efficient and while manageable if you have lots of wood, it is more burdensome.&lt;br /&gt;
* [[Flux]] - marble, dolomite, limestone, and chalk are all layer forming stones and will show up on the embark screen as a stone layer. The last 3 are also sedimentary - nifty! Calcite, the only other flux stone, only appears within other flux stones.  If you don't see one of these layers, you won't have flux, and your ability to produce steel will be extremely limited.&lt;br /&gt;
* [[Sand]] - you'll need it to make glass.  You cannot trade for sand, nor can you trade for raw glass.  Sand also means you have soil, which removes the need for irrigation to start farming.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough starting points to spend on skilled dwarves. You need to press the {{k|-}} key on the numpad to sell items. Likewise you use the {{k|+}} key on the numpad to buy more of an item. {{k|+}} and {{k|-}} on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Competent [[Gem setter]]. This dwarf will tend to be chosen as leader (who is also a counselor of sorts) and will also be your trader, manager and bookkeeper. Whenever he has time, he will also work as miner, and later on he will decorate your goods with gems.&amp;lt;!-- Organizer and Record Keeper cause the nobles to be set up correctly at the beginning, with this guy being all of them. This is a newbie guide - the less information they have to process, the better. | Only, its not true. It is sometimes (1 out of 3) botched by his social abilities or who knows even just random. --&amp;gt;&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]. If you know how underground farming works, you might want to combine a Proficient [[Grower]] with a [[Craftsdwarf|stonecrafter]], [[bone carver]], [[glassmaker]] or [[clothier]] instead to produce items of value for trade. A herbalist is useful for acquiring above ground seeds mostly and food output from farming is more than generous.&lt;br /&gt;
* Proficient [[Building designer]]/Proficient [[Mechanic]]&lt;br /&gt;
* Proficient [[Weaponsmith]]/Proficient [[Armorsmith]]. If you ever plan to equip dwarves with weapons and armor, you'll need a dwarf skilled at these.&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]. A skilled cook makes high quality food. High quality food keeps your dwarves happy, which makes the game a lot easier.&lt;br /&gt;
&lt;br /&gt;
The total cost of the skills above is 480☼, but it is worth the cost: Once you start the fortress, skills will be much more difficult to get than valuable goods.&lt;br /&gt;
&lt;br /&gt;
Here's a suggestion of what skills to take. For food safety one may prefer a [[fisherdwarf]]/[[fish cleaner]] to the [[weaponsmith]]/[[armorsmith]], but it's hardly necessary. You can also chose a lesser degree of skill for the building designer, as this skill only improves work speed and isn't as necessary in the long run.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
You have 1580☼ to spend on items to take along if you've taken the skills recommended above. If some of these things aren't available, skip over them for now and get the rest. We'll take care of them later.&lt;br /&gt;
&lt;br /&gt;
If an item is not on the list, you will need to add it to the list by pressing {{k|n}}, finding the desired item, and pressing {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possible metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
*** If you bring Turtle or any other fish, you will get bones and shells when they are consumed, though you won't if you cook them.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
*** If you bring all the types available it will help keep the dwarves happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.&lt;br /&gt;
* You need [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]. Plump helmets will likely be your main crop, as they are easy to grow, and, if you brew them then cook the wine, they give as much food as anything else. However, many players consider this cheating. Real dwarves don't eat biscuits made only out of wine.&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.&lt;br /&gt;
** [[Cat]]s have advantages and disadvantages that the player must weigh carefully. They cost 11☼ each.&lt;br /&gt;
***Cats are by far the most effective way of killing [[vermin]], preventing unhappy [[thought]]s. However, they will leave vermin corpses lying around your fortress which can produce clouds of [[miasma]]. This can be controlled if the user simply sets up the [[refuse]] [[stockpile]] in a room with a [[door]].&lt;br /&gt;
***Cats cannot be assigned owners. They will choose an owner randomly. A cat with an owner cannot be killed without the owner throwing a [[tantrum]]. This is especially troublesome as the cat population escalates.&lt;br /&gt;
***Cats breed quickly with several offspring.  One solution is to kill all female cats before they select an owner.  This is not as easy as it sounds for a novice player, and it may also necessitate killing immigrants that arrive with a female cat to prevent a tantrum. A perhaps more productive solution is to take advantage of their multiplication, putting kittens into a [[cage]] quickly after birth and [[butchering]] them as needed to feed the dwarves.&lt;br /&gt;
* If you have followed the above exactly, you'll have 763☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 63☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select 2 horses or camels to breed.&lt;br /&gt;
&lt;br /&gt;
While you need an anvil for metalsmithing, you don't have to take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If they don't have one, you can request it for next year, or wait for the humans to arrive and buy or order one from them.&lt;br /&gt;
&lt;br /&gt;
==== What if something's not on the list? ====&lt;br /&gt;
&lt;br /&gt;
Since some civilizations don't have certain materials or items, some things may not be available. If so, any food and drink will do. You can survive with only plump helmets and what you gather, so it's not critical to get certain kinds of seeds. Just grab a few of whatever's available in case you want to use them. In the case of picks, any material will do, just get the cheapest available. If picks or axes are missing completely, you can simply make them from raw materials when you arrive.&lt;br /&gt;
&lt;br /&gt;
In order to do this, you'll need a bar of metal (preferably copper or iron), and a block of any material. You'll also need an [[iron]] [[anvil]], which costs 1000☼ to take. You can use these along with the starting wood to make a [[wood furnace]], turn your wood into coal, then deconstruct the wood furnace and make a [[forge]]. Make a pick at the forge, and use it to mine some ore. Deconstruct the forge to make a [[smelter]] and smelt the ore into a bar. Then build the forge once more and make your axe, which you can use to get more wood. Of course, you can simplify the process by just taking a second bar of metal with you.&lt;br /&gt;
&lt;br /&gt;
If not even an anvil is available, you'll have to wait for the human [[caravan]] to bring one. If they don't have it the first time they come, be sure to request anvils so they'll bring one next year.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like &amp;quot;The Bloody Anus of Angels.&amp;quot; And we hope you don't want that.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press {{k|Enter}} to start marking where to dig. You need to hit enter twice, to mark two corners of a rectangular area.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, though, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;del&amp;gt;Dwarves&amp;lt;/del&amp;gt; Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that you can only dig [[upward stairway]]s and [[up/down stairway]]s in squares that have not already been dug out, since you are carving the stairs out of the earth that's there.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors, by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and delay the [[Wear|rotting]] of food. Don't create a [[stone stockpile]] yet, as this will cause your dwarves to get bogged down with hauling. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* Move all stockpiles inside as soon as possible for most things will eventually [[rot]] outside but never inside. Make sure your refuse stockpile is then separated by a door or even an airlock-like double door (--&amp;gt;[[Miasma]]).&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* In order to get the worshops actually built, the Mason must do his job. If he's also miner (as proposed above), it's necessary to switch off &amp;quot;Mining&amp;quot; for him, else he won't build something and instead continue mining.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
** The answer to the question, &amp;quot;is fishing high priority,&amp;quot; (which was asked here) depends on what kind of priority you mean. If you mean &amp;quot;do dwarves fish instead of other tasks,&amp;quot; yes, fishing is very high priority.&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.&lt;br /&gt;
&lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing {{k|Enter}}, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, on the floor if there aren't enough beds. You may prefer to make a separate room for it, though this is not necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&lt;br /&gt;
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (You ''can'' retrieve some surface-grown plants using the [[gather plants]] designation liberally.) &lt;br /&gt;
&lt;br /&gt;
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. This is recommended for beginning players if possible. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
&lt;br /&gt;
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan will drop by in the Autumn of the first year. You need to have an accessible [[Trade depot]] to trade, though if you don't have one when they arrive the dwarf merchants will wait at the map edge for one to be built. Your outpost leader will meet with the [[liaison]] and discuss what to bring for the next year. This meeting can take place anywhere on the map, but the office seems to be preferred. Traders with horses or camels and the like can reach pretty much any place that hasn't been locked or isn't up or down stairs. Dwarven and human wagons are a little more tricky sometimes, they need a 3 tile path. Once a trade depot is built, you can press {{k|D}} (shift-d) to check wagon access. The green &amp;quot;W&amp;quot; squares show where a wagon can go; if the screen says &amp;quot;Depot accessible&amp;quot;, then wagons will be able to reach your depot.&lt;br /&gt;
&lt;br /&gt;
You may be a bit light on things to trade. If you have any leftover [[mechanism]]s, send 'em in; they're worth a good penny, especially if they're of better quality. You can also build a [[Craftsdwarf's workshop]] and make stone crafts for trading if you brought a skilled stonecrafter with you. If you have any high quality cooked meals and feel that you are well stocked on food you may consider selling that, but don't underestimate the first wave of [[immigrant]]s.&lt;br /&gt;
&lt;br /&gt;
If you have managed to kill any invaders, many of them wear silk clothes that don't fit dwarves. These can be worth hauling long distances - one pair of &amp;quot;Giant cave spider&amp;quot; socks, or the like can pay for an anvil&lt;br /&gt;
&lt;br /&gt;
In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. &lt;br /&gt;
&lt;br /&gt;
If the broker doesn't have enough skill at Appraising, you won't be able to see item prices - only weights (marked with the gamma symbol on the standard font) and some guesswork might be needed to find out what will be accepted for what.&lt;br /&gt;
&lt;br /&gt;
What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, cheap raw materials you can process. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now - they're very expensive and not worth the bother. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering [[steel]] and/or steel ingredients now.&lt;br /&gt;
&lt;br /&gt;
Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground [[well]] that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for [[fishing]] and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
* Plant some [[pigtail]]s to make [[cloth]]. You'll need a [[farmer's workshop]], a [[loom]], and a [[clothier's shop]]. &lt;br /&gt;
* Draft a couple dwarves, and start a fortress [[military]]. &lt;br /&gt;
* Hunt for iron, gold, and gems with some [[exploratory mining]]. &lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44043</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44043"/>
		<updated>2008-08-27T18:40:02Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Newbie Questions he has */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Anecdotal: I've had a Kitten destealth a Kobold Thief in the current version, so I'm pretty sure that Pets DO detect stealthers. --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
* What is the Job Check Chest?&lt;br /&gt;
::If a dwarf owns a chest, he may put owned items into it and sometimes check if they are still there (my observation). --[[User:Caiburn|Caiburn]] 09:50, 24 August 2008 (CET)&lt;br /&gt;
:::Self-correction: Dwarves check chests that do not belong to anyone. I guess this could use investigation. --[[User:Caiburn|Caiburn]] 18:06, 26 August 2008 (CET)&lt;br /&gt;
::::Nod it seems odd that I would catch them doing that so often as well.--[[User:Ehertlein|Ehertlein]] 18:39, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;br /&gt;
&lt;br /&gt;
The fall caravan from the mountain home behaved oddly. They came and unloaded and then left before I could even finish the meeting with the liaison. We spent the rest of the fall an winter moving the trade depot inside the fortress in hopes that caravans would feel safer. We also learned how to create a dump for the stones that were littering my useful spaces. Hopefully next year will be more productive.&lt;br /&gt;
&lt;br /&gt;
===Year 3===&lt;br /&gt;
====Spring====&lt;br /&gt;
Well we finally had a caravan survive. The elves stopped by and we traded them some of our huge food reserves for some berries and a pair of Jaguars. Our dreams of the halls being patrolled by giant cats were dashed when our Ranger, Inod Zursullor, pointed out they were both female. The elves are tricksy!&lt;br /&gt;
&lt;br /&gt;
New immigrants have bolstered our ranks to 52 sturdy dwarves. The newly appointed mayor now believes she needs some better accommodations so we are working to improve her office. The Captain of the Guard, a former Fish Dissector, is happy with his new rooms.&lt;br /&gt;
&lt;br /&gt;
We need to start doing some digging looking for some ore at some point here. We can't depend on mushrooms to keep this fortress running forever!&lt;br /&gt;
====Summer====&lt;br /&gt;
The human caravan was a decent success. We bought everything we could use including all of their ore, logs, and barrels. It its obvious that we are going to have to offer more for their goods to get the armor and metal that we are now needing.&lt;br /&gt;
&lt;br /&gt;
No immigrants at all this season. Odd, we had expected some with all of the improvements we made to the fortress to please the Mayor. In a strange coincidence, as soon as we had met all of the Mayor's demands, she was replaced by an election. Our resident Armorsmith is now heading our fortress.&lt;br /&gt;
&lt;br /&gt;
No attacks since we moved the Trade Depot inside, but our hunter is laid up and her dog is dead. We didn't even see what did it. Probably the batmen from near the chasm up north. We also have a member of our military who has been bed ridden for months after a terrible leg injury while sparring.&lt;br /&gt;
&lt;br /&gt;
Digging hasn't progressed well at all, we are trying to train a new miner, he is very slow.&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44491</id>
		<title>User talk:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44491"/>
		<updated>2008-08-27T18:16:54Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Blade Weed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Love your fort journal. Mind if I steal the idea for my user page as well? -- [[User:Ehertlein|Ehertlein]] 17:25, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just read your last journal entry, I too have a dwarf laid up in the barracks with an injury from sparring. I have to agree, if I could change one thing about DF it would be the killing of dwarves while sparring. I only have 5 military dwarves, and my fort has only been around for 3 years and already I have a permanently lame dwarf. Those aren't good stats. Does anyone know if there is a way for me to change that in my game? --[[User:Ehertlein|Ehertlein]] 01:34, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Dwarf_Companion]] has a heal function which should at least get your permanently lame dwarf back into action.  I did get a decreased frequency of injury when I went to the strategy of training up all my military dwarves as heavily armored Wrestlers before giving them weapons, but that only kept it from getting awful -- it's still annoying.  If you search the forums [http://www.bay12games.com/forum/index.php] for 'sparring' you'll get a bunch of discussion about this. --[[User:Sev|Sev]] 01:56, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Blade Weed===&lt;br /&gt;
&lt;br /&gt;
With regard to your lament about [[Blade weed]], the page itself gives the answer: Blade Weed isn't a brewable, it's used to make dye. --[[User:Nekojin|Nekojin]] 02:20, 27 August 2008 (EDT)&lt;br /&gt;
:Also, to answer your other question: They grab the closest straight-line valid item. If there's a valid item 2 squares away on the other side of a wall that they have to walk 30 steps to reach, and one three steps away without anything in the way, they'll go grab the one on the other side of the wall. --[[User:Nekojin|Nekojin]] 02:24, 27 August 2008 (EDT)&lt;br /&gt;
: I know it's not a brewable -- that's my point!  It's piled up next to the MILL becuase I want to MILL it.  The dwarves are wandering off to get the FAR AWAY (two floors and twenty squares as the crow flies) longland grass and cave wheat instead of using the VERY VERY CLOSE (three squares away) blade weed.  This is exactly why I'm lamenting! --[[User:Sev|Sev]] 02:36, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm. Yes, I misread what you said before. Then I don't know the answer. Maybe the Mill gives a higher priority to food processing than dye processing? Try locking a dwarf in a room with just the mill and the Blade Weed stockpile, and see what happens. --[[User:Nekojin|Nekojin]] 14:16, 27 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44489</id>
		<title>User talk:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44489"/>
		<updated>2008-08-27T06:24:32Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: More talk about Stockpiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Love your fort journal. Mind if I steal the idea for my user page as well? -- [[User:Ehertlein|Ehertlein]] 17:25, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just read your last journal entry, I too have a dwarf laid up in the barracks with an injury from sparring. I have to agree, if I could change one thing about DF it would be the killing of dwarves while sparring. I only have 5 military dwarves, and my fort has only been around for 3 years and already I have a permanently lame dwarf. Those aren't good stats. Does anyone know if there is a way for me to change that in my game? --[[User:Ehertlein|Ehertlein]] 01:34, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Dwarf_Companion]] has a heal function which should at least get your permanently lame dwarf back into action.  I did get a decreased frequency of injury when I went to the strategy of training up all my military dwarves as heavily armored Wrestlers before giving them weapons, but that only kept it from getting awful -- it's still annoying.  If you search the forums [http://www.bay12games.com/forum/index.php] for 'sparring' you'll get a bunch of discussion about this. --[[User:Sev|Sev]] 01:56, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Blade Weed===&lt;br /&gt;
&lt;br /&gt;
With regard to your lament about [[Blade weed]], the page itself gives the answer: Blade Weed isn't a brewable, it's used to make dye. --[[User:Nekojin|Nekojin]] 02:20, 27 August 2008 (EDT)&lt;br /&gt;
:Also, to answer your other question: They grab the closest straight-line valid item. If there's a valid item 2 squares away on the other side of a wall that they have to walk 30 steps to reach, and one three steps away without anything in the way, they'll go grab the one on the other side of the wall. --[[User:Nekojin|Nekojin]] 02:24, 27 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44488</id>
		<title>User talk:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44488"/>
		<updated>2008-08-27T06:20:05Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: Y'all been chawin' Blade Weed again, girl?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Love your fort journal. Mind if I steal the idea for my user page as well? -- [[User:Ehertlein|Ehertlein]] 17:25, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just read your last journal entry, I too have a dwarf laid up in the barracks with an injury from sparring. I have to agree, if I could change one thing about DF it would be the killing of dwarves while sparring. I only have 5 military dwarves, and my fort has only been around for 3 years and already I have a permanently lame dwarf. Those aren't good stats. Does anyone know if there is a way for me to change that in my game? --[[User:Ehertlein|Ehertlein]] 01:34, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Dwarf_Companion]] has a heal function which should at least get your permanently lame dwarf back into action.  I did get a decreased frequency of injury when I went to the strategy of training up all my military dwarves as heavily armored Wrestlers before giving them weapons, but that only kept it from getting awful -- it's still annoying.  If you search the forums [http://www.bay12games.com/forum/index.php] for 'sparring' you'll get a bunch of discussion about this. --[[User:Sev|Sev]] 01:56, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Blade Weed===&lt;br /&gt;
&lt;br /&gt;
With regard to your lament about [[Blade weed]], the page itself gives the answer: Blade Weed isn't a brewable, it's used to make dye. --[[User:Nekojin|Nekojin]] 02:20, 27 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Office&amp;diff=44588</id>
		<title>40d Talk:Office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Office&amp;diff=44588"/>
		<updated>2008-08-27T05:57:08Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My nobles are still getting &amp;quot;dined without a proper dining room recently&amp;quot; thoughts when they eat in their offices, even when there's a table next to the chair in their office. This article currently says &amp;quot;You may wish to assign that dwarf his own dining room as well to avoid this thought. Alternatively just put a table next to the chair in said office.&amp;quot;  It appears that giving the dwarf his own dining room is insufficient; they're still sometimes eating in their offices.  It also appears that simply putting a table next to the chair is insufficient; does marking that table as a second dining room help?  --[[User:Sev|Sev]] 01:26, 27 August 2008 (EDT)&lt;br /&gt;
:Short answer: Yes. Long answer: An office doesn't strictly need a table... it just needs a chair as an &amp;quot;anchor&amp;quot; for the room-space. Now, nearly everyone thinks of an office as a chair behind a table or desk, but for Dwarves, the desk is optional. If you want, you can use that table as an &amp;quot;anchor&amp;quot; for a Dining Room that shares the same space as the office. If you do that, though, each of the two room-spaces (the Office and the Dining Room) will get only half-value for the quality of the items in that area. For best results, you'll want a separate, personal dining room for the Noble - assign it in the same way you assign bedrooms. --[[User:Nekojin|Nekojin]] 01:54, 27 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Office&amp;diff=44587</id>
		<title>40d Talk:Office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Office&amp;diff=44587"/>
		<updated>2008-08-27T05:54:06Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: Nobles want their personal dining spaces!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My nobles are still getting &amp;quot;dined without a proper dining room recently&amp;quot; thoughts when they eat in their offices, even when there's a table next to the chair in their office. This article currently says &amp;quot;You may wish to assign that dwarf his own dining room as well to avoid this thought. Alternatively just put a table next to the chair in said office.&amp;quot;  It appears that giving the dwarf his own dining room is insufficient; they're still sometimes eating in their offices.  It also appears that simply putting a table next to the chair is insufficient; does marking that table as a second dining room help?  --[[User:Sev|Sev]] 01:26, 27 August 2008 (EDT)&lt;br /&gt;
:Short answer: Yes. Long answer: An office doesn't strictly need a table... it just needs a chair as an &amp;quot;anchor&amp;quot; for the room-space. Now, nearly everyone thinks of an office as a chair behind a table or desk, but for Dwarves, the desk is optional. If you want, you can use that table as an &amp;quot;anchor&amp;quot; for a Dining Room that shares the same space as the office. Each of the two room-spaces (the Office and the Dining Room) will get only half-value for the quality of the items in that area. For best results, you'll want a separate, personal dining room for the Noble - assign it in the same way you assign bedrooms. --[[User:Nekojin|Nekojin]] 01:54, 27 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tax_collector&amp;diff=27317</id>
		<title>40d:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tax_collector&amp;diff=27317"/>
		<updated>2008-08-27T03:50:57Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: Undo rev. 31480 by Eerr (Talk) - His revision made the paragraph make no sense, and I'm pretty sure I've had a Baron arrive without a tax collector.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Tax Collector&lt;br /&gt;
| quarters=Modest Quarters&lt;br /&gt;
| dining=Modest Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=None&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Unknown{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Enable economy{{Verify}}&lt;br /&gt;
}}&lt;br /&gt;
Upon receiving this [[noble]]{{verify}} from immigration, the [[Dwarven Economy]] begins and you can now construct [[Shop]]s.&lt;br /&gt;
&lt;br /&gt;
The '''Tax Collector''' will sometimes collect taxes from the [[dwarves]] - this taxes are supposed to go to the nobles, as the Tax Collector get a happy [[thought]] for pleasing a noble when doing so. He will  usually be escorted by a [[Royal Guard]] when doing his job.&lt;br /&gt;
&lt;br /&gt;
The trigger for the arrival of the Tax Collector is unknown{{verify}}, but it's not the minting of [[coins]]; possibly created or exported wealth. He often arrives at the same time as the [[baron]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Zombiejustice&amp;diff=42352</id>
		<title>User talk:Zombiejustice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Zombiejustice&amp;diff=42352"/>
		<updated>2008-08-27T00:13:31Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* A Question from ZombieJustice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Criticism==&lt;br /&gt;
Don't be shy about editing; especially if you see something silly :) [[User:VengefulDonut|VengefulDonut]] 19:45, 13 August 2008 (EDT)&lt;br /&gt;
:I'm usually only shy about it when I suspect I may myself write something silly; I will, however, take your words as encouragement. --[[User:Zombiejustice|Zombiejustice]] 10:40, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==A Question from ZombieJustice==&lt;br /&gt;
I am just curious: do you all prefer a vertically-oriented fortress, or a horizontally-oriented one? Why? --[[User:Zombiejustice|Zombiejustice]] 21:22, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I generally prefer a horizontally oriented fortress, because dwarves have an annoying habit of tripping and falling. With the exception of a few off-lying military towers, most of my fortress is contained inside of three stories. --[[User:Cypress|Cypress]] 19:57, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Personally, while I understand the logic of a vertical fortress, and even had one spectacularly successful one that had booze barrels on every floor around the staircase, I still end up making my layouts predominantly horizontal. I'm pretty sure that at least part of that is because of the psychological factor when dealing with noise - it's easier to space a fortress out laterally so that the Dwarves' bedrooms are far away from the workshops, than it is to do the same vertically. However, duplicating a higher floor with the same layout on a lower floor gives all the expandability you'd ever need. --[[User:Nekojin|Nekojin]] 20:13, 26 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom&amp;diff=36806</id>
		<title>40d Talk:Bedroom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom&amp;diff=36806"/>
		<updated>2008-08-25T06:55:47Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Free bed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Free bed==&lt;br /&gt;
what does the option &amp;quot;free bed&amp;quot; do? --[[User:Koltom|Koltom]] 05:20, 8 February 2008 (EST)&lt;br /&gt;
:Why not just use it and see? Just as with other buildings - it will remove bedroom.--[[User:Dorten|Dorten]] 05:31, 8 February 2008 (EST)&lt;br /&gt;
::my impression is it leaves the bed to be taken as bedroom by its first user, which is not clear from the article. --[[User:Koltom|Koltom]] 19:12, 8 February 2008 (EST)&lt;br /&gt;
:Gee Dorten - you hang out at a wiki, which is meant to document the features and commands of a game. Being told ''just suck it and see'' is probably not why many ppl come here!&lt;br /&gt;
:To answer Koltom - '''Free bed''' - the bed becomes unallocated, available for reallocation by the player or for being taken over by the next dwarf to use it.[[User:GarrieIrons|GarrieIrons]] 09:15, 9 February 2008 (EST)&lt;br /&gt;
::OK, I'm sorry... btw, 'freed' bed will not become bedroom by itself. It'll be counted as hospital bed, dwarves sleeping on it will have unhappy thought (slept without proper room)--[[User:Dorten|Dorten]] 23:11, 10 February 2008 (EST)&lt;br /&gt;
:::Wow Dorten, still wrong. Healing of wounds is one use, yes, but the bed's just as available for any other dwarf without an assigned bed. (as GarrieIrons already pointed out) --[[User:N9103|Edward]] 09:48, 12 February 2008 (EST)&lt;br /&gt;
::::He's not exactly wrong, he's just not stating what he means clearly. Using &amp;quot;Free Bed&amp;quot; on a bed (specifically, a bed that's being used as the &amp;quot;anchor&amp;quot; for designating a Bedroom) removes the Bedroom designation from the area that had previously been marked out. A bed that isn't in a designated Bedroom (either from that bed or another) is usable for sleeping, but will generate unhappy thoughts, as he mentioned. He is also saying that it will be given priority for use as a hospital bed - wounded Dwarves will be taken to these beds if available, rather than being put in a bedroom (I don't know if that part is true or not). --[[User:Nekojin|Nekojin]] 02:55, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Bedrooms and Furniture==&lt;br /&gt;
&lt;br /&gt;
Do Dwarves have any issues with walking over furniture to get to other furniture? for example, if I have a 4x1 room, with a Cabinet behind a Bed, is that functionally the same as a 2x2 room with a Cabinet and a Bed? Or does the Bed cause any issues with a Dwarf trying to use the Cabinet? --[[User:Nekojin|Nekojin]] 02:49, 25 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom&amp;diff=36805</id>
		<title>40d Talk:Bedroom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom&amp;diff=36805"/>
		<updated>2008-08-25T06:49:17Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Bedrooms and Furniture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Free bed==&lt;br /&gt;
what does the option &amp;quot;free bed&amp;quot; do? --[[User:Koltom|Koltom]] 05:20, 8 February 2008 (EST)&lt;br /&gt;
:Why not just use it and see? Just as with other buildings - it will remove bedroom.--[[User:Dorten|Dorten]] 05:31, 8 February 2008 (EST)&lt;br /&gt;
::my impression is it leaves the bed to be taken as bedroom by its first user, which is not clear from the article. --[[User:Koltom|Koltom]] 19:12, 8 February 2008 (EST)&lt;br /&gt;
:Gee Dorten - you hang out at a wiki, which is meant to document the features and commands of a game. Being told ''just suck it and see'' is probably not why many ppl come here!&lt;br /&gt;
:To answer Koltom - '''Free bed''' - the bed becomes unallocated, available for reallocation by the player or for being taken over by the next dwarf to use it.[[User:GarrieIrons|GarrieIrons]] 09:15, 9 February 2008 (EST)&lt;br /&gt;
::OK, I'm sorry... btw, 'freed' bed will not become bedroom by itself. It'll be counted as hospital bed, dwarves sleeping on it will have unhappy thought (slept without proper room)--[[User:Dorten|Dorten]] 23:11, 10 February 2008 (EST)&lt;br /&gt;
:::Wow Dorten, still wrong. Healing of wounds is one use, yes, but the bed's just as available for any other dwarf without an assigned bed. (as GarrieIrons already pointed out) --[[User:N9103|Edward]] 09:48, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bedrooms and Furniture==&lt;br /&gt;
&lt;br /&gt;
Do Dwarves have any issues with walking over furniture to get to other furniture? for example, if I have a 4x1 room, with a Cabinet behind a Bed, is that functionally the same as a 2x2 room with a Cabinet and a Bed? Or does the Bed cause any issues with a Dwarf trying to use the Cabinet? --[[User:Nekojin|Nekojin]] 02:49, 25 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5179</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5179"/>
		<updated>2008-08-24T02:28:09Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Not all demands need to be met */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
&lt;br /&gt;
== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== stark raving suicide ==&lt;br /&gt;
&lt;br /&gt;
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Silk Cloth ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
&lt;br /&gt;
Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
&lt;br /&gt;
:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cooks ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soapers etc. ==&lt;br /&gt;
&lt;br /&gt;
It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not all demands need to be met ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
&lt;br /&gt;
I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26334</id>
		<title>40d Talk:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26334"/>
		<updated>2008-08-23T16:59:57Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Channeling vs. Mining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Empty channels as moats==&lt;br /&gt;
Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? [[User:Julius|Julius]] 19:53, 13 November 2007 (EST)&lt;br /&gt;
:Probably not... I'm assuming they'd just fall down a z-level, just like your dwarves do.--[[User:Tarsier|Tarsier]] 20:07, 13 November 2007 (EST)&lt;br /&gt;
:A channel with a constructed wall on the inner side is an ultimate defence against every non-flying creature. Without the wall enemy archers/crossbowmen can deal some damage.--[[User:Another|Another]] 07:10, 22 November 2007 (EST)&lt;br /&gt;
:: to my best knowledge no land-bound creature 1) can willingly enter or cross empty channels except via stairs 2) can get out of an empty channel except via a stair (haven't tested flooding-swimming-climbing out). So yes, an empty channel is a fine keep-out defense. --[[User:Koltom|Koltom]] 12:48, 21 February 2008 (EST)&lt;br /&gt;
:::A goblin archer just managed to get into my empty channel..he might have fallen in while fleeing in a &amp;quot;panic mode&amp;quot;. There also is a slim chance my bridge catapulted him in. Anyway, he is down there now quite a while and cant seem to get out. Lets see if he starves and dies. --[[User:Koltom|Koltom]] 13:01, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Falling==&lt;br /&gt;
Can digging a channel, that has a solid floor below it, under a dwarf, that would result in the dwarf falling in, cause death or make the dwarf unable to operate?&lt;br /&gt;
:Don't see why not, the dwarf is falling so could get hurt (although death would be unlikely) and it's also possible any stone generated from the fall could land after, but I have no idea how that is worked out so that might not be true. --[[User:Shades|Shades]] 07:27, 22 November 2007 (EST)&lt;br /&gt;
::Happened to me more than once. --[[User:Jackard|Jackard]] 07:55, 22 November 2007 (EST)&lt;br /&gt;
:::What has happened more than once? Falling? Ya, I just asked because it is good to know and I have a big project involving digging through many levels of rock and channels are the most efficient way to do it. --[[User:Nerd10101|Nerd10101]] 01:04, 23 November 2007 (EST)&lt;br /&gt;
::::If you dig from the top to the bottom and plan everything out, you should not have a problem. --[[User:Eagle of Fire|Eagle of Fire]] 01:10, 23 November 2007 (EST)&lt;br /&gt;
:A one-layer fall has never caused serious damage on my fort. -- [[User:Zaratustra|Zaratustra]] 01:30, 23 November 2007 (EST)&lt;br /&gt;
::A dwarf that drops one z-level is not damaged, just temporarialy stunned. --[[User:GreyMario|GreyMario]] 02:35, 23 November 2007 (EST)&lt;br /&gt;
:::I got dwarves suffer very serious injuries from falling one Z in a chasm to the second level while fighting, though. --[[User:Eagle of Fire|Eagle of Fire]] 22:32, 23 November 2007 (EST)&lt;br /&gt;
::::Is it possible for a dwarf to get out of a channel if they fall in? - [[User:Znex|Znex]] 04:47, 1 January 2008 (EST)&lt;br /&gt;
:::::Other than creating stairs/ramps, I don't believe so. If they could, then channels/moats wouldn't be very effective in defense. --[[User:N9103|Edward]] 04:54, 1 January 2008 (EST)&lt;br /&gt;
::::::So...it could never get out? - [[User:Znex|Znex]] 05:23, 1 January 2008 (EST)&lt;br /&gt;
:::::::Channels now create a hole to the next Z level down. This mean that the dwarf would need some way to get up, like a stair or ramp. I am not sure if they could just swim to the surface and get up this way if the channel is full of water though. --[[User:Eagle of Fire|Eagle of Fire]] 05:39, 1 January 2008 (EST)&lt;br /&gt;
::::::::Stairs work fine, though.  Have another dwarf dig one beside the channel from above and hope the other dwarf doesn't drown before he/she can get to it.--[[User:Maximus|Maximus]] 13:34, 1 January 2008 (EST)&lt;br /&gt;
:::::::::Oh, but I haven't made a floodgate or anything yet. It's just the drain pipe. Besides, I already made stairs, but how do you get the dwarf to go up them? - [[User:Znex|Znex]] 17:05, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Wait, never mind. I set a mining thing alongside the channel and the dwarf(since he was a miner) got out and started making it. Which would probably mean that the dwarf wasn't really down the channel at all, but rather on a piece of channel that hadn't been made yet. - [[User:Znex|Znex]] 17:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves dig out a floor on which another dwarf or pet is standing? I've never personally seen it happen. --[[User:Tachyon|Tachyon]] 14:28, 3 August 2008 (EDT)&lt;br /&gt;
:It was fixed a couple of versions back. --[[User:Juckto|Juckto]] 21:01, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Andesite==&lt;br /&gt;
&lt;br /&gt;
This rock seems to block all of my buildings, doors and workshops especially. Have I just never noticed rock blocking things before now?&lt;br /&gt;
:An object wont block construction unless it is tasked for something already. Tasked means there is a job in the job queue that wants to do something with that particular object, so dwarves are not allowed to interact with it unless they are doing it for that particular job. Large stone stockpiles will leave a lot of rocks tasked (because stone hauling is slow), preventing dwarves from moving them out of the way to place doors and buildings. In the [[stone management]] article there are methods of dealing with the large amounts of stone your miners produce. [[User:VengefulDonut|VengefulDonut]] 11:20, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== true to the task or just stone dumb? ==&lt;br /&gt;
One of my little fellas in all honesty tried to wade through a filled channel, to stockpile a leftover shale. Okay, there was a stair going down  to the channel level, and there was one going up on the other end near the pile and it ''was'' by far the shortest way. The best thing is, after a few tiles he decided to get scared and announced &amp;quot;cancel. dangerous terrain&amp;quot;. Not that that made him get out of the channel! I then drafted him to get him out..now i wonder, would the goblins take the same route into my fortress? ;) --[[User:Koltom|Koltom]] 20:29, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== == Poor Swimmers == ==&lt;br /&gt;
&lt;br /&gt;
Is there a benefit to filling moats with water? Unfilled moats apparently provide an unbeatable defense. However, if enemies charged into filled moats or something, that could definately provide a quick way to end sieges. --[[User:Shadow archmagi|Shadow archmagi]] 11:41, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Filling in Channels  ==&lt;br /&gt;
&lt;br /&gt;
It's not possible right now right?--[[User:Seaneat|Seaneat]] 05:52, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The closest you can come are:&lt;br /&gt;
:# Dwarven Cement Mixer: Fill channel with lava. Cover filled channel with water.&lt;br /&gt;
:# building a wall on the spot where you dug the channel out (fills in the gap and makes the level above walkable)&lt;br /&gt;
:# building a floor over the spot where you dug the channel out (leaves a tunnel but makes the level above walkable)&lt;br /&gt;
:In fact a channel 3 squares long (heck even 1 square long) can be used as a place to dump an infinite amount of anything solid - say, rock - just don't dump liquid in there because it can only go to 7 units deep of either magma or water (dunno what happens when you dump 100 blocks of water (AKA &amp;quot;ice&amp;quot;) in a channel and it melts...?)[[User:GarrieIrons|GarrieIrons]] 10:29, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave-in (requiring of course, that the channel was inside and below material) should create new undug tiles where they fall, if the cave-in consists of undug tiles. --[[User:N9103|Edward]] 13:35, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling vs. Mining ==&lt;br /&gt;
&lt;br /&gt;
I've noticed an odd behavior with regard to channeling water. It seems (and I'm doing some additional testing to confirm this) that Channeled streams don't allow for Fishing (the Zones menu shows zero fishable squares), but Mined streams do. I have no idea why this would be the case, but it's an observable phenomenon that I've had happen in Fortresses dating back almost a year ago. --[[User:Nekojin|Nekojin]] 14:34, 22 August 2008 (EDT)&lt;br /&gt;
:After doing some testing, it seems this may be just a temporary thing. The channeled area that was unfishable became fishable after the river froze and thawed. So perhaps it only lasts for one season or so. --[[User:Nekojin|Nekojin]] 12:59, 23 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26333</id>
		<title>40d Talk:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26333"/>
		<updated>2008-08-22T18:35:14Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Channeling vs. Mining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Empty channels as moats==&lt;br /&gt;
Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? [[User:Julius|Julius]] 19:53, 13 November 2007 (EST)&lt;br /&gt;
:Probably not... I'm assuming they'd just fall down a z-level, just like your dwarves do.--[[User:Tarsier|Tarsier]] 20:07, 13 November 2007 (EST)&lt;br /&gt;
:A channel with a constructed wall on the inner side is an ultimate defence against every non-flying creature. Without the wall enemy archers/crossbowmen can deal some damage.--[[User:Another|Another]] 07:10, 22 November 2007 (EST)&lt;br /&gt;
:: to my best knowledge no land-bound creature 1) can willingly enter or cross empty channels except via stairs 2) can get out of an empty channel except via a stair (haven't tested flooding-swimming-climbing out). So yes, an empty channel is a fine keep-out defense. --[[User:Koltom|Koltom]] 12:48, 21 February 2008 (EST)&lt;br /&gt;
:::A goblin archer just managed to get into my empty channel..he might have fallen in while fleeing in a &amp;quot;panic mode&amp;quot;. There also is a slim chance my bridge catapulted him in. Anyway, he is down there now quite a while and cant seem to get out. Lets see if he starves and dies. --[[User:Koltom|Koltom]] 13:01, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Falling==&lt;br /&gt;
Can digging a channel, that has a solid floor below it, under a dwarf, that would result in the dwarf falling in, cause death or make the dwarf unable to operate?&lt;br /&gt;
:Don't see why not, the dwarf is falling so could get hurt (although death would be unlikely) and it's also possible any stone generated from the fall could land after, but I have no idea how that is worked out so that might not be true. --[[User:Shades|Shades]] 07:27, 22 November 2007 (EST)&lt;br /&gt;
::Happened to me more than once. --[[User:Jackard|Jackard]] 07:55, 22 November 2007 (EST)&lt;br /&gt;
:::What has happened more than once? Falling? Ya, I just asked because it is good to know and I have a big project involving digging through many levels of rock and channels are the most efficient way to do it. --[[User:Nerd10101|Nerd10101]] 01:04, 23 November 2007 (EST)&lt;br /&gt;
::::If you dig from the top to the bottom and plan everything out, you should not have a problem. --[[User:Eagle of Fire|Eagle of Fire]] 01:10, 23 November 2007 (EST)&lt;br /&gt;
:A one-layer fall has never caused serious damage on my fort. -- [[User:Zaratustra|Zaratustra]] 01:30, 23 November 2007 (EST)&lt;br /&gt;
::A dwarf that drops one z-level is not damaged, just temporarialy stunned. --[[User:GreyMario|GreyMario]] 02:35, 23 November 2007 (EST)&lt;br /&gt;
:::I got dwarves suffer very serious injuries from falling one Z in a chasm to the second level while fighting, though. --[[User:Eagle of Fire|Eagle of Fire]] 22:32, 23 November 2007 (EST)&lt;br /&gt;
::::Is it possible for a dwarf to get out of a channel if they fall in? - [[User:Znex|Znex]] 04:47, 1 January 2008 (EST)&lt;br /&gt;
:::::Other than creating stairs/ramps, I don't believe so. If they could, then channels/moats wouldn't be very effective in defense. --[[User:N9103|Edward]] 04:54, 1 January 2008 (EST)&lt;br /&gt;
::::::So...it could never get out? - [[User:Znex|Znex]] 05:23, 1 January 2008 (EST)&lt;br /&gt;
:::::::Channels now create a hole to the next Z level down. This mean that the dwarf would need some way to get up, like a stair or ramp. I am not sure if they could just swim to the surface and get up this way if the channel is full of water though. --[[User:Eagle of Fire|Eagle of Fire]] 05:39, 1 January 2008 (EST)&lt;br /&gt;
::::::::Stairs work fine, though.  Have another dwarf dig one beside the channel from above and hope the other dwarf doesn't drown before he/she can get to it.--[[User:Maximus|Maximus]] 13:34, 1 January 2008 (EST)&lt;br /&gt;
:::::::::Oh, but I haven't made a floodgate or anything yet. It's just the drain pipe. Besides, I already made stairs, but how do you get the dwarf to go up them? - [[User:Znex|Znex]] 17:05, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Wait, never mind. I set a mining thing alongside the channel and the dwarf(since he was a miner) got out and started making it. Which would probably mean that the dwarf wasn't really down the channel at all, but rather on a piece of channel that hadn't been made yet. - [[User:Znex|Znex]] 17:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves dig out a floor on which another dwarf or pet is standing? I've never personally seen it happen. --[[User:Tachyon|Tachyon]] 14:28, 3 August 2008 (EDT)&lt;br /&gt;
:It was fixed a couple of versions back. --[[User:Juckto|Juckto]] 21:01, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Andesite==&lt;br /&gt;
&lt;br /&gt;
This rock seems to block all of my buildings, doors and workshops especially. Have I just never noticed rock blocking things before now?&lt;br /&gt;
:An object wont block construction unless it is tasked for something already. Tasked means there is a job in the job queue that wants to do something with that particular object, so dwarves are not allowed to interact with it unless they are doing it for that particular job. Large stone stockpiles will leave a lot of rocks tasked (because stone hauling is slow), preventing dwarves from moving them out of the way to place doors and buildings. In the [[stone management]] article there are methods of dealing with the large amounts of stone your miners produce. [[User:VengefulDonut|VengefulDonut]] 11:20, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== true to the task or just stone dumb? ==&lt;br /&gt;
One of my little fellas in all honesty tried to wade through a filled channel, to stockpile a leftover shale. Okay, there was a stair going down  to the channel level, and there was one going up on the other end near the pile and it ''was'' by far the shortest way. The best thing is, after a few tiles he decided to get scared and announced &amp;quot;cancel. dangerous terrain&amp;quot;. Not that that made him get out of the channel! I then drafted him to get him out..now i wonder, would the goblins take the same route into my fortress? ;) --[[User:Koltom|Koltom]] 20:29, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== == Poor Swimmers == ==&lt;br /&gt;
&lt;br /&gt;
Is there a benefit to filling moats with water? Unfilled moats apparently provide an unbeatable defense. However, if enemies charged into filled moats or something, that could definately provide a quick way to end sieges. --[[User:Shadow archmagi|Shadow archmagi]] 11:41, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Filling in Channels  ==&lt;br /&gt;
&lt;br /&gt;
It's not possible right now right?--[[User:Seaneat|Seaneat]] 05:52, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The closest you can come are:&lt;br /&gt;
:# Dwarven Cement Mixer: Fill channel with lava. Cover filled channel with water.&lt;br /&gt;
:# building a wall on the spot where you dug the channel out (fills in the gap and makes the level above walkable)&lt;br /&gt;
:# building a floor over the spot where you dug the channel out (leaves a tunnel but makes the level above walkable)&lt;br /&gt;
:In fact a channel 3 squares long (heck even 1 square long) can be used as a place to dump an infinite amount of anything solid - say, rock - just don't dump liquid in there because it can only go to 7 units deep of either magma or water (dunno what happens when you dump 100 blocks of water (AKA &amp;quot;ice&amp;quot;) in a channel and it melts...?)[[User:GarrieIrons|GarrieIrons]] 10:29, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave-in (requiring of course, that the channel was inside and below material) should create new undug tiles where they fall, if the cave-in consists of undug tiles. --[[User:N9103|Edward]] 13:35, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling vs. Mining ==&lt;br /&gt;
&lt;br /&gt;
I've noticed an odd behavior with regard to channeling water. It seems (and I'm doing some additional testing to confirm this) that Channeled streams don't allow for Fishing, but Mined streams do. I have no idea why this would be the case, but it's an observable phenomenon that I've had happen in Fortresses dating back almost a year ago. --[[User:Nekojin|Nekojin]] 14:34, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26332</id>
		<title>40d Talk:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26332"/>
		<updated>2008-08-22T18:34:59Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Channeling vs. Mining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Empty channels as moats==&lt;br /&gt;
Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? [[User:Julius|Julius]] 19:53, 13 November 2007 (EST)&lt;br /&gt;
:Probably not... I'm assuming they'd just fall down a z-level, just like your dwarves do.--[[User:Tarsier|Tarsier]] 20:07, 13 November 2007 (EST)&lt;br /&gt;
:A channel with a constructed wall on the inner side is an ultimate defence against every non-flying creature. Without the wall enemy archers/crossbowmen can deal some damage.--[[User:Another|Another]] 07:10, 22 November 2007 (EST)&lt;br /&gt;
:: to my best knowledge no land-bound creature 1) can willingly enter or cross empty channels except via stairs 2) can get out of an empty channel except via a stair (haven't tested flooding-swimming-climbing out). So yes, an empty channel is a fine keep-out defense. --[[User:Koltom|Koltom]] 12:48, 21 February 2008 (EST)&lt;br /&gt;
:::A goblin archer just managed to get into my empty channel..he might have fallen in while fleeing in a &amp;quot;panic mode&amp;quot;. There also is a slim chance my bridge catapulted him in. Anyway, he is down there now quite a while and cant seem to get out. Lets see if he starves and dies. --[[User:Koltom|Koltom]] 13:01, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Falling==&lt;br /&gt;
Can digging a channel, that has a solid floor below it, under a dwarf, that would result in the dwarf falling in, cause death or make the dwarf unable to operate?&lt;br /&gt;
:Don't see why not, the dwarf is falling so could get hurt (although death would be unlikely) and it's also possible any stone generated from the fall could land after, but I have no idea how that is worked out so that might not be true. --[[User:Shades|Shades]] 07:27, 22 November 2007 (EST)&lt;br /&gt;
::Happened to me more than once. --[[User:Jackard|Jackard]] 07:55, 22 November 2007 (EST)&lt;br /&gt;
:::What has happened more than once? Falling? Ya, I just asked because it is good to know and I have a big project involving digging through many levels of rock and channels are the most efficient way to do it. --[[User:Nerd10101|Nerd10101]] 01:04, 23 November 2007 (EST)&lt;br /&gt;
::::If you dig from the top to the bottom and plan everything out, you should not have a problem. --[[User:Eagle of Fire|Eagle of Fire]] 01:10, 23 November 2007 (EST)&lt;br /&gt;
:A one-layer fall has never caused serious damage on my fort. -- [[User:Zaratustra|Zaratustra]] 01:30, 23 November 2007 (EST)&lt;br /&gt;
::A dwarf that drops one z-level is not damaged, just temporarialy stunned. --[[User:GreyMario|GreyMario]] 02:35, 23 November 2007 (EST)&lt;br /&gt;
:::I got dwarves suffer very serious injuries from falling one Z in a chasm to the second level while fighting, though. --[[User:Eagle of Fire|Eagle of Fire]] 22:32, 23 November 2007 (EST)&lt;br /&gt;
::::Is it possible for a dwarf to get out of a channel if they fall in? - [[User:Znex|Znex]] 04:47, 1 January 2008 (EST)&lt;br /&gt;
:::::Other than creating stairs/ramps, I don't believe so. If they could, then channels/moats wouldn't be very effective in defense. --[[User:N9103|Edward]] 04:54, 1 January 2008 (EST)&lt;br /&gt;
::::::So...it could never get out? - [[User:Znex|Znex]] 05:23, 1 January 2008 (EST)&lt;br /&gt;
:::::::Channels now create a hole to the next Z level down. This mean that the dwarf would need some way to get up, like a stair or ramp. I am not sure if they could just swim to the surface and get up this way if the channel is full of water though. --[[User:Eagle of Fire|Eagle of Fire]] 05:39, 1 January 2008 (EST)&lt;br /&gt;
::::::::Stairs work fine, though.  Have another dwarf dig one beside the channel from above and hope the other dwarf doesn't drown before he/she can get to it.--[[User:Maximus|Maximus]] 13:34, 1 January 2008 (EST)&lt;br /&gt;
:::::::::Oh, but I haven't made a floodgate or anything yet. It's just the drain pipe. Besides, I already made stairs, but how do you get the dwarf to go up them? - [[User:Znex|Znex]] 17:05, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Wait, never mind. I set a mining thing alongside the channel and the dwarf(since he was a miner) got out and started making it. Which would probably mean that the dwarf wasn't really down the channel at all, but rather on a piece of channel that hadn't been made yet. - [[User:Znex|Znex]] 17:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves dig out a floor on which another dwarf or pet is standing? I've never personally seen it happen. --[[User:Tachyon|Tachyon]] 14:28, 3 August 2008 (EDT)&lt;br /&gt;
:It was fixed a couple of versions back. --[[User:Juckto|Juckto]] 21:01, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Andesite==&lt;br /&gt;
&lt;br /&gt;
This rock seems to block all of my buildings, doors and workshops especially. Have I just never noticed rock blocking things before now?&lt;br /&gt;
:An object wont block construction unless it is tasked for something already. Tasked means there is a job in the job queue that wants to do something with that particular object, so dwarves are not allowed to interact with it unless they are doing it for that particular job. Large stone stockpiles will leave a lot of rocks tasked (because stone hauling is slow), preventing dwarves from moving them out of the way to place doors and buildings. In the [[stone management]] article there are methods of dealing with the large amounts of stone your miners produce. [[User:VengefulDonut|VengefulDonut]] 11:20, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== true to the task or just stone dumb? ==&lt;br /&gt;
One of my little fellas in all honesty tried to wade through a filled channel, to stockpile a leftover shale. Okay, there was a stair going down  to the channel level, and there was one going up on the other end near the pile and it ''was'' by far the shortest way. The best thing is, after a few tiles he decided to get scared and announced &amp;quot;cancel. dangerous terrain&amp;quot;. Not that that made him get out of the channel! I then drafted him to get him out..now i wonder, would the goblins take the same route into my fortress? ;) --[[User:Koltom|Koltom]] 20:29, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== == Poor Swimmers == ==&lt;br /&gt;
&lt;br /&gt;
Is there a benefit to filling moats with water? Unfilled moats apparently provide an unbeatable defense. However, if enemies charged into filled moats or something, that could definately provide a quick way to end sieges. --[[User:Shadow archmagi|Shadow archmagi]] 11:41, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Filling in Channels  ==&lt;br /&gt;
&lt;br /&gt;
It's not possible right now right?--[[User:Seaneat|Seaneat]] 05:52, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The closest you can come are:&lt;br /&gt;
:# Dwarven Cement Mixer: Fill channel with lava. Cover filled channel with water.&lt;br /&gt;
:# building a wall on the spot where you dug the channel out (fills in the gap and makes the level above walkable)&lt;br /&gt;
:# building a floor over the spot where you dug the channel out (leaves a tunnel but makes the level above walkable)&lt;br /&gt;
:In fact a channel 3 squares long (heck even 1 square long) can be used as a place to dump an infinite amount of anything solid - say, rock - just don't dump liquid in there because it can only go to 7 units deep of either magma or water (dunno what happens when you dump 100 blocks of water (AKA &amp;quot;ice&amp;quot;) in a channel and it melts...?)[[User:GarrieIrons|GarrieIrons]] 10:29, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave-in (requiring of course, that the channel was inside and below material) should create new undug tiles where they fall, if the cave-in consists of undug tiles. --[[User:N9103|Edward]] 13:35, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling vs. Mining ==&lt;br /&gt;
&lt;br /&gt;
I've noticed an odd behavior with regard to channeling water. It seems (and I'm doing some additional testing to confirm this) that Channeled streams don't allow for Fishing, but Mined streams do. I have no idea why this would be the case, but it's an observable phenomenon that I've had happen in Fortresses dating back almost a year ago. [[User:Nekojin|Nekojin]] 14:34, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26331</id>
		<title>40d Talk:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26331"/>
		<updated>2008-08-22T18:34:00Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Empty channels as moats==&lt;br /&gt;
Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? [[User:Julius|Julius]] 19:53, 13 November 2007 (EST)&lt;br /&gt;
:Probably not... I'm assuming they'd just fall down a z-level, just like your dwarves do.--[[User:Tarsier|Tarsier]] 20:07, 13 November 2007 (EST)&lt;br /&gt;
:A channel with a constructed wall on the inner side is an ultimate defence against every non-flying creature. Without the wall enemy archers/crossbowmen can deal some damage.--[[User:Another|Another]] 07:10, 22 November 2007 (EST)&lt;br /&gt;
:: to my best knowledge no land-bound creature 1) can willingly enter or cross empty channels except via stairs 2) can get out of an empty channel except via a stair (haven't tested flooding-swimming-climbing out). So yes, an empty channel is a fine keep-out defense. --[[User:Koltom|Koltom]] 12:48, 21 February 2008 (EST)&lt;br /&gt;
:::A goblin archer just managed to get into my empty channel..he might have fallen in while fleeing in a &amp;quot;panic mode&amp;quot;. There also is a slim chance my bridge catapulted him in. Anyway, he is down there now quite a while and cant seem to get out. Lets see if he starves and dies. --[[User:Koltom|Koltom]] 13:01, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Falling==&lt;br /&gt;
Can digging a channel, that has a solid floor below it, under a dwarf, that would result in the dwarf falling in, cause death or make the dwarf unable to operate?&lt;br /&gt;
:Don't see why not, the dwarf is falling so could get hurt (although death would be unlikely) and it's also possible any stone generated from the fall could land after, but I have no idea how that is worked out so that might not be true. --[[User:Shades|Shades]] 07:27, 22 November 2007 (EST)&lt;br /&gt;
::Happened to me more than once. --[[User:Jackard|Jackard]] 07:55, 22 November 2007 (EST)&lt;br /&gt;
:::What has happened more than once? Falling? Ya, I just asked because it is good to know and I have a big project involving digging through many levels of rock and channels are the most efficient way to do it. --[[User:Nerd10101|Nerd10101]] 01:04, 23 November 2007 (EST)&lt;br /&gt;
::::If you dig from the top to the bottom and plan everything out, you should not have a problem. --[[User:Eagle of Fire|Eagle of Fire]] 01:10, 23 November 2007 (EST)&lt;br /&gt;
:A one-layer fall has never caused serious damage on my fort. -- [[User:Zaratustra|Zaratustra]] 01:30, 23 November 2007 (EST)&lt;br /&gt;
::A dwarf that drops one z-level is not damaged, just temporarialy stunned. --[[User:GreyMario|GreyMario]] 02:35, 23 November 2007 (EST)&lt;br /&gt;
:::I got dwarves suffer very serious injuries from falling one Z in a chasm to the second level while fighting, though. --[[User:Eagle of Fire|Eagle of Fire]] 22:32, 23 November 2007 (EST)&lt;br /&gt;
::::Is it possible for a dwarf to get out of a channel if they fall in? - [[User:Znex|Znex]] 04:47, 1 January 2008 (EST)&lt;br /&gt;
:::::Other than creating stairs/ramps, I don't believe so. If they could, then channels/moats wouldn't be very effective in defense. --[[User:N9103|Edward]] 04:54, 1 January 2008 (EST)&lt;br /&gt;
::::::So...it could never get out? - [[User:Znex|Znex]] 05:23, 1 January 2008 (EST)&lt;br /&gt;
:::::::Channels now create a hole to the next Z level down. This mean that the dwarf would need some way to get up, like a stair or ramp. I am not sure if they could just swim to the surface and get up this way if the channel is full of water though. --[[User:Eagle of Fire|Eagle of Fire]] 05:39, 1 January 2008 (EST)&lt;br /&gt;
::::::::Stairs work fine, though.  Have another dwarf dig one beside the channel from above and hope the other dwarf doesn't drown before he/she can get to it.--[[User:Maximus|Maximus]] 13:34, 1 January 2008 (EST)&lt;br /&gt;
:::::::::Oh, but I haven't made a floodgate or anything yet. It's just the drain pipe. Besides, I already made stairs, but how do you get the dwarf to go up them? - [[User:Znex|Znex]] 17:05, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Wait, never mind. I set a mining thing alongside the channel and the dwarf(since he was a miner) got out and started making it. Which would probably mean that the dwarf wasn't really down the channel at all, but rather on a piece of channel that hadn't been made yet. - [[User:Znex|Znex]] 17:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves dig out a floor on which another dwarf or pet is standing? I've never personally seen it happen. --[[User:Tachyon|Tachyon]] 14:28, 3 August 2008 (EDT)&lt;br /&gt;
:It was fixed a couple of versions back. --[[User:Juckto|Juckto]] 21:01, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Andesite==&lt;br /&gt;
&lt;br /&gt;
This rock seems to block all of my buildings, doors and workshops especially. Have I just never noticed rock blocking things before now?&lt;br /&gt;
:An object wont block construction unless it is tasked for something already. Tasked means there is a job in the job queue that wants to do something with that particular object, so dwarves are not allowed to interact with it unless they are doing it for that particular job. Large stone stockpiles will leave a lot of rocks tasked (because stone hauling is slow), preventing dwarves from moving them out of the way to place doors and buildings. In the [[stone management]] article there are methods of dealing with the large amounts of stone your miners produce. [[User:VengefulDonut|VengefulDonut]] 11:20, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== true to the task or just stone dumb? ==&lt;br /&gt;
One of my little fellas in all honesty tried to wade through a filled channel, to stockpile a leftover shale. Okay, there was a stair going down  to the channel level, and there was one going up on the other end near the pile and it ''was'' by far the shortest way. The best thing is, after a few tiles he decided to get scared and announced &amp;quot;cancel. dangerous terrain&amp;quot;. Not that that made him get out of the channel! I then drafted him to get him out..now i wonder, would the goblins take the same route into my fortress? ;) --[[User:Koltom|Koltom]] 20:29, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== == Poor Swimmers == ==&lt;br /&gt;
&lt;br /&gt;
Is there a benefit to filling moats with water? Unfilled moats apparently provide an unbeatable defense. However, if enemies charged into filled moats or something, that could definately provide a quick way to end sieges. --[[User:Shadow archmagi|Shadow archmagi]] 11:41, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Filling in Channels  ==&lt;br /&gt;
&lt;br /&gt;
It's not possible right now right?--[[User:Seaneat|Seaneat]] 05:52, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The closest you can come are:&lt;br /&gt;
:# Dwarven Cement Mixer: Fill channel with lava. Cover filled channel with water.&lt;br /&gt;
:# building a wall on the spot where you dug the channel out (fills in the gap and makes the level above walkable)&lt;br /&gt;
:# building a floor over the spot where you dug the channel out (leaves a tunnel but makes the level above walkable)&lt;br /&gt;
:In fact a channel 3 squares long (heck even 1 square long) can be used as a place to dump an infinite amount of anything solid - say, rock - just don't dump liquid in there because it can only go to 7 units deep of either magma or water (dunno what happens when you dump 100 blocks of water (AKA &amp;quot;ice&amp;quot;) in a channel and it melts...?)[[User:GarrieIrons|GarrieIrons]] 10:29, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave-in (requiring of course, that the channel was inside and below material) should create new undug tiles where they fall, if the cave-in consists of undug tiles. --[[User:N9103|Edward]] 13:35, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling vs. Mining ==&lt;br /&gt;
&lt;br /&gt;
I've noticed an odd behavior with regard to channeling water. It seems (and I'm doing some additional testing to confirm this) that Channeled streams don't allow for Fishing, but Mined streams do. I have no idea why this would be the case, but it's an observable phenomenon that I've had happen in Fortresses dating back almost a year ago. [[User:Nekojin|Nekojin]]&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15102</id>
		<title>40d Talk:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15102"/>
		<updated>2007-11-14T17:45:31Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Skill choices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Content from [[Getting started]] ==&lt;br /&gt;
&lt;br /&gt;
The goal of this page is to explain in detail, and for newbies, how to:&lt;br /&gt;
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)&lt;br /&gt;
#Pick a fortress location&lt;br /&gt;
#Name your fortress and starting group&lt;br /&gt;
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)&lt;br /&gt;
#Play the first month or two of the game, for the biome type picked in #2&lt;br /&gt;
I don't know how to write an article that does this, but I do know that this is what this article should be.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd like to avoid having an overabundance of tutorial articles again.  It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wall of text ==&lt;br /&gt;
I think the &amp;quot;Beginning the Fortress&amp;quot; section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the &amp;quot;TOC&amp;quot; above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)&lt;br /&gt;
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skill choices ==&lt;br /&gt;
&lt;br /&gt;
I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)&lt;br /&gt;
:I agree with this. When I make a new Caravan, I often make a Leader-type with ONLY leader/trade related skills. Even just having the ability to SEE the values of the items (even if you have them memorized) helps aid in making a good first-year trade session. And the first-year Dwarven caravan doesn't expect a large profit. I've done large deals with them that only netted them a 10-coin profit. --[[User:Nekojin|Nekojin]] 12:45, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think good bridging points are the seasons and end of the years; To aid readability and to separate into chunks, I think a listing of 'things to accomplish by winter', 'things to accomplish by spring (your first immingants!)', that sort of thing -- To avoid having a gigantic page, it might be better to split them off into &amp;quot;your first year&amp;quot;, &amp;quot;your second year&amp;quot;, especially because the gameplay changes signifiantly when you start getting nobles and your construction focus starts to shift from mere survival into making your dwarves happy, trading, and onward to economy and such. If people are interested in taking this approach, I'd certainly help with the writing. [[User:Bhodi|Bhodi]] 13:10, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Recording a Movie ==&lt;br /&gt;
&lt;br /&gt;
I was thinking that someone could record a movie following the steps given here, as a visual aid. As DF is very structure-based it would help to visualize how the fortress is supposed to look. [[User:Memo|Memo]] 15:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Buying Skills &amp;amp; Items ==&lt;br /&gt;
&lt;br /&gt;
The caravan is by no means guaranteed to bring an anvil the first year. (Out of ten games started and played through first year, I think I've gotten an anvil twice.) You can request one from the liason, though. I'd edit the entry myself, but I'm not certain how to word it without totally changing that whole paragraph.--[[User:Xazak|Xazak]] 15:41, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that Humans always bring an anvil or two, but I may be wrong. [[User:Memo|Memo]] 17:02, 11 November 2007 (EST)&lt;br /&gt;
:: You are not correct, Memo. I've had fortresses that have gone anvil-less for 2 years before a Dwarven Caravan finally brought one (brought three, actually). Edit: The first year's caravans (Fall Dwarven, Spring Elven, and Summer Human) are largely randomized. I've seen vastly different products being brought in on all three of those, with roughly similar settlements and trade requests. --[[User:Nekojin|Nekojin]] 12:18, 14 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15101</id>
		<title>40d Talk:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15101"/>
		<updated>2007-11-14T17:32:32Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Buying Skills &amp;amp; Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Content from [[Getting started]] ==&lt;br /&gt;
&lt;br /&gt;
The goal of this page is to explain in detail, and for newbies, how to:&lt;br /&gt;
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)&lt;br /&gt;
#Pick a fortress location&lt;br /&gt;
#Name your fortress and starting group&lt;br /&gt;
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)&lt;br /&gt;
#Play the first month or two of the game, for the biome type picked in #2&lt;br /&gt;
I don't know how to write an article that does this, but I do know that this is what this article should be.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd like to avoid having an overabundance of tutorial articles again.  It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wall of text ==&lt;br /&gt;
I think the &amp;quot;Beginning the Fortress&amp;quot; section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the &amp;quot;TOC&amp;quot; above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)&lt;br /&gt;
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skill choices ==&lt;br /&gt;
&lt;br /&gt;
I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think good bridging points are the seasons and end of the years; To aid readability and to separate into chunks, I think a listing of 'things to accomplish by winter', 'things to accomplish by spring (your first immingants!)', that sort of thing -- To avoid having a gigantic page, it might be better to split them off into &amp;quot;your first year&amp;quot;, &amp;quot;your second year&amp;quot;, especially because the gameplay changes signifiantly when you start getting nobles and your construction focus starts to shift from mere survival into making your dwarves happy, trading, and onward to economy and such. If people are interested in taking this approach, I'd certainly help with the writing. [[User:Bhodi|Bhodi]] 13:10, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Recording a Movie ==&lt;br /&gt;
&lt;br /&gt;
I was thinking that someone could record a movie following the steps given here, as a visual aid. As DF is very structure-based it would help to visualize how the fortress is supposed to look. [[User:Memo|Memo]] 15:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Buying Skills &amp;amp; Items ==&lt;br /&gt;
&lt;br /&gt;
The caravan is by no means guaranteed to bring an anvil the first year. (Out of ten games started and played through first year, I think I've gotten an anvil twice.) You can request one from the liason, though. I'd edit the entry myself, but I'm not certain how to word it without totally changing that whole paragraph.--[[User:Xazak|Xazak]] 15:41, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that Humans always bring an anvil or two, but I may be wrong. [[User:Memo|Memo]] 17:02, 11 November 2007 (EST)&lt;br /&gt;
:: You are not correct, Memo. I've had fortresses that have gone anvil-less for 2 years before a Dwarven Caravan finally brought one (brought three, actually). Edit: The first year's caravans (Fall Dwarven, Spring Elven, and Summer Human) are largely randomized. I've seen vastly different products being brought in on all three of those, with roughly similar settlements and trade requests. --[[User:Nekojin|Nekojin]] 12:18, 14 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15100</id>
		<title>40d Talk:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15100"/>
		<updated>2007-11-14T17:18:23Z</updated>

		<summary type="html">&lt;p&gt;Nekojin: /* Buying Skills &amp;amp; Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Content from [[Getting started]] ==&lt;br /&gt;
&lt;br /&gt;
The goal of this page is to explain in detail, and for newbies, how to:&lt;br /&gt;
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)&lt;br /&gt;
#Pick a fortress location&lt;br /&gt;
#Name your fortress and starting group&lt;br /&gt;
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)&lt;br /&gt;
#Play the first month or two of the game, for the biome type picked in #2&lt;br /&gt;
I don't know how to write an article that does this, but I do know that this is what this article should be.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd like to avoid having an overabundance of tutorial articles again.  It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wall of text ==&lt;br /&gt;
I think the &amp;quot;Beginning the Fortress&amp;quot; section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the &amp;quot;TOC&amp;quot; above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)&lt;br /&gt;
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skill choices ==&lt;br /&gt;
&lt;br /&gt;
I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think good bridging points are the seasons and end of the years; To aid readability and to separate into chunks, I think a listing of 'things to accomplish by winter', 'things to accomplish by spring (your first immingants!)', that sort of thing -- To avoid having a gigantic page, it might be better to split them off into &amp;quot;your first year&amp;quot;, &amp;quot;your second year&amp;quot;, especially because the gameplay changes signifiantly when you start getting nobles and your construction focus starts to shift from mere survival into making your dwarves happy, trading, and onward to economy and such. If people are interested in taking this approach, I'd certainly help with the writing. [[User:Bhodi|Bhodi]] 13:10, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Recording a Movie ==&lt;br /&gt;
&lt;br /&gt;
I was thinking that someone could record a movie following the steps given here, as a visual aid. As DF is very structure-based it would help to visualize how the fortress is supposed to look. [[User:Memo|Memo]] 15:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Buying Skills &amp;amp; Items ==&lt;br /&gt;
&lt;br /&gt;
The caravan is by no means guaranteed to bring an anvil the first year. (Out of ten games started and played through first year, I think I've gotten an anvil twice.) You can request one from the liason, though. I'd edit the entry myself, but I'm not certain how to word it without totally changing that whole paragraph.--[[User:Xazak|Xazak]] 15:41, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that Humans always bring an anvil or two, but I may be wrong. [[User:Memo|Memo]] 17:02, 11 November 2007 (EST)&lt;br /&gt;
:: You are not correct, Memo. I've had fortresses that have gone anvil-less for 2 years before a Dwarven Caravan finally brought one (brought three, actually). --[[User:Nekojin|Nekojin]] 12:18, 14 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Nekojin</name></author>
	</entry>
</feed>