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	<updated>2026-04-06T17:22:34Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Liaison&amp;diff=179166</id>
		<title>v0.34 Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Liaison&amp;diff=179166"/>
		<updated>2012-12-04T12:37:51Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible bug: if outpost liaisons cannot meet with your leader, for whatever reason, they will remain indefinitely until killed (I have yet to see one die of old age, though have not had one hanging around for more than about twenty years). Further liaisons will turn up in following years, though, and they congregate outside your fort waiting to talk to your leader. If your leader changes (new mayor, say), they'll all leave.&lt;br /&gt;
&lt;br /&gt;
Currently, my sealed underground fort has no less than 18 liaisons wandering about outside, and I know one has been killed while he's been here.--[[User:Nimblewright|Nimblewright]] 02:54, 29 November 2012 (UTC)&lt;br /&gt;
:EDIT: Derp. This is in direct contradiction of the page statement &amp;quot;diplomats will eventually leave&amp;quot;; I have no idea if it is because there's no path to my leader, or because they won't leave, ever.--[[User:Nimblewright|Nimblewright]] 02:56, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yep. Currently, liaisons who are physically prevented from attending a meeting will wait around indefinitely as long as your noble is able to constantly conduct meetings. This behavior is presumably a bug. --[[User:Loci|Loci]] 20:00, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Wouldn't that suggest they'll only leave if your leader is killed/changed/possessed, then? [[User:Emufarmers|Emufarmers]] 06:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Not necessarily. When I experienced this behavior, my mayor was still furiously conducting meetings that the liaison couldn't attend. It's quite possible that ''attempting'' to attend a meeting resets the liaison's timer. If so, a liaison would still leave if your leader is unable to conduct a meeting for months; if not, your supposition is correct. Someone with a lingering liaison could lock up their leader to see exactly what happens. --[[User:Loci|Loci]] 18:18, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::My leader doesn't attempt to attend meetings; at least not that I've seen. I'll report back if anything changes.--[[User:Nimblewright|Nimblewright]] 12:37, 4 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=179165</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=179165"/>
		<updated>2012-12-04T12:34:06Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Liaison&amp;diff=179005</id>
		<title>v0.34 Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Liaison&amp;diff=179005"/>
		<updated>2012-11-29T02:56:46Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Forgot contradicts main page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible bug: if outpost liaisons cannot meet with your leader, for whatever reason, they will remain indefinitely until killed (I have yet to see one die of old age, though have not had one hanging around for more than about twenty years). Further liaisons will turn up in following years, though, and they congregate outside your fort waiting to talk to your leader. If your leader changes (new mayor, say), they'll all leave.&lt;br /&gt;
&lt;br /&gt;
Currently, my sealed underground fort has no less than 18 liaisons wandering about outside, and I know one has been killed while he's been here.--[[User:Nimblewright|Nimblewright]] 02:54, 29 November 2012 (UTC)&lt;br /&gt;
:EDIT: Derp. This is in direct contradiction of the page statement &amp;quot;diplomats will eventually leave&amp;quot;; I have no idea if it is because there's no path to my leader, or because they won't leave, ever.--[[User:Nimblewright|Nimblewright]] 02:56, 29 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Liaison&amp;diff=179004</id>
		<title>v0.34 Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Liaison&amp;diff=179004"/>
		<updated>2012-11-29T02:54:27Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Created page with &amp;quot;Possible bug: if outpost liaisons cannot meet with your leader, for whatever reason, they will remain indefinitely until killed (I have yet to see one die of old age, though have...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible bug: if outpost liaisons cannot meet with your leader, for whatever reason, they will remain indefinitely until killed (I have yet to see one die of old age, though have not had one hanging around for more than about twenty years). Further liaisons will turn up in following years, though, and they congregate outside your fort waiting to talk to your leader. If your leader changes (new mayor, say), they'll all leave.&lt;br /&gt;
&lt;br /&gt;
Currently, my sealed underground fort has no less than 18 liaisons wandering about outside, and I know one has been killed while he's been here.--[[User:Nimblewright|Nimblewright]] 02:54, 29 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=165245</id>
		<title>v0.31:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=165245"/>
		<updated>2012-02-29T09:05:58Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: /* Removal */ Derp derp forgot how to get linebreaks in this wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|09:13, 11 July 2010 (UTC)}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
&lt;br /&gt;
The process of engraving [[smoothing|smoothed]] [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. Engravings made with a quality of well-crafted and higher will usually be in reference to previous events.  Unlike [[furniture]], passing by an engraving won't give dwarves happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Engraved 'natural' [[ice]] is called 'Sculpted Ice' and surprisingly, the floor cannot have any [[Quality]] rating, while the wall can.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You cannot engrave surfaces that are constructed or not smooth. So before you can engrave anything, you need to make sure the [[engraver]](s) have finished [[smoothing]] it. After that is complete, one may designate it to be engraved ({{k|d}}-&amp;gt;{{k|e}}).&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
As the process of engraving gives the surface a quality level, it is suggested that you utilize highly skilled engravers when possible to maximize the value of a room.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Engravings can either be obscured or not obscured. If they are not obscured, the tile used to draw the engraved wall or floor will attempt to represent the content of the engraving. If they are obscured, they will look similar to smoothed stone. Sticklers for uniformity will likely want to make their engravings uniform. There are two ways to toggle obscured/not obscured:&lt;br /&gt;
&lt;br /&gt;
data/[[d_init.txt]] has an entry called [ENGRAVINGS_START_OBSCURED:YES/NO].&lt;br /&gt;
&lt;br /&gt;
While playing, one can designate engravings to be toggled ({{k|d}}-&amp;gt;{{k|v}}).&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality can be removed by placing and removing a [[construction]] or a paved [[road]]. Note that this will also revert the floor's material to that of the surrounding layer, so erasing low-quality engravings in high-value materials such as [[native platinum]] or [[star ruby]] may be counterproductive. Using this technique to erase a masterwork engraving will cause an unhappy [[thought]] in the artist who engraved it as will mining a wall with a masterpiece on it.&lt;br /&gt;
&lt;br /&gt;
Alternatively, for floor engravings, you can run magma or water over it. Magma will destroy the engravings straight off, but with water you'll need to wait for plants to grow on the tile. In both cases, you will receive an unhappy [[thought]] (&amp;quot;The impertinent magma/vegetation has defaced a Urist McEngraver!&amp;quot;) if the engraving was masterwork.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=165244</id>
		<title>v0.31:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=165244"/>
		<updated>2012-02-29T09:03:16Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: /* Removal */ Added in destruction of engravings by magma and vegetation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|09:13, 11 July 2010 (UTC)}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
&lt;br /&gt;
The process of engraving [[smoothing|smoothed]] [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. Engravings made with a quality of well-crafted and higher will usually be in reference to previous events.  Unlike [[furniture]], passing by an engraving won't give dwarves happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Engraved 'natural' [[ice]] is called 'Sculpted Ice' and surprisingly, the floor cannot have any [[Quality]] rating, while the wall can.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You cannot engrave surfaces that are constructed or not smooth. So before you can engrave anything, you need to make sure the [[engraver]](s) have finished [[smoothing]] it. After that is complete, one may designate it to be engraved ({{k|d}}-&amp;gt;{{k|e}}).&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
As the process of engraving gives the surface a quality level, it is suggested that you utilize highly skilled engravers when possible to maximize the value of a room.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Engravings can either be obscured or not obscured. If they are not obscured, the tile used to draw the engraved wall or floor will attempt to represent the content of the engraving. If they are obscured, they will look similar to smoothed stone. Sticklers for uniformity will likely want to make their engravings uniform. There are two ways to toggle obscured/not obscured:&lt;br /&gt;
&lt;br /&gt;
data/[[d_init.txt]] has an entry called [ENGRAVINGS_START_OBSCURED:YES/NO].&lt;br /&gt;
&lt;br /&gt;
While playing, one can designate engravings to be toggled ({{k|d}}-&amp;gt;{{k|v}}).&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality can be removed by placing and removing a [[construction]] or a paved [[road]]. Note that this will also revert the floor's material to that of the surrounding layer, so erasing low-quality engravings in high-value materials such as [[native platinum]] or [[star ruby]] may be counterproductive. Using this technique to erase a masterwork engraving will cause an unhappy [[thought]] in the artist who engraved it as will mining a wall with a masterpiece on it.&lt;br /&gt;
Alternatively, for floor engravings, you can run magma or water over it. Magma will destroy the engravings straight off, but with water you'll need to wait for plants to grow on the tile. In both cases, you will receive an unhappy [[thought]] (&amp;quot;The impertinent magma/vegetation has defaced a Urist McEngraver!&amp;quot;) if the engraving was masterwork.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Modding_guide&amp;diff=165243</id>
		<title>v0.34:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Modding_guide&amp;diff=165243"/>
		<updated>2012-02-29T08:57:47Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Added version box to fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=125630</id>
		<title>v0.31 Talk:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=125630"/>
		<updated>2010-08-16T11:41:29Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dangers of Forgotten Beast Extract==&lt;br /&gt;
&lt;br /&gt;
A while back, I killed a Forgotten Beast, one of the ones that secretes venom. Killed it no bother, no damage to any of my dwarfs, it was then dragged up into the fort to be butchered. Unfortunately, it had covered itself in Forgotten Beast Extract. This got onto the Hauler or onto the ground, somehow. Either way, it's a contact poison, it's all over my fort (due to magic spreading extract), and it's causing my dwarfs to randomly collapse into unconsciousness. &lt;br /&gt;
&lt;br /&gt;
Any suggestions? It's getting quite annoying, I get tons of cancelled job spam as dorfs faint and go to rest their non-existent injuries.--[[User:Nimblewright|Nimblewright]] 11:41, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Breath Attack Usage==&lt;br /&gt;
I tested out the claim about multiple breath attacks being used simultaneously, but I didn't get the results displayed on the page.  My test subjects (some [[magma crab]]s) were given a TRAILING_VAPOR_FLOW breath attack using the same material as their standard LIQUID_GLOB attack.&lt;br /&gt;
&lt;br /&gt;
Normally, magma crabs will remain in place and simply fire glob after glob of buggy [[basalt]] due to the way that GLOB breath attacks work.  However, when I gave them the new breath attack they would charge after their target and engage in melee combat (showing the same behavior as creatures with only a FLOW type breath attack).&lt;br /&gt;
&lt;br /&gt;
Also, I noticed that they would ''not'' fire both attacks simultaneously.  It appears as though they would randomly choose one or the other breath attack while attacking, but would never use both at the same time.&lt;br /&gt;
&lt;br /&gt;
As an aside, the basalt TRAILING_VAPOR_FLOW breath attack works quite well with the weird way breath attacks are currently handled, and produces some lovely magma vapor to scorch your skin off.  All in all, a far better choice for magma crabs than their current glob attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hi&amp;quot;, by the way.  I just created an account last night, and this is my first time ever editing a wiki.  I'd love to know all the stuff I'm doing wrong.  --[[User:Kagus|Kagus]] 22:36, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I feel like UNDIRECTED_DUST attacks would be great for suicide bomber creatures. Idea: a volatile immobile pod that explodes (uses the undirected dust attack) whenever an enemy approaches. --Anonymous&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Speaking of breath attacks, can we move it to somewhere more fitting?  Breath attacks really need to go into the creature tokens page or a page of their own, as it doesnt make that much sense why they would be in the syndromes page. -Commondragon&lt;br /&gt;
&lt;br /&gt;
==Toxic Materials==&lt;br /&gt;
If you assign a syndrome to a metal, make a bolt out of it and shoot it at something, will that count as &amp;quot;&amp;quot;injection&amp;quot;?&lt;br /&gt;
:Nope.  This has been discussed in a couple threads on the forum.  Solid-state materials are completely inert (testing is required for cave-in dust, but for weapons and such they won't apply the toxin at all).  You need to have a liquid or a vapor in order to get things working.  --[[User:Kagus|Kagus]] 07:42, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Treating syndromes==&lt;br /&gt;
Is there any evidence for any of the claims in this section?  The word &amp;quot;antivenin&amp;quot; doesn't appear in the raws or string dump (nor &amp;quot;antivenom&amp;quot;).  I'm pretty sure that whole section is equal parts obsolete info and fabrication. --[[User:Footkerchief|Footkerchief]] 06:34, 17 April 2010 (UTC)&lt;br /&gt;
:As far as I am aware, Toady intended to add antivenin as a means of treating syndromes, but cut it before the release due to time constraints.  Currently you can -extract- it from creatures, but it doesn't serve any purpose in healing. - Lofn&lt;br /&gt;
==Question!==&lt;br /&gt;
My dwarves are bleeding to death for no apparent reason on every map I embark on. Is this a syndrome or a bug? -bmmodder&lt;br /&gt;
:Sounds like a bug.  What version of DF are you playing?  Have you modded the raws at all?  Are you using the default worldgen parameters? --[[User:DeMatt|DeMatt]] 00:18, 29 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=125629</id>
		<title>v0.31:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=125629"/>
		<updated>2010-08-16T10:57:45Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Added a note on scarring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five different levels of injury in the game, ranging from none whatsoever to complete part loss.&lt;br /&gt;
Shown using the default* colors, they are:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
&lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''NONE: No recorded active wounds on the part.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''BROKEN: The part has lost all structural integrity or muscular ability.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''MISSING: The part is completely gone. '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''(* The [[color]] of wounds can be changed in {{L|Init.txt}}.)''&lt;br /&gt;
&lt;br /&gt;
== Missing Limb ==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the hospital permanently. Those who recover, however, may find themselves unable to perform the same tasks as they had in the past.&lt;br /&gt;
&lt;br /&gt;
Dwarves without arms are unable to haul items, however, they are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Finally, armless dwarves are unable to operate screw pumps.&lt;br /&gt;
&lt;br /&gt;
== Function Loss ==&lt;br /&gt;
&lt;br /&gt;
The new cyan &amp;quot;Function loss&amp;quot; appears to be impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, signalling failures of sight, liver function, and other maladies.&lt;br /&gt;
&lt;br /&gt;
A dwarf can also suffer nervous damage in the form of sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the specific dwarf's personal health screen, in addition to nervous damage information. It is unclear what, if any, effect sensory nerve damage has as of .31.12.&lt;br /&gt;
&lt;br /&gt;
== Scarring ==&lt;br /&gt;
&lt;br /&gt;
Dwarfs who sustain major injuries may never fully heal - the part will always remain listed in their Wounds section as &amp;quot;Minor&amp;quot; or &amp;quot;Inhibited&amp;quot;, and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars. This may result in notes in the Health screen such as &amp;quot;Ability to grasp somewhat impaired&amp;quot;. It is unclear what the effect of this as of yet.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cross-training&amp;diff=125628</id>
		<title>v0.31:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cross-training&amp;diff=125628"/>
		<updated>2010-08-16T10:30:05Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cross-training''' is the process of training your civilian dwarfs in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarfs. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a troll and gets all his limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ({{L|siege operator}})====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your {{L|siege engineer}} will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when {{L|elephant}}s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*{{L|Siege operator}}s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
*Artillery has been nerfed as of DF2010{{verify}} and so training siege operators may not be so useful&lt;br /&gt;
&lt;br /&gt;
====Internship ({{L|bookkeeper}})====&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to {{L|food}}, {{L|beds}}, and {{L|drink}}, a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Legendary bookkeepers might leave their successor without work, losing work and experience.&lt;br /&gt;
*Is arguably an {{L|exploit}}; some players may want to avoid it on principle.&lt;br /&gt;
*Produce little to no useful attribute gains.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ({{L|manager}})====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
*Trains fairly quickly; with enough jobs, especially ones which need to be repeated anyway, you can get legendary inside two seasons.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
&lt;br /&gt;
====Gulag ({{L|miner}})====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since {{L|pick}}s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of {{L|iron}}, or, if you are really living large, {{L|steel}}.  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly-skilled miners can provide a decent defence from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary {{L|marksdwarf}} more useful, since the pathetic bludgeon damage of his {{L|wood}} and {{L|bone}} {{L|crossbows}} are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight {{L|cave adaptation}} in your military candidates.&lt;br /&gt;
*Can easily be transformed into a {{L|Tower-cap#Underground_tree_farms|tower-cap farm}} on suitable maps, providing a safe and replenishable wood source.&amp;lt;br&amp;gt;&lt;br /&gt;
*Good way of training &amp;quot;hard&amp;quot; attributes like strength or toughness&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ({{L|stone detailing}})====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass {{L|stone detailing}} duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  {{L|food}}, {{L|beds}} or {{L|drink}}. Just turn on {{L|stone detailing}} for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many {{L|immigrants}}.&lt;br /&gt;
*Serious conflict with {{L|engraving}} assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to {{L|magma}} or a {{L|river}}.&lt;br /&gt;
*If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the {{L|Dwarven economy}} kicks in. This is unlikely to be relevant until the economy starts working again (not working as of v0.31.12)&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ({{L|mason}})====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], or a [[magma glass furnace]] to train [[mechanic]], [[stonecrafter]], and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the {{L|carpenter}} skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes {{L|coke}} or {{L|charcoal}} used in the normal (non-magma) {{L|glass furnace}}.''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ({{L|grower}},{{L|cook}},{{L|miller}})====&lt;br /&gt;
Start off by creating a surplus of {{L|longland grass}}, {{L|cave wheat}}, and/or {{L|whip vine}} and some bags. Create multiple {{L|quern}} all close to the food stockpile which contains the millable plants. Next to this area make a {{L|kitchen}} assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&amp;lt;s&amp;gt;Can cause problems with elves&amp;lt;/s&amp;gt;&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.&lt;br /&gt;
&lt;br /&gt;
====Dorf Scouts ({{L|ambusher}}, {{L|hunter}}, {{L|marksdwarf}})====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====Charm School ({{L|social skills}})====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarfs social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarfs with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which {{L|Tantrum#Tantrum Spiral|put you at risk}} of suddenly having lots of {{L|losing#General Unhappiness|Fun}}&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Note: with the new military system, proper self-defense training is somewhat more complicated to set up, but allows much more effective reservist training once it's running. Make sure you're familiar with the [[Scheduling]] system before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in a basic military skill - or at least, most of them. Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought. The easiest way to do this is to assign every new [[migrant]] to dedicated training {{L|squad|squads}}, and assign that squad a barracks. Then, schedule these squads to Train one or more months in the year, and set all other months to &amp;quot;No Scheduled Order&amp;quot;. Then go to the Squads menu and set the squad to &amp;quot;Active/Training&amp;quot;. One month in six or one month in 12 will ensure skills don't get too rusty, as well as ensuring all dwarfs reach a basic level in soldiering. It is worth setting the &amp;quot;Train&amp;quot; order in the schedule to less than 10 minimum; this allows dwarfs to take time out to eat, drink, sleep...&lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the {{L|control room}} - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing. Moreover, idle dwarfs will now go to &amp;quot;Individual Combat Drill&amp;quot; rather than standing around timewasting.&lt;br /&gt;
&lt;br /&gt;
Note: if you're feeling cheap, training squads can be set to &amp;quot;No Uniform&amp;quot;. This will teach wrestling. However, it's probably a better idea to churn out some training weapons, wooden shields, and leather armour - this will ensure minimal sparring injuries, as well as teaching shield user and armour user.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight once set up&lt;br /&gt;
*provides a ready supply of recruits for the military&lt;br /&gt;
*likely to give useful attribute gains&lt;br /&gt;
*idle dwarfs no longer get the chance to socialise and make friends, reducing the chance of tantrum spirals&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces negative thoughts at the outset (drafting)&lt;br /&gt;
*can take dwarfs out of civilian circulation unexpectedly, interrupting crucial projects&lt;br /&gt;
*headache to set up, especially with large forts&lt;br /&gt;
*requires production of training equipment, using up materials that could be used elsewhere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in less a year, but produces no useful items, trade wealth, or professional skills.  The method is also still being refined and potential pitfalls may still be uncovered. It is considerably less useful in DF2010, as it no longer produces physical attribute gains&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away {{L|strange mood}} potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=125569</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=125569"/>
		<updated>2010-08-15T17:42:28Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
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&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shells == &lt;br /&gt;
&lt;br /&gt;
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials in hospitals ==&lt;br /&gt;
&lt;br /&gt;
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal working dwarves and magma workshops... ==&lt;br /&gt;
&lt;br /&gt;
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasnt completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didnt know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood and Experience ==&lt;br /&gt;
&lt;br /&gt;
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining exp? ==&lt;br /&gt;
&lt;br /&gt;
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
&lt;br /&gt;
== Population of 20+==&lt;br /&gt;
&lt;br /&gt;
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=125278</id>
		<title>v0.31:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=125278"/>
		<updated>2010-08-13T11:39:03Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: /* Setting workshop profiles */ Formatting edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:33, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The manager is a {{L|noble}} that allows you to create multiple production orders. Using a manager allow to dispatch rapidly any number of jobs from a single screen, without having to add tasks to individual {{L|workshop}}s. &lt;br /&gt;
&lt;br /&gt;
== The manager screen ==&lt;br /&gt;
To use the manager, you must go to the manager screen by pressing {{k|u}},{{k|m}} or {{k|j}},{{k|m}}. If your fortress has 20 or more dwarfs the manager will have to approve every work order you set. To see if an order is approved you can check the manager screen. Approved orders will have a green check mark, while unapproved orders will have a red X.&lt;br /&gt;
&lt;br /&gt;
After a production order was approved corresponding tasks will be added automatically to applicable workshops until the production quota has been met. It is useful to note that managers will not allow more than 30 tasks per work order. However, multiple work order can be requested separately with a few key strokes.&lt;br /&gt;
&lt;br /&gt;
== Setting workshop profiles==&lt;br /&gt;
The manager also allows you to change a {{L|workshop}}'s profile. To edit a workshop's profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
The workshop profile will allow you to select which dwarves can use it and the minimum and maximum {{L|skill}} level required to use the workshop. You can choose who can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
&lt;br /&gt;
A note of caution: workshop profiles persist&amp;lt;sup&amp;gt;v0.31.12&amp;lt;/sup&amp;gt; even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarfs permitted into the workshop die or are reassigned.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in your {{L|dining room}} will suffice until you can arrange for a more permament, dedicated location.&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=125277</id>
		<title>v0.31:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=125277"/>
		<updated>2010-08-13T11:38:39Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: /* Setting workshop profiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:33, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The manager is a {{L|noble}} that allows you to create multiple production orders. Using a manager allow to dispatch rapidly any number of jobs from a single screen, without having to add tasks to individual {{L|workshop}}s. &lt;br /&gt;
&lt;br /&gt;
== The manager screen ==&lt;br /&gt;
To use the manager, you must go to the manager screen by pressing {{k|u}},{{k|m}} or {{k|j}},{{k|m}}. If your fortress has 20 or more dwarfs the manager will have to approve every work order you set. To see if an order is approved you can check the manager screen. Approved orders will have a green check mark, while unapproved orders will have a red X.&lt;br /&gt;
&lt;br /&gt;
After a production order was approved corresponding tasks will be added automatically to applicable workshops until the production quota has been met. It is useful to note that managers will not allow more than 30 tasks per work order. However, multiple work order can be requested separately with a few key strokes.&lt;br /&gt;
&lt;br /&gt;
== Setting workshop profiles==&lt;br /&gt;
The manager also allows you to change a {{L|workshop}}'s profile. To edit a workshop's profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
The workshop profile will allow you to select which dwarves can use it and the minimum and maximum {{L|skill}} level required to use the workshop. You can choose who can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
A note of caution: workshop profiles persist&amp;lt;sup&amp;gt;v0.31.12&amp;lt;/sup&amp;gt; even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarfs permitted into the workshop die or are reassigned.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in your {{L|dining room}} will suffice until you can arrange for a more permament, dedicated location.&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=125276</id>
		<title>v0.31:Tallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=125276"/>
		<updated>2010-08-13T11:01:09Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Rendering fat *is* a good way to train a cook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
Tallow is created by using the 'render fat' job at a {{L|kitchen}} and is made from fat created from {{L|Butcher's shop|butchered}} animals.&lt;br /&gt;
&lt;br /&gt;
Note that although fat will be created as a stack, the 'render fat' job will only render one piece of fat at a time, effectively splitting the stack into a bunch of single pieces of tallow.&lt;br /&gt;
&lt;br /&gt;
Tallow is used to make {{l|soap}}, and can also be cooked into prepared meals.&lt;br /&gt;
&lt;br /&gt;
Tallow can be stored without container, but if barrels are available dwarves will fill up to 10 units of random tallow in one barrel.&lt;br /&gt;
&lt;br /&gt;
Since tallow does not have quality levels, rendering fat is a good way to train a cook, if slow.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=125233</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=125233"/>
		<updated>2010-08-12T21:56:39Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: /* Skill Rust */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
&lt;br /&gt;
== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;br /&gt;
::They appear to be unchanged when I look at them in Dwarf Therapist. [[User:Garanis|Garanis]] 17:42, 7 April 2010 (UTC)&lt;br /&gt;
:::This would not go on this page, it would go on [[experience]].--[[User:Albedo|Albedo]] 21:46, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here [[User:Cpad|Cpad]] 02:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality Skills==&lt;br /&gt;
I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.&lt;br /&gt;
&lt;br /&gt;
Affects Quality:&lt;br /&gt;
Architect (cannot have mood)&lt;br /&gt;
Mason&lt;br /&gt;
Engraver (cannot have mood)&lt;br /&gt;
Mechanic&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Cook&lt;br /&gt;
Trapper (for making traps)&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Bone Carver&lt;br /&gt;
Stone Crafter (though, who cares, amirite?)&lt;br /&gt;
Wood Crafter (even more useless)&lt;br /&gt;
Leatherworker&lt;br /&gt;
Weaver&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
&lt;br /&gt;
Otherwise Important:&lt;br /&gt;
Miner (get all them gems)&lt;br /&gt;
Planter (for fat stacks)&lt;br /&gt;
All medical&lt;br /&gt;
All military&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
&lt;br /&gt;
Just speed:&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Soap Maker&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --[[User:Zombiejustice|Zombiejustice]] 17:00, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skill penalties==&lt;br /&gt;
I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty.  I'll add it to the article provisionally. Could someone else verify?&lt;br /&gt;
&lt;br /&gt;
* Toady commented that as of 31.08, this should only apply to &amp;quot;starving&amp;quot; people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8).  What have your mining experiences been in 31.08? -- [[User:Creidieki|Creidieki]] 05:34, 28 June 2010 (UTC)&lt;br /&gt;
**I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.[[Special:Contributions/75.164.146.98|75.164.146.98]] 02:40, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -[[User:Dezbro|Dezbro]] 03:02, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Rust ==&lt;br /&gt;
&lt;br /&gt;
I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -[[User:Kogan Loloklam|Kogan Loloklam]] 14:02, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. &amp;quot;Only&amp;quot; as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs? Mainly with modding ==&lt;br /&gt;
&lt;br /&gt;
Would putting in a bug section be out of place if the bugs are solely on the modding side?  Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? [[User:KaelemGaen|KaelemGaen]] 14:59, 12 August 2010 (UTC)&lt;br /&gt;
:I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. [[User:Speed112|Speed112]] 16:32, 12 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thought&amp;diff=114750</id>
		<title>v0.31 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thought&amp;diff=114750"/>
		<updated>2010-05-24T11:36:23Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: /* Personal Hygiene */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of Thoughts==&lt;br /&gt;
 As of [[DF2010]], some negative thoughts make the dwarf work much more slowly.  The dwarf will&lt;br /&gt;
 continue to work for a time, presumably until the negative thought becomes unbearable, and &lt;br /&gt;
 then will go attempt to resolve the thought by eating, sleeping, drinking, or some other action.&lt;br /&gt;
Um... no. The thoughts do not cause the dwarf to slow down - the thoughts are a result of the pre-existing [[40d:Status icons|status]], which is what both slows them down and causes the thought.  That is, they get hungry or tired or whatever, and then they both slow down and have the bad thought about the cause.  This is like saying that if a dwarf has a bad thought about losing their foot to magma, the bad thought is what burned their foot off.--[[User:Albedo|Albedo]] 20:22, 6 April 2010 (UTC)&lt;br /&gt;
:Hmm. I was just going by observation... I hadn't even seen this string dump business. I saw there was no new article, and sought to get one started. Also, why not fix the mistake instead of making nice big comments detailing the error on the talk pages for both me and the article? [[User:Garanis|Garanis]] 21:07, 6 April 2010 (UTC)&lt;br /&gt;
:Also, there are some ''very strange'' unhappy thoughts in that string dump. Gems such as: &amp;quot;has been attacked by a dead and still annoying acquaintance lately&amp;quot; and &amp;quot;had a terrifying nightmare about an army of the dead.&amp;quot; I've never seen these, even in some terrifying fortresses. I don't think theres an reason to include everything in the string dump in these lists.[[User:Garanis|Garanis]] 21:20, 6 April 2010 (UTC)&lt;br /&gt;
::&amp;quot;By observation&amp;quot; is not a recommended nor perfectly reliable approach, especially not without independent confirmation.  Adding &amp;quot;something&amp;quot; to a blank page is, actually, ''not'' better than if it's flawed and misleading, not for the newbie who's relying on it for their information.  And I did fix it - I deleted it. And just now I fixed what you put in its place. &amp;lt;br /&amp;gt;As for unusual thoughts, the wiki doesn't care so much what one individual has or hasn't seen, it only cares about what is useful to the community - and that's up to the users. I was just tossing it out as a suggestion.  (And how many &amp;quot;terrifying fortresses&amp;quot; have you had so far in the new version? nm - rhetorical question - but one that leads us back to &amp;quot;independent confirmation&amp;quot;, or the lack of it.) --[[User:Albedo|Albedo]] 21:35, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Regardless of the semantic issues, the way dwarves handle thirst, hunger, and fatigue has changed. Unlike 40d, dwarves now wait to fulfill their needs. This fact should be represented somewhere. Maybe [[Thought]] isn't the best place for it. Should I wait for someone to independently verify that dwarves need food before I go start that article? Where is the best place to ask for independent verification?[[User:Garanis|Garanis]] 21:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well I do remember something in the dev plans about bringing back the old zombie attacks from the 2D version, I think that will be part of whatever he has planned, and that first thought was hilarious [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
One of the Happy Thoughts is &amp;quot;took someone to bed recently&amp;quot;? Surely this is a reference to carrying out healthcare duties and not truly as scandalous the article currently suggests. Should we amend?&lt;br /&gt;
&lt;br /&gt;
There are much more thoughts than those in that list. We should make that list bigger. --[[User:Niggy|Niggy]] 19:47, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personal Hygiene==&lt;br /&gt;
I've also noticed the positive thought &amp;quot;had a nice bath recently&amp;quot;, but I'm not sure where the dwarf could have possibly had it. Perhaps at my pond? Definitively not ''in'' the pond, there is no ramp or stairs in it.--[[User:Doub|Doub]] 08:14, 1 May 2010 (UTC)&lt;br /&gt;
:Outdoor ponds are definitely good for this (I've seen dwarfs do it), not sure about brooks or rivers w/o ramps. Further investigation required. I'm also not sure whether the dwarf needs to be able to physically get into the pond to take a bath.--[[User:Nimblewright|Nimblewright]] 11:36, 24 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=102270</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=102270"/>
		<updated>2010-05-02T09:43:09Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: /* Moods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, &amp;lt;strike&amp;gt;as they always have had to be.&amp;lt;/strike&amp;gt;  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
::Using two different units of measure (a count of each, and some unspecified unit of measure) counts as a bug. [[User:AngleWyrm|- AngleWyrm]] 03:37, 1 May 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)&lt;br /&gt;
&lt;br /&gt;
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**[http://www.bay12games.com/dwarves/mantisbt/view.php?id=232 Known bug] that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
::I would reword that as &amp;quot;uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be&amp;quot; :)&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
::The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze. --[[User:Greycat|Greycat]] 00:24, 26 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making task is missing from the workshop. Issuing work order through the manager does work.&lt;br /&gt;
&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
*Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
*When told to make Shell Crafts, your craft dwarf will go through the action of making something, but no product will be produced.--[[Special:Contributions/216.93.146.229|216.93.146.229]] 20:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, sculls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
**Not necessarily.  Has been seen to ignore all metal bars, ores, other rock, and rock blocks, all at once. --[[User:Aescula|Aescula]] 09:01, 24 April 2010 (UTC)&lt;br /&gt;
**Seconded.--[[User:Nimblewright|Nimblewright]] 09:43, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
***Actually, dead creatures/humans and butchered animals DO rot.--[[User:Egregius|Egregius]] 05:11, 28 April 2010 (UTC)&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
* There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. http://www.bay12games.com/dwarves/mantisbt/view.php?id=439&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
*Dwarves will sometimes equip two weapons in the same hand, this seems to cause them to be unable to attack with either weapon. --[[User:Fransbal|Fransbal]] 13:46, 16 April 2010 (UTC)&lt;br /&gt;
:I found the problem too be related to the right hand, dwarfs would equip 2 shields and 2 axes in one right hand. think it might be caused when dwarf upgrades previous right hand weapon to a better one. It grabs the improved weapon but it doesnt drop the old one. After that they just keep grabbing new items.&lt;br /&gt;
    -Supposedly this is caused when a uniform is applied to a soldier more than once. Often they will double up on all sorts of&amp;lt;br /&amp;gt; equipment. I had a dwarf with 3 axes, 2 shields, 2 mail shirts (with a breastplate), and so on. It doesn't seem to be an 'upgrade' &amp;lt;br /&amp;gt;issue because they will occasionally double-up on equipment with exactly the same material/quality. -- Hams&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. &amp;lt;s&amp;gt;(Resolved as of 0.31.02)&amp;lt;/s&amp;gt; Still unable to cook quarry bush leaves in 0.31.03, leaves do not show up in Status &amp;gt; Kitchen list. Tested in multiple worlds and on multiple computers.&lt;br /&gt;
:They appear in the Kitchen list for me, in the fortress whose world was generated in 31.03.  I'm missing all sorts of things from the Kitchen list, though, in the fortress whose world was generated in 31.01 -- all meat and other animal parts, all seeds, etc. -[[User:Greycat|Greycat]] 11:37, 1 May 2010 (UTC)&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
'''When a new mayor is appointed, all your nobles spots will come back.  To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).'''&lt;br /&gt;
&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
::Fourthed.  Also it's been 3 full years since the tragedy happened and still no new mayor nor any other positions opened up.  Not knowing how much anything is worth is a painful way to play.  But its fun!  EDIT:  Recieved a mayor after 4 years (1 year after my population reached &amp;gt;50) and the noble positions opened up again.&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
:Seconded, my old mayor is still considered a mayor, even though I have a new one.&lt;br /&gt;
:Thirded, I've had multiple mayors and all of them keep their old title.  I wonder if this is related to the sometimes excessive delay for a new mayor reported above.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
*Not sure how many got this, but all military dwarves show as masons.&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Esc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
:On Linux, I wrote a tiny script that backus the saves each time before the start of the game. Never a problem.&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
:Is this already fixed? Adamantine items seem not affected and steel greaves need 2 bars.&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=101369</id>
		<title>v0.31 Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=101369"/>
		<updated>2010-05-01T16:59:42Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underground trees spawn in newly created suitable locations once their biome is uncovered. So far, this requires a Subterranean tile of soil, with a full soil wall underneath it. They do not spawn on subterranean soil tiles located above rock walls. From Toady's comments, I speculate that they will spawn on subterranean muddied tiles without a full soil wall beneath them. I have not tested this second hypothesis.[[User:The Architect|The Architect]] 05:53, 26 April 2010 (UTC)&lt;br /&gt;
:That would be entirely consistent with behavior from 0.28.181.40d. --[[User:Quietust|Quietust]] 12:52, 26 April 2010 (UTC)&lt;br /&gt;
::I have the surface level (z 0), then below that I have a whole z level of soil mined out (z -1).  Below that I have a whole z level of soil mined out (z -2).  Below that I have rock all mined out (z -3).  Plants grow on z -1, but not on z -2.  I think that confirms what you were saying. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:38, 26 April 2010 (UTC)&lt;br /&gt;
:::They will spwan quite happily on muddied areas of soil. This has happened on several maps I've played where I've flooded some farmland and access corridors, then found underground trees. They then grow on the muddied areas not covered by farm plots.--[[User:Nimblewright|Nimblewright]] 16:59, 1 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=97835</id>
		<title>v0.31 Talk:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=97835"/>
		<updated>2010-04-23T12:29:58Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been having trouble taming creatures, but other than that it seems like kennels haven't particularly changed.&lt;br /&gt;
&lt;br /&gt;
==2010 War Dogs==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or are war dogs barely worth the investment? Mine do virtually no damage to anything and just get themselves killed (I've just had one killed by a troglodyte, of all things).--[[User:Nimblewright|Nimblewright]] 12:29, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==2010 [TRAINABLE] animals==&lt;br /&gt;
&lt;br /&gt;
Since apparently [[Elephant|Elephants]] are now trainable, someone needs to compile a list of animals that can be trained into war animals and added to this page for easy listing [[Special:Contributions/68.161.167.37|68.161.167.37]] 13:35, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Here you go, this is everything with the tags in the raws.  Note there are none with [TRAINABLE_WAR] --[[User:StrongAxe|StrongAxe]] 13:48, 15 April 2010 (UTC)&lt;br /&gt;
*[TRAINABLE]&lt;br /&gt;
**[CREATURE:DOG]&lt;br /&gt;
**[CREATURE:BIRD_EAGLE_GIANT]&lt;br /&gt;
**[CREATURE:BEAR_GRIZZLY]&lt;br /&gt;
**[CREATURE:ELEPHANT]&lt;br /&gt;
**[CREATURE:LION]&lt;br /&gt;
**[CREATURE:LEOPARD]&lt;br /&gt;
**[CREATURE:JAGUAR]&lt;br /&gt;
**[CREATURE:TIGER]&lt;br /&gt;
**[CREATURE:CHEETAH]&lt;br /&gt;
**[CREATURE:MANDRILL]&lt;br /&gt;
**[CREATURE:GORILLA]&lt;br /&gt;
**[CREATURE:BEAR_POLAR]&lt;br /&gt;
**[CREATURE:LION_GIANT]&lt;br /&gt;
**[CREATURE:LEOPARD_GIANT]&lt;br /&gt;
**[CREATURE:JAGUAR_GIANT]&lt;br /&gt;
**[CREATURE:TIGER_GIANT]&lt;br /&gt;
**[CREATURE:CHEETAH_GIANT]&lt;br /&gt;
**[CREATURE:DRAGON]&lt;br /&gt;
*[TRAINABLE_HUNTING]&lt;br /&gt;
**[CREATURE:BAT_GIANT]&lt;br /&gt;
**[CREATURE:BIRD_SWALLOW_CAVE_GIANT]&lt;br /&gt;
&lt;br /&gt;
Does anyone know the difference between [TRAINABLE] and [TRAINABLE_WAR]? If there's no difference can we assume Toady has an idea he has yet to implement... [[User:Numeral|Numeral]] 17:58, 19 April 2010 (UTC)&lt;br /&gt;
:Given that [TRAINABLE_HUNTING] only allows the creature to be trained for hunting and not for war, it's rather likely that [TRAINABLE_WAR] only allows the creature to be trained for war and not for hunting. --[[User:Quietust|Quietust]] 18:05, 19 April 2010 (UTC)&lt;br /&gt;
::My bad, I was under the assumption that [TRAINABLE] was only for war animals and that to have an animal be hunter trainable and war trainable it needed both [TRAINABLE] and [TRAINABLE_HUNTING] [[User:Numeral|Numeral]] 18:11, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animals appear to have to be uncaged prior to being trained; a lack of uncaged trainable animals throws up a 'no trainable creatures available' error. Fortunately, dwarves still recognized caged wild animals if ordered to tame them.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=97393</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=97393"/>
		<updated>2010-04-22T16:50:54Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Removed verify tag on feathers - have discovered animals with feathers produce them in-game when butchered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small animal dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* {{L | Hooves}}&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}} and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby (something like 10 tiles?) beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items as are:&lt;br /&gt;
&lt;br /&gt;
*A {{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
*An associated number of {{L|bone|bones}}&lt;br /&gt;
*Various {{L|prepared organs}}&lt;br /&gt;
**An associated number of prepared eyes&lt;br /&gt;
**Prepared lungs&lt;br /&gt;
**A prepared heart&lt;br /&gt;
**Prepared intestines&lt;br /&gt;
**Chopped liver&lt;br /&gt;
**Tripe&lt;br /&gt;
**Sweetbread&lt;br /&gt;
**A prepared spleen&lt;br /&gt;
**A pair of prepared kidneys&lt;br /&gt;
**Prepared brain&lt;br /&gt;
*An associated number of fat&lt;br /&gt;
*{{L|Nervous tissue}}&lt;br /&gt;
*A skin (to be tanned into {{L|leather}})&lt;br /&gt;
*{{L|Hair}}&lt;br /&gt;
*{{L|Cartilage}}&lt;br /&gt;
*{{L|Hoof|Hooves}}&lt;br /&gt;
*{{L|horn|horns}}&lt;br /&gt;
*{{L|nail}}&lt;br /&gt;
*Feather in place of hair (if bird)&lt;br /&gt;
*An associated number of {{L|meat}}&lt;br /&gt;
*A Scale in place of (raw) Skin (if reptile)&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin).&lt;br /&gt;
&lt;br /&gt;
The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}.&lt;br /&gt;
The fat can be rendered into {{L|tallow}} at a {{L|kitchen}} and then serve various purposes.&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
The skin can be made into {{L|leather}} at a {{L|tanner's shop}}&lt;br /&gt;
&lt;br /&gt;
All other remains can be eaten and/or cooked.&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
Partial corpses as well as mutilated corpses seem to provide not the expected &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
&lt;br /&gt;
== Hauling and stockpile considerations ==&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=97391</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=97391"/>
		<updated>2010-04-22T16:50:06Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: /* Feathers and scales */Confirm feathers exist; experience in-game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Article Quality==&lt;br /&gt;
I'm sorry, but this page doesn't come close to Human quality. It's highly incomplete, lacking several conclusive bits of information. It also has broken links and is terribly organized. I do not see how we can possible pass this on as Human; it needs to be prioritized back to Elven and given ''much'' more attention.[[User:The Architect|The Architect]] 06:34, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
** Nervous Tissue&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm feathers empirically. Both Giant Eagles and Elk Birds yield feathers, which are currently cluttering up my butchers' shops. --[[User:Nimblewright|Nimblewright]] 16:50, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;br /&gt;
::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Block&amp;diff=96905</id>
		<title>v0.31 Talk:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Block&amp;diff=96905"/>
		<updated>2010-04-21T18:04:25Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Created page with '== Block Hauling ==  I can't seem to be able to haul blocks out of my workshops, consequently they're all cluttered horrendously. How do I get my haulers to get rid of them? --~~…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Block Hauling ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to be able to haul blocks out of my workshops, consequently they're all cluttered horrendously. How do I get my haulers to get rid of them? --[[User:Nimblewright|Nimblewright]] 18:04, 21 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=96795</id>
		<title>v0.31 Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=96795"/>
		<updated>2010-04-21T09:54:59Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lasting Injuries ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs has injuries to her left arm and lower leg. These are listed in her personality section as &amp;quot;tiny curving scars&amp;quot; rather than dents or bruises as would be the case for combat injuries. Scarring causes permanent injuries? Needs corroboration.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After checking around this applies to all my dwarves that have scars. Scarred areas are listed in the personality section, and remain permanently brown or yellow - i.e. minor/inhibited.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Function Loss ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;From the description above, the new cyan &amp;quot;Function loss&amp;quot; appears to be paralyzation or numbness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've had about fifteen dwarves wrestling an ettin for about a month now, and the only things that turn cyan are internal organs (pancreas, kidney, lung). No limb or appendage has turned cyan that I've seen. I suspect that it is used for things that would not be, say, bruised or broken, but otherwise damaged. --[[User:Zombiejustice|Zombiejustice]] 18:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After another week and some dogs joining in, the eyes went cyan, too. So it's not just /internal/ organs, but I think my earlier conclusion is still sound. --[[User:Zombiejustice|Zombiejustice]] 21:55, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=96794</id>
		<title>v0.31 Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=96794"/>
		<updated>2010-04-21T09:52:44Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lasting Injuries ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs has injuries to her left arm and lower leg. These are listed in her personality section as &amp;quot;tiny curving scars&amp;quot; rather than dents or bruises as would be the case for combat injuries. Scarring causes permanent injuries? Needs corroboration.&lt;br /&gt;
&lt;br /&gt;
== Function Loss ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;From the description above, the new cyan &amp;quot;Function loss&amp;quot; appears to be paralyzation or numbness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've had about fifteen dwarves wrestling an ettin for about a month now, and the only things that turn cyan are internal organs (pancreas, kidney, lung). No limb or appendage has turned cyan that I've seen. I suspect that it is used for things that would not be, say, bruised or broken, but otherwise damaged. --[[User:Zombiejustice|Zombiejustice]] 18:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After another week and some dogs joining in, the eyes went cyan, too. So it's not just /internal/ organs, but I think my earlier conclusion is still sound. --[[User:Zombiejustice|Zombiejustice]] 21:55, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=96202</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=96202"/>
		<updated>2010-04-20T13:32:44Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Field Observations ==&lt;br /&gt;
&lt;br /&gt;
It seems true that materials can't cut anything &amp;quot;tougher&amp;quot; than them. Fights between my small iron-armoured military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armour and the Goblins' copper &amp;amp; silver weapons can't get through my iron armour. Iron pikes have penetrated iron armour, and are th weapons that most consistently do so (logical, since the highest force is being applied in one place). IRON ARMOUR IS NOW INCREDIBLY USEFUL.&lt;br /&gt;
&lt;br /&gt;
Also, on a more theoretical note, the higher impact elasticity and shear elasticity of stel will be counteracted by much higher fracture toughness/strengh. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are four different elements of the game that are being tested.  The wound system, the armor system, the weapon system, and the material system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system so tests on the material system are hideously complicated.  Suppose that the intent is for leather armor to act as an under-layer buffer with metal mail or plate as the over-layer, but for whatever reason the proportions in the armor raws are limiting the material effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because the only way to do that is by interpreting a wound system which doesn't always seem to reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and doesn't bleed.  You can pretty much forget about it killing something if it doesn't bleed as that is seemingly the primary mode of death right now.  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  However, it still requires a lot of effort. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Value vs. Material Multiplier ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason it's Value instead of [[Item_value#Material_multipliers|Material Multiplier]]?&lt;br /&gt;
It seems a bit inconsistent to me.&lt;br /&gt;
[[User:Kiraen|Kiraen]] 06:42, 20 April 2010 (UTC)&lt;br /&gt;
'''Bold text'''&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=95722</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=95722"/>
		<updated>2010-04-19T19:24:59Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've found all the forgotten beasts I've found so far have been pretty easy to take down. Heavily armoured dwarfs helps a lot here - with how overpowered armour is currently, the forgotten beasts cheerfully mince my civilians but die to raw recruits. Which is amusing. My two least experienced soldiers are the ones with forgotten beast kills. &lt;br /&gt;
ADVICE: Use edged weapons. Against unarmoured targets these are lethal.--[[User:Nimblewright|Nimblewright]] 19:24, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)&lt;br /&gt;
:Just had one of those today, it was made of salt apparently. Also had two tails, which my Axe Lords chopped off quickly. However, they spent about 10 mins hacking at it to no effect. The 'body' section was red, but it kept bumping my dwarves to death. Lost about half my force before I gave up. Decided to seal the cavern to prevent it from destroying the rest of my fortress.--[[Special:Contributions/67.163.255.238|67.163.255.238]] 22:17, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma/Drowning Immune==&lt;br /&gt;
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=92790</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=92790"/>
		<updated>2010-04-14T19:29:11Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Created page with '==Miscarriage== One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=92789</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=92789"/>
		<updated>2010-04-14T19:28:53Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: /* Unhappy Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will have different thoughts. In the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers. Thoughts have effects on the dwarf's happiness. &lt;br /&gt;
&lt;br /&gt;
The change in [[DF2010:status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's thoughts, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.&lt;br /&gt;
Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
* &amp;quot;Slept in a (good quality) [[DF2010:bedroom|bedroom]] recently.&amp;quot; &lt;br /&gt;
* &amp;quot;Dined in a (good quality) [[DF2010:dining room|dining room]] lately.&amp;quot; &lt;br /&gt;
* &amp;quot;Admired a (good quality) (object) lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Talked with a friend lately&amp;quot;&lt;br /&gt;
* &amp;quot;Made a friend recently.&amp;quot; &lt;br /&gt;
* &amp;quot;Satisfied at work lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Took someone to bed recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
* &amp;quot;Has complained of (hunger|thirst) lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Has been tired lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Slept uneasily due to noise lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Slept without a proper room recently.&amp;quot;&lt;br /&gt;
* &amp;quot;Slept in the mud recently.&amp;quot;&lt;br /&gt;
* &amp;quot;Was caught in the rain recently.&amp;quot;&lt;br /&gt;
* &amp;quot;Had a miscarriage recently&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=92788</id>
		<title>v0.31:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=92788"/>
		<updated>2010-04-14T19:25:08Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Fixing orders of magnitude error (GPa is 10e9, MPa is 10e6)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes {{L|wafer}}s instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars).  The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a full chart of recipes for alloys, see {{L|smelting}}.&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Adamantine|color={{Tile|*|#0ff|#008080}}&amp;lt;font color=#090909&amp;gt;3:3:1&amp;lt;/font&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Aluminum|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;7:7:1&amp;lt;/font&amp;gt;|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth|color={{Tile|*|#f0f|#800080}}&amp;lt;font color=#090909&amp;gt;5:5:1&amp;lt;/font&amp;gt;|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Copper|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#090909&amp;gt;6:4:0&amp;lt;/font&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Gold|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#090909&amp;gt;6:6:1&amp;lt;/font&amp;gt;|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Iron|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lead|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#090909&amp;gt;7:3:0&amp;lt;/font&amp;gt;|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Platinum|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;7:7:1&amp;lt;/font&amp;gt;|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Silver|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;7:7:1&amp;lt;/font&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Tin|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#090909&amp;gt;7:3:0&amp;lt;/font&amp;gt;|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Zinc|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#090909&amp;gt;7:3:0&amp;lt;/font&amp;gt;|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Billon|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#090909&amp;gt;7:3:0&amp;lt;/font&amp;gt;|source={{L|Copper}} + {{L|Silver}}|notes=Can be made with [[Tetrahedrite]] or [[Galena]] to be substituted for the [[Silver]] for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#090909&amp;gt;6:6:1&amp;lt;/font&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Black bronze|color={{Tile|*|#800080|#808000}}&amp;lt;font color=#090909&amp;gt;5:6:0&amp;lt;/font&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Brass|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#090909&amp;gt;6:6:1&amp;lt;/font&amp;gt;|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bronze|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#090909&amp;gt;6:4:0&amp;lt;/font&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Electrum|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#090909&amp;gt;6:6:1&amp;lt;/font&amp;gt;|source={{L|Silver}} + {{L|Gold}}|notes=|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Fine pewter|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;7:7:1&amp;lt;/font&amp;gt;|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lay pewter|color={{Tile|*|#008080|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;3:7:0&amp;lt;/font&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel silver|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;7:7:1&amp;lt;/font&amp;gt;|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Pig iron|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Iron}} + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Rose gold|color={{Tile|*|#f0f|#800080}}&amp;lt;font color=#090909&amp;gt;5:5:1&amp;lt;/font&amp;gt;|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Steel|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Sterling silver|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#090909&amp;gt;7:7:1&amp;lt;/font&amp;gt;|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#090909&amp;gt;7:3:0&amp;lt;/font&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.  Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Armor Quality ==&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Adamantine|color={{Tile|*|#0ff|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;3:3:1&amp;lt;/font&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Steel|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bronze|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Iron|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Copper|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silver|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; (i.e., GPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; (i.e., GPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; (i.e., MPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; (i.e., MPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Analysis'''&lt;br /&gt;
&lt;br /&gt;
It's interesting to note that the material order has been changed from previous versions. Adamantine and Steel still take first and second place respectively, but Bronze is now the third best material in the game. Beyond which, Iron has been demoted and is in a close tie with copper as to being the second worst material. Iron makes negligibly better blunt weapons and possibly better cutting weapons. The cutting weapon evaluation really depends on the importance of the various stats as copper has better shear fracture and shear elasticity than iron. As in older versions however, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now).&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]][[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Starting_build&amp;diff=92762</id>
		<title>v0.31 Talk:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Starting_build&amp;diff=92762"/>
		<updated>2010-04-14T17:13:34Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Starting Region: Flatlands==&lt;br /&gt;
&amp;quot;Fewer elevations means fewer exploitable z-levels&amp;quot; - true, but with at least 30 z-levels to play around with before you're likely to hit something dangerous this seems a slightly irrelevant point.--[[User:Nimblewright|Nimblewright]] 17:13, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Axe only for weapon==&lt;br /&gt;
An axe is really ONLY useful for a weapon, as a log can be used to quickly make one. Even if axes are cheaper now, there is no point in bringing one to chop wood.&lt;br /&gt;
:Only if training axes work to chop wood, otherwise it is far easier to take an axe than to make one. --[[User:Eagle0600|Eagle0600]] 09:02, 5 April 2010 (UTC)&lt;br /&gt;
::They do, just tested it&lt;br /&gt;
::Wagon = 3 logs = 1 carpenters workshop + 2 logs. Just add a carpenter, and you have two axes already. --[[User:Dree12|Dree12]] 00:51, 7 April 2010 (UTC)&lt;br /&gt;
 Only if training axes work to chop wood&lt;br /&gt;
:::This is the sort of trivial test editors really should do themselves before posting. And confirmed, they do cut wood. At 17P, its a toss up whether having a weapon in hand (even a wood one) is worth the delay of making a Carpenter's shop and creating one (if probably a higher quality one - which then partially negates its use as a training weapon.)--[[User:Albedo|Albedo]] 19:46, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Which skills do i need, really==&lt;br /&gt;
This section, as the title implies, is not 'which skills would it be nice to have'.  Its 'which skills can i not reasonably avoid using'.  Having avoided any military engagements with numerous fortresses in .40d, no, not even the military qualifies as an essential skill set, no matter how desirable it may be.  Its simply too easy to work around.  Only skills which cannot be avoided or which avoiding leads to incredible contortions to make the fortress run should be listed here, and afaict, that list is complete as of my edit (and was complete the first time I wrote that section).  The only argument that could be made is Mechanic should be *removed*. --[[User:Squirrelloid|Squirrelloid]] 08:57, 5 April 2010 (UTC)&lt;br /&gt;
:Why should Mechanic be removed? They're still used for everything from traps to power! While not many people use weapon traps, if elephants wander into the fort, the only 'safe' way is to use weapon traps. Besides, higher skill means more traps quicker. There are no skills that cause increadible contortions if not brought, really. You start fine with no skills, they train up. Appraiser is the only skill that is hard to train up and causes &amp;quot;incredible contortions&amp;quot; if not brought. So with that suggestion, the section should state that you need Proficient Appraiser on all your dwarves. --[[User:Dree12|Dree12]] 23:42, 7 April 2010 (UTC)&lt;br /&gt;
::First, the suggestion is not what skills you should take, but what skills you will just about always use, barring extreme contortion.&lt;br /&gt;
::Second, I think mechanic belongs in the list, because I think using no mechanisms ever is crazy.  But that's a place where there probably are alternative ways of (&amp;quot;successfully&amp;quot;) playing that don't involve building a single mechanism ever.  That's why I say an argument could be made to remove the mechanic; not that I am personally making one.&lt;br /&gt;
::Third, appraiser is really easy to train actually - whenever a dwarf goes to trade they make appraise checks as soon as you hit the 't' button (or at least they did in .40d - needs confirmation).  They make one appraise check for each item the merchants brought to trade.  So someone with no appraise skill will suddenly be skilled or better just by looking at the goods of a large trade caravan.  (I believe you only get one attempt per caravan, so no xp scumming by rotating all your dwarves through broker for one caravan!)  Of course, until you get enough xp to hit novice at least, you'll have to guess how much to trade for what you want, which is painful.  You will, however, always use it (barring the extreme contortion of never trading).&lt;br /&gt;
::Fourth, I _think_ appraiser is already implicity included, since I think its a leader skill.  If not, that entry should be amended to the original text 'broker skills' because appraise is the most relevant of those.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 08:37, 8 April 2010 (UTC)&lt;br /&gt;
:::Think about who will read this article, and why, and what they want to get out of it.  (Or, more accurately, what you , the knowledgeable editors, want to give them, since many won't know what they do want/need out of this article.)&lt;br /&gt;
:::&amp;quot;'''Need'''&amp;quot; is almost purely subjective, unfortunately.  Do you &amp;quot;need&amp;quot; a miner? No, they'll train fast enough, esp in soil.  You will always* '''use''' one, but you don't &amp;quot;need&amp;quot; to take one.  Bottom line, you can start with 7 unskilled dwarves - so you don't &amp;quot;need&amp;quot; any skills, right?  Any dwarf can make mechanisms, so you never &amp;quot;need&amp;quot; a mechanic, right? Wrong. &lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Challenges and advanced play are not what this article is about. &lt;br /&gt;
:::To me, that subsection is about what the ''starting player'' (1st fortress, 3rd fortress, that ballpark) wants to bring so their fortress will flourish despite the typical newbie flailing - and why.   But what you use and what you &amp;quot;need&amp;quot; are not the same thing.  So, we don't say &amp;quot;You need/don't need Appraiser&amp;quot; (or Mechanic, or etc) - we list the usual, predictable recommendations - Miner, Mason, Appraiser, Brewer, Cook, Grower, Military, etc etc - and say WHY it's suggested you &amp;quot;need&amp;quot; them.  ''&amp;quot;Mechanic - more quickly produces (and places) high quality mechanisms, for weapon traps and created wealth&amp;quot;''.   A quick one-line explanation, and let the player decide based on that.  ''&amp;quot;Fisherdwarf/Ambusher -if you can't get UG crops going, you need creatures to supplement your food&amp;quot;'' - Meh, not for me, but okay. ''(Likewise, some can be listed as why you do NOT need them - &amp;quot;Glassmaker - too easy to train up on &amp;quot;free&amp;quot; sand.&amp;quot;)''  This allows diff editor's opinions without a black/white &amp;quot;include/exclude&amp;quot; debate.  More to the point, in the end, only ''experience'' will answer that question for each reader's playstyle, so this is only to give the newbie the confidence and information to make a choice that's better than &amp;quot;Play Now!&amp;quot;.&lt;br /&gt;
:::Rewrite the intro to that subsection to reflect this reality, put objective pro's/con's for each listing, and undelete anything that has been scratched off the list.--[[User:Albedo|Albedo]] 19:41, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
First, there were too many starting guides in the 40d namespace, so we probably want to spend some time dividing the necessary material among articles in a *rational* manner early rather than having multiple superfluous pages again.  I started a discussion on that [[DF2010 Talk:How to correctly start fortress mode|here]].&lt;br /&gt;
&lt;br /&gt;
Second, this article is trying to fulfill too many functions.  As per the above linked discussion, I think this should be separated into (1) a general starting a fortress page that covers the mechanics of doing so, and indexes the necessary guides, (2) a Quickstart guide for new users with a link to a save from DFFD, (3) a theoretical treatment of starting builds for advanced users, and possibly (4) an Embark Now guide (could possibly just be embedded in the parent page).&lt;br /&gt;
&lt;br /&gt;
As it is, this page covers not only starting builds, but also how to navigate the embark menu (which is really a separate topic entirely, and I would never have thought to look here for it).  It also covers Embark Now, which isn't really a 'build' at all from the user's perspective.&lt;br /&gt;
&lt;br /&gt;
So, we should discuss this before I unilaterally implement such a far-reaching modification.  But this page is a mess because its trying to do too much.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 10:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For what it's worth, I completely agree. Having a bunch of redundant guides that have too much on them is going to confuse people, much like the 40d ones did, and that is the opposite of what having guides for beginners is intended to do. The first three guides you suggested should have pages, and that should be everything. Even an Embark Now guide could be included as part of something else where it would make more sense, not as its own page. --[[User:AzureShadow|AzureShadow]] 12:03, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We have long needed an article dedicated to the Embark menu (and some of its sub-menus as well.) Breaking this beast up would not be a bad idea, but &amp;quot;Play Now&amp;quot; I think contrasts/fits well with the custom option, and is fairly brief (and would almost be a stub by itself? Meh, maybe not.) Putting &amp;quot;Play Now&amp;quot; on a separate article would isolate it from players who would never choose it and are only interested in customizing their own build.&lt;br /&gt;
&lt;br /&gt;
 (1) a general starting a fortress page&lt;br /&gt;
 (2) a Quickstart guide for new users with a link to a save from DFFD&lt;br /&gt;
::Problem is we already have so many &amp;quot;how to start the game&amp;quot; guides. This/those would have to be rationalize with each other, losing the redundant parts. --[[User:Albedo|Albedo]] 19:09, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::When i gave that list, I had intended it as a full list of necessary pages, not just breaking this one up, but merging the valid parts from the other existing articles (or, since this is a new version, the appropriate themes from those articles and redirect their DF2010 namespace page names to the relevant articles).  I did just read your points over at [[DF2010:How to correctly start fortress mode]], and I'm not sure I think we need quite as many different pages as you do, but I'll think about it and post something before I do anything too crazy.  --[[User:Squirrelloid|Squirrelloid]] 21:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Seasonal Food/Booze Consumption==&lt;br /&gt;
Just ran a side-test to see if the old numbers held true. Took starting 7 and 100 booze and 100 alcohol, walled them up and let them cook. At the Summer pause they had consumed 14 food and 28 booze - 2 food/4 booze each. At Autumn pause they had consumed a total of 28 food/60 booze (2/ and 4.3/). (caravan bypassed). At Winter they had consumed another 17 food (55 remaining) and 30 booze (10 remaining) - which puts them at about 2 1/7 and 4 2/7 - but there were 2 over-indulgers in the group, so that might be the 1/7 and 2/7 right there. Bottom line, it's still very close to 2 food and 4 booze/.)&lt;br /&gt;
(The really interesting thing is how many migrants showed up while they were holed up, in the next section...)--[[User:Albedo|Albedo]] 20:06, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Supplies and Early Migrant Expectation==&lt;br /&gt;
While running the above experiment, I had less than 3000 created wealth and had a combined 13 (yes, thirteen) migrants show up over  Summer and Autumn. Only 3-4 showed up immediately upon any announcement, so they must have snuck in in two waves each season, ~3 and then ~3 more later each time. This influx would have seriously messed with any expectations/projections for embark supplies before the first caravan - which, btw, didn't show up until about a week before Winter.--[[User:Albedo|Albedo]] 20:06, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=92615</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=92615"/>
		<updated>2010-04-14T10:11:54Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=89060</id>
		<title>v0.31 Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=89060"/>
		<updated>2010-04-10T17:13:00Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Created page with 'I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Any…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Anyone corroborate similar goblin fast healing? --[[User:Nimblewright|Nimblewright]] 17:13, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=87244</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=87244"/>
		<updated>2010-04-08T21:21:22Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cusion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Furnace_operator&amp;diff=87030</id>
		<title>v0.31:Furnace operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Furnace_operator&amp;diff=87030"/>
		<updated>2010-04-08T15:37:07Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Added new version stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{NewVersionStub}}&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Immigration&amp;diff=85084</id>
		<title>v0.31:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Immigration&amp;diff=85084"/>
		<updated>2010-04-06T12:47:29Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems as though immigration can occur at the first part of any season.&lt;br /&gt;
&lt;br /&gt;
Migrant waves as small as 3 or as large as 25 have been reported (clarification needed).&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions where migrants were limited to a maximum of (no adjective) skill (Level 2) upon arrival, migrants have been known to be of Expert status in more than one labor.&lt;br /&gt;
&lt;br /&gt;
Migrants each can arrive with a wide collection of skills, far greater than possible with one of the {{L|starting build|starting 7 dwarves}}, and {{L|experience}} levels (at least*) as high as Grand Master*. ''&amp;lt;small&amp;gt;(* highest reported to date)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Migrants may also bring animals with them. These do not seem to necessarily be pets of the migrants.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Electrum&amp;diff=85002</id>
		<title>40d:Electrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Electrum&amp;diff=85002"/>
		<updated>2010-04-06T10:10:18Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Checked links (no red links to fix); removed red link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Alloy|name=Electrum|color=#FF0|color1=#FF0|color2=#FFF|bgcolor=#880&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[40d:Gold|Gold]] [[40d:bar|bar]]&lt;br /&gt;
* 1 [[40d:Silver|Silver]] [[40d:bar|bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[40d:gold nuggets|Gold nugget]]&lt;br /&gt;
* 1 [[40d:Silver|Silver]] [[40d:ore|ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[40d:Material value|Material value]] 20&lt;br /&gt;
}}&lt;br /&gt;
'''Electrum''' [[40d:bar|bar]]s can be made at a [[40d:smelter|smelter]] by a dwarf with the [[40d:Furnace operator|furnace operating]] labor activated.&lt;br /&gt;
&lt;br /&gt;
One [[40d:gold|gold]] bar and one [[40d:silver|silver]] bar, or one gold nugget and one silver [[40d:ore|ore]] (but not a mix of bars and ore), produces two electrum bars.&lt;br /&gt;
&lt;br /&gt;
Smelting bars together consumes a value 30 material and a value 10 material to produce two units of value 20, thus producing no net gain (or loss); you're taking a high-value item and a medium-value item and averaging their values. Smelting the ore directly saves you two units of [[40d:fuel|fuel]] (if you don't have access to [[40d:magma|magma]]). Moreover, low-value [[40d:galena|galena]] or [[40d:tetrahedrite|tetrahedrite]] ore can be substituted for [[40d:native silver|native silver]] or [[40d:horn silver|horn silver]], producing more value overall than would be generated from smelting the ores separately. Thus, if you have access to a silver ore, it is always favourable value-wise to produce electrum bars over gold bars, unless your legendary metalsmith has a particular fancy for gold.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[MATGLOSS_METAL:ELECTRUM]&lt;br /&gt;
[NAME:electrum][ADJ:electrum][COLOR:6:6:1]&lt;br /&gt;
[VALUE:20]&lt;br /&gt;
[SPEC_HEAT:180]&lt;br /&gt;
[MELTING_POINT:11828]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[SOLID_DENSITY:8650]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Nimblewright&amp;diff=84999</id>
		<title>User:Nimblewright</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Nimblewright&amp;diff=84999"/>
		<updated>2010-04-06T10:04:33Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Created page with 'New(ish) player who's gained a lot from the wiki and wants to help it stay as a useful guide. Mostly doing link monkey work right now.  Please flag me up on my mistakes, I'd rath…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New(ish) player who's gained a lot from the wiki and wants to help it stay as a useful guide. Mostly doing link monkey work right now.&lt;br /&gt;
&lt;br /&gt;
Please flag me up on my mistakes, I'd rather be corrected and learn than uncorrected and make work for others.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Suicide_booth&amp;diff=84997</id>
		<title>40d:Suicide booth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Suicide_booth&amp;diff=84997"/>
		<updated>2010-04-06T10:00:06Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Checked links (no red link to remove); removed red link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''suicide booth''' is a tiny room used to dispose of unwanted dwarves, be they useless [[40d:migrant|migrant]]s,  obnoxious [[40d:noble|noble]]s, or crippled warriors.   (Variations can be used on unwanted [[40d:pet|pet]]s as well.)&lt;br /&gt;
&lt;br /&gt;
''Be aware that dwarfs who lose friends or pets will receive a very strong bad [[40d:thought|thought]] that may trigger a [[40d:tantrum|tantrum]].''&lt;br /&gt;
&lt;br /&gt;
=The basic booth=&lt;br /&gt;
&lt;br /&gt;
The booth is a tiny room containing some sort of trap connected to a lever, and possibly sealed with a door.  The victim is lured to the booth, and locked in if necessary. A lever is pulled, and the trap activates.&lt;br /&gt;
&lt;br /&gt;
==The victim enters the trap==&lt;br /&gt;
&lt;br /&gt;
For most dwarves, you can draft the victim into the [[40d:military|military]], and station him inside the booth. &lt;br /&gt;
&lt;br /&gt;
For nobles and children, who cannot be drafted, a lever must be installed in the room for them to pull. (This lever may or may not trigger the trap itself, and might not even be connected to anything.)  Some manipulation of locked doors or placement of trap (like in a bedroom) may be required to force your specific target to pull the lever, rather than some other nearby dwarf. Since a simple trap and a lever cannot be in the same square, the room must be at least 2 tiles big, and the trap builder must consider that the victim may be standing on either tile. &lt;br /&gt;
&lt;br /&gt;
(For pets, [[40d:restrain|restrain]]ing them in the room is the most direct approach.)&lt;br /&gt;
&lt;br /&gt;
==The trap==&lt;br /&gt;
This can be a simple weapon trap, a non-lethal cage trap, or some more complex device involving retracting bridges and long falls, water to drown the victim or magma for a flashier end. &lt;br /&gt;
&lt;br /&gt;
If crippling, rather than killing, is desired (as often preferred with [[40d:Hammerer|Hammerer]]s), a [[40d:Menacing spike|Menacing spike]] or fall of no more than a few [[40d:z-level|z-level]]s is often recommended.  If it doesn't achieve the desired results the first time, you can always do it again.&lt;br /&gt;
&lt;br /&gt;
==The trigger==&lt;br /&gt;
As mentioned above, a lever needs to be pulled, either by a second dwarf, or by the victim once inside the room.  If the target is not on the desired square, the &amp;quot;Pull&amp;quot; command for the lever can be set on {{k|r}}eapeat, in the hopes that the target will walk onto the trap - they never see it coming.&lt;br /&gt;
&lt;br /&gt;
=Slow option=&lt;br /&gt;
A simpler (but less entertaining) approach is just to lock the dwarf in a room, perhaps either a workshop that is not needed or a bedroom, wait for the dwarf to die of dehydration or starvation.&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=84994</id>
		<title>40d:Conglomerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=84994"/>
		<updated>2010-04-06T09:57:52Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Checked links (no red link to remove); removed red link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Stone_layer|name=Conglomerate|tile=∞|color=#880|basic_color=#880|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[40d:Sedimentary layer|Sedimentary layer]]&lt;br /&gt;
* [[40d:Aquifer|Aquifer]]&lt;br /&gt;
* [[40d:Material value|Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
* Puddingstone (Large Clusters){{list|sedimentary stone}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Conglomerate_Rock.jpg|Conglomerate rock&lt;br /&gt;
File:Ingleby caves.jpg|Cave carved from conglomerate&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cleaning&amp;diff=84988</id>
		<title>40d:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cleaning&amp;diff=84988"/>
		<updated>2010-04-06T09:41:56Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Checked links (no red links to remove); removed red link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Cleaning is a [[40d:labor|labor]] that allows your dwarves to take cleaning [[40d:skill|job]]s.&lt;br /&gt;
&lt;br /&gt;
Cleaning jobs remove [[40d:blood|blood, ichor]], [[40d:vomit|vomit]]{{verify}}, stagnant [[40d:water|water]] (removed from aquariums or spilled from dropped buckets), and rubble (from used [[40d:bolt|bolt]]s and [[40d:siege engine|ammunition]]) from the floor and walls of your fortress.  Cleaning will not move [[40d:corpse|corpse]]s, body parts, or dead [[40d:vermin|vermin]]; those tasks require the [[40d:hauling|refuse hauling]] labor.  Cleaning has no effect on [[40d:miasma|miasma]], which will naturally dissipate over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves will only clean [[40d:subterranean|subterranean]] areas of the fortress, as [[40d:above ground|above ground]] areas will clean automatically at the turn of every season or with [[40d:rain|rain]].&lt;br /&gt;
&lt;br /&gt;
A dwarf who decides to clean will stand on the space to be cleaned for a moment, and that tile and all adjacent tiles will be cleaned.&lt;br /&gt;
&lt;br /&gt;
While cleaning must be activated in the labor preferences, it does not raise any skill, nor does cleaning rely on any skill to determine the speed or effectiveness with which it is done.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chunk&amp;diff=84985</id>
		<title>40d:Chunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chunk&amp;diff=84985"/>
		<updated>2010-04-06T09:39:10Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Fixed red link (garbage dump); checked links; removed red link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''chunk''' of any type is a waste object generated either by [[40d:Butcher's Shop|butchering]] [[40d:animals|animals]] or by fierce [[40d:combat|combat]] with a biting opponent.  Chunks have no in-game use and are considered [[40d:refuse stockpile|refuse]].  In [[40d:stockpile|stockpile]]s and the [[40d:z-stocks|z-stocks]] menu, they are classified as '''remains''', along with dead [[40d:vermin|vermin]].  They can however be used in Adventure Mode as thrown projectiles, which is both awesome and hilarious.&lt;br /&gt;
&lt;br /&gt;
When a creature is biting another and has a body part grasped in its mouth, chunks of the body part can get ripped away, worsening the [[40d:wound|wound]].  Sometimes the entire body part will remain in its mouth as it is torn away, but this is not a &amp;quot;chunk&amp;quot;, which is generic.   On major body parts, if too many chunks get ripped away, the wound could become instantly fatal.&lt;br /&gt;
&lt;br /&gt;
Chunks will rot fairly quickly and produce [[40d:miasma|miasma]], and chunks can quickly add to [[40d:clutter|clutter]] in butcher shops, so ensure that you have enough refuse stockpiles and/or [[40d:garbage dump|garbage dump]]s, and enough dwarves with the refuse [[40d:hauling|hauling]] [[40d:labor|labor]] activated to account for this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Garbage_dump&amp;diff=84982</id>
		<title>40d:Garbage dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Garbage_dump&amp;diff=84982"/>
		<updated>2010-04-06T09:37:56Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Created page based on mainspace version of Garbage Dump redirect; fixes bad link on 40d:Chunk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[40d:Activity zone#Garbage_Dump]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chop_down_trees&amp;diff=84977</id>
		<title>40d:Chop down trees</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chop_down_trees&amp;diff=84977"/>
		<updated>2010-04-06T09:34:45Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Fixed red lin (&amp;quot;Underground Forest&amp;quot;); checked links; removed red link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
This designation is used for cutting down [[40d:tree|tree]]s in order to obtain [[40d:wood|wood]]. All trees in the designated area are flagged to be cut down by a [[40d:dwarf|dwarf]] with the [[40d:wood cutting|wood cutting]] [[40d:labor|labor]] enabled. Individual trees can also be designated for removal simply by making the designated area only as big as a single tree. Cutting down trees requires a [[40d:battle axe|battle axe]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once a tree has been cut down, a log will be produced, which can be hauled away by a dwarf with the [[40d:hauling|wood hauling]] [[40d:labor|labor]] enabled. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that saplings cannot be cut down; only mature trees can be designated. While primarily used above ground, this designation can be used [[40d:underground|underground]] if an [[40d:underground forest|underground forest]] is created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To designate an area for cutting down trees, hit the {{k|d}} key, followed by {{k|t}}.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Underground_forest&amp;diff=84974</id>
		<title>40d:Underground forest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Underground_forest&amp;diff=84974"/>
		<updated>2010-04-06T09:32:14Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Clone of current Underground Forest page, to fix red link in 40d:Chop down trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Tower-cap]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheese_maker&amp;diff=84971</id>
		<title>40d:Cheese maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheese_maker&amp;diff=84971"/>
		<updated>2010-04-06T09:27:29Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Bad link (&amp;quot;z-status&amp;quot;) fixed; links checked; red link template removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Cheese Maker&lt;br /&gt;
| speciality = Cheese Maker&lt;br /&gt;
| profession = [[40d:Farmer|Farmer]]&lt;br /&gt;
| job name   = Cheese Making&lt;br /&gt;
| workshop = [[40d:Farmer's workshop|Farmer's workshop]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make cheese&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cheese makers''' turn [[40d:Cow|Cow]] [[40d:milk|milk]], [[40d:Camel|Camel]] milk, and [[40d:Dwarven milk|Dwarven milk]] into cheese at the [[40d:farmer's workshop|farmer's workshop]]. Since [[40d:skill|skill]] does not produce higher quality cheese, a highly skilled cheese maker is not particularly valuable.&lt;br /&gt;
&lt;br /&gt;
Dwarves with the Cheese Making labor enabled will not build a [[40d:farmer's workshop|farmer's workshop]]; this requires [[40d:Thresher|Processing Plants]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will not turn milk into cheese unless you allow milk to be &amp;quot;cooked&amp;quot; in the [[40d:z-status|z-status]] kitchen subscreen. This obviously causes the milk to be cooked into meals too if cooking is under way at the same time.&lt;br /&gt;
&lt;br /&gt;
Cheese can be eaten as is (&amp;quot;raw&amp;quot;) and seems to vanish at incredible speed from your food stocks.&lt;br /&gt;
&lt;br /&gt;
Cooking ''dwarven'' cheese creates incredibly valuable prepared meals, since dwarven cheese is the most valuable ingredient known (hydra and dragon meat has the same value, but it can't be bought).&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Z-status&amp;diff=84969</id>
		<title>40d:Z-status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Z-status&amp;diff=84969"/>
		<updated>2010-04-06T09:24:19Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Cloned from current version of z-status to fix bad link in 40d:Cheese maker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Status]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=84965</id>
		<title>40d Talk:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=84965"/>
		<updated>2010-04-06T09:20:00Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Question on FAQ boxes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Note on FAQ Boxes==&lt;br /&gt;
The Water and Magma FAQ boxes at the bottom of the article link to the DF2010 version of this wiki, and I don't know how to fix them. I've taken off the red links banner as I fixed the remaining red links - does it need to go on again? --[[User:Nimblewright|Nimblewright]] 09:20, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&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;
: As far as is known, general pathfinding does not seem to take into account the ability of a [[animal|creature]] to swim if it does not naturally (e.g., [[carp]], which has special flags).  But it does take into account the existence of open space, like the kind that is one z-level above water; only flying [[animal|creatures]] can move through open space willingly, but you will find that drowning a [[animal|creature]] that can fly is exceedingly difficult.  The significant problem with [[moat]]s is the potential for them to [[temperate|freeze]] and create [[ice|walkable terrain]].&lt;br /&gt;
&lt;br /&gt;
: It might be possible to entice invaders (as well as your own [[dwarf|fools]]) to attempt to ford a filled [[moat]] by {{key|b}}uilding [[ramp]]s down into it, but they may also find that it is &amp;quot;dangerous terrain&amp;quot; and cancel the attempt. --[[User:FJH|FJH]] 19:09, 25 March 2009 (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;br /&gt;
&lt;br /&gt;
== Area Channeling ==&lt;br /&gt;
When I designate large areas to be channelled I notice that my dwarves mine out the squares in an order such that there won't be any unchannelled islands usually. The exceptions are when some object like walls prevent the dwarves from being able to reach squares making it impossible to  just channel without leaving islands, Does the game calculate in what order the squares need to/can be dug for their to be no islands leftover or am I crazy?&lt;br /&gt;
--[[Special:Contributions/71.145.168.229|71.145.168.229]] 04:19, 16 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=84964</id>
		<title>40d:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=84964"/>
		<updated>2010-04-06T09:17:32Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Fixed one remaining red link (&amp;quot;mine&amp;quot;), checked links OK. N.B. Water FAQ now links to DF2010 pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''channel''' is a hole dug in the ground or wall which will mine out the [[40d:z-level|z-level]] below too. You can use long channels to act as [[40d:moat|moat]]s, to move liquids such as [[40d:water|water]] and [[40d:magma|magma]] from one point to another, and other creative purposes. With this option it is possible to either select floor tiles or 'full' tiles. When channeled out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be [[40d:mine|mine]]d out. Creating a channel could be described as &amp;quot;strip mining&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In layman's terms: mining an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.&lt;br /&gt;
&lt;br /&gt;
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful to ensure that multiple [[40d:miner|miner]]s working on the same channel don't undermine each other, causing them to fall through to the tile below. If this happens you may need to build a [[40d:stair|stair]] or a [[40d:ramp|ramp]] in order for the fallen miner to escape.&lt;br /&gt;
&lt;br /&gt;
==Creating channels==&lt;br /&gt;
&lt;br /&gt;
Open the {{k|d}}esignation menu and select c{{k|h}}annel. Mark out the area you want to create as a channel - be careful to check the z-level below too! When building channels diagonally, a single line is enough - water, like [[40d:creatures|creatures]], moves in all 8 directions (+ z-axis).&lt;br /&gt;
&lt;br /&gt;
The channel designation can be used to dig upwards. If a square is designated to be channeled and the z-level below has either a ramp or upward stair the miner will stand on that and remove the roof. In the same manner, designating channels over existing downward [[40d:stairs|stairs]] will make the dwarves remove the staircase.&lt;br /&gt;
&lt;br /&gt;
Designating a channel on the level underneath an existing channel is the way to dig deep pits or [[40d:well|well]] shafts.  Designating an adjacent up/down staircase is the easiest way to give access to the [[40d:miner|miner]] who will dig the shaft.&lt;br /&gt;
&lt;br /&gt;
To swiftly channel out large areas multiple Z-levels deep, the fastest way is to designate it level by level as ramps from top to down. After it finished you'll need to remove leftover ramps at the bottom with '''remove stairs/ramps''' designation. You may consider leaving a single column of stairs leading back to the surface, removing it the once you're done, to aid miner access; in any case, this method requires that you give your miners a way out of the bottom level once they've finished.&lt;br /&gt;
&lt;br /&gt;
If the area you wish to channel is many Z-levels deep, it can be more efficient to build a [[40d:construction|construction]] shaped like the hole you would like to create on top of a support at the highest level. If the [[40d:support|support]] is linked to a [[40d:lever|lever]], and the lever is pulled, the constructions will fall through every floor until hitting solid material. Be sure to keep dwarves and valuable items clear of the falling debris.&lt;br /&gt;
&lt;br /&gt;
Dwarfs simply *love* to stand on the wrong side of the channels and dig themselves onto isolated islets. To avoid this, find the longest bisector of the tunnel, channel along it, and then continue expanding by adding one line at a time to each side of the initial trench. They appear to want to stand to the left of the channel being dug, if possible. Consider this if [[40d:cave-in|collapsing]] the floor.&lt;br /&gt;
&lt;br /&gt;
==Using channels==&lt;br /&gt;
&lt;br /&gt;
Creatures cannot pass over open channels but you can build [[40d:floor|floor]]s, [[40d:bridges|bridges]], [[40d:hatch cover|hatch cover]]s, or place floor [[40d:grate|grate]]s on top of channels. Grates will allow fluids to pass through.&lt;br /&gt;
&lt;br /&gt;
To move liquids simply connect one end of the channel to the liquid source, and the other to your desired destination. You will probably want to leave digging through the last square prior to the liquid until all your [[40d:floodgate|floodgate]]s etc. are finished. An unexpected [[40d:flood|flood]] can set your [[40d:fortress|fortress]] back several [[40d:season|season]]s.&lt;br /&gt;
&lt;br /&gt;
Be careful when tapping into a [[40d:aquifer|reservoir]], such as the bottom of a [[40d:lake|lake]], since the [[40d:pressure|pressure]] head will cause the water to overtop the sides of the channel. Magma will not do this.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mine&amp;diff=84963</id>
		<title>40d:Mine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mine&amp;diff=84963"/>
		<updated>2010-04-06T09:14:27Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: Created page based on current &amp;quot;mine&amp;quot; page, but changing to {{40d:PageName}} format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:mining]]&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=84962</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=84962"/>
		<updated>2010-04-06T09:11:30Z</updated>

		<summary type="html">&lt;p&gt;Nimblewright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nimblewright</name></author>
	</entry>
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