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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_guide&amp;diff=81693</id>
		<title>v0.31:Military guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_guide&amp;diff=81693"/>
		<updated>2010-04-03T21:06:12Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Forming Squads'''&lt;br /&gt;
&lt;br /&gt;
*Before you can do ANYTHING with your military, you need to designate a militia commander in the noble screen (n). Don't worry, he doesn't have any requirements and doesn't set mandates. While you're at it, designate an arsenal dwarf too, and give him an office somewhere - he's the fortress quartermaster, and without him your squads won't end up with any equipment other than what they were already wearing. Note that if you don't have an option for Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an arsenal dwarf when you need one.&lt;br /&gt;
*The way it works now is that every squad leader is designated in the noble screen - once you designate a militia commander it will open up a slot for &amp;quot;Militia captain&amp;quot;, and once you designate one of those it opens another captain slot, etc. As far as I can tell, these roles are all functionally equivalent.&lt;br /&gt;
*Once you've designated a commander/captain, going to the military screen (m) will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. Doing that changes the the display of the dwarf from his name to the squad's name. You can then fill out the squad from anyone in the fort by filling in the &amp;quot;Squad Positions&amp;quot; heading.&lt;br /&gt;
*Okay, here's where people seem to start getting lost: Equipping your squad. The first thing you should look at is the &amp;quot;Uniforms&amp;quot; tab. You don't actually need to change anything here, but it's good to understand how just in case you want to. Each option under the &amp;quot;Uniforms&amp;quot; heading is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You can create new uniforms if you want and add or remove items from any uniform by navigating this menu.&lt;br /&gt;
*Now go over to the &amp;quot;Equip&amp;quot; tab. Here's where you can apply those uniforms to individuals or squads. You can also straight edit a dwarf's equipment from this screen - if you want to give someone an artifact for instance, you can just select him, go over to his equipment list, get rid of whatever the normal uniform option is for that slot, and hit the hotkey listed at the top for whatever type of item the artifact is - if you select &amp;quot;Specific X&amp;quot; it will give you another list of all the items of that type in the fort (I believe it sorts by highest quality at the top, so you don't need to hunt around for the best stuff). If your squad is using ranged weapons, head over to the &amp;quot;Ammunition&amp;quot; tab and assign them something from there (If you don't care what they use, you still need to give them ammo - just pick &amp;quot;Bolts&amp;quot; and it will default to any bolts they can find).&lt;br /&gt;
*If you've got an arsenal dwarf with an office, your squad should now retrieve their assigned equipment as soon as the arsenal dwarf signs off on it (Assuming they can find any that meet the types you set).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Getting your Squad to do Something'''&lt;br /&gt;
&lt;br /&gt;
*Here's another big stumbling block a lot of people are having - training. It's not quite so simple as just designating a barracks and letting your dwarves have at it anymore - though once you know what to do it's not that complicated, and it gives you a LOT more control over military behaviour than before.&lt;br /&gt;
*First thing you should do is designate a barracks somewhere, the same way you would have in the previous version (Though you can also designate barracks from a lot of other object types than beds now - any storage object can also be used to designate a barracks or armory room).&lt;br /&gt;
*Once you've designated a barracks, you'll notice a list of the squads in your fort in the info pane. This is where you set how the squad uses the barracks - it defaults to empty so if you don't do anything here, your squad won't even know the barracks exists. You probably want to at least enable &amp;quot;Train&amp;quot; and &amp;quot;Sleep&amp;quot;, though really what you set here is up to you, it's more important that you know it exists. If you don't have the squad set to &amp;quot;Train&amp;quot; at any of your designated barracks, they won't train. There are also options for storing equipment here - I haven't seen my dwarves doing this but I've got them all set to just leave their stuff on even off-duty, so I imagine it's more meaningful if they switch to civvies. There's also a &amp;quot;Position&amp;quot; option where you can assign specific beds/storage to specific dwarves. I don't think this is too important unless you REALLY want a particular dwarf to have the NICE armour rack. If they aren't assigned they'll just use whatever they feel like, as normal.&lt;br /&gt;
*Now, just designating the barracks won't get them to train - because they're still off-duty. Head back to the military screen and go to the &amp;quot;Alerts&amp;quot; tab. This is sort of like the uniform tab in that it's a way to quickly assign specific behaviours to a squad - though unlike the uniform tab you really HAVE to use this one. All squads default to inactive until you set them to an alert level - you can create your own custom alerts but to keep it simple for now, just set a squad to &amp;quot;Active/Training&amp;quot;. Note that to set a squad alert level, first you scroll down to the alert, then you scroll across to the squad, THEN you hit enter. If you just hit enter on the alert itself, it will set the civilians in the fort to this - for &amp;quot;Active/Training&amp;quot; it's essentially meaningless, but you can use this to order civilians to a safe area in the event of an attack (Kind of like the old &amp;quot;Keep indoors&amp;quot; option, but much better since they don't keep trying to run out the front door and turning around).&lt;br /&gt;
*Once you've set the squad's alert level, head over to the &amp;quot;Schedule&amp;quot; tab. Along the top you'll have a list of all the squads in your fort, and on the side will be a list of the game months. Now, this is important, on the VERY top of the screen, above the squad list, is the name of the currently selected alert level. You can change this with the */ buttons on the numpad - what you're doing here is setting the squad's orders for each month when they're set to the selected alert level. If you're on &amp;quot;Active/Training&amp;quot;, every month probably says &amp;quot;Train&amp;quot;.&lt;br /&gt;
*Here's the thing - the game defaults to a REALLY stupid option that most people are probably going to miss - notice on the bottom, in blue, how it says &amp;quot;Train, 10 minimum&amp;quot;? What that means is that if you have less 10 dwarves in that squad set to training (Which will always be the case since squads max out at 10), it will FORCE members of the squad to train, even when they're exhausted or starving. If you don't change this, your dwarves will be EXTREMELY miserable after a while - they might even starve to death while training - I'm not sure. Either way, hit &amp;quot;e&amp;quot; to edit the order, and use the /*-+ buttons to set the minimum to something like 1 or 2 less than the number of dwarves you have in your squad.&lt;br /&gt;
*If you hit &amp;quot;o&amp;quot; while on this screen, you can scroll through all the other options for orders you can give your squads. All of them except for Train will require you to set either burrows or notes while I'll explain in the next section. For now just leave it on train.&lt;br /&gt;
*Don't forget that orders are set per month - so you only set the minimum down for one month. Copy/paste the order into all the other months. Alternatively, if you want to give your dwarves time off, you can just hit x on an order and it will set them to inactive for that month. You can also use &amp;quot;o&amp;quot; to give them more than one order during a given month, though I'm not sure how this works (My guess is that if you set your minimums properly, the squad will split evenly between the two activities to maintain the minimum values of both).&lt;br /&gt;
*If you've set everything I mentioned above, your dwarves SHOULD spend some time training in the barracks now. Bear in mind this is a new release and pretty buggy, and dwarves weren't exactly rocket scientists in the last version either, so it might seem like they spend a lot of time waiting around for an instructor or instructee. If you just leave them alone and don't worry about it, eventually they'll figure it out and start getting some training done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Burrows and Notes'''&lt;br /&gt;
&lt;br /&gt;
*This is a more advanced feature of the new military options - it's similar to the old station and patrol options, but a lot more flexible because of the new alert level settings.&lt;br /&gt;
*First things first - if you want your dwarves to guard an area, you need to set a burrow. It's pretty self-explanatory how to do that once you hit &amp;quot;w&amp;quot; from the main menu - just cover the area you want the dwarves to defend. Note that bigger is better here, at least if you want your dwarves to cover a wide area. Dwarves will detect intrusions into a burrow, and if they're set to guard that burrow, they'll immediately run to the point of the intrusion - so don't set the burrow to one square to try to get the dwarves to stand at the entrance or something. Just set it to the area you want guarded.&lt;br /&gt;
*Burrows have a few other uses as well - you can assign civilians to burrows and what that means is that they'll only use things that are in that burrow - workshops, dining rooms, etc. Note that they'll still gather material from outside the burrow if it's not close at hand, so don't worry about dwarves starving in a burrow because there's no food in it.&lt;br /&gt;
*Notes are how you set a patrol route. This is a bit more complicated than it used to be, but essentially, first you have to plant notes at all the points you want the dwarves to patrol, then you need to hit &amp;quot;r&amp;quot; from the note menu to bring up the routes list, and create a new patrol route and then add waypoints to it. It might seem excessively cumbersome, but the reason behind this is that you can use the same points for multiple patrol routes, if you want different squads to follow different paths.&lt;br /&gt;
*For either of these, once you've set up the burrow/route, you can set a squad to use them via the &amp;quot;Schedule&amp;quot; screen, the same way you edit their training schedule. You can also set dwarves to just stand at a particular note like the old station option, but honestly using burrows sounds better to me. A good idea is probably to create a new alert level for &amp;quot;Active&amp;quot; duty versus just training, so you can quickly have switch your dwarves between patrolling and training.&lt;br /&gt;
*There's also a &amp;quot;Burrows&amp;quot; header on the alerts tab of the military menu. To be honest, I don't actually know what this does. My guess is it's used to send civilians to certain burrows if you set the civilian alert level to a burrow restricted alert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Direct Control'''&lt;br /&gt;
&lt;br /&gt;
*This is probably the simplest thing to figure out of all the new options, but I figure I might as well be thorough. First thing is open the squad menu with &amp;quot;s&amp;quot; and select a squad with a,b,c etc. (You can also select multiple squads by holding down shift and selecting a squad). Honestly, from here it's pretty intuitive. Just hit the appropriate button for the order you want to give, pick a target, and watch them go.  That's right, in the current version you can actually tell your military to &amp;quot;kill that guy&amp;quot; and not &amp;quot;stand over near that guy and kill anything nearby, wink wink nudge nudge&amp;quot;.&lt;br /&gt;
*You can also give orders to individual members of squads by toggling from &amp;quot;Select squads&amp;quot; to &amp;quot;Select individuals&amp;quot; with p, then selecting a squad and picking someone/multiple people from inside it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Miscellaneous Tips'''&lt;br /&gt;
*You should set some off duty time for your squads - even if they get enough time to take care of their needs, dwarves will still get an unhappy thought from a &amp;quot;Long patrol&amp;quot;. Having two squads alternate is a good way to keep your fortress covered while also keeping your military happy.&lt;br /&gt;
*No matter how good your military is, some enemies are just ridiculously strong in the new version - several people have mentioned Bronze Colossi being particularly unstoppable. Having a &amp;quot;Dump it in the magma&amp;quot; backup plan never hurts.&lt;br /&gt;
*If you want your dwarves to be wrestlers, change their equipment profile in the military menu to include no weapons '''or shields''' (If they have a shield they'll use it to bash enemies which is extremely ineffective). A word of warning: Heat and contamination can transfer through wrestling now, so having your dwarves wrestle fire imps is a good way to get set on fire.&lt;br /&gt;
*Sometimes your soldiers will stand around in your barracks in civilian clothes, refusing to spar or attend training.  You can keep them from doing this by designating two overlapping barracks and assigning them to both.&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33289</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33289"/>
		<updated>2008-12-16T21:59:51Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: /* Viewing more than just dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
*0x8.5 also gets turned on when a child is kidnapped.  &lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
::Staring off into the distance is the mood used by the zonked out people trapped in this underworld. --[[User:Armrha|Armrha]] 12:24, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about destroy the contents of a square? Or destroy all of X item? Cleanup on unbelievably cluttered, unplayable maps would be a real nice feature. Not sure how to do it though... I've seen tile edit but not contents edit. ~~----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
== Unable to run ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to load it, it won't run, I ran the game and downloaded everything. This is all that happens:&lt;br /&gt;
&lt;br /&gt;
 version v0.27.169.88a, pid 2760, player 0&lt;br /&gt;
 0 words loaded&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
   DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
   self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 102, in __init__&lt;br /&gt;
   self.getWords()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 218, in getWords&lt;br /&gt;
   kptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 114, in getLong&lt;br /&gt;
   return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
   raise WinError()&lt;br /&gt;
 WindowsError: [Error 998] Invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 01:05, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It doesn't recognize your df version ... do you have debug privileges on the dwarf fortress process? Is it the latest version?&lt;br /&gt;
[[User:Bartavelle|Bartavelle]] 08:51, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, it's the latest version. What do you mean by &amp;quot;debug privileges?&amp;quot; --[[User:0todd0|0todd0]] 23:23, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had this exact error too, until I right-clicked on dfcompanion_prototype.py and went to &amp;quot;open with&amp;quot; to find two python options, the second one worked. Have you got python previously installed and if so can you try uninstalling all versions and re-installing the latest one again? This could be a stab in the dark however... --[[User:Mrchinchin25|Mrchinchin25]] 23:48, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I recently downloaded this: what's been said so far to fix this problem isn't doing anything at all. Again, what do you mean &amp;quot;debug privileges?&amp;quot; --[[User:Pseu|Pseu]] 19:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was a moder for Elder Scrolls 4 and it required both python 2.4 and 2.5 to mod. Though t see if this would work, i uninstalled python 2.4 but it didn't, i'll try what you said Mrchinchin...  --[[User:0todd0|0todd0]] 20:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to debug privileges in Win XP.  Start-&amp;gt;Control Panel-&amp;gt;Administrative Tools-&amp;gt;Local security Settings-&amp;gt;local policies-&amp;gt;user rights assignment-&amp;gt;debug programs (on the right pane)--[[User:kirk|kirk]] 11:58, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I'm having the same issue with DF 0.27.176.38c and the newest version of Companion (downloaded it today). Also, kirk's info above isn't useful to anyone who is using XP Home - Local Security Settings isn't there. --[[User:Tyranic-Moron|Tyranic-Moron]] 22:06, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Moogie's Problem ==&lt;br /&gt;
&lt;br /&gt;
I'm getting this:&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;C:\Documents and Settings\Moogie\My Documents\Dwarven Fortress\companion&lt;br /&gt;
 \dfcompanion_prototype.py&amp;quot;, line 3, in &amp;lt;module&amp;gt;&lt;br /&gt;
    import gtk&lt;br /&gt;
 ImportError: No module named gtk&lt;br /&gt;
&lt;br /&gt;
I have Gtk 2.10.11-1 installed in the Companion folder. I have Python 2.5.1 installed from ages ago when I used to play Oblivion.&lt;br /&gt;
&lt;br /&gt;
Why isn't it seeing Gtk there?&lt;br /&gt;
&lt;br /&gt;
Wow, I have no idea what I'm doing. The above comment is from me (Moogie). I don't know how to add a title or anything, sorry.&lt;br /&gt;
&lt;br /&gt;
: Don't worry, I'm sure you'll get it eventually. I've shifted your error into it's own section anyway, hopefully it's more noticeable this way. --[[User:Tyranic-Moron|Tyranic-Moron]] 18:52, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not running on Windows X64 either ==&lt;br /&gt;
&lt;br /&gt;
Okay since it doesn't run on Win2000, I bought a new PC just to get some better FPS on Dwarf Fortress, but this tool won't run on it either.&lt;br /&gt;
&lt;br /&gt;
I get the following error:&lt;br /&gt;
&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
Tried Python 2.4 and 2.5 and different versions of this utility but all are giving the same error.&lt;br /&gt;
&lt;br /&gt;
== Missing DLL file ==&lt;br /&gt;
&lt;br /&gt;
I have the latest version of Python. I downloaded all the required files. When I run DFcompanion_prototype.py, I get &amp;quot;This application has failed to start because libglib-2.0-0.dll was not found. Re-installing the application may fix this problem.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Why is it giving me this message if I've already installed all the required files?&lt;br /&gt;
&lt;br /&gt;
== Install Questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For python 2.5 users, just grab the utility at this place, and unzip it (warning, this is an old version). &amp;quot;&lt;br /&gt;
It's an old version of dwarf companion?  If that's the case, where is the most recent version? I don't see it on your page. ([[User:Slitherrr|Slitherrr]] 11:58, 30 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==.39f is incompatible==&lt;br /&gt;
 D:\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 346, in __in&lt;br /&gt;
 it__&lt;br /&gt;
     self.dd = dwarfdbg()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 105, in __init__&lt;br /&gt;
     self.configoffsets()&lt;br /&gt;
   File &amp;quot;D:\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 49, in configoffsets&lt;br /&gt;
     tmp = os.getPatternPos( r'\x68' + stock + r'\xb8....\xc7.........\x89.....'+ os.call + r'\x38' )[0]+0x21&lt;br /&gt;
 IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
This is the same problem I'm having too. I have all the correct packages installed. It looks like Dwarf Companion just doesn't work with 39f. - SquirrelFarmer&lt;br /&gt;
&lt;br /&gt;
== manual input of offsets for 39f ==&lt;br /&gt;
&lt;br /&gt;
Okay I might be ignorant to all this memory messing stuff, but wouldn't this problem with the new version be fixed if someone puts an if(1): at line 28 of dwarfdbg.py and changes there to what they should be in the new version?&lt;br /&gt;
&lt;br /&gt;
Would anyone happen to have the required addresses?&lt;br /&gt;
&lt;br /&gt;
These are the variables it needs, as you can see I've been trying a bit myself but I still don't have all the required ones.&lt;br /&gt;
&lt;br /&gt;
         self.off_vec_maincreatures = 0x01575DEC   #0x01427B50&lt;br /&gt;
         self.off_x_width =      0x015B7938 #0x01469698&lt;br /&gt;
         self.off_y_width =      0x015B793C #0x0146969C&lt;br /&gt;
         self.off_z_width =      0x015B7940 #0x014696A0&lt;br /&gt;
         self.off_map_data =      0x015B7920 #0x01469680&lt;br /&gt;
         self.off_race =         0x00000000 #0x0146B060&lt;br /&gt;
         self.off_lang =         0x00000000 #0x0146B180&lt;br /&gt;
         self.off_moodtime =      0x00000000 #0x01248ABA&lt;br /&gt;
         self.off_playedrace =      0x00000000 #0x01248AC8&lt;br /&gt;
         self.off_economy =      0x00000000 #0x0123B384&lt;br /&gt;
         self.off_xcursor =      0x009EF294 #0x008FF288&lt;br /&gt;
         self.off_ycursor =      0x009EF298 #0x008FF28C&lt;br /&gt;
         self.off_zcursor =      0x009EF29C #0x008FF290&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey Bartavelle, somebody in this thread noted that creature flag 0x1.4 seems to control the &amp;quot;projectile&amp;quot; status (blue background).  http://www.bay12games.com/forum/index.php?topic=27494.msg336702#msg336702&lt;br /&gt;
[[User:Footkerchief|Footkerchief]] 02:46, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Free cat pet option ==&lt;br /&gt;
&lt;br /&gt;
Hello mate, great work here. Thing is as I was trying to find a way to &amp;quot;free&amp;quot; the cats from their owners to prevent catsplosion, I realized you already had a right click option, marked &amp;quot;(doesn't work)&amp;quot; but it seems it worked for me. It resets the cat back to Uninterested state and does not seem to produce an unhappy thought. So why is it marked &amp;quot;does not work&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
--[[User:Alkar|Alkar]] 10:43, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yet more help needed ==&lt;br /&gt;
&lt;br /&gt;
When I try to run it via the command prompt, I get this error: http://i100.photobucket.com/albums/m39/weapon_ook/dfcompanion.jpg&lt;br /&gt;
I freely admit that I haven't the blindest clue of what it means. Any help? --[[User:Simmura McCrea|Simmura McCrea]] 14:33, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Can't help you there, '''but''' on the main page for DC, you can download an [http://www.pindi.us/files/df/dfcompanion-0.14-exe.zip exe version] of the tool, which saves you from having to use all the other dependancies (at least it works like a charm for me) --[[User:Alkar|Alkar]] 15:20, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, that seems to have fixed it. Thanks. --[[User:Simmura McCrea|Simmura McCrea]] 16:06, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Viewing more than just dwarves ==&lt;br /&gt;
&lt;br /&gt;
I see posts below of people modifying things that aren't dwarves. But, when I try setting the filter to &amp;quot;All Creatures&amp;quot; and refreshing, I still only get dwarves. Is there a trick to this? I'm hoping to find a way to deal with a floating wagon. -[[User:Fuzzy|Fuzzy]] 02:15, 7 December 2008 (EST)&lt;br /&gt;
*I think you're clicking the button that toggles whether or not to show dead creatures.  The buttons are inconsistently named (one names the current option, the other names the option to switch to), and really should be made consistent.&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11869</id>
		<title>40d:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11869"/>
		<updated>2008-12-16T21:54:31Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''pick''' is a tool used by [[dwarves]] to [[mining|mine]] areas you have designated for mining.  Dwarves without picks cannot mine.  Picks can be made from [[copper]], [[bronze]], [[bismuth bronze]], [[iron]], [[steel]] or [[adamantine]].  The [[material]] used only affects the weight of the pick and the damage it deals when used in combat; mining speed and product are not affected.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s can use picks as [[weapon]]s using their mining skill.  Only a dwarf who is set to fight &amp;quot;unarmed&amp;quot; and who is holding a pick at the time he or she is drafted will use it in combat.  Picks are somewhat weaker than actual weapons like spears, but are still very effective in the hands of a skilled miner.  Legendary miners make for an excellent militia, since picks can pierce (the heavens).&lt;br /&gt;
&lt;br /&gt;
Picks can be obtained through [[trade]] with [[Dwarves]] or [[Humans]], can be created at a [[Metalsmith's Forge]], and are also available on the Fortress Mode embarkation screen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=22313</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=22313"/>
		<updated>2008-10-11T06:56:41Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: IME, they're steel bolts, not iron.  Anyone have verified iron bolts?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = [[Hunter]]&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] assigned to hunt automatically use the '''ambusher''' skill while hunting outside of the fortress, allowing them to sneak silently upon their prey.  Dwarves using the ambush skill move [[Speed|slower]], but cannot be seen by enemies.&lt;br /&gt;
As an ambusher gets closer to his prey, there is a greater and greater chance he will be spotted and stop ambushing.  The ambusher's chances improve as her skill improves.&lt;br /&gt;
&lt;br /&gt;
You can assign [[hunting dog]]s to [[hunter]]s, as they will sneak just as the hunter. [[War dog]]s die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.&lt;br /&gt;
&lt;br /&gt;
Dwarves can hunt with any [[weapon]] or even unarmed, but a [[crossbow]] is the most sensible choice, due to its range.&lt;br /&gt;
&lt;br /&gt;
You should consider training them with [[hammer]]s and in wrestling in order for them to defend themselves. This is since a hunter will fight to the death even if he runs out of [[bolt]]s. Without bolts, he must fight with the butt of the crossbow which is counted as a weak [[hammer]]. Wrestling is his last resort if the hunter drops his crossbow in the fight. Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapatiated.&lt;br /&gt;
&lt;br /&gt;
A hunter picks a mark which he pursues. Upon killing the mark, a hunter will carry it home to the [[butchery]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching. This happens frequently with crossbows due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (the hunters should accomplish this just fine), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses.&lt;br /&gt;
&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very fast. Animals upon being butchered explode into [[chunk]]s, [[meat]], [[skin]], [[bone]]s, [[fat]] and [[skull]], and the clutter will make the [[butcher]] work many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat ([[food]]). Bones and skulls can be salvaged even from rotting corpses.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get more than half of the kill, and the [[craftsdwarf]] unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
Dwarves who enter the game with at least 'Ambusher' rank in the ambushing skill will each get normal-quality extra equipment instead of the normal equipment carried by other dwarves. All of this equipment is worn at once.&lt;br /&gt;
[[Immigration|Immigrating]] hunter dwarves and dwarves who start with 3 ranks of ambushing (18 points) will get these benefits.&lt;br /&gt;
&lt;br /&gt;
They start out with a crossbow made of [[Bismuth bronze]], [[Bronze]], [[Copper]] or [[Iron]].&lt;br /&gt;
In addition they recieve a [[steel]] [[cap]], and a giant spider [[silk]] or cloth [[quiver]] containing 30 steel bolts.&lt;br /&gt;
They recieve [[leather]] [[armor]], leather [[leggings]], a leather [[helm]], and leather [[high boot]]s. The default [[shoes]] will be replaced by the boots.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure Mode|adventure mode]], ambusher is skilled up by {{key|S}}neaking and walking about.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile [[creatures]] not to attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of [[experience]] in ambushing with every step.  Presently, smashing a creature's [[skull]] in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17967</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17967"/>
		<updated>2008-08-07T04:16:52Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: I wasn't sure, so I tested and added milk and cheese as acceptable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.27.176.38b|}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|&lt;br /&gt;
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their retreats, usually in [[forest]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[tree]]s in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
They are often found eating the corpses of their victims.&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, and [[wood]]en items. They may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: [[armor]] and clothes too large to wear, inferior wooden [[weapons]], inferior [[alcohol|booze]], inferior redroot [[dye]], [[bow]]s and [[arrow]]s. They are very picky about what they will accept in return although this appears to have changed with the latest version, as it stands Elves will except anything except items directly made out of or decorated with wood. They also no longer mind purchasing blood-soaked items.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. Dairy products, such as milk and cheese, are currently {{ver|0.23.130.39d}} acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and [[shield]]s if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one [[size]] larger than [[dwarves]], which makes them hit harder and absorb more damage, but they also have a slight natural armor penalty. Their main redeeming trait is their speed, which is noticeably higher than the other playable races.&lt;br /&gt;
&lt;br /&gt;
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELF]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[TILE:'E'][COLOR:3:0:0]&lt;br /&gt;
	[SPEED:700][GRASSTRAMPLE:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[NARROW]&lt;br /&gt;
	[DAMBLOCK:-1]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:60:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:45:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30955</id>
		<title>40d:Underground river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30955"/>
		<updated>2008-08-03T02:16:02Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: had the origin of an underground river on my map, decided to share some info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Underground rivers''' occur in every region with a mountain biome, just like [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
In maps without any underground soil or aboveground herbs to harvest (so you can therefore get their seeds and begin farming aboveground) these can be a blessing, but on others it can be a hindrance.&lt;br /&gt;
&lt;br /&gt;
The underground river is commonly filled with aggressive creatures such as Snakemen, Olmmen, Giant Olms and Cave Crocodiles. These can interrupt the work of any dwarf within line of sight, and can thus be a real nuisance.&lt;br /&gt;
&lt;br /&gt;
The water sources for underground rivers are waterfall tiles.&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Thought&amp;diff=21282</id>
		<title>40d:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Thought&amp;diff=21282"/>
		<updated>2008-07-26T14:36:54Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: /* The mechanics of thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf psychology is not all that complex - various events cause dwarves to gain 'thoughts'. Thoughts have a [[happiness]]/unhappiness value. The value of all the thoughts a particular dwarf has is simply summed to determine how happy or unhappy they are. If dwarves are particularly unhappy, they may throw [[tantrum]]s, and may enter fell or macabre [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's thoughts, press {{key|v}} on the dwarf. Then press {{key|p}}(preferences) -&amp;gt; {{key|z}} -&amp;gt; {{key|enter}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
Now you will see descriptions on how the dwarf feels ''(Ecstatic, happy, content, unhappy, miserable)'', and what recent events made an impact on the dwarf.  There are also some personal traits listed on the bottom.&lt;br /&gt;
&lt;br /&gt;
== Happy thoughts ==&lt;br /&gt;
A catalog of happy thoughts:&lt;br /&gt;
* &amp;quot;Slept in a good quality [[bedroom]] recently&amp;quot; &lt;br /&gt;
* &amp;quot;Dined in a good quality [[dining room]] lately&amp;quot; &lt;br /&gt;
* &amp;quot;Had a pretty decent/fine/good/wonderful/truly decadent drink/meal lately&amp;quot; &lt;br /&gt;
* &amp;quot;Is quite pleased with making an [[artifact]]&amp;quot;&lt;br /&gt;
* &amp;quot;Admired a fine craft/furniture/building lately&amp;quot; &lt;br /&gt;
* &amp;quot;Admired a own fine craft/furniture/building lately&amp;quot; &lt;br /&gt;
* &amp;quot;Made a friend recently&amp;quot; &lt;br /&gt;
* &amp;quot;Talked with a friend lately&amp;quot; &lt;br /&gt;
* &amp;quot;Received [[water]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Gave somebody water lately&amp;quot;&lt;br /&gt;
* &amp;quot;Made a satisfying acquisition lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Has been satisfied at work lately&lt;br /&gt;
* &amp;quot;Had a satisfying sparring session lately&amp;quot;&lt;br /&gt;
* &amp;quot;Pleased to have a mandate deadline met lately&amp;quot;&lt;br /&gt;
* &amp;quot;Conducted a meeting in a great setting recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was honored to join the Fortress Guard&amp;quot;&lt;br /&gt;
* &amp;quot;Took joy in slaughter lately&amp;quot;&lt;br /&gt;
* &amp;quot;Beat somebody with a hammer recently&amp;quot; - Hammerer&lt;br /&gt;
* &amp;quot;Was satisfied to bring up job scarcity in a meeting recently&amp;quot; - Jeweler&lt;br /&gt;
* &amp;quot;Was glad to have punishment delayed recently&amp;quot; - Criminal&lt;br /&gt;
* &amp;quot;Was very pleased to receive a higher rank of nobility recently&amp;quot; - Count&lt;br /&gt;
* &amp;quot;Was satisfied to bring up job scarcity in a meeting lately&amp;quot; - after a meeting at the manager's office&lt;br /&gt;
* &amp;quot;Cried on somebody in charge lately and felt a little/lot better afterwards&amp;quot; - result of an unhappy dwarf using manager's consoler skill.&lt;br /&gt;
* &amp;quot;Shouted at someone in charge recently, and felt better afterwards&amp;quot; - result of an unhappy dwarf using manager's pacifier skill.&lt;br /&gt;
&lt;br /&gt;
==Unhappy thoughts ==&lt;br /&gt;
A catalog of unhappy thoughts:&lt;br /&gt;
* &amp;quot;Slept without a [[bed]] / Slept in the mud&amp;quot;&lt;br /&gt;
* &amp;quot;Slept without a decent room lately&amp;quot;&lt;br /&gt;
* &amp;quot;Slept uneasily due to [[noise]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was awoken by noise while sleeping lately&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of the lack of [[chair]]s / [[table]]s&amp;quot;&lt;br /&gt;
* &amp;quot;Was upset to be wearing old/tattered clothing lately&amp;quot;&lt;br /&gt;
* &amp;quot;Complained about the [[military|draft]]&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of thirst lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has been dehydrated&amp;quot;&lt;br /&gt;
* &amp;quot;Has been starving lately&amp;quot;&lt;br /&gt;
* &amp;quot;Lost a good friend/husband/wife/child&amp;quot;&lt;br /&gt;
* &amp;quot;Was knocked out during a cave-in lately&amp;quot;&lt;br /&gt;
* &amp;quot;Sustained minor injuries lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was annoyed by [[vermin]]&amp;quot;&lt;br /&gt;
* &amp;quot;Has been accosted by terrible vermin&amp;quot;&lt;br /&gt;
* &amp;quot;Was disgusted by [[miasma]]&amp;quot;&lt;br /&gt;
* &amp;quot;Has been annoyed by flies&amp;quot;&lt;br /&gt;
* &amp;quot;Was [[Cave adaptation|nauseated]] by the sun lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has witnessed death&amp;quot;&lt;br /&gt;
* &amp;quot;Is depressed about being [[Justice|confined]]&amp;quot;&lt;br /&gt;
* &amp;quot;Was unhappy with the lack of work last season&amp;quot;''&lt;br /&gt;
* &amp;quot;Was unable to make suggestions about [[manager|work allocations]] lately&amp;quot; - Manager&lt;br /&gt;
* &amp;quot;Was unable to find someone to complain to about job scarcity lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was shouted at by an unhappy citizen lately&amp;quot; - After counselling an unhappy dwarf&lt;br /&gt;
* &amp;quot;Was upset to have disappointed a noble recently&amp;quot; - Tax Collector  &lt;br /&gt;
* &amp;quot;Was misinformed about a room for tax collection recently&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was worried not to have adequate protection lately&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was upset by having a mandate ignored lately&amp;quot;&lt;br /&gt;
* &amp;quot;Conducted a meeting in an awful setting recently&amp;quot; - Mayor &lt;br /&gt;
* &amp;quot;Was angered that nobody could be punished for a recent failure&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Was upset by a lesser's pretentious sleeping arrangements lately&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Was put off by a lesser's pretentious dining arrangements lately&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Was put off by a lesser's pretentious office arrangements lately&amp;quot; - Noble&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|The rest of this page|the exact mechanics of thoughts}}&lt;br /&gt;
&lt;br /&gt;
{{Old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number. This number is computed by summing the modifier for each thought the dwarf is currently remembering. Each thought lasts one year, and after half a year has passed since gaining a thought, the modifier is halved, rounding away from zero (so 7 halved would be 4 and -9 halved would be -5). There is no way to tell the age of a thought.&lt;br /&gt;
&lt;br /&gt;
The resulting number is then used in this table:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font face=&amp;quot;courier new&amp;quot;&amp;gt;&lt;br /&gt;
* +50 or more: ecstatic&lt;br /&gt;
* +25 to +49: happy&lt;br /&gt;
* -25 to +24: quite content&lt;br /&gt;
* -50 to -24: fine&lt;br /&gt;
* -76 to -51: unhappy&lt;br /&gt;
* -99 to -75: very unhappy&lt;br /&gt;
* -100 or less: miserable &lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The method by which one is chosen for thoughts with multiple malus possibilities is presently unknown. It appears that some are merely incremented for each occurrence. Others apparently are chosen by the severity of the incident that caused the thought.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
is happy to be free					+1000&lt;br /&gt;
is quite pleased with making an artifact		+1000&lt;br /&gt;
was forced to eat a treasured pet to survive lately	-1000&lt;br /&gt;
has suffered the travesty of art defacement		up to -1000 (depends on number of masterwork items created)&lt;br /&gt;
&lt;br /&gt;
slept &amp;lt;place&amp;gt; recently		-30,-20,-10,-5,-3,or -2&lt;br /&gt;
* in the mud&lt;br /&gt;
* in the grass&lt;br /&gt;
* in the dirt&lt;br /&gt;
* on rocks&lt;br /&gt;
* on a rough cave floor&lt;br /&gt;
* on the floor&lt;br /&gt;
&lt;br /&gt;
has &amp;lt;ailment&amp;gt; lately		-5&lt;br /&gt;
* complained of hunger&lt;br /&gt;
* complained of thirst&lt;br /&gt;
* been tired&lt;br /&gt;
has been &amp;lt;ailment&amp;gt; lately	-30&lt;br /&gt;
* starving&lt;br /&gt;
* dehydrated&lt;br /&gt;
* exhausted&lt;br /&gt;
&lt;br /&gt;
dined in a &amp;lt;quality&amp;gt; dining room recently&lt;br /&gt;
* legendary	+20&lt;br /&gt;
* fantastic	+10&lt;br /&gt;
* great		+5&lt;br /&gt;
* very good	+3&lt;br /&gt;
* good		+2&lt;br /&gt;
slept in a bedroom like a personal palace recently	+20&lt;br /&gt;
slept in a &amp;lt;quality&amp;gt; bedroom recently&lt;br /&gt;
* fantastic	+10&lt;br /&gt;
* great		+5&lt;br /&gt;
* very good	+3&lt;br /&gt;
* good		+2&lt;br /&gt;
&lt;br /&gt;
was worried by the scarcity of &amp;lt;guards,prison&amp;gt; lately	-10&lt;br /&gt;
* royal guards&lt;br /&gt;
* fortress guards&lt;br /&gt;
* cages and chains&lt;br /&gt;
&lt;br /&gt;
{ate/had} a &amp;lt;quality&amp;gt; {meal/drink} lately&lt;br /&gt;
* legendary		+20&lt;br /&gt;
* truly decadent	+10&lt;br /&gt;
* wonderful		+5&lt;br /&gt;
* fine			+3&lt;br /&gt;
* pretty decent		+2&lt;br /&gt;
&lt;br /&gt;
I plan to explain how this the notation list works later, but for now I'll&lt;br /&gt;
just put this note to explain the above note. It is either &amp;quot;ate a &amp;lt;quality&amp;gt;&lt;br /&gt;
meal lately&amp;quot; or &amp;quot;had a &amp;lt;quality&amp;gt; drink lately&amp;quot;&lt;br /&gt;
&lt;br /&gt;
has lost a &amp;lt;close one&amp;gt; recently		-50,-30,-20,or -10&lt;br /&gt;
* spouse&lt;br /&gt;
* friend to tragedy&lt;br /&gt;
* sibling to tragedy&lt;br /&gt;
* child to tragedy&lt;br /&gt;
* mother to tragedy&lt;br /&gt;
* father to tragedy&lt;br /&gt;
&lt;br /&gt;
I have formatted all of the above. The below may use a different formatting&lt;br /&gt;
system than the above.&lt;br /&gt;
&lt;br /&gt;
has complained about the draft lately				-30&lt;br /&gt;
was upset about being relieved from duty			-30&lt;br /&gt;
was upset about being expelled from the Royal Guard		-30&lt;br /&gt;
was upset about being expelled from the Fortress Guard		-20&lt;br /&gt;
&lt;br /&gt;
was able to rest and recuperate lately				+10&lt;br /&gt;
received water recently						+10&lt;br /&gt;
received food recently						+10&lt;br /&gt;
was rescued recently						+10&lt;br /&gt;
&lt;br /&gt;
had a miscarriage recently					-50,-30,-20,or -10&lt;br /&gt;
has been evicted lately						-10&lt;br /&gt;
has been attacked lately					-30,-20,-10,or -5&lt;br /&gt;
has been attacked by the dead lately				-50,-30,-20,or -10&lt;br /&gt;
was unable to reach a room for tax collection lately		-5&lt;br /&gt;
was misinformed about a room for tax collection lately		-5&lt;br /&gt;
was upset that the tax collection didn't go smoothly lately	-10&lt;br /&gt;
has been taxed recently						-5&lt;br /&gt;
has lost property to the Royal Guard recently			-10&lt;br /&gt;
was upset to have disappointed a noble lately			-10&lt;br /&gt;
has complained of the lack of chairs lately			-30,-20,-10,-5,-3,or -2&lt;br /&gt;
has complained of the crowded tables lately			-2&lt;br /&gt;
has complained of the lack of dining tables lately		-30,-20,-10,-5,-3,or -2&lt;br /&gt;
was forced to eat vermin to survive lately			-30,-20,or -10&lt;br /&gt;
was forced to eat a beloved creature to survive lately		-50&lt;br /&gt;
has complained of the lack of a well lately			-5,-3 or -2&lt;br /&gt;
has complained of the nasty water lately			TBD&lt;br /&gt;
was forced to drink slime lately				-30,-20,-10,or -5&lt;br /&gt;
was forced to drink vomit lately				-30,-20,-10,or -5&lt;br /&gt;
was forced to drink bloody water lately				-30,-20,-10,or -5&lt;br /&gt;
slept uneasily due to noise lately				-2&lt;br /&gt;
slept very uneasily due to noise lately				-5&lt;br /&gt;
was woken by noise while sleeping lately			-10&lt;br /&gt;
was worried not to have adequate protection lately		-10&lt;br /&gt;
has been annoyed by flies					-5,-3 or -2&lt;br /&gt;
has been accosted by terrible vermin				-30,-20,or -10&lt;br /&gt;
saw something unpleasant in a cage recently			-10,-5,or -3&lt;br /&gt;
saw something unpleasant in a pond recently			-10,-5,or -3&lt;br /&gt;
has witnessed death						-30,-20,-10,or -5&lt;br /&gt;
has lost a pet recently						-50,-30,-20,or -10&lt;br /&gt;
has lost a pet recently						-50,-30,-20,or -10&lt;br /&gt;
accidentally killed somebody in a fit of rage recently		-50,-30,-20,or -10&lt;br /&gt;
killed somebody by accident while sparring recently		-50,-30,-20,or -10&lt;br /&gt;
was forced to endure the decay of a {related dwarf or pet} recently	-20,-10,-5,or -3&lt;br /&gt;
ate rotten food lately						-10,-5,or -3&lt;br /&gt;
drank something spoiled lately					-10,-5,or -3&lt;br /&gt;
was {unhappiness level} by long patrol duty lately		TBD&lt;br /&gt;
was disgusted by a bloody mist lately				-10,-5,-3,or -2&lt;br /&gt;
was disgusted by a miasma lately				-10,-5,-3,or -2&lt;br /&gt;
choked on smoke underground lately				-5,-3 or -2&lt;br /&gt;
choked on dust underground lately				-5,-3 or -2&lt;br /&gt;
was knocked out during a cave-in lately				-20,-10,-5,or -3&lt;br /&gt;
was embarrassed to have to conduct an official meeting in a dining room	-50,-30,-20,-10,-5,or -3&lt;br /&gt;
was very embarrassed to have to conduct an official meeting in a bedroom-50,-30,-20,-10,-5,or -3&lt;br /&gt;
was incredibly embarrassed not to have any rooms lately		-50,-30,-20,-10,-5,or -3&lt;br /&gt;
sustained major injuries recently				-30,-20,-10,or -5&lt;br /&gt;
sustained minor injuries recently				-20,-10,-5,or -3&lt;br /&gt;
slept without a proper room recently				-30,-20,-10,-5,-3,or -2&lt;br /&gt;
slept in a horribly substandard bedroom recently		-20&lt;br /&gt;
slept in a horrible bedroom recently				-10&lt;br /&gt;
slept in an awful bedroom recently				-5&lt;br /&gt;
slept in a very poor bedroom recently				-3&lt;br /&gt;
slept in a poor bedroom recently				-2&lt;br /&gt;
conducted a meeting in a horribly substandard setting recently	-30&lt;br /&gt;
conducted a meeting in a horrible setting recently		-20&lt;br /&gt;
conducted a meeting in an awful setting recently		-10&lt;br /&gt;
conducted a meeting in a very poor setting recently		-5&lt;br /&gt;
conducted a meeting in a poor setting recently			-3&lt;br /&gt;
dined in a horribly substandard dining room recently		-20&lt;br /&gt;
dined in a horrible dining room recently			-10&lt;br /&gt;
dined in an awful dining room recently				-5&lt;br /&gt;
dined in a very poor dining room recently			-3&lt;br /&gt;
dined in a poor dining room recently				-2&lt;br /&gt;
dined without a proper dining room recently			-30,-20,-10,-5,-3,or -2&lt;br /&gt;
worried greatly about not have a tomb after gaining another year-50,-30,-20,-10,-5,or -3&lt;br /&gt;
worried about having a horribly substandard tomb after gaining another year	-30&lt;br /&gt;
worried about having a horrible tomb after gaining another year	-20&lt;br /&gt;
worried about having an awful tomb after gaining another year	-10&lt;br /&gt;
worried about having a very poor tomb after gaining another year-5&lt;br /&gt;
worried about having a poor tomb after gaining another year	-3&lt;br /&gt;
was greatly angered at the state of demands recently		-10&lt;br /&gt;
was very angered at the state of demands recently		-5&lt;br /&gt;
was angered at the state of demands recently			-3&lt;br /&gt;
was upset by not having enough chests lately			-3&lt;br /&gt;
was upset by not having enough cabinets lately			-3&lt;br /&gt;
was upset by not having enough armor stands lately		-3&lt;br /&gt;
was upset by not having enough weapon racks lately		-3&lt;br /&gt;
was upset to be wearing old clothing lately			-3 or -2&lt;br /&gt;
was upset to be wearing tattered clothing lately		-5,-3 or -2&lt;br /&gt;
was very upset to have worn clothes rot away lately		-10,-5,or -3&lt;br /&gt;
was very embarrassed to be uncovered lately			-20,-10,or -5&lt;br /&gt;
was embarrassed to have no shirt lately				-10,-5,or -3&lt;br /&gt;
was embarrassed to have no shoes lately				-10,-5,or -3&lt;br /&gt;
was very embarrassed to be uncloaked lately			-20,-10,or -5&lt;br /&gt;
was caught in the rain recently					-3 or -2&lt;br /&gt;
was caught in a snow storm recently				-3 or -2&lt;br /&gt;
was {unhappiness level} by a lesser's pretentious {building} arrangements lately	TBD&lt;br /&gt;
The above is for nobles only.&lt;br /&gt;
was unable to find an available hammer lately			-50&lt;br /&gt;
was upset by having a mandate ignored lately			-5&lt;br /&gt;
was upset by having a mandate deadline missed lately		-3&lt;br /&gt;
was upset by having a request ignored lately			-5&lt;br /&gt;
was angered that nobody could be punished for a recent failure	-10&lt;br /&gt;
was upset that a criminal could not be properly punished	-5&lt;br /&gt;
was upset by the delayed punishment of a criminal		-5&lt;br /&gt;
was beaten recently						-10,-5,or -3&lt;br /&gt;
was beaten with a hammer recently				-20,-10,-5,or -3&lt;br /&gt;
is depressed about being confined				-10&lt;br /&gt;
was unhappy with the amount of available work last season	-10&lt;br /&gt;
had a terrifying nightmare about an army of the dead		-20&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
was comforted by a wonderful creature in a cage recently	+3&lt;br /&gt;
was comforted by a wonderful creature in a pond recently	+3&lt;br /&gt;
was pleased by having a request approved lately			+5&lt;br /&gt;
was glad to have punishment reduced recently			+20&lt;br /&gt;
was glad to have punishment delayed recently			+20&lt;br /&gt;
beat somebody recently						+5&lt;br /&gt;
beat somebody with a hammer recently				+5&lt;br /&gt;
was honored to join the Royal Guard				+20&lt;br /&gt;
was honored to join the Fortress Guard				+10&lt;br /&gt;
has been satisfied at work lately				+5&lt;br /&gt;
was happy to have pleased a noble lately			+10&lt;br /&gt;
made a satisfying acquisition lately				+10&lt;br /&gt;
adopted a new pet recently					+10&lt;br /&gt;
took joy in slaughter lately					+10&lt;br /&gt;
was comforted by a pet lately					+5&lt;br /&gt;
saw a beloved creature lately					+5&lt;br /&gt;
was pleased to have a mandate deadline met lately		+10&lt;br /&gt;
talked with a friend lately					+2&lt;br /&gt;
made a friend recently						+5&lt;br /&gt;
was pleased that the tax collection went smoothly lately	+10&lt;br /&gt;
was comforted by a lovely waterfall lately			+5&lt;br /&gt;
conducted a meeting in a setting worthy of legends recently	+30&lt;br /&gt;
conducted a meeting in a fantastic setting recently		+20&lt;br /&gt;
conducted a meeting in a great setting recently			+10&lt;br /&gt;
conducted a meeting in a very good setting recently		+5&lt;br /&gt;
conducted a meeting in a good setting recently			+3&lt;br /&gt;
was greatly pleased at the state of demands recently		+10&lt;br /&gt;
was very pleased at the state of demands recently		+5&lt;br /&gt;
was pleased at the state of demands recently			+3&lt;br /&gt;
celebrated having a legendary tomb after gaining another year	+30&lt;br /&gt;
celebrated having a fantastic tomb after gaining another year	+20&lt;br /&gt;
celebrated having a great tomb after gaining another year	+10&lt;br /&gt;
celebrated having a very good tomb after gaining another year	+5&lt;br /&gt;
celebrated having a good tomb after gaining another year	+3&lt;br /&gt;
enjoyed starting a fist fight recently				+20&lt;br /&gt;
enjoyed smashing up a building recently				+20&lt;br /&gt;
enjoyed toppling something over recently			+10&lt;br /&gt;
enjoyed throwing something recently				+5&lt;br /&gt;
had a satisfying sparring session recently			+10&lt;br /&gt;
was nauseated by the sun lately					-20&lt;br /&gt;
was irritated by the sun lately					-10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6820</id>
		<title>40d:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6820"/>
		<updated>2008-07-25T01:04:00Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: Fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's forge|key=f|job= [[Weaponsmith|Weaponsmithing]], [[Armorsmith|Armoring]], [[Metalsmith|Blacksmithing]], [[Metal crafter|Metalcrafting]], [[Crossbow-making]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]] or [[block|Stone blocks]]&lt;br /&gt;
* [[Metal]] [[bar]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Chain]]&lt;br /&gt;
*[[Crafts]] - X3 from one metal bar.&lt;br /&gt;
*[[Goblet]]s - X3 from one metal bar.&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]s - X3 from one metal bar.&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Stud|Studding]]&lt;br /&gt;
*[[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' is a [[workshop]] used by [[dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment and [[crossbow]]s, [[traps|trap components]], and other [[Finished Goods|finished goods]]. To build a forge, you must have [[fire-safe materials]] and an [[anvil]], which you start with by default, using 1000 [[starting point]]s. If you don't bring an anvil, you are usually able to trade for one with the dwarven (autumn) and [[human]] [[caravan]] that often carry [[iron]] anvils at a cost of 1000☼, and [[steel]] anvils at a cost of 3000☼. If not, you may also request one from the [[dwarven liaison]] or human [[guild representative]], if you are willing to pay an increased price to guarantee that at least one anvil arrives in the second year/third year. Note that it is presently useless to request the more-expensive steel anvil as there is no difference in productivity.&lt;br /&gt;
&lt;br /&gt;
==Workshop Skills==&lt;br /&gt;
The metalsmith's forge supports multiple skills, so dwarves will need the correct skill for the item you want them to create. The skills available are:&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- [[weapon]]s and [[bolt]]s&lt;br /&gt;
*[[Armorsmith|Armoring]] -- [[armor]]&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- [[Craft|Crafts]], [[Coins]], and [[chain]]s&lt;br /&gt;
*[[Crossbow-making]] -- [[crossbow]]s (as of 38c, crossbows seem to require weaponsmithing to construct)&lt;br /&gt;
*[[Trapping]] -- [[animal trap]]s (possibly a bug)&lt;br /&gt;
*[[Metalsmith|Blacksmithing]] -- All [[furniture]] (except chains) and [[block]]s&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], for one [[metal]] [[bar]] each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of [[silver]].&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High boot|High boots]]&lt;br /&gt;
* [[Low boot|Low boots]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[Bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (requires the [[trapping]] labor and not any of the metalsmith labors)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]]s (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires 3 [[bars]] to forge except for [[chain]]s, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege equipment]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]].  Only one piece of siege equipment can be forged: the [[Ballista arrowhead]], which requires 3 [[metal]] [[bars]].  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete [[Ballista arrow]].  It is also possible to make pure wooden ballista arrows at the [[siege workshop]], which are assumed to do less damage. The [[siege engine]]s themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]]. Smithing arrowheads seems to require both the [[Weaponsmith|Weapon smithing]] and [[Metal crafter|Metal Crafting]] skills turned on.&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap]] components can be forged from [[copper]], [[iron]], [[bronze]], and [[steel]]. These include:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large, serrated disc]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 [[bars]] of [[metal]] to forge.&lt;br /&gt;
&lt;br /&gt;
Corkscrews, menacing spikes and spiked balls can also be made from wood at a [[carpenter's workshop]], requiring 1 log each and from. All Trap weapons can also be made out of [[glass]].&lt;br /&gt;
&lt;br /&gt;
== Finished Goods ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Anvil]] ([[iron]], [[steel]] or [[adamantine]])&lt;br /&gt;
* [[Crafts]]&lt;br /&gt;
* [[Goblet]]s&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[Coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decoration]]s (such as [[Jeweler's workshop|encrusting with gems]], [[Craftsdwarf's workshop|decorating with bone]] or [[Craftsdwarf's workshop|decorating with shell]]), you cannot specify which object to stud: the smith will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require [[fuel]].&lt;br /&gt;
&lt;br /&gt;
In addition, 3 [[bars]] of either [[iron]] or [[steel]] can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Metal Clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight [[clothing]].&lt;br /&gt;
All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All [[furniture]] except [[chain]]s and [[animal trap]]s; [[anvil]]s&lt;br /&gt;
* [[Metal_crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Weaponsmith|Weaponsmith]]: All weapons and ammunition (including [[crossbow]]s); [[Trap|trap components]]; [[Siege equipment]]?&lt;br /&gt;
* [[Armorsmith|Armorsmith]]:  All [[armor]]&lt;br /&gt;
* [[Trapper|Trapper]]: [[Animal trap]]s&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17964</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17964"/>
		<updated>2008-07-23T18:58:52Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: Elaborated on elf tradeness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|&lt;br /&gt;
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their retreats, usually in [[forest]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[tree]]s in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
They are often found eating the corpses of their victims.&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: [[armor]] and clothes too large to wear, inferior wooden [[weapons]], inferior [[alcohol|booze]], inferior redroot [[dye]], [[bow]]s and [[arrow]]s. They are very picky about what they will accept in return: Elven traders do not like to be offered any dead animal or tree byproducts, although they will occasionally counteroffer for, and accept, them.&lt;br /&gt;
&lt;br /&gt;
Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.  [[Vomit]] may also have this effect{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and [[shield]]s if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one [[size]] larger than [[dwarves]], which makes them hit harder and absorb more damage, but they also have a slight natural armor penalty. Their main redeeming trait is their speed, which is noticeably higher than the other playable races.&lt;br /&gt;
&lt;br /&gt;
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELF]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[TILE:'E'][COLOR:3:0:0]&lt;br /&gt;
	[SPEED:700][GRASSTRAMPLE:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[NARROW]&lt;br /&gt;
	[DAMBLOCK:-1]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:60:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:45:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Snailman&amp;diff=40119</id>
		<title>40d:Snailman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Snailman&amp;diff=40119"/>
		<updated>2008-07-23T18:57:24Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: Elaborated on shelless snailmen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Snailman|symbol=s|color={{COLOR:7:0:0}}|butcher=no|bones=0|chunks=-|meat=-|fat=-|skulls=0|skin=No|biome=* [[Tropical]] moist [[broadleaf]] [[forest]]&lt;br /&gt;
* Any wetland&lt;br /&gt;
}}&lt;br /&gt;
'''Snailmen''' tend to be in groups, but individually aren't very challenging opponents.&lt;br /&gt;
&lt;br /&gt;
Cannot be [[butcher]]ed.  Oddly enough, does not have a [[shell]], prefstring notwithstanding.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SNAILMAN]&lt;br /&gt;
	[NAME:snailman:snailmen:snailman]&lt;br /&gt;
	[TILE:'s'][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:2:5]&lt;br /&gt;
	[BENIGN][SAVAGE]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:shells]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYESTALKS:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[NOSKULL][NOBONES]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[BIOME:ANY_WETLAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SPEED:1500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10685</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10685"/>
		<updated>2008-07-22T14:48:10Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: Updated mass reclaim key combo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks.&lt;br /&gt;
They are useful at forcing dwarves to perform actions where they are desirable, and can be placed in any unoccupied tile, including over the [[chasm]] or over a [[river]].&lt;br /&gt;
They are placed similarly to [[stockpiles]], by selecting a rectangular area using {{K|Enter}} from within the {{K|i}}:Zones menu.&lt;br /&gt;
Unlike stockpiles, they are only visible while in the {{K|i}}:Zones menu.&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the {{K|i}}:Zones menu.&lt;br /&gt;
&lt;br /&gt;
When hovering over the activity zone, you may tap {{key|a}} to enable or disable the zone.  Dwarves will not specifically avoid the zone if they wanted to go there anyway, but no further jobs related to that zone will be created.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s or to drink. &lt;br /&gt;
If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]] of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}}. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.27.176.38c}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to choose whether it is a pit or pond.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21665</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21665"/>
		<updated>2008-07-21T23:19:51Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Challenge Builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
Note: &amp;quot;[[Challenge Builds]]&amp;quot; and &amp;quot;[[Game goals]]&amp;quot; merged into this page. Somebody else gets to merge the above two paragraphs.&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of the pets somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling humie.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and customs enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort ==&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma, constructing your fortress under water, or using [[clear glass]] exclusively. No stone may be used. Metal may only be used for creating stuff that cannot be made out of glass.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA! ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears, promptly enter aggressive negotiations and throw them down the well screaming; &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot;. You should forbid the use of gold and silver (and platinum, etc), the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. Note that this is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress &amp;amp;ndash; and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== No rocks! ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only wood.&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[wood]], will be made only from wood. Doors, tables, chairs, floodgates, bridges, stairs, workshops, you name it. For even greater challenge, build it entirely above ground with wooden walls and floors.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&amp;lt;br&amp;gt;&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&amp;lt;br&amp;gt;&lt;br /&gt;
Alternative: Build it in the [[Ocean]]&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
== Live up to your name ==&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
== Equaland ==&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
== World Domination ==&lt;br /&gt;
&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list&lt;br /&gt;
If you can come up with an idea of a way to actually do this, this is a great goal. However, I don't believe such a device or machine is possible. --Savok --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inuit Dwarfs ==&lt;br /&gt;
&lt;br /&gt;
Live out on a glacier with no surrounding trees and just rely on the ice and your woolly underpants. Actually, you might want to get the full attire, it's going to be cold!&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make a giant tower completely out of ice with your dwarfs living in it.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make everything out of ice.&lt;br /&gt;
&lt;br /&gt;
== Government in Exile ==&lt;br /&gt;
All dwarves are either nobles, or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Organizer&amp;diff=3952</id>
		<title>40d:Organizer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Organizer&amp;diff=3952"/>
		<updated>2008-07-11T22:26:26Z</updated>

		<summary type="html">&lt;p&gt;Qmarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #f0f&lt;br /&gt;
| skill      = Organizer&lt;br /&gt;
| speciality = Manager&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = Noble/Admin&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Manage Work Orders&lt;br /&gt;
}}&lt;br /&gt;
The '''organizer''' [[skill]] is used by the [[Manager|manager]] [[Nobles|noble]] to manage work orders in the Manager menu. Work orders will not be started until they are &amp;quot;verified&amp;quot; by the manager. However, until your population reaches 20, the manager doesn't need an office, and all orders are verified as soon as they are issued.&lt;br /&gt;
&lt;br /&gt;
Greater skill allows faster work order verification. {{verify}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Gained by:&lt;br /&gt;
*Performing the &amp;quot;Manage Work Orders&amp;quot; task when in an [[office]].{{verify}}&lt;br /&gt;
*Work orders provide 10*(number of items in order) of skill points to organizer skill upon completion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Qmarx</name></author>
	</entry>
</feed>