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	<updated>2026-06-16T12:28:18Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them&amp;diff=31125</id>
		<title>40d:How do I stop miners from falling in channels as they dig them</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them&amp;diff=31125"/>
		<updated>2008-01-19T19:15:35Z</updated>

		<summary type="html">&lt;p&gt;Richdiesal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This issue has been fixed in version 0.27.169.33g. If for some reason you still need it, the guide is below.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 0.27.169.33g, it is possible that the reverse problem will happen if you have more than one dwarf digging a channel in a closed room - that is, that channels may be dug around a dwarf, leaving him trapped on a single tile hovering on the side of a room.  The techniques below will still prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Dwarves always begin with the northwest most tile and work their way south until all designations in that column are complete.&lt;br /&gt;
&lt;br /&gt;
The simplest way to prevent this from happening is to turn off the mining of all dwarves save one. Here are some other, less restrictive solutions:&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
Designate channels in single columns. Leave the miners room to escape.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
███.███ ███.███ ███████ ███.███&lt;br /&gt;
█.....█ █12721█ █12345█ █12151█&lt;br /&gt;
█.212.█ █12621█ █12346█ █21214█&lt;br /&gt;
█.212.█ █12521█ █12347. █12131█&lt;br /&gt;
█.212.█ █12421█ █12346█ █21212█&lt;br /&gt;
█.....█ █12321█ █12345█ █12121█&lt;br /&gt;
███████ ███████ ███████ ███████&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001132 Ramps]===&lt;br /&gt;
The total number of tasks required to complete this method is higher than the above one, but allows your dwarves to safely channel without you keeping tabs on them. Create stairs leading to the lower level at the entrance, designate ramps on the lower level, use the z-designate to remove those ramps, and finally channel the stairway on the original level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 1            Step 2    Step 3&lt;br /&gt;
z0      z-1       z-1       z0&lt;br /&gt;
███.███ ███████   ███████   ███.███&lt;br /&gt;
█..&amp;gt;..█ █▲▲&amp;lt;▲▲█   █zz&amp;lt;zz█   █  _  █&lt;br /&gt;
█.....█ █▲▲▲▲▲█   █zzzzz█   █     █&lt;br /&gt;
█.....█ █▲▲▲▲▲█   █zzzzz█   █     █&lt;br /&gt;
█.....█ █▲▲▲▲▲█   █zzzzz█   █     █&lt;br /&gt;
█.....█ █▲▲▲▲▲█   █zzzzz█   █     █&lt;br /&gt;
███████ ███████   ███████   ███████&lt;br /&gt;
&lt;br /&gt;
Alternate Step 1&lt;br /&gt;
z0      z-1&lt;br /&gt;
███.███ ███████&lt;br /&gt;
███&amp;gt;███ █▲▲&amp;lt;▲▲█&lt;br /&gt;
███████ █▲▲▲▲▲█&lt;br /&gt;
███████ █▲▲▲▲▲█&lt;br /&gt;
███████ █▲▲▲▲▲█&lt;br /&gt;
███████ █▲▲▲▲▲█&lt;br /&gt;
███████ ███████&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stairs===&lt;br /&gt;
This method requires even more tasks overall to complete than the above one, but allows dwarves to safely dig multiple levels without supervision.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 1&lt;br /&gt;
z0      z-1         z-X     z-X-1&lt;br /&gt;
███.███ ███████     ███████ ███████&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█     █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█     █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█ ... █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█     █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█     █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
███████ ███████     ███████ ███████&lt;br /&gt;
&lt;br /&gt;
Step 2&lt;br /&gt;
z0      z-1&lt;br /&gt;
███.███ ███████&lt;br /&gt;
█__&amp;gt;__█ █XXXXX█&lt;br /&gt;
█_____█ █XXXXX█&lt;br /&gt;
█_____█ █XXXXX█&lt;br /&gt;
█_____█ █XXXXX█&lt;br /&gt;
█_____█ █XXXXX█&lt;br /&gt;
███████ ███████&lt;br /&gt;
&lt;br /&gt;
Step 3&lt;br /&gt;
z0      z-1&lt;br /&gt;
███.███ ███████&lt;br /&gt;
█  &amp;gt;  █ █__X__█&lt;br /&gt;
█     █ █_____█&lt;br /&gt;
█     █ █_____█&lt;br /&gt;
█     █ █_____█&lt;br /&gt;
█     █ █_____█&lt;br /&gt;
███████ ███████&lt;br /&gt;
&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last Step&lt;br /&gt;
z-X-1&lt;br /&gt;
███████&lt;br /&gt;
█zz&amp;lt;zz█&lt;br /&gt;
█zzzzz█&lt;br /&gt;
█zzzzz█&lt;br /&gt;
█zzzzz█&lt;br /&gt;
█zzzzz█&lt;br /&gt;
███████&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Richdiesal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21080</id>
		<title>40d:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21080"/>
		<updated>2008-01-19T19:10:57Z</updated>

		<summary type="html">&lt;p&gt;Richdiesal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mine]] for long enough and you'll find yourself surrounded with various [[stone]]s and [[ore]]s. How do you get rid of them?&lt;br /&gt;
&lt;br /&gt;
Here follows several '''stone management''' techniques.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Making use of stone and blocks ===&lt;br /&gt;
&lt;br /&gt;
Use your masons to the fullest by creating roads, blocks, furniture, floodgates.  Blocks can be stored in bins, but bins cannot be made from stone so this diverts wood or metal from other uses.&lt;br /&gt;
&lt;br /&gt;
Craftdwarfs at high levels can produce large quantities of rock crafts very quickly, but this trades the problem of clutter from tons of stone to clutter from tons of crafts.  However, crafts can be sold to foreign traders and often merchants have plenty of room for a lot of goods.&lt;br /&gt;
&lt;br /&gt;
You can also use stones (and blocks) to build large structures above ground, and floors over areas such as sand, silt, or loam.  The building interface might be slow, but not only do you use up the stone from your excavations, but you also create usable indoor space without having to mine any additional stone.&lt;br /&gt;
&lt;br /&gt;
=== Catapult ===&lt;br /&gt;
Build a [[catapult]] (or three), and assign a dwarf (or five) to keep firing stones into walls, or at [[camel]]s.  This destroys the stone and also trains dwarves in [[Siege operator|siege operating]].&lt;br /&gt;
&lt;br /&gt;
=== Dump ===&lt;br /&gt;
&lt;br /&gt;
This is a preferred method due to its ease and usefulness. However, it could easily be considered an exploit, and might not work in later versions.{{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
# Make a [[zone]] of 1x1 or 1x2 tiles (preferably near your stone-needy [[workshop]]s), and mark it as a garbage dump. &lt;br /&gt;
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.  Alternatively, use the stocks menu (faster for mass dumping, but requires some [[bookkeeper]] labor first).&lt;br /&gt;
# A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.&lt;br /&gt;
&lt;br /&gt;
* '''Advantage''': No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile! So basically, mark all the stones you want dumped and they will be dumped. You are now able to place '''all''' the stones and ores in the fortress on 1 tile!&lt;br /&gt;
* '''Disadvantage''': Every dumped stone will be marked as &amp;quot;[[Forbidden]]&amp;quot;, and will not be used in stone-production. Use the designation 'Reclaim Items' to reclaim the entire pile. ''(If you want to only use specific stones, you must press {{k|k}}, find the pile, and press {{k|f}} on every stone you want on the list, using {{k|+}}/{{k|-}} to navigate through the list. [[Macros_and_Keymaps|Macros]] may come in handy when employing this method.)''&lt;br /&gt;
&lt;br /&gt;
If the dwarves are instructed to dump the stone into a garbage zone over bottomless lava or chasm, that stone will fall off the bottom of the map and journey back to the center of the Earth.&lt;br /&gt;
&lt;br /&gt;
If you wish to get rid of the stone permanently, it seems less of an exploit to create a magma channel through your fort and mark the edge as a garbage pit.  Any stone disposed of will be chucked into the magma, melt, and be gone from your fortress forever.  Of course, the disadvantage is that for anything else you mark as garbage will also be lost forever (and unable to be reclaimed).&lt;br /&gt;
&lt;br /&gt;
==== Rock chute ====&lt;br /&gt;
&lt;br /&gt;
You can dig a [[channel]], and make a [[zone]] over an adjacent tile. Mark it as a garbage dump, and dwarves will dump stones flagged as &amp;quot;forbidden&amp;quot; down the channel. The stones will end up in the bottom tile.&lt;br /&gt;
&lt;br /&gt;
==== Rock compactor ====&lt;br /&gt;
&lt;br /&gt;
Similar to the rock chute, but build a drawbridge in the pit and a pressure plate at the entrance to the chute, linked to the bridge. Make sure you set the pressure plate to trigger on citizens. Alternately, just link it to a lever and pull it every once in a while. Mark the channel and empty tile as a dump zone. When a stone is dropped, the drawbridge will crush the stone, permanently destroying it. Note: make sure the bridge is '''up''' when stones are dumped down it, or it will fling stone back up the channel. To achieve this, you will need to hook up another lever, and pull it once before any dwarves go on the pressure plate.&lt;br /&gt;
&lt;br /&gt;
 Level Z:&lt;br /&gt;
 =====&lt;br /&gt;
 ==.==&lt;br /&gt;
 == ==&lt;br /&gt;
 ==^==&lt;br /&gt;
&lt;br /&gt;
 Level Z-1:&lt;br /&gt;
 =====&lt;br /&gt;
 =BBB=&lt;br /&gt;
 =BBB=&lt;br /&gt;
 ==D==&lt;br /&gt;
&lt;br /&gt;
 . - Channel&lt;br /&gt;
 = - Wall&lt;br /&gt;
 ^ - Pressure plate&lt;br /&gt;
 B - Drawbridge - make sure to set to raise while constructing, as opposed to retract.&lt;br /&gt;
 D - Door - keep locked to avoid accidently crushing dwarves&lt;br /&gt;
&lt;br /&gt;
==== Magma melting ====&lt;br /&gt;
Create a 2-tiles garbage area, one on magma and the other on the floor next to it, and mark all your stones to dump in the stock area (press {{k|z}}, then Stocks, then go to Stones, press {{k|Tab}} to display all stones, and {{k|d}} for each stone). Your dwarves will put all your stones into magma, and after some time, provided you have Temperature activated, the stones will disappear.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing clutter ===&lt;br /&gt;
The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of [[barrel|barrels]] and [[bin|bins]] to cut down on your need for stockpile space.&lt;br /&gt;
&lt;br /&gt;
However, unskilled miners also have a low chance of creating valuable stones and gems when they dig out a tile.  It may require some micromanagement to prevent unskilled miners from wasting potentially valuable materials.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile ===&lt;br /&gt;
'''This is not a recommended method due to space requirements.'''&lt;br /&gt;
Build a large [[stockpile]] for stone away from your fortress. Dwarves will carry stones out to the stockpile, and they will no longer clutter up your fortress. The stockpile needs to be placed somewhere without stones, because only 1 stone will be placed per tile, and will result in long hauling trips.&lt;br /&gt;
&lt;br /&gt;
== Reasons for managing stone ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile. Alternatively, if the top Z level comprises soil/loam rather than rock, then you can clear it out for stockpiles without worrying about stones filling the new space.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Many players find the fortress more enjoyable to look at if it looks nice and uniform. Random stones lying about are clutter which block the view of a tile and prevent stockpiles from being filled. Create smooth clear floor for a leaner, fitter, happier fortress.&lt;br /&gt;
&lt;br /&gt;
=== Not '''Actually''' Necessary ===&lt;br /&gt;
You actually don't need to remove stones at all, except for the stockpile thing. Clearing out the fortress for stone is more of a personal priority rather than an essential need or requirement. Remember that there is no such thing as '''excess''' stone to a dwarf. However, people have had a tendency to ask about and discuss this specific subject, so here you are. A guide to stone management.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Richdiesal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Power&amp;diff=4477</id>
		<title>40d:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Power&amp;diff=4477"/>
		<updated>2008-01-19T05:46:18Z</updated>

		<summary type="html">&lt;p&gt;Richdiesal: /* Power Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Power]] is used to drive devices such as [[pump]]ing [[water]] using a [[screw pump]] or [[mill]]ing certain types of [[food]] into [[flour]] at a [[millstone]].  Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power Requirements==&lt;br /&gt;
*[[Axle]]: (1) per tile&lt;br /&gt;
*[[Gear assembly]]: (5)&lt;br /&gt;
*Large machine bits: (10)&lt;br /&gt;
*[[Screw pump]]: (10)&lt;br /&gt;
*[[Water wheel]]: (10) (When not generating power)&lt;br /&gt;
*[[Millstone]]: (10)&lt;br /&gt;
&lt;br /&gt;
==Power Generation==&lt;br /&gt;
*[[Water wheel]]: (100), flow required&lt;br /&gt;
*[[Windmill]]: variable, above ground only.  Values of (0), (20), and (40) have been reported.&lt;br /&gt;
&lt;br /&gt;
==Power Transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transfered between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Gear assemblies take up a single tile and connect power to any device within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gears assemblies (5), axles are more appropriate and convinient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. A an axle 5 tiles long will use (5) power. Axles can be directly attached to widmills, waterwheels and screw pumps in order to provide power. &lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transfering it. Adjacent screw pumps will transfer power betweem themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
&lt;br /&gt;
==Power Control==&lt;br /&gt;
&amp;lt;!-- How to turn power on and off --&amp;gt;&lt;br /&gt;
Connecting a power source such as a windmill directly to a screw pump will force the device to be in constant operation. To stop the screw pump either the power source or the pump must be dismantled.&lt;br /&gt;
&lt;br /&gt;
A better alternative is to use a [[lever]] connected to a [[gear assembly]]. Levers can be used to move the gear assembly between a working state and deconstructed state. Note: any hanging devices being supported by the gear assembly will collapse to their base materials when it is disabled{{version|0.27.169.33f}}. To prevent this from happening, hook up the lever to a second gear assembly attached to the supporting one.&lt;br /&gt;
&lt;br /&gt;
[[category:physics]]&lt;/div&gt;</summary>
		<author><name>Richdiesal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Broker&amp;diff=5730</id>
		<title>40d:Broker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Broker&amp;diff=5730"/>
		<updated>2008-01-19T05:37:31Z</updated>

		<summary type="html">&lt;p&gt;Richdiesal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Trade&lt;br /&gt;
* Wealth status&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Outpost Broker''' is an appointed [[noble]] position.  This noble is the primary dwarf in charge of trading.&lt;br /&gt;
&lt;br /&gt;
Your [[trade depot]] must have a dwarf manning the building in order to trade.  You can set your trade depot for &amp;quot;Only broker may trade&amp;quot;, or for &amp;quot;Anyone may trade&amp;quot;; much like the harvesting options, this allows you to use only your highest-skilled dwarf to conduct trades.&lt;br /&gt;
&lt;br /&gt;
The Outpost Broker uses the following skills when conducting a successful trade:&lt;br /&gt;
&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
&lt;br /&gt;
Not all of these skills are gained every time. Appraiser is gained from simply seeing new items in the trade depot; the more items there when beginning to trade, the more skill is gained. The Outpost Broker does not gain any skills when proposing a trade that is not accepted, or when offering items to the foreign trader.&lt;br /&gt;
&lt;br /&gt;
The Outpost Broker has many skills in common with the [[expedition leader]], so you might consider making them the same person. This noble also does not seem to do anything when not trading.  See the [[appraiser]] page for notes on your created wealth and trade information.&lt;br /&gt;
&lt;br /&gt;
After your town has reached a certain size, this position will be renamed &amp;quot;Town Broker.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Richdiesal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Outpost_manager&amp;diff=5791</id>
		<title>Outpost manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Outpost_manager&amp;diff=5791"/>
		<updated>2008-01-19T05:34:37Z</updated>

		<summary type="html">&lt;p&gt;Richdiesal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Manager&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Manage bulk job orders&lt;br /&gt;
}}&lt;br /&gt;
The Outpost Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
If this position is left vacant, the Manager screen at {{K|j}} -&amp;gt; {{K|m}} says &amp;quot;A manager is required to coordinate work orders&amp;quot;, which seems to imply that they will not be performed.  &lt;br /&gt;
&lt;br /&gt;
After the outpost has a population of over 20 dwarves, the position is renamed &amp;quot;Town Manager,&amp;quot; and all the tasks require the manager to sign off on them before they can be started, and that the manager window displays a list of checkmarks to signify the tasks he/she has signed off on.  He/she needs an office to sign off on the tasks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Richdiesal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14158</id>
		<title>40d:Lead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14158"/>
		<updated>2008-01-17T05:40:07Z</updated>

		<summary type="html">&lt;p&gt;Richdiesal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Lead|color=#888|bgcolor=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[lay pewter]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lead is smelted from [[galena]] and can be used to make all furniture and craft goods, or made into lay pewter.&lt;br /&gt;
&lt;br /&gt;
*[[Lay Pewter]] = Lead + 2x [[Tin]] + [[Copper]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Richdiesal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smoothing&amp;diff=10605</id>
		<title>40d:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smoothing&amp;diff=10605"/>
		<updated>2008-01-11T03:31:03Z</updated>

		<summary type="html">&lt;p&gt;Richdiesal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Smoothing''' walls will increase the value of [[rooms]] and change their appearance to that of rooms with rough-hewn walls.  It is done by dwarves with the [[Stone Detailing]] skill.&lt;br /&gt;
Smooth walls are also needed if you wish to [[engrave]] walls to further increase the room's value. Smoothed walls look similar to manually constructed [[wall]]s and they join neatly with corners, t-junctions and straight bits. A single smoothed rock will appear as a pillar until joined to adjacent walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Smoothing a wall ==&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|s}} to select &amp;quot;Smooth Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to smooth extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to smooth and then press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a white regular pattern.&lt;br /&gt;
# Wait for a dwarf to smooth the stone on the walls.&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
*When selecting the area to smooth, there's no highlighting of that area, like when you designate where to mine. You have to image the rectangle stretching from the green + to the cursor position yourself, otherwise the action is the same.&lt;br /&gt;
*You cannot smooth soil, such as clay, loam, peat or sand.  However, unlike previous versions, metal ores and other valuable stones can be smoothed.&lt;br /&gt;
*Smoothing a muddy floor will remove the mud - it is therefore a bad idea to smooth your underground farm.&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Richdiesal</name></author>
	</entry>
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