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	<updated>2026-06-29T16:15:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hydra&amp;diff=106730</id>
		<title>v0.31 Talk:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hydra&amp;diff=106730"/>
		<updated>2010-05-07T13:28:16Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I easily killed one of these with a brand new dwarf adventurer. It was slow, and never hit me. They are tough and can take a lot of beating; I killed it by crushing its ribs into its lungs and it slowly suffocated. Took awhile, because I kept hitting the heads and necks to little effect. Any confirmation on its difficulty? [[User:Tallyho|Tallyho]] 06:11, 2 April 2010 (UTC)&lt;br /&gt;
: It ''should'' be harder, as multiple heads can attack in one turn, if you were watching One F Jef's live stream, you would have seen how much damage it can do in only one turn. --[[User:Tarran|Tarran]]&lt;br /&gt;
:: I'm hearing reports of other megabeasts like dragons also being very easy to defeat in adventurer mode. I expect there is a bug involved. -- [[User:Tallyho|Tallyho]] 03:11, 3 April 2010 (UTC)&lt;br /&gt;
:::It's because adventurers tend to have higher skills then the average idiot that the megabeasts wander into during world gen. It's suicide to go against a dragon without a shield but if you have one and the requisite shield skill even mildly raised then you're usually pretty well off. Try fighting a dragon without a shield some time and you'll see what I mean.&lt;br /&gt;
&lt;br /&gt;
Just caught one of these buggers in a cage trap; thought it was worth mentioning (since it's the only &amp;quot;announcement monster&amp;quot; that can be caught this way that I know of).&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=106729</id>
		<title>v0.31:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=106729"/>
		<updated>2010-05-07T13:27:32Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Hydra&lt;br /&gt;
|symbol=H&lt;br /&gt;
|color=4:0:1&lt;br /&gt;
|bones=61-67|tooth=21|meat=300-459|fat=44|&lt;br /&gt;
eyes=14|lung=8-10|heart=2-4|intestines=16|liver=5|tripe=5|sweetbread=2|spleen=2|kidney=4|brain=28-35|&lt;br /&gt;
nerves=Yes|skulls=7|skin=No|&lt;br /&gt;
&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''A giant dragon-like monster with seven biting heads.''&lt;br /&gt;
&lt;br /&gt;
A hydra has the ability to destroy buildings. It seems that it neither destroys nor avoids traps, and can be eliminated just by having about 50 stone-fall traps in its way, or one simple cage trap. When a hydra appears, the game pauses just as it does when a forgotten beast appears.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Hydras are dangerous for several reasons including their massive size, inhuman strength and propensity for biting people in half. The main difficulty in killing a hydra lays in its many heads; like the Giant Cave spider, Hydra's have the annoying habit of protecting their vital bits using walls of redundant flesh, their 6 superfluous necks in this case. This means that there is a very good chance that you'll be impotently hacking away at one head while another shakes you around by the bloody sieve that used to be your torso. The best thing to do is to set your combat preferences to &amp;quot;dodge&amp;quot; and attempt to break any bite the Hydra manages to get into you. Step forward, slice/bash and step back, attempting to sever heads or otherwise cause massive bleeding; after that it's a simple waiting game.  &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=106710</id>
		<title>v0.31:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=106710"/>
		<updated>2010-05-07T12:43:39Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: /* Bookkeeper Exercise Program */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
&lt;br /&gt;
A [[drawbridge]], when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Bookkeeper Exercise Program==&lt;br /&gt;
&lt;br /&gt;
Changing your [[bookkeeper]]'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to [[legendary]]. Even if this is a bug it is not really an exploit, since a) you actually want highest precision anyway b) he attains highest precision rather fast (depending, for example, on how many stones you have mined) and thus one can not train an unlimited number of, if even several, dwarves that way.&lt;br /&gt;
&lt;br /&gt;
Some would argue this is not as much of an exploit as it was in 40d, since the legendary bookkeeping skill does not lead to new attributes, and therefore really gets you very little.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a {{L|Manager}}, skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to {{L|legendary}} as an {{L|Organizer}}.  The tasks can then be removed once approved. This is advantageous as the dwarf can then be assigned as an arsenal dwarf, which utilizes this skill.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to cheat [[merchant]]s out of their cargo without seizing it. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants, you might as well just sieze the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
By designating a garbage pit [[zone]] instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== Trap fields ==&lt;br /&gt;
&lt;br /&gt;
Laying a field of [[trap]]s with a sufficient depth can protect your fortress from all invaders (except the ones that are trap immune) with no need to maintain a [[military]].  Traps are somehow intelligent enough to distinguish between [[pet]]s and allies while being dangerous to enemies and wild animals.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=103468</id>
		<title>v0.31:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=103468"/>
		<updated>2010-05-05T03:00:34Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Hydra&lt;br /&gt;
|symbol=H&lt;br /&gt;
|color=4:0:1&lt;br /&gt;
|bones=61{{verify}}|meat=300|fat=44|&lt;br /&gt;
eyes=14|lung=8|heart=4|intestines=?|liver=?|tripe=?|sweetbread=?|spleen=?|kidney=4{{verify}}|brain=28|&lt;br /&gt;
nerves=Yes|skulls=7|skin=No|&lt;br /&gt;
&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
:''A giant dragon-like monster with seven biting heads.''&lt;br /&gt;
&lt;br /&gt;
A hydra has the ability to destroy buildings. It seems that it does not destroy traps, and can be eliminated just by having about 50 stone-fall traps in its way. When a hydra appears, the game pauses just as it does when a forgotten beast appears.&lt;br /&gt;
&lt;br /&gt;
Hydras have the interesting distinction (as opposed to the [[Bronze Colossus]] or many [[Forgotten Beasts]]) of not only being killable, but being extremely vulnerable.  In many cases, if a hydra attacks your fortress, you can simply wait for the next goblin ambush.  The hydra will attack the goblins, and in the ensuing combat, the goblins will almost certainly be victorious, leaving you to deal with the ambush as usual.  The reason is that while hydras do have massive damage output potential, due to their many heads, each head contains a brain.  Thus, removal of [i]any[/i] head will kill it.  The chance of a lethal blow is therefore increased sevenfold.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Hydras are dangerous for several reasons including their massive size, inhuman strength and propensity for biting people in half. The main difficulty in killing a hydra lays in its many heads; like the Giant Cave spider, Hydra's have the annoying habit of protecting their vital bits using walls of redundant flesh, their 8 superfluous necks in this case. This means that there is a very good chance that you'll be impotently hacking away at one head while another shakes you around by the bloody sieve that used to be your torso. The best thing to do is to set your combat preferences to &amp;quot;dodge&amp;quot; and attempt to break any bite the Hydra manages to get into you. Step forward, slice/bash and step back, attempting to sever heads or otherwise cause massive bleeding; after that it's a simple waiting game.  &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Standing_orders&amp;diff=102423</id>
		<title>v0.31:Standing orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Standing_orders&amp;diff=102423"/>
		<updated>2010-05-03T13:02:04Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
:'''''Standing orders''' are non-military orders that apply to the entire fortress, including civilians. If you were looking for information on how to get your military to patrol or defend areas without actively managing them, see '''{{l|Scheduling}}'''. If you were looking for information on how to order your squads to move around on command and attack designated creatures, see '''{{l|Squads}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Standing orders''' that apply to the whole fortress can be accessed with {{K|o}}&lt;br /&gt;
&lt;br /&gt;
* {{K|x}} adjusts the level of job cancellation announcements that are shown&lt;br /&gt;
* {{K|a}} toggles whether dwarves will move caged animals to a stockpile&lt;br /&gt;
* {{K|f}} toggles whether dwarves will move food to a stockpile&lt;br /&gt;
* {{K|u}} toggles whether dwarves will move furniture to a stockpile&lt;br /&gt;
* {{K|g}} toggles whether dwarves will move dead dwarves to a stockpile&lt;br /&gt;
* {{K|r}} sets [[#Refuse orders|refuse orders]]&lt;br /&gt;
* {{K|F}} sets {{l|forbid}} orders&lt;br /&gt;
* {{K|s}} toggles whether dwarves will move stone to a stockpile&lt;br /&gt;
* {{K|w}} toggles whether dwarves will move wood to a stockpile&lt;br /&gt;
* {{K|h}} toggles who will harvest plants from {{l|farm plot|farm plots}} - if set to &amp;quot;Dwarves All Harvest&amp;quot;, all dwarves will participate, including {{l|nobles}} and {{l|children}}.&lt;br /&gt;
* {{K|m}} toggles whether different types of food can be put in one barrel at a stockpile&lt;br /&gt;
* {{K|W}} sets [[#Workshop orders|workshop orders]]&lt;br /&gt;
* {{K|z}} sets [[#Activity zone orders|activity zone orders]]&lt;br /&gt;
&lt;br /&gt;
===Refuse orders===&lt;br /&gt;
Dwarves can do different things with different types of {{l|refuse}}.&lt;br /&gt;
&lt;br /&gt;
You can tell them to ignore refuse altogether {{K|r}} for a smelly fort, or to gather refuse even from outside {{K|o}} which is mainly useful for collecting animals killed by military dwarves.&lt;br /&gt;
&lt;br /&gt;
Each type of refuse can be toggled between &amp;quot;save&amp;quot; (bring to a stockpile) and &amp;quot;dump&amp;quot; (throw in a garbage dump {{l|activity zone}})&lt;br /&gt;
&lt;br /&gt;
===Workshop orders===&lt;br /&gt;
&lt;br /&gt;
Many workshops will generate tasks automatically, from this menu you can turn that off for selected workshops.&lt;br /&gt;
The {{l|loom}} and {{l|clothier's shop}} can be further configured to use only dyed thread/cloth or any type.&lt;br /&gt;
Since finished clothing cannot be dyed, this is one way to make sure the clothing is of best quality possible.&lt;br /&gt;
&lt;br /&gt;
*{{K|l}} toggles whether looms will automatically weave available thread (or available dyed thread) into cloth&lt;br /&gt;
*{{K|d}} toggles whether clothier's shops will use only dyed cloth or all cloth&lt;br /&gt;
*{{K|w}} toggles whether weavers will automatically go out and collect spider webs&lt;br /&gt;
*{{K|s}} toggles whether animals marked for slaughter will automatically have slaughter tasks added at the {{l|butcher}} shop &lt;br /&gt;
*{{K|b}} toggles whether butcherable corpses will have butcher tasks automatically generated at the {{l|butcher}} workshop&lt;br /&gt;
*{{K|f}} toggles whether raw fish will have &amp;quot;prepare raw fish&amp;quot; tasks auto-generated at the {{l|fishery}} workshop&lt;br /&gt;
*{{K|k}} toggles automatic generation of &amp;quot;render fat&amp;quot; orders at the {{l|kitchen}} workshop&lt;br /&gt;
*{{K|t}} toggles whether raw hides will have &amp;quot;tan raw hide&amp;quot; tasks auto-generated at the {{l|tanner's shop}}&lt;br /&gt;
&lt;br /&gt;
===Activity zone orders===&lt;br /&gt;
Fishing and drinking (water source) zones can be set to mandatory here, which can be useful if you need to keep {{l|fisherdwarf|fisherdwarves}} away from a {{l|carp}}-infested river.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stories/Bronzemurder&amp;diff=102367</id>
		<title>v0.31 Talk:Stories/Bronzemurder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stories/Bronzemurder&amp;diff=102367"/>
		<updated>2010-05-02T21:09:10Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: Created page with 'Lovely.  The illustrations really do it here.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lovely.  The illustrations really do it here.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=100642</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=100642"/>
		<updated>2010-04-28T22:04:30Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Magma Workshops ===&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:13_Gobby4.jpg&amp;diff=100357</id>
		<title>File talk:13 Gobby4.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:13_Gobby4.jpg&amp;diff=100357"/>
		<updated>2010-04-27T21:47:30Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: Created page with 'Not sure what I'm looking at here ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure what I'm looking at here ...&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Troll&amp;diff=98566</id>
		<title>v0.31:Troll</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Troll&amp;diff=98566"/>
		<updated>2010-04-25T00:23:09Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Troll|symbol=T|color={{COLOR:0:0:1}}|bones=?|fat=?|skin=Yes|skulls=?|chunks=?|meat=?|biome= * {{L|Cavern}}&lt;br /&gt;
* Underground depth 1-3&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A huge humanoid monster with coarse fur, large tusks and horns.''&lt;br /&gt;
&lt;br /&gt;
'''Trolls''' are large, predatory, dangerous subterranean creatures, noted for their &amp;quot;terrifying features&amp;quot;.  They are BUILDINGDESTROYER:2's, and will path to your buildings simply for the joy of sheer destruction.&lt;br /&gt;
Goblins can take trolls as pets to start a fort.&lt;br /&gt;
&lt;br /&gt;
Note that Trolls, like most creatures, ''can'' be caught in [[cage traps]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TROLL]&lt;br /&gt;
	[DESCRIPTION:A huge humanoid monster with coarse fur, large tusks and horns.]&lt;br /&gt;
	[NAME:troll:trolls:troll]&lt;br /&gt;
	[CASTE_NAME:troll:trolls:troll]&lt;br /&gt;
	[CREATURE_TILE:'T'][COLOR:0:0:1]&lt;br /&gt;
	[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CAN_LEARN][SLOW_LEARNER]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:&lt;br /&gt;
SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE:2HEAD_HORN:2TUSKS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]&lt;br /&gt;
			[STATE_NAME:ALL_SOLID:ivory]&lt;br /&gt;
			[STATE_ADJ:ALL_SOLID:ivory]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:AQUA]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:10000]&lt;br /&gt;
	[BODY_SIZE:1:168:50000]&lt;br /&gt;
	[BODY_SIZE:20:0:250000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NECK]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:TGORE:BODYPART:BY_CATEGORY:TUSK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
				[TLCM_TIMING:ROOT:700:0:900:0]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=98541</id>
		<title>v0.31 Talk:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=98541"/>
		<updated>2010-04-24T21:51:56Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Training=&lt;br /&gt;
I'm told you can train these as war bears, as seen via the raws, but I've never been able to do it. People say you can do it without a dungeon master. Confirm/Deny? --[[User:SirPenguin|SirPenguin]] 17:40, 15 April 2010 (UTC)&lt;br /&gt;
:I think the problem is that you can't designate a specific animal to train, try killing all your dogs and training a war animal(I haven't made a kennel yet in DF2010) [[Special:Contributions/68.161.167.37|68.161.167.37]] 17:48, 15 April 2010 (UTC)&lt;br /&gt;
::Better yet, just put all of your dogs into a cage - animals can't be trained unless they can walk to the kennels on their own. Also make sure your bears '''aren't''' in cages. Oh, and for Armok's sake, ''keep them away from your booze stockpiles''! --[[User:Quietust|Quietust]] 17:53, 15 April 2010 (UTC)&lt;br /&gt;
:::I've successfully trained war bears in 2 forts now, and have updated the page. You don't need a dungeon master, and you just do the &amp;quot;train war dog&amp;quot; task with tame grizzly bears running about your fort and it seems to work automatically in the same way as dogs do. If you don't want to train your dogs then I guess you'd have to trap them somewhere. I assume that if you trap them yourself you have to do &amp;quot;Tame large animal&amp;quot; first. Bought ones are already tame and that's how I've always done it. --[[User:Akkie|Akkie]] 10:54 UTC, 17 April 2010&lt;br /&gt;
::::The &amp;quot;Tame Large Animal&amp;quot; first is the kicker, and that can't be done without a dungeon master (if at all?  I've never seen a DM).&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=98452</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=98452"/>
		<updated>2010-04-24T15:52:53Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: /* Magma-Safe Pump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
&lt;br /&gt;
== Pump Speed ==&lt;br /&gt;
&lt;br /&gt;
How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
&lt;br /&gt;
:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe Pump ==&lt;br /&gt;
&lt;br /&gt;
How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
* Nevermind, pipe sections and corkscrews can be made of metal, just not rock.  Leaving this here in case anyone else has a similar concern. [[User:Rodya mirov|Rodya mirov]]&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=98450</id>
		<title>v0.31 Talk:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=98450"/>
		<updated>2010-04-24T15:36:26Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: /* 2010 War Dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been having trouble taming creatures, but other than that it seems like kennels haven't particularly changed.&lt;br /&gt;
&lt;br /&gt;
==2010 War Dogs==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or are war dogs barely worth the investment? Mine do virtually no damage to anything and just get themselves killed (I've just had one killed by a troglodyte, of all things).--[[User:Nimblewright|Nimblewright]] 12:29, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Individually they don't do a lot of damage, but it's pretty easy to get a swarm of them - and a war dog swarm is a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
==2010 [TRAINABLE] animals==&lt;br /&gt;
&lt;br /&gt;
Since apparently [[Elephant|Elephants]] are now trainable, someone needs to compile a list of animals that can be trained into war animals and added to this page for easy listing [[Special:Contributions/68.161.167.37|68.161.167.37]] 13:35, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Here you go, this is everything with the tags in the raws.  Note there are none with [TRAINABLE_WAR] --[[User:StrongAxe|StrongAxe]] 13:48, 15 April 2010 (UTC)&lt;br /&gt;
*[TRAINABLE]&lt;br /&gt;
**[CREATURE:DOG]&lt;br /&gt;
**[CREATURE:BIRD_EAGLE_GIANT]&lt;br /&gt;
**[CREATURE:BEAR_GRIZZLY]&lt;br /&gt;
**[CREATURE:ELEPHANT]&lt;br /&gt;
**[CREATURE:LION]&lt;br /&gt;
**[CREATURE:LEOPARD]&lt;br /&gt;
**[CREATURE:JAGUAR]&lt;br /&gt;
**[CREATURE:TIGER]&lt;br /&gt;
**[CREATURE:CHEETAH]&lt;br /&gt;
**[CREATURE:MANDRILL]&lt;br /&gt;
**[CREATURE:GORILLA]&lt;br /&gt;
**[CREATURE:BEAR_POLAR]&lt;br /&gt;
**[CREATURE:LION_GIANT]&lt;br /&gt;
**[CREATURE:LEOPARD_GIANT]&lt;br /&gt;
**[CREATURE:JAGUAR_GIANT]&lt;br /&gt;
**[CREATURE:TIGER_GIANT]&lt;br /&gt;
**[CREATURE:CHEETAH_GIANT]&lt;br /&gt;
**[CREATURE:DRAGON]&lt;br /&gt;
*[TRAINABLE_HUNTING]&lt;br /&gt;
**[CREATURE:BAT_GIANT]&lt;br /&gt;
**[CREATURE:BIRD_SWALLOW_CAVE_GIANT]&lt;br /&gt;
&lt;br /&gt;
Does anyone know the difference between [TRAINABLE] and [TRAINABLE_WAR]? If there's no difference can we assume Toady has an idea he has yet to implement... [[User:Numeral|Numeral]] 17:58, 19 April 2010 (UTC)&lt;br /&gt;
:Given that [TRAINABLE_HUNTING] only allows the creature to be trained for hunting and not for war, it's rather likely that [TRAINABLE_WAR] only allows the creature to be trained for war and not for hunting. --[[User:Quietust|Quietust]] 18:05, 19 April 2010 (UTC)&lt;br /&gt;
::My bad, I was under the assumption that [TRAINABLE] was only for war animals and that to have an animal be hunter trainable and war trainable it needed both [TRAINABLE] and [TRAINABLE_HUNTING] [[User:Numeral|Numeral]] 18:11, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animals appear to have to be uncaged prior to being trained; a lack of uncaged trainable animals throws up a 'no trainable creatures available' error. Fortunately, dwarves still recognized caged wild animals if ordered to tame them.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=98448</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=98448"/>
		<updated>2010-04-24T15:13:05Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: /* Magma-Safe Pump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
&lt;br /&gt;
== Pump Speed ==&lt;br /&gt;
&lt;br /&gt;
How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
&lt;br /&gt;
:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe Pump ==&lt;br /&gt;
&lt;br /&gt;
How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=98148</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=98148"/>
		<updated>2010-04-23T18:45:00Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: /* Legendary +1... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
*Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
**At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze &amp;lt;s&amp;gt;titan&amp;lt;/s&amp;gt;colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. &amp;lt;s&amp;gt;I try to redo that (deleted the save) and make PICS!&amp;lt;/s&amp;gt; Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.&lt;br /&gt;
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist.  I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so).  So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze_colossus&amp;diff=89801</id>
		<title>v0.31 Talk:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze_colossus&amp;diff=89801"/>
		<updated>2010-04-11T16:20:53Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: /* Heavy Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heavy Defense==&lt;br /&gt;
Seems these guys have gotten an added problem in 2010.  No amount of physical trauma will outright kill it!  In the free arena, I've placed two in there to fight each other, and after hours of pummeling each other, one is all red (except for severed hands and feet and nose), but refuses to die.  Dragonfire does the trick, though.--[[User:Aescula|Aescula]] 20:06, 6 April 2010 (UTC)&lt;br /&gt;
:Yes, but they can be effectively rendered incapable of fighting. I had some experiments with collosi in arena and while they may seem invincible, after some while they turn into torso incapable of any retaliation. Though I suppose they would still scare dwarves, it will give you time to pour some nice, hot magma upon him--[[User:SanDiego|SanDiego]] 12:46, 11 April 2010 (UTC)&lt;br /&gt;
::Must be quite a while, or require adamantine weapons.  Legendary axemen with iron axes can beat him for years without accomplishing that. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
==Wrestlers==&lt;br /&gt;
There's an interesting mechanic (bug? exploit?) involving wrestlers.  I had a legendary wrestler who got attacked by one of these.  They fought for months, and in fact are still fighting.  The colossus seems to have lost the ability to fight - looking back over the logs for the past several months, nothing has happened - and though every part of my wrestler has been destroyed, he is unconscious and bleeding heavily, neither will die.  Further, when I attacked it with my other (20 dwarf) force, the colossus didn't fight back.&lt;br /&gt;
&lt;br /&gt;
That said, it still won't die, but it's incapacitated and is now some kind of frightening punching bag.  I've gotten three dwarfs from &amp;quot;expert&amp;quot; to &amp;quot;axelord&amp;quot; so far.  Not sure how to put this information in the wiki but it belongs here somewhere. [[User:Rodya mirov|Rodya mirov]]&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze_colossus&amp;diff=89331</id>
		<title>v0.31 Talk:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze_colossus&amp;diff=89331"/>
		<updated>2010-04-11T00:32:13Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: /* Heavy Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heavy Defense==&lt;br /&gt;
Seems these guys have gotten an added problem in 2010.  No amount of physical trauma will outright kill it!  In the free arena, I've placed two in there to fight each other, and after hours of pummeling each other, one is all red (except for severed hands and feet and nose), but refuses to die.  Dragonfire does the trick, though.--[[User:Aescula|Aescula]] 20:06, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wrestlers==&lt;br /&gt;
There's an interesting mechanic (bug? exploit?) involving wrestlers.  I had a legendary wrestler who got attacked by one of these.  They fought for months, and in fact are still fighting.  The colossus seems to have lost the ability to fight - looking back over the logs for the past several months, nothing has happened - and though every part of my wrestler has been destroyed, he is unconscious and bleeding heavily, neither will die.  Further, when I attacked it with my other (20 dwarf) force, the colossus didn't fight back.&lt;br /&gt;
&lt;br /&gt;
That said, it still won't die, but it's incapacitated and is now some kind of frightening punching bag.  I've gotten three dwarfs from &amp;quot;expert&amp;quot; to &amp;quot;axelord&amp;quot; so far.  Not sure how to put this information in the wiki but it belongs here somewhere. [[User:Rodya mirov|Rodya mirov]]&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dungeon_Master&amp;diff=89105</id>
		<title>v0.31 Talk:Dungeon Master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dungeon_Master&amp;diff=89105"/>
		<updated>2010-04-10T19:38:49Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: Created page with 'Dungeon master does not arrive with baron if you promote from within; should I discover this one, I'll update the information.  In the mean time, please do the same.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dungeon master does not arrive with baron if you promote from within; should I discover this one, I'll update the information.  In the mean time, please do the same.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89104</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89104"/>
		<updated>2010-04-10T19:37:21Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: Added requirements (furniture, etc.) template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent [[Office]]&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent [[Dining Room]]&lt;br /&gt;
| tomb= [[Tomb]]&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 60 population{{verify}}&lt;br /&gt;
* 100k created wealth{{verify}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When you meet the requirements (60 population and 100,000 created wealth{{verify}}), the liaison will approach you about becoming a barony.  You will then have the option to promote one of your dwarves to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  Also, unlike in 40d, the arrival/promotion of the baron will not necessarily usher in the economy.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89102</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89102"/>
		<updated>2010-04-10T19:29:57Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you meet the requirements (60 population and 100,000 created wealth{{verify}}), the liaison will approach you about becoming a barony.  You will then have the option to promote one of your dwarves to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  Also, unlike in 40d, the arrival/promotion of the baron will not necessarily usher in the economy.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
The baron requires a Decent [[Office]], Decent [[Quarters]], Decent [[Dining Room]], and a [[Tomb]].  S/he will also require 2 [[chest|chests]], 1 [[cabinet]], 1 [[weapon rack]], and 1 [[armor stand]], in addition to any other [[demand|demands]] s/he may make.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89100</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89100"/>
		<updated>2010-04-10T19:27:48Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you meet the requirements (60 population and 100,000 created wealth{{verify}}), the liaison will approach you about becoming a barony.  You will then have the option to promote one of your dwarves to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  Also, unlike in 40d, the arrival/promotion of the baron will not necessarily usher in the economy.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89099</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89099"/>
		<updated>2010-04-10T19:27:34Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: Complete rewrite (terrible grammar / spelling) - no content altered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you meet the requirements (60 population and 100,000 created wealth{{verify}}), the liaison will approach you about becoming a barony.  You will then have the option to promote one of your dwarves to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  Also, unlike in [[40d]], the arrival/promotion of the baron will not necessarily usher in the economy.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elk_bird&amp;diff=89069</id>
		<title>v0.31 Talk:Elk bird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elk_bird&amp;diff=89069"/>
		<updated>2010-04-10T17:41:54Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; They die easily to a moderately equipped and trained squad of dorfs.&lt;br /&gt;
Removed this from main page, for vagueness beyond usefulness. If something more specific were available, that would be of value.--[[User:Albedo|Albedo]] 21:32, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone aware of whether they trigger traps?  They walk on two legs, but they *are* birds, and logic has no place in dwarfort. [[User:Rodya mirov|Rodya mirov]]&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dwarven_economy&amp;diff=87865</id>
		<title>v0.31 Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dwarven_economy&amp;diff=87865"/>
		<updated>2010-04-09T04:59:03Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: Created page with 'Is the economy still present in DF2010?  It did not appear (for me) when the baron was appointed.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the economy still present in DF2010?  It did not appear (for me) when the baron was appointed.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Office&amp;diff=86745</id>
		<title>v0.31:Office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Office&amp;diff=86745"/>
		<updated>2010-04-08T05:35:33Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: Stylistic Edit (headings, grammar, slight rephrasing)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
==Overview==&lt;br /&gt;
An office (called a study in some game-menus) is a room required by certain nobles and administrators. Some higher-ranking nobles require a &amp;quot;throne room&amp;quot;, but this is the same thing, just fancier. These can simply be designated from a throne or chair using q, and do not (necessarily) have to be a separate enclosed space separated from other areas by walls and a door.&lt;br /&gt;
&lt;br /&gt;
Note that if you assign an office to a dwarf, sometimes he will eat a meal in his office and complain about the lack of tables. To avoid this thought, put a table next to the chair in said office.&lt;br /&gt;
&lt;br /&gt;
==Reducing Office Space==&lt;br /&gt;
A &amp;quot;meager office&amp;quot; can consist of a 1-tile-big area designated from a single chair, designated as a study/office, and assigned to a particular dwarf. You will probably first encounter this need in the [[bookkeeper]]. Assigning one of the chairs in the dining room for him is perfectly acceptable.  However, conducting meetings in an office that overlaps with the dining room will however cause (other) nobles to be embarrassed, so this might be a bad idea for general practice.&lt;br /&gt;
&lt;br /&gt;
Holding meetings in a bedroom also results in a negative thought, so put the office in a separate room to the bed for nobles who will be conducting meetings.&lt;br /&gt;
&lt;br /&gt;
If you put a table next to the office chair and assign it to be a dining room, both rooms will be used like they are supposed to. However, overlapping rooms drop considerably in value rating, making it harder to meet demands by higher ranking nobles. While this can be countered with high-value furniture (very helpful: artifacts), actual individual areas, designated separately from other areas (whether or not separated by walls) are the easier way to meet demands.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Office&amp;diff=86742</id>
		<title>v0.31:Office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Office&amp;diff=86742"/>
		<updated>2010-04-08T05:32:21Z</updated>

		<summary type="html">&lt;p&gt;Rodya mirov: Copied the 40d information - I read through it, and it is all still true and relevant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
An office (called a study in some game-menus) is a room required by certain nobles and administrators. Some higher-ranking nobles require a &amp;quot;throne room&amp;quot;, but this is the same thing, just fancier. These can simply be designated from a throne or chair using q, and do not (necessarily) have to be a separate enclosed space separated from other areas by walls and a door.&lt;br /&gt;
If you assign an office to a dwarf, sometimes he will eat a meal in his office and complain about the lack of tables. You may wish to assign that dwarf his own dining room as well to avoid this thought. Alternatively just put a table next to the chair in said office.&lt;br /&gt;
A &amp;quot;meager office&amp;quot; can consist of a 1-tile-big area designated from a single chair, designated as a study/office, and assigned to a particular dwarf. You will probably first encounter this need in the bookkeeper. Assigning one of the chairs in the dining room for him is perfectly acceptable. Conducting meetings in an office that overlaps with the dining room will however cause (other) nobles to be embarrassed, so this might be a bad idea for general practice.&lt;br /&gt;
Holding meetings in a bedroom also results in a negative thought, so put the office in a separate room to the bed for nobles who will be conducting meetings.&lt;br /&gt;
If you put a table next to the office chair and assign it to be a dining room, both rooms will be used like they are supposed to. However, overlapping rooms drop considerably in value rating, making it harder to meet demands by higher ranking nobles. While this can be countered with high-value furniture (very helpful: artifacts), actual individual areas, designated separately from other areas (whether or not separated by walls) are the easier way to meet demands.&lt;/div&gt;</summary>
		<author><name>Rodya mirov</name></author>
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