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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheating&amp;diff=172358</id>
		<title>v0.31:Cheating</title>
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		<updated>2012-05-27T19:14:08Z</updated>

		<summary type="html">&lt;p&gt;Schwern: /* Enemy race dies in a pink cloud */ Saying its colder than absolute zero is like saying its below the center of the Earth.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:58, 11 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
'''Cheating''' is altering the game to make Dwarf Fortress easier. This is distinctly different from [[Main:exploits|exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Raw Editing=&lt;br /&gt;
&lt;br /&gt;
For making modifications to a newly generated world, edit the raw files located in the '''dwarffortress/raw/objects''' folder ''before'' generating the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[Main:saved game folder|saved game folder]] for that world.&lt;br /&gt;
&lt;br /&gt;
The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]]. &lt;br /&gt;
&lt;br /&gt;
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.&lt;br /&gt;
&lt;br /&gt;
However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable as attempting to play worlds generated before the deletion will cause an error. &lt;br /&gt;
&lt;br /&gt;
[[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut &amp;amp; paste examples for editing raw files specifically for the purpose of cheating. &lt;br /&gt;
&lt;br /&gt;
==Creature Token Modifications==&lt;br /&gt;
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more.&lt;br /&gt;
&lt;br /&gt;
===Instructions for use:===&lt;br /&gt;
# Open creature_standard.txt&lt;br /&gt;
# Find dwarven (or other creature) stats, which ought to resemble the sets below.&lt;br /&gt;
# Delete those stats and replace with the new set.&lt;br /&gt;
# Done.&lt;br /&gt;
&lt;br /&gt;
*[http://notepad-plus-plus.org/ Notepad++] is recommended for altering raw files on Windows.&lt;br /&gt;
&lt;br /&gt;
===Speedy Dwarves===&lt;br /&gt;
Getting bored with slow dwarves?&lt;br /&gt;
&lt;br /&gt;
Go into the creature_standard file and add the [SPEED:1] in somewhere in the top section of the entry.(or SPEED:0 if you're up to some psychedelic light speed traveling)&lt;br /&gt;
&lt;br /&gt;
This will make your dwarves do the majority of their actions '''''super''''' fast, including moving, digging and workshop actions.&lt;br /&gt;
&lt;br /&gt;
This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would.&lt;br /&gt;
To avoid this, add [SPEED:3] instead.  Even [SPEED:100] is ridiculously fast.&lt;br /&gt;
(Warning, editing this in may cause the game to crash or freeze for a few seconds. {{Verify}}[This may be due to editting in the Raw but not the Save, or visa versa])&lt;br /&gt;
&lt;br /&gt;
===No Needs Dwarves===&lt;br /&gt;
&lt;br /&gt;
Not wanting to care for your dwarves? simply add [NO_EAT], [NO_SLEEP], and [NO_DRINK] to your dwarves' raws and never care for them again. (Warning when editing [NO_SLEEP], because sometimes dwarves will rest and just never wake up{{Verify}})&lt;br /&gt;
&lt;br /&gt;
As an added bonus, try adding [NOFEAR], [NOBREATHE], [NOSTUN], [NONAUSEA], [NOPAIN], [NO_DIZZINESS], [NO_FEVERS], and [NOEXERT] as well.&lt;br /&gt;
&lt;br /&gt;
(Warning, editing this may cause the game to crash.{{Verify}})&lt;br /&gt;
&lt;br /&gt;
Other potential problems include but are not limited to unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate accident|assisted in such endeavors]].&lt;br /&gt;
&lt;br /&gt;
* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.&lt;br /&gt;
&lt;br /&gt;
===Pets for everyone===&lt;br /&gt;
Ever want Cave dragons, Giant cave spiders, or even Helmet snakes for pets?&amp;lt;br /&amp;gt;&lt;br /&gt;
Simply add [PET] and [COMMON_DOMESTIC] to the creature of your choice then generate a new world. Enjoy killing the local elephant population with your army of Giant cave spiders.&lt;br /&gt;
Also if you want them to not be caged, cut out their raw file and transfer it to the bottom part of the creature_domestic.txt file and change the [FANCIFUL] token into the [NATURAL] token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1]&lt;br /&gt;
&lt;br /&gt;
===Tinkering with the Dwarven Soul===&lt;br /&gt;
By messing with the soul of a dwarf, you can drastically increase attributes and learning rates.  Below are notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  Some of these tags ''must'' be placed in the section where castes are defined (ex: to speed learning rates, place the tags under the [CASTE:MALE] and [CASTE:FEMALE] tags) Using the Castes, it is very possible to specify what parts of your society get what (ex: adding a 'prodigy' caste of dwarves that learn 5 times faster than regular dwarves).  The most easily adjustable portion of the castes is with the Males and Females.&lt;br /&gt;
&lt;br /&gt;
ATT_RANGE dictates the level of effectiveness a being receives in an ability.  5,000 is the max.  Please note that the elves get &amp;quot;5,000&amp;quot; in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.&lt;br /&gt;
&lt;br /&gt;
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost.  The lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at &amp;quot;NONE&amp;quot; basically nullifies that aspect.  Don't use &amp;quot;0&amp;quot; for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  I believe that you can use negative numbers, which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.&lt;br /&gt;
&lt;br /&gt;
ATT_RATES (Default is 500:2:3:2]&lt;br /&gt;
 * ATTRIBUTE Token&lt;br /&gt;
 * cost to improve     &lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others.  The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0:0:0:0:0:0:0]                       unattainable&lt;br /&gt;
&lt;br /&gt;
0:100:200:300:400:450:500]           ---&lt;br /&gt;
&lt;br /&gt;
0:400:600:750:800:900:1100]           --&lt;br /&gt;
&lt;br /&gt;
150:600:800:900:1000:1100:1500]        -&lt;br /&gt;
&lt;br /&gt;
450:950:1150:1250:1350:1550:2250]      +&lt;br /&gt;
&lt;br /&gt;
700:1200:1400:1500:1600:1800:2500]    ++&lt;br /&gt;
&lt;br /&gt;
1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
&lt;br /&gt;
5000:5000:5000:5000:5000:5000:5000]  max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill rates is a tag that grants you a % of skill improvement.  The first number is the percentage, while the last three slots indicate decay.  Skill rate increase is capped at 500%. Default is 100%, but creatures with Slow Learner tag will get half of that. &lt;br /&gt;
&lt;br /&gt;
SKILL_RATE (Default is 100:8:8:16]&lt;br /&gt;
 * % of improvement points you get&lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
Add this line under whichever castes you wish to receive the benefits.&lt;br /&gt;
&lt;br /&gt;
[SKILL_RATES:500:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PHYS_ATT_CAP_PERC&lt;br /&gt;
MENT_ATT_CAP_PERC&lt;br /&gt;
&lt;br /&gt;
The default value is 200% of a dwarf's median+starting stats.  This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes.&lt;br /&gt;
&lt;br /&gt;
ex&lt;br /&gt;
[PHYS_ATT_CAP_PERC:STRENGTH:5000]&lt;br /&gt;
[MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
      [SKILL_RATES:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:ENDURANCE:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]        +++       &lt;br /&gt;
      [PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:RECUPERATION:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]              +++             &lt;br /&gt;
      [MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000]        +++         &lt;br /&gt;
      [MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:CREATIVITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:PATIENCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]           +++             &lt;br /&gt;
      [MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MEMORY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:EMPATHY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MUSICALITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:INTUITION:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:WILLPOWER:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No More skill loss===&lt;br /&gt;
Are you tired of your dwarfs having red stats after a few years? If so, try adding this mod by [http://www.bay12forums.com/smf/index.php?topic=61016.0 LordSnow] to df_folder/data/save/region/raw/objects/creature_standard.txt in the &amp;quot;dwarf&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
Phys/Ment rate default: 500&lt;br /&gt;
   [PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:AGILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:TOUGHNESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:ENDURANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:DISEASE_RESISTANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:RECUPERATION:50:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
   [MENT_ATT_RATES:ANALYTICAL_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:CREATIVITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:EMPATHY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:FOCUS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:INTUITION:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:KINESTHETIC_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemy race dies in a pink cloud===&lt;br /&gt;
Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! [[v0.31:Utilities#Runesmith|Runesmith]] can also remove species easily.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_MATERIAL:ALL]&lt;br /&gt;
      [BOILING_POINT:0]&lt;br /&gt;
      [STATE_COLOR:ALL:PINK]&lt;br /&gt;
      [STATE_NAME_ADJ:GAS:poof!]&lt;br /&gt;
&lt;br /&gt;
Warning: As with all cheats that involve the words &amp;quot;[BOILING_POINT:0]&amp;quot;, the mist created when the creature boils will be very cold. Such cold temperatures will rapidly degrade weak items like cloth and leather, and may pose a danger to dwarves caught in the cloud without adequate cold weather clothing. You might have to experiment to find a temperature that will guarantee boiling without posing a danger to your dwarves.&lt;br /&gt;
&lt;br /&gt;
Note: You must add this text after all the material you want to boil is defined. To be safe, just place it at the very end.&lt;br /&gt;
&lt;br /&gt;
===All Skills Legendary===&lt;br /&gt;
Put this under Creature:Dwarf in creature_standard.txt&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
	[NATURAL_SKILL:MINING:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCUTTING:16]&lt;br /&gt;
	[NATURAL_SKILL:CARPENTRY:16]&lt;br /&gt;
	[NATURAL_SKILL:DETAILSTONE:16]&lt;br /&gt;
	[NATURAL_SKILL:MASONRY:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALTRAIN:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALCARE:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_VERMIN:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSFISH:16]&lt;br /&gt;
	[NATURAL_SKILL:BUTCHER:16]&lt;br /&gt;
	[NATURAL_SKILL:TRAPPING:16]&lt;br /&gt;
	[NATURAL_SKILL:TANNER:16]&lt;br /&gt;
	[NATURAL_SKILL:WEAVING:16]&lt;br /&gt;
	[NATURAL_SKILL:BREWING:16]&lt;br /&gt;
	[NATURAL_SKILL:ALCHEMY:16]&lt;br /&gt;
	[NATURAL_SKILL:CLOTHESMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILLING:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSPLANTS:16]&lt;br /&gt;
	[NATURAL_SKILL:CHEESEMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILK:16]&lt;br /&gt;
	[NATURAL_SKILL:COOK:16]&lt;br /&gt;
	[NATURAL_SKILL:PLANT:16]&lt;br /&gt;
	[NATURAL_SKILL:HERBALISM:16]&lt;br /&gt;
	[NATURAL_SKILL:FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:SMELT:16]&lt;br /&gt;
	[NATURAL_SKILL:EXTRACT_STRAND:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_FURNITURE:16]&lt;br /&gt;
	[NATURAL_SKILL:CUTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:ENCRUSTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:STONECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:METALCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:GLASSMAKER:16]&lt;br /&gt;
	[NATURAL_SKILL:LEATHERWORK:16]&lt;br /&gt;
	[NATURAL_SKILL:BONECARVE:16]&lt;br /&gt;
	[NATURAL_SKILL:AXE:16]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:16]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:16]&lt;br /&gt;
	[NATURAL_SKILL:MACE:16]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:16]&lt;br /&gt;
	[NATURAL_SKILL:CROSSBOW:16]&lt;br /&gt;
	[NATURAL_SKILL:SHIELD:16]&lt;br /&gt;
	[NATURAL_SKILL:ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGEOPERATE:16]&lt;br /&gt;
	[NATURAL_SKILL:BOWYER:16]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:BOW:16]&lt;br /&gt;
	[NATURAL_SKILL:BLOWGUN:16]&lt;br /&gt;
	[NATURAL_SKILL:THROW:16]&lt;br /&gt;
	[NATURAL_SKILL:MECHANICS:16]&lt;br /&gt;
	[NATURAL_SKILL:MAGIC_NATURE:16]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:16]&lt;br /&gt;
	[NATURAL_SKILL:DESIGNBUILDING:16]&lt;br /&gt;
	[NATURAL_SKILL:DRESS_WOUNDS:16]&lt;br /&gt;
	[NATURAL_SKILL:DIAGNOSE:16]&lt;br /&gt;
	[NATURAL_SKILL:SURGERY:16]&lt;br /&gt;
	[NATURAL_SKILL:SET_BONE:16]&lt;br /&gt;
	[NATURAL_SKILL:SUTURE:16]&lt;br /&gt;
	[NATURAL_SKILL:CRUTCH_WALK:16]&lt;br /&gt;
	[NATURAL_SKILL:WOOD_BURNING:16]&lt;br /&gt;
	[NATURAL_SKILL:LYE_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:SOAP_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:POTASH_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:DYER:16]&lt;br /&gt;
	[NATURAL_SKILL:OPERATE_PUMP:16]&lt;br /&gt;
	[NATURAL_SKILL:SWIMMING:16]&lt;br /&gt;
	[NATURAL_SKILL:PERSUASION:16]&lt;br /&gt;
	[NATURAL_SKILL:NEGOTIATION:16]&lt;br /&gt;
	[NATURAL_SKILL:JUDGING_INTENT:16]&lt;br /&gt;
	[NATURAL_SKILL:APPRAISAL:16]&lt;br /&gt;
	[NATURAL_SKILL:ORGANIZATION:16]&lt;br /&gt;
	[NATURAL_SKILL:RECORD_KEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:LYING:16]&lt;br /&gt;
	[NATURAL_SKILL:INTIMIDATION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONVERSATION:16]&lt;br /&gt;
	[NATURAL_SKILL:COMEDY:16]&lt;br /&gt;
	[NATURAL_SKILL:FLATTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:CONSOLE:16]&lt;br /&gt;
	[NATURAL_SKILL:PACIFY:16]&lt;br /&gt;
	[NATURAL_SKILL:TRACKING:16]&lt;br /&gt;
	[NATURAL_SKILL:KNOWLEDGE_ACQUISITION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONCENTRATION:16]&lt;br /&gt;
	[NATURAL_SKILL:DISCIPLINE:16]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:16]&lt;br /&gt;
	[NATURAL_SKILL:WRITING:16]&lt;br /&gt;
	[NATURAL_SKILL:PROSE:16]&lt;br /&gt;
	[NATURAL_SKILL:POETRY:16]&lt;br /&gt;
	[NATURAL_SKILL:READING:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:COORDINATION:16]&lt;br /&gt;
	[NATURAL_SKILL:BALANCE:16]&lt;br /&gt;
	[NATURAL_SKILL:LEADERSHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:TEACHING:16]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:16]&lt;br /&gt;
	[NATURAL_SKILL:BITE:16]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:16]&lt;br /&gt;
	[NATURAL_SKILL:MISC_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:KNAPPING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILITARY_TACTICS:16]&lt;br /&gt;
	[NATURAL_SKILL:SHEARING:16]&lt;br /&gt;
	[NATURAL_SKILL:SPINNING:16]&lt;br /&gt;
	[NATURAL_SKILL:POTTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:GLAZING:16]&lt;br /&gt;
	[NATURAL_SKILL:PRESSING:16]&lt;br /&gt;
	[NATURAL_SKILL:BEEKEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:WAX_WORKING:16]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reaction Additions==&lt;br /&gt;
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw.&lt;br /&gt;
&lt;br /&gt;
===Skill Practice Workshops===&lt;br /&gt;
A useful application of the new workshop/reaction setup is the Practice Workshop: loaded with no-reagent no-product reactions tied to every quality-based skill, it's an excellent way to get the most out of scarce resources and to train workers who utilize said resources (Jewelers, Craftsdwarves, etc).&lt;br /&gt;
&lt;br /&gt;
Create a new raw called building_practice_workshop in \raw\objects, and within it paste the following (ripped nigh-straight out of Lazureus' Crematorium package):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
building_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:BUILDING]&lt;br /&gt;
&lt;br /&gt;
[BUILDING_WORKSHOP:PRACTICE_WORKSHOP]&lt;br /&gt;
	[NAME:Practice Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:3]&lt;br /&gt;
	[BUILD_LABOR:MASON]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0]&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':236]&lt;br /&gt;
	[TILE:0:2:' ':236:'/']&lt;br /&gt;
	[TILE:0:3:'|':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:1:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:236:' ':227]&lt;br /&gt;
	[TILE:1:2:'|':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':236]&lt;br /&gt;
	[COLOR:1:1:0:0:1:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[TILE:2:1:201:227:187]&lt;br /&gt;
	[TILE:2:2:200:8:188]&lt;br /&gt;
	[TILE:2:3:' ':' ':' ']&lt;br /&gt;
	[COLOR:2:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:2:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:3:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:201:227:187]&lt;br /&gt;
	[TILE:3:2:200:8:188]&lt;br /&gt;
	[TILE:3:3:150:210:253]&lt;br /&gt;
	[COLOR:3:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:3:2:0:0:1:0:4:1:0:0:1]&lt;br /&gt;
	[COLOR:3:3:0:0:1:6:0:0:7:0:1]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new raw called reaction_practice_workshop, and within it paste the following: (Fixed the process to only accept bars of coke instead of just ANY bar. Enjoy. -Anonymous)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
reaction_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:REACTION]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
[NAME:practice armorsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_ARMOR]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BEEKEEPING]&lt;br /&gt;
[NAME:practice beekeeping]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BEEKEEPING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
[NAME:practice bonecarving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BONECARVE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
[NAME:practice bonesetting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SET_BONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
[NAME:practice bowmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BOWYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BREWING]&lt;br /&gt;
[NAME:practice brewing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BREWING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
[NAME:practice carpentry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CARPENTRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
[NAME:practice clothesmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CLOTHESMAKING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_COOKING]&lt;br /&gt;
[NAME:practice cooking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:COOK]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DESIGNBUILDING]&lt;br /&gt;
[NAME:practice architecture]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DESIGNBUILDING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
[NAME:practice diagnosis]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DIAGNOSE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DYING]&lt;br /&gt;
[NAME:practice dying]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
[NAME:practice engraving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DETAILSTONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
[NAME:practice gem cutting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CUTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
[NAME:practice gem setting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:ENCRUSTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
[NAME:practice glassmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:GLASSMAKER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GLAZING]&lt;br /&gt;
[NAME:practice glazing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:GLAZING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GROWING]&lt;br /&gt;
[NAME:practice growing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:PLANT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
[NAME:practice herbalism]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:HERBALISM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
[NAME:practice leatherworking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:LEATHERWORK]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MASONRY]&lt;br /&gt;
[NAME:practice masonry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MASONRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
[NAME:practice mechanics]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MECHANICS]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
[NAME:practice metalcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:METALCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
[NAME:practice metalsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_FURNITURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MINING]&lt;br /&gt;
[NAME:practice mining]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MINING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_POTTERY]&lt;br /&gt;
[NAME:practice pottery]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:POTTERY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
[NAME:practice siege engineering]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SIEGECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
[NAME:practice stonecrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:STONECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SURGERY]&lt;br /&gt;
[NAME:practice surgery]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SURGERY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SUTURING]&lt;br /&gt;
[NAME:practice suturing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SUTURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTIVE_WAX_WORKING]&lt;br /&gt;
[NAME:practice waxworking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WAX_WORKING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
[NAME:practice weaponsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_WEAPON]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAVING]&lt;br /&gt;
[NAME:practice weaving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WEAVING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
[NAME:practice woodcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WOODCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
[NAME:practice wound dressing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DRESS_WOUNDS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lastly, paste the following to their respective spots in the dwarf section of entity_default, and you're done:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_BUILDING:PRACTICE_WORKSHOP]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BEEKEEPING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BREWING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DESIGNBUILDING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DYING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GLAZING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GROWING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MASONRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MINING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_POTTERY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_OPERATION]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SURGERY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SUTURING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WAX_WORKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Vermin Disposal===&lt;br /&gt;
Tired of vermin corpses lying around for months? Use this reaction to put them to a useful purpose:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:BUGS_TO_COKE]&lt;br /&gt;
   [NAME:Cremate Vermin Corpses]&lt;br /&gt;
   [BUILDING:SMELTER:NONE]&lt;br /&gt;
   [REAGENT:A:5:REMAINS:NONE:NONE:NONE]&lt;br /&gt;
   [PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
   [SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember to add this to the appropriate entity files before generating a new world.&lt;br /&gt;
&lt;br /&gt;
==Easy Entity Editing==&lt;br /&gt;
&lt;br /&gt;
Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries. You may add more by using the format: [PERMITTED_REACTION:(reaction)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
        [PERMITTED_REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_EMERALD]&lt;br /&gt;
        [PERMITTED_REACTION:FREE_RUBY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SAPPHIRE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_RUBY_STAR]&lt;br /&gt;
        [PERMITTED_REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WOOD]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Gems===&lt;br /&gt;
Fill in the name of a gem from the inorganic_stone_gem file and paste this in the reaction_smelter file to make your smelter spew out gems.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(gem name here)]&lt;br /&gt;
[NAME:make (gem name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:(gem name {from raws})]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note: You can change the skill used and the workshop, but make sure to keep it in the correct reaction file.&lt;br /&gt;
For convenience, here are all the precious gems in the game.&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
[NAME: make light yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_LY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
[NAME: make faint yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_FY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_EMERALD]&lt;br /&gt;
[NAME: make emeralds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:EMERALD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY]&lt;br /&gt;
[NAME: make rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE]&lt;br /&gt;
[NAME: make sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
[NAME: make clear diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_CLEAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
[NAME: make red diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_RED]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
[NAME: make green diamond]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_GREEN]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
[NAME: make blue diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLUE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
[NAME: make yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_YELLOW]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
[NAME: make black diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLACK]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY_STAR]&lt;br /&gt;
[NAME: make star rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
[NAME: make star sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Adamantine===&lt;br /&gt;
To get free adamantine wafers, add this to your reaction_smelter.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:create adamantine wafers]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For adamantine thread it would be:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
[NAME:create adamantine thread]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:THREAD:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:15000]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Flux, Sand, and Ore===&lt;br /&gt;
Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer Or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with. &lt;br /&gt;
&lt;br /&gt;
None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Metal===&lt;br /&gt;
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag.&lt;br /&gt;
to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickel silver respectively.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(metal name here)]&lt;br /&gt;
[NAME:create (metal name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:(metal name {from raws})][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These cheats do not require a new world (because they only modify existing reactions), and allow smelters to create steel and adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
===Create Wood===&lt;br /&gt;
To create wood for free, Add this to reaction_smelter. (don't forget the wood type. Like OAK, PINE, TOWER_CAP, or FUNGIWOOD.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_WOOD]&lt;br /&gt;
[NAME:create wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some examples with very light wood, perfect for buckets, and  a frozen wood. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_FROZEN_WOOD]&lt;br /&gt;
[NAME:create frozen wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_FEATHER_WOOD]&lt;br /&gt;
[NAME:create light wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:FEATHER:WOOD][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Food===&lt;br /&gt;
To create food for free, add this to '''reaction_smelter'''. Fair warning, this will NOT allow you to grow these plants if you have not already discovered/obtained them. If you cannot get sun berries or similar through trade or gathering, you won't be able to plant the seeds and grow crops from them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
[NAME:create plump helmets]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
[NAME:create cave wheat]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
[NAME:create wild strawberries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
[NAME:create prickle berries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SWEET_PODS]&lt;br /&gt;
[NAME:create sweet pods]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:POD_SWEET:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
[NAME:create pig tail grass]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;BR /&amp;gt;&lt;br /&gt;
... and this to '''entity_default'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SWEET_PODS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Water===&lt;br /&gt;
This reaction will allow your Dwarves to draw water from the rock. Unfortunately, it will not allow them to part the Red Sea - for that, you'll need lots of [[screw pump]]s, but that's another story...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_WATER]&lt;br /&gt;
        [NAME:make water]&lt;br /&gt;
        [BUILDING:SMELTER:NONE]&lt;br /&gt;
        [REAGENT:rock:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]&lt;br /&gt;
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bucket]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slightly less cheaty, this reaction allows you to convert drinks to water at the brewery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:PURIFY_WATER]&lt;br /&gt;
	[NAME:purify water from booze]&lt;br /&gt;
	[BUILDING:STILL:CUSTOM_P]&lt;br /&gt;
&lt;br /&gt;
	[REAGENT:booze:150:DRINK:NONE:NONE:NONE]&lt;br /&gt;
	[REAGENT:container1:1:NONE:NONE:NONE:NONE]&lt;br /&gt;
		[CONTAINS:booze]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
&lt;br /&gt;
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]&lt;br /&gt;
		[EMPTY]&lt;br /&gt;
		[DOES_NOT_ABSORB]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
&lt;br /&gt;
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE]&lt;br /&gt;
		[PRODUCT_DIMENSION:75]&lt;br /&gt;
		[PRODUCT_TO_CONTAINER:bucket]&lt;br /&gt;
   [SKILL:BREW]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Memory Hacking=&lt;br /&gt;
Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. At present, tools that have been adapted to v0.31 include [[Utilities#Reveal|Reveal]], which allows you to see the whole map (though be warned- it also releases [[Hidden Fun Stuff]]) and [[Utilities#DFHack|DFhack]], a versatile tool which includes, among other things, a liquids hack that lets you place [[water]] or [[magma]] of a depth you choose into a square and &amp;quot;dfprospector,&amp;quot; which tells you what minerals are available on the map.&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46660</id>
		<title>40d:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46660"/>
		<updated>2008-12-31T22:58:11Z</updated>

		<summary type="html">&lt;p&gt;Schwern: /* Weapons Locker */ Flesh out the problem of mixed low damage materials with high quality workmanship.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
[[Farms]] feed a wide array of workshops.  Farms directly feed the [[kitchen]], [[still]], [[millstone]] (or [[quern]]) and [[farmer's workshop]].  The mill and farmer's workshop feed the [[loom]] and [[dyer]] which feed the [[clothier]].  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the stockpile.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner.&lt;br /&gt;
&lt;br /&gt;
Place a [[refuse stockpile]] nearby, behind an airlock to keep out the [[miasma]], to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting Meat/Fish, raw edible Plants ([[Plump Helmet]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Rat Weed]], [[Fisher Berry]] and [[Sun Berry]]), Cheese, Leaves, cookable Milled Plants (everything but the dyes), Fat, cookable extracts (Dwarven Syrup and all the milks).  If you cook booze, include that.  If you want to reserve some edible plants for brewing, leave them out.  Allow the maximum barrels. {{Verify}}  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a furniture stockpile accepting only barrels to ensure your prepared food gets barreled. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable [[Plants]] ([[Plump Helmet]], [[Pig Tail]], [[Cave Wheat]], [[Sweet Pod]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Longland Grass]], [[Rat Weed]], [[Fisher Berry]], [[Rope Reed]], [[Silver Barb]], [[Sun Berry]], [[Whip Vine]]).  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
=== Sparring ===&lt;br /&gt;
&lt;br /&gt;
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with.  This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm.  Enable all weapons you intend to train with.  Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter).  This should leave you with low damage bone, wood and silver weapons.  If you don't have any, assign an untrained dwarf to make copper weapons.&lt;br /&gt;
&lt;br /&gt;
Similarly, you can allocate a wood and bone ammo stockpile near your [[archery target]].&lt;br /&gt;
&lt;br /&gt;
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle.  To avoid this you need a weapons locker...&lt;br /&gt;
&lt;br /&gt;
=== Weapons Locker ===&lt;br /&gt;
&lt;br /&gt;
A weapons stockpile containing only your best weapons and ammo.  Enable metals, but remove the low damage metals (silver, copper, bronze &amp;amp; bismuth bronze and iron in that order).  Remove low core qualities.  Be sure to turn off Unusable.  What is &amp;quot;low&amp;quot; and &amp;quot;high&amp;quot; quality is relative to the overall quality of your fortress' weapons.&lt;br /&gt;
&lt;br /&gt;
Be sure to leave your dwarves with something to fight with!  If the best you have is low quality copper weapons, enable that.  If you have a mix of low quality materials with high quality craftsmanship, and vice-versa, consult the [[Weapons#damage calculation|weapon damage calculation]] formulas to figure out which combo comes out best for you.&lt;br /&gt;
&lt;br /&gt;
Place this stockpile in a room with a door near your barracks.  When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons.  They'll have no choice but to pick up what's in the weapons locker with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46659</id>
		<title>40d:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46659"/>
		<updated>2008-12-31T22:53:34Z</updated>

		<summary type="html">&lt;p&gt;Schwern: Add sparring and the weapons locker.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
[[Farms]] feed a wide array of workshops.  Farms directly feed the [[kitchen]], [[still]], [[millstone]] (or [[quern]]) and [[farmer's workshop]].  The mill and farmer's workshop feed the [[loom]] and [[dyer]] which feed the [[clothier]].  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the stockpile.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner.&lt;br /&gt;
&lt;br /&gt;
Place a [[refuse stockpile]] nearby, behind an airlock to keep out the [[miasma]], to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting Meat/Fish, raw edible Plants ([[Plump Helmet]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Rat Weed]], [[Fisher Berry]] and [[Sun Berry]]), Cheese, Leaves, cookable Milled Plants (everything but the dyes), Fat, cookable extracts (Dwarven Syrup and all the milks).  If you cook booze, include that.  If you want to reserve some edible plants for brewing, leave them out.  Allow the maximum barrels. {{Verify}}  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a furniture stockpile accepting only barrels to ensure your prepared food gets barreled. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable [[Plants]] ([[Plump Helmet]], [[Pig Tail]], [[Cave Wheat]], [[Sweet Pod]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Longland Grass]], [[Rat Weed]], [[Fisher Berry]], [[Rope Reed]], [[Silver Barb]], [[Sun Berry]], [[Whip Vine]]).  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
=== Sparring ===&lt;br /&gt;
&lt;br /&gt;
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with.  This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm.  Enable all weapons you intend to train with.  Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter).  This should leave you with low damage bone, wood and silver weapons.  If you don't have any, assign an untrained dwarf to make copper weapons.&lt;br /&gt;
&lt;br /&gt;
Similarly, you can allocate a wood and bone ammo stockpile near your [[archery target]].&lt;br /&gt;
&lt;br /&gt;
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle.  To avoid this you need a weapons locker...&lt;br /&gt;
&lt;br /&gt;
=== Weapons Locker ===&lt;br /&gt;
&lt;br /&gt;
A weapons stockpile containing only your best weapons and ammo.  Enable metals, but remove silver and copper.  Bronze, bismuth bronze and even iron might go depending on how good your weapons are.  Remove low core qualities.  What is &amp;quot;low&amp;quot; and &amp;quot;high&amp;quot; quality is relative to the overall quality of your fortress' weapons.  Be sure to turn off Unusable.&lt;br /&gt;
&lt;br /&gt;
Place this stockpile in a room with a door near your barracks.  When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons.  They'll have no choice but to pick up what's in the weapons locker with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10356</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10356"/>
		<updated>2008-12-31T22:49:52Z</updated>

		<summary type="html">&lt;p&gt;Schwern: Core Quality vs Total Quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stockpile categories ===&lt;br /&gt;
'''[[Ore]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ore will be brought here. This is one of the simpler stockpiles.&lt;br /&gt;
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.&lt;br /&gt;
&lt;br /&gt;
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar&lt;br /&gt;
&lt;br /&gt;
Should this page be retitled &amp;quot;Stockpile&amp;quot; to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Custom Catastrophe==&lt;br /&gt;
&lt;br /&gt;
According to the forums, and my own experiences, the &amp;quot;Custom&amp;quot; category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking).&lt;br /&gt;
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus((k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Custom stockpiles work perfectly for me, and have for a logn time.  Maybe the original poster overlooked the &amp;quot;prepared food&amp;quot; option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bins ==&lt;br /&gt;
&lt;br /&gt;
how do I make my bins get to the &amp;quot;right&amp;quot; stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a &amp;quot;finished goods&amp;quot; stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Raw objects generally can't be put in bins, only &amp;quot;processed&amp;quot; goods.  For instance, [[block]]s can be put in bins, but not raw stone.  The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)&lt;br /&gt;
::Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.[[User:GarrieIrons|GarrieIrons]] 01:42, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows exactly what this does? It seems that stockpiles set to &amp;quot;unusable&amp;quot; will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)&lt;br /&gt;
:I use this when I kill kobolds etc - all the weapons my dwarf collect of '''hostile''' creatures then go into the same bin. I can't use them, but I ''can'' drag one bin all at once to the visiting [[trading|merchant]] - ker-ching! They  sell pretty well.&lt;br /&gt;
:But I agree, it should be that any weapon dwarves cannot use should end up there.[[User:GarrieIrons|GarrieIrons]] 02:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== my dear cook ==&lt;br /&gt;
&lt;br /&gt;
preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size?  --[[User:Koltom|Koltom]] 02:36, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?&lt;br /&gt;
:It seems to be, &amp;quot;forbid&amp;quot; everything but make sure &amp;quot;Prepared food&amp;quot; is turned on. But &amp;quot;prepared food&amp;quot; seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.[[User:GarrieIrons|GarrieIrons]] 05:40, 27 February 2008 (EST)&lt;br /&gt;
: well, you could use a refuse pile with only prepared meals enabled...--[[User:Koltom|Koltom]] 14:39, 29 February 2008 (EST)&lt;br /&gt;
:: to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--[[User:Koltom|Koltom]] 22:03, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stone Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
:Just got it, I had ignore minerals. Sorry.--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Take From Stockpile ==&lt;br /&gt;
&lt;br /&gt;
While we're adding information to this section, Can someone who has used this successfully give a more concrete example? --[[User:RomeoFalling|RomeoFalling]] 18:22, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Clear stone to replace with stockpile?  ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to clear the stone out of the way so I can build a stock pile for something that ISN'T stone? Got a nice big room full of workshops and nowhere to put anything because 90% of the spots are filled with stones. &lt;br /&gt;
&lt;br /&gt;
(Is it just me, or do the dwarves sometimes seem ''really'' dumb? I set up a paved road of about 10 sections from the top exit of the fortress to the edge of the map for caravans. I set up stone stockpiles next to every other segment of the road both so they didn't have to walk so far to do it and to clear some of the stone out... They started at the farthest away road segment, and will go all the way to the other end of the road, down three flights of stairs, all the way to an otherwise empty room to pick up a piece of stone to go all the way back to use it on the road, rather than use the nearby and completely full stockpiles. ) --[[User:Azaram|Azaram]] 05:24, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Stone management]].  As for the road, when constructing a building, it shows you how distant the materials are, but only &amp;quot;as the crow flies&amp;quot;.  If the nearest stone is one z-level away and you unwittingly select it, they'll walk however long a path they have to actually fetch it.  Same thing for workshops -- they'll go huge distances to get the item that's just above their heads.--[[User:Maximus|Maximus]] 12:01, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That may explain it... I set up the stockpiles after designating the road, so (after everyone dropped everything to fill the stockpiles), they went to the stone that I apparently designated when I set up the road. Would be nice if you could just tell them 'take THIS item and put it THERE'... --[[User:Azaram|Azaram]] 21:16, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seems less than more. :-p I've got a leftover iron knife sitting on the remains of a two dimensional goblin in a stonefall trap... I set everything to dump, and they took everything but his body and his knife. (I sold all his crap to the elves that showed up shortly thereafter). I ended up going with the catapult version...had a peasant build three catapult parts then set it up and toss rocks across the room into a channel... he's now a siege engineer. So I had him build another and started another peasant on it, and they're happily banging away at the wall... --[[User:Azaram|Azaram]] 23:01, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Armor bin capacity==&lt;br /&gt;
&lt;br /&gt;
I have a bin in my armor stockpile that has 17 items in it, so unless something really weird is going on the statement in the article that bins in armor stockpiles can consolidate up to 10 items is probably false. Anyone know what the truth is? [[User:MJSS|MJSS]] 20:51, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It depends on the size of the items.  An armor bin can hold a lot more boots and gauntlets than it can suits of platemail.  It was speculated that 10 is the minimum number of goods a bin can hold, although I think platemail bins don't even hold that many. --[[User:Squirrelloid|Squirrelloid]] 21:02, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've long been curious about what the formula is for bin capacity.  A question for the future, I guess.--[[User:Maximus|Maximus]] 15:29, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Core Quality vs Total Quality ==&lt;br /&gt;
&lt;br /&gt;
What's the difference?  Does core quality refer to the quality of the item while total quality somehow takes into account its decorations?  If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? [[User:Schwern|Schwern]] 17:49, 31 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46658</id>
		<title>40d:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46658"/>
		<updated>2008-12-31T22:28:48Z</updated>

		<summary type="html">&lt;p&gt;Schwern: Outline the farm-centric layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
[[Farms]] feed a wide array of workshops.  Farms directly feed the [[kitchen]], [[still]], [[millstone]] (or [[quern]]) and [[farmer's workshop]].  The mill and farmer's workshop feed the [[loom]] and [[dyer]] which feed the [[clothier]].  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the stockpile.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner.&lt;br /&gt;
&lt;br /&gt;
Place a [[refuse stockpile]] nearby, behind an airlock to keep out the [[miasma]], to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting Meat/Fish, raw edible Plants ([[Plump Helmet]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Rat Weed]], [[Fisher Berry]] and [[Sun Berry]]), Cheese, Leaves, cookable Milled Plants (everything but the dyes), Fat, cookable extracts (Dwarven Syrup and all the milks).  If you cook booze, include that.  If you want to reserve some edible plants for brewing, leave them out.  Allow the maximum barrels. {{Verify}}  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a furniture stockpile accepting only barrels to ensure your prepared food gets barreled. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable [[Plants]] ([[Plump Helmet]], [[Pig Tail]], [[Cave Wheat]], [[Sweet Pod]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Longland Grass]], [[Rat Weed]], [[Fisher Berry]], [[Rope Reed]], [[Silver Barb]], [[Sun Berry]], [[Whip Vine]]).  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile_design&amp;diff=46662</id>
		<title>40d Talk:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile_design&amp;diff=46662"/>
		<updated>2008-12-31T10:33:03Z</updated>

		<summary type="html">&lt;p&gt;Schwern: New page: The game's standard stockpiles aren't terribly useful, so I figure a page about stockpile layout and design is in order. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game's standard stockpiles aren't terribly useful, so I figure a page about stockpile layout and design is in order. --[[User:Schwern|Schwern]] 05:33, 31 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46656</id>
		<title>40d:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46656"/>
		<updated>2008-12-31T10:31:52Z</updated>

		<summary type="html">&lt;p&gt;Schwern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the stockpile.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner.&lt;br /&gt;
&lt;br /&gt;
Place a [[refuse stockpile]] nearby, behind an airlock to keep out the [[miasma]], to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting Meat/Fish, raw edible Plants ([[Plump Helmet]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Rat Weed]], [[Fisher Berry]] and [[Sun Berry]]), Cheese, Leaves, cookable Milled Plants (everything but the dyes), Fat, cookable extracts (Dwarven Syrup and all the milks).  If you cook booze, include that.  If you want to reserve some edible plants for brewing, leave them out.  Allow the maximum barrels. {{Verify}}  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a furniture stockpile accepting only barrels to ensure your prepared food gets barreled. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable [[Plants]] ([[Plump Helmet]], [[Pig Tail]], [[Cave Wheat]], [[Sweet Pod]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Longland Grass]], [[Rat Weed]], [[Fisher Berry]], [[Rope Reed]], [[Silver Barb]], [[Sun Berry]], [[Whip Vine]]).  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile to ensure a steady supply of empty barrels.&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46655</id>
		<title>40d:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=46655"/>
		<updated>2008-12-31T10:29:05Z</updated>

		<summary type="html">&lt;p&gt;Schwern: Write down some workshop stockpile designs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the stockpile.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner.&lt;br /&gt;
&lt;br /&gt;
Place a [[refuse stockpile]] nearby, behind an airlock to keep out the [[miasma]], to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting Meat/Fish, raw edible Plants ([[Plump Helmet]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Rat Weed]], [[Fisher Berry]] and [[Sun Berry]]), Cheese, Leaves, cookable Milled Plants (everything but the dyes), Fat, cookable extracts (Dwarven Syrup and all the milks).  If you cook booze, include that.  If you want to reserve some edible plants for brewing, leave them out.  Allow the maximum barrels. {{Verify}}  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a furniture stockpile accepting only barrels to ensure your prepared food gets barreled. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable [[Plants]] ([[Plump Helmet]], [[Pig Tail]], [[Cave Wheat]], [[Sweet Pod]], [[Muck Root]], [[Bloated Tuber]], [[Prickle Berry]], [[Wild Strawberry]], [[Longland Grass]], [[Rat Weed]], [[Fisher Berry]], [[Rope Reed]], [[Silver Barb]], [[Sun Berry]], [[Whip Vine]]).  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile to ensure a steady supply of empty barrels.&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13879</id>
		<title>40d:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13879"/>
		<updated>2008-12-28T09:53:50Z</updated>

		<summary type="html">&lt;p&gt;Schwern: /* Manufacture */ Note that obsidian swords require stonecrafting, not weaponsmithing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat.  In fortress mode, after accessing the [[military]] screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your [[dwarves]] to use. Dwarves only carry a weapon if their profession requires one: that is, if they are a [[woodcutter]], [[hunter]], or soldier. Dwarves working in other trades will only collect a weapon upon being drafted, which may cause a long walk to '''collect equipment''' depending on weapon availability and settings.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Some weapons cannot be used by dwarves in Fortress mode, such as [[bow|bows]]. They can however be used in [[Traps|weapon traps]] just fine. In Adventure mode however , all weapons are usable; an adventurer can become a bowdwarf, or use a [[human]] great axe in one hand despite the fact that he is smaller than the minimum size required to use the axe at all, with both hands or one. It is not clear if there are any penalties associated with using oversized weapons&lt;br /&gt;
&lt;br /&gt;
==Manufacture==&lt;br /&gt;
Dwarves with relevant [[skill]]s can create weapons using an appropriate [[workshop]] and [[material|raw material]].  [[Wood|Wooden]] and [[bone]] crossbow bolts can be created at the [[craftsdwarf's workshop]].  Higher quality bolts and melee weapons can be created at a [[metalsmith's forge]] (or the [[magma forge|magma equivalent]]).  Dwarves can only create weapons they themselves can wield, with the occasional exception of [[legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Most weapons can be made of [[iron]], [[silver]], [[copper]], [[bronze]], [[steel]], [[bismuth bronze]], or [[adamantine]].  A handful of weapons can be made of other [[material|materials]] such as wood or [[obsidian]] (obsidian swords require [[stonecrafting]] not [[weaponsmithing]]).  The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (i.e., when all bolts have been expended).&lt;br /&gt;
&lt;br /&gt;
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s.  These are the [[spike|menacing spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]].&lt;br /&gt;
&lt;br /&gt;
==Use in Fortress mode==&lt;br /&gt;
In most cases, dwarves will go to pick up an assigned weapon upon being drafted.  However, there are a few special cases.  A [[woodcutter]] uses a [[battle axe]] even as a civilian, so if a woodcutter is assigned to use an axe as a weapon he or she will not need to prepare (except to wear any assigned [[armor]]).  A [[hunter]] usually carries a crossbow, bolts and even light armor, all of which can carry over to the military if the settings are appropriate.  And [[miner|miners]] carry their [[pick|picks]] at all times; picks make mediocre weapons, but they use the civilian &amp;quot;mining&amp;quot; skill in combat, so miners don't have to train as soldiers to be effective fighters.&lt;br /&gt;
&lt;br /&gt;
Picks will only be used as weapons by miners who are not instructed to wield any other weapon (in other words, the dwarves must be set to &amp;quot;unarmed&amp;quot; and drafted while carrying a pick).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt{{version|0.28.181.40d}}. Blunt weapons like [[hammer]]s and [[mace]]s tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as [[axe]]s or [[sword]]s have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as [[spear]]s or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims.  Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable.  While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.&lt;br /&gt;
&lt;br /&gt;
High &amp;quot;Crit. Boost&amp;quot; is a better chance of causing internal injuries, rather than simply wounding body parts. This is useful against big, hard-to-damage enemies -- piercing weapons like [[spear]]s will tend to damage their organs, which is usually a faster way to take them out.&lt;br /&gt;
&lt;br /&gt;
==Weapon statistics==&lt;br /&gt;
These have been taken from /raw/objects/item_weapon.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| [[Battle axe]] || 110 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]]&amp;amp;dagger; (melee) || 20 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]]&amp;amp;dagger; (melee) || 40 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]]&amp;amp;dagger; (melee) || 70 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || 70 || Slash || Dagger || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flail]] || 130 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Great axe]]&amp;amp;Dagger; || 150 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Halberd]]&amp;amp;Dagger; || 140 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Long sword]]&amp;amp;dagger; || 120 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Maul]]&amp;amp;Dagger; || 160 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Morningstar]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]]&amp;amp;dagger; || 70 || Pierce || Mining || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Pike (Weapon)]]&amp;amp;Dagger; || 120 || Pierce || Pike || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Scimitar]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scourge]] || 30 || Gore || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Sword|Short sword]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || 100 || Pierce || Spear || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Two handed sword]]&amp;amp;Dagger; || 140 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[War hammer]] || 120 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip]]&amp;amp;dagger; || 20 || Gore || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''Dwarves wield weapon two-handed'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''Dwarves cannot wield weapon (too large)''&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
&lt;br /&gt;
==Ammunition statistics==&lt;br /&gt;
These have been taken from /raw/objects/item_ammo.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 100 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowdart]] || 10 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 100 || Pierce &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trap weapon statistics==&lt;br /&gt;
These have been taken from raw/objects/item_trapcomp.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axe blade]] || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Enormous corkscrew]]&amp;amp;dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in upright spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While trap components are wieldable weapons in adventure mode, they are only available to use in traps in fortress mode.&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of [[metal]], as well as [[glass]], oddly enough. Some can also be made out of [[wood]], as noted in the table. This can be useful in getting some heavy weapons traps set up before you have a steady [[smelter|smelting]] operation going. Remember though that weapons made of wood suffer a penalty to damage.&lt;br /&gt;
&lt;br /&gt;
== Damage calculation ==&lt;br /&gt;
[[Weapon]]s and [[trap]]s do one of four types of damage, the type of damage influences what type of critical hits it can inflict.&lt;br /&gt;
Damage is reduced by the targets [[armor]] and [[toughness]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Criticals&lt;br /&gt;
!Weapons and Traps&lt;br /&gt;
|-&lt;br /&gt;
|Slash&lt;br /&gt;
|Sever Limbs&lt;br /&gt;
|[[axe]], [[sword]], [[dagger]], [[giant axe blade]], [[large, serrated disc|serrated disc]]&lt;br /&gt;
|-&lt;br /&gt;
|Pierce&lt;br /&gt;
|Organ damage&lt;br /&gt;
|[[pike (weapon)]], [[pick]], [[spear]], [[bolt]], [[arrow]], [[blowdart]], [[enormous corkscrew]], [[menacing spike]], [[spiked ball]]&lt;br /&gt;
|-&lt;br /&gt;
|Bludgeon&lt;br /&gt;
|Break bones&lt;br /&gt;
|[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[blowgun]], [[maul]], [[flail]], [[morningstar]], [[fist]], stone-fall [[trap]]&lt;br /&gt;
|-&lt;br /&gt;
|Gore&lt;br /&gt;
|Heavy Bleeding and Pain(?)&lt;br /&gt;
|[[whip]], [[Scourge]]&lt;br /&gt;
|-&lt;br /&gt;
|Burn&lt;br /&gt;
|Extreme Pain&lt;br /&gt;
|Special [[Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Heat&lt;br /&gt;
|Ignition of target&lt;br /&gt;
|Special [[Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Cold&lt;br /&gt;
|Freezing/Frostbite&lt;br /&gt;
|Special [[Creature Tokens]](Attack)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material damage modifiers===&lt;br /&gt;
Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Damage %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] and [[Obsidian]]&amp;amp;dagger; || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] and [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| All other materials&amp;amp;dagger; ([[wood]], [[silver]], etc.) || 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;amp;dagger; ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Item quality ===&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Item Name : Basic crafted weapon - x1.0 damage&lt;br /&gt;
* -Item Name- : Well-Crafted weapon - x1.2 damage&lt;br /&gt;
* +Item Name+ : Finely Crafted weapon - x1.4 damage&lt;br /&gt;
* *Item Name* : Superior Quality weapon - x1.6 damage&lt;br /&gt;
* ≡Item Name≡ : Exceptional weapon - x1.8 damage&lt;br /&gt;
* ☼Item Name☼ : Masterful weapon - x2.0 damage&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress defense]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
[[Category:Weapons| ]]&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Backpack&amp;diff=28934</id>
		<title>40d Talk:Backpack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Backpack&amp;diff=28934"/>
		<updated>2008-12-28T02:34:52Z</updated>

		<summary type="html">&lt;p&gt;Schwern: Backpacks in hand?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason, I think that this page should exist. --[[User:Penguinofhonor|Penguinofhonor]] 19:26, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Backpacks in hand? ==&lt;br /&gt;
&lt;br /&gt;
One of my axedwarves is holding her backpack in her right hand along with an axe.  Is this going to interfere with her axe wielding?  It's hard to tell.  I guess I'll wait to see if she gains axe experience.  So far she's just a dabbing.  I tried shaking it loose by turning rations on and off for that squad, but no good. --[[User:Schwern|Schwern]] 21:34, 27 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5256</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5256"/>
		<updated>2008-12-28T00:33:18Z</updated>

		<summary type="html">&lt;p&gt;Schwern: /* What Workshop? */ Another glassmaker won't use magma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
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He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
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Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
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== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
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I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
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My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
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:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
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::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
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I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
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I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
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Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
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:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
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i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)&lt;br /&gt;
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)&lt;br /&gt;
:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)&lt;br /&gt;
::: Actually, artifact equipment can be used, it just requires a &amp;quot;hero&amp;quot; level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)&lt;br /&gt;
:Build your artifact mechanism into a really, really, really wonderful well. --[[User:Corona688|Corona688]] 11:37, 13 December 2008 (EST)&lt;br /&gt;
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== Tanner fixed ==&lt;br /&gt;
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I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
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:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
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== Cooks ==&lt;br /&gt;
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I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
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mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
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== Soapers etc. ==&lt;br /&gt;
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It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
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: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
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== Not all demands need to be met ==&lt;br /&gt;
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I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
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I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
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:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
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::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
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== Possession ==&lt;br /&gt;
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I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;br /&gt;
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== Furnace Operator ==&lt;br /&gt;
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Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)&lt;br /&gt;
:I had one take over a mason's workshop, I would guess that Furnace Operator is treating like Engraver or Miner. I'm kind of disappointed, I was hoping he'd churn out an artifact coke or something.[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 13:03, 14 November 2008 (EST)&lt;br /&gt;
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::Back when furnace operator was moodable, they'd turn out metal crafts.  But taking over a mason's workshop is surprising.  Occasionally they'll take over a random workshop and convert it into the type they want -- what artifact did the dwarf produce?  And, just to rule out some obvious things, did the dwarf have dabbling skill in mining, masonry, or engraving?--[[User:Maximus|Maximus]] 13:51, 14 November 2008 (EST)&lt;br /&gt;
:::He went crazy looking for some kind of rough gem, so we'll never know.  It was ''right'' after the dwarf trading caravan left, too, so I really had no chance whatsoever.  I don't know for sure what skills he had, I don't think he had much other than Furnace Operator, Architect, and the social skills though.  I ''might'' have enabled mining, but there was plenty of work for him at the smelter so I don't know for sure.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 15:56, 14 November 2008 (EST)&lt;br /&gt;
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== Chunk Butchery? ==&lt;br /&gt;
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Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum &lt;br /&gt;
: ^_^ &amp;quot;This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78&amp;quot; -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)&lt;br /&gt;
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:Oh, ''do'' post the description of the artifact when the dwarf completes it.  (&amp;quot;Menaces with spikes of dwarf chunk?&amp;quot;  I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)&lt;br /&gt;
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== What Workshop? ==&lt;br /&gt;
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Is there &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; way to discover what workshop a dwarf in a secretive mood requires?  I had nearly everything.  I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)&lt;br /&gt;
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:You have to look at what skills he has first and rule out the obvious.  If he has no mood-able skills then it's going to be a craftsdwarf's workshop.  If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop.  Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point.  If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)&lt;br /&gt;
::I have a functioning magma glass furnace and I had to build a normal glass furnace when my glass maker became secretive. [[User:HeWhoIsPale|HeWhoIsPale]] 14:23, 11 November 2008 (EST)&lt;br /&gt;
::Same here, in fact I had 2 moody glass making dwarves refuse to use anything but a normal glass furnace when there were 5 fully functional magma glass furnaces in the same fort. (sorry, almost forgot to sign) --[[User:Alkyon|Alkyon]] 14:27, 11 November 2008 (EST)&lt;br /&gt;
::Ditto.  A glassmaker got possessed and refused to use my magma glass furnace.  I had to build a regular one. --[[User:Schwern|Schwern]] 19:33, 27 December 2008 (EST)&lt;br /&gt;
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:::Ah.  In older versions, they'd insist on a magma workshop, when possible.  Do they now insist on using a regular workshop, or has anyone seen a moody dwarf use a magma workshop in recent versions?--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)&lt;br /&gt;
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== Possessed Child ==&lt;br /&gt;
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I have a child that has become possessed and taken over one of my craft workshops (of course).  He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell.  He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite.  I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items.  That leaves the thread.  I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts.  I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5).  What I don't have is giant spider silk.  I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop.  Still he doesn't start construction.&lt;br /&gt;
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Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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:Do you have both silk and plant cloth available?  (Not just thread.)  And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)&lt;br /&gt;
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::Argh.  I bet that's it.  No silk cloth, just thread.  I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread.  Oh well, the child is now melancholy.  I can re-load and see what would happen if I make the thread into cloth.  Maybe I'll test that out.  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)&lt;br /&gt;
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::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST)&lt;br /&gt;
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== Getting More Strange Moods ==&lt;br /&gt;
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According to the article, the number of artifacts is limited by &amp;quot;The number of items created divided by 200.&amp;quot;  This indicates that making bolts (5 for each bone or 25 for each log) or brewing (5 units of drink for each unit of plant brewed) are efficient ways to encourage strange moods.  Does that sound accurate?&lt;br /&gt;
&lt;br /&gt;
It also states that the number of revealed subterranean tiles is a limit.  Does that mean an area like a chasm, where many tiles are revealed to start with, will produce more strange moods?&lt;br /&gt;
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Also, does anyone know whether the division rounds up or down?  [[User:Gairabad|Gairabad]] 22:24, 16 November 2008 (EST)&lt;br /&gt;
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:I'd be willing to bet all stacks count as only one &amp;quot;item&amp;quot; for this kind of calculation.  200 sounds like a paltry number, however.  If rocks are counted as items, most fortresses have thousands of them in just a few years.  The other number is what is most significant (I wonder where the heck it comes from?)  I've had four miners digging non-stop for about 10 years now, and my stocks menu says I have 70,000 stones.  Allowing for underground soil tiles (which don't produce stone) and stone/ore consumed by industry, each miner can probably clear about 2,000 tiles a year: one artifact.  I have 21 artifacts in my fortress now (and two failed moods early on), so if that rate is indicative, I'd say you want to employ three or more miners non-stop to maximize your chances.--[[User:Maximus|Maximus]] 00:09, 17 November 2008 (EST)&lt;br /&gt;
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::The guy who wrote [http://www.dwarffortresswiki.net/index.php/Stone_management#Block_Stockpile this] doesn't seem to think that stones count as created items.  Also, &amp;quot;revealed tiles&amp;quot; is ambiguous.  For example, [http://www.dwarffortresswiki.net/index.php/Exploratory_mining#Mine_shafts this] method is very good at showing you what's inside of a tile without actually mining it out.  Do you suppose that seeing whats inside is enough?&lt;br /&gt;
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::Where do you think these numbers came from anyway?  I'm gonna take a look through the edit history and try to track them down.  [[User:Gairabad|Gairabad]] 00:15, 17 November 2008 (EST)&lt;br /&gt;
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:::They came during [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;diff=25038&amp;amp;oldid=24936 this edit].  They're so specific I've got to think the author did some poking around with a disassembler.  Again, though, 200 is such a paltry number.  If underground &amp;quot;open space&amp;quot; counts, then discovering a chasm, bottomless pit, or magma pipe should many thousands thousands of revealed tiles.  If underground floor tiles are needed, you'll have to mine most of them out yourself.--[[User:Maximus|Maximus]] 00:34, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I had a chat with [[User:GreyMario|GreyMario]] over at his talk page, since he edited the page around the time the changes were made.  He seemed fairly certain that all you had to do to &amp;quot;reveal&amp;quot; a tile was to have a passable square next to it, so I edited the article to reflect that.  He did not, however, know anything about how bolts or stones would affect things.  Right now my hopes are on [[User:Marble_Dice|Marble Dice]], whom I believe made the actual addition.  I'm not sure if he's a very active user though.&lt;br /&gt;
&lt;br /&gt;
::::By the way, the reason I'm doing all this is that I'm considering optimizing a fortress for strange moods: have '''lots''' of dwarves with only &amp;quot;dabbling&amp;quot; in a single strange mood skill to gain maximum benefit from the moods.  Any ideas for fortress strategies that will go well with this?  [[User:Gairabad|Gairabad]] 02:44, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I saw the conversation -- I keep my eye on [[Special:Recentchanges]].  What he says about &amp;quot;reveal&amp;quot; is correct, as far as I know.  I still wonder about &amp;quot;open space&amp;quot; tiles.  If they count as revealed, all you really need to do is find a chasm/pit/magma pipe and you'll be in moods for years to come.&lt;br /&gt;
&lt;br /&gt;
:::::I've done the dabbling strategy in the past.  It's best to emphasize just a few skills you really really want that are otherwise hard to train due to limited materials -- armorsmith, weaponsmith, bone carver, leatherworker, carpenter, etc.  It works fine with any fortress strategy.--[[User:Maximus|Maximus]] 04:30, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Two missing labors ==&lt;br /&gt;
&lt;br /&gt;
Strand Extractor and Blacksmith don't currently appear in either the Causes Moods category or the Doesn't Cause Moods category.  I put Strand Extractor in Doesn't Cause Moods and the Blacksmith in Causes Moods; feel free to correct me if you think I'm wrong.  [[User:Gairabad|Gairabad]] 19:59, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that blacksmith is moodable, I've got a nice steel chest to show for it.  It stands to reason that strand extractor isn't moodable, but we don't know for sure -- I've slapped a verify on it.--[[User:Maximus|Maximus]] 21:01, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Order of stuff ==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if dwarves always claim items in a certain order.  For example, when a dwarf wants three pieces of wood he always wants them back-to-back, never wood gem wood bone wood.  So are types ALWAYS in a certain order?  My current moody dwarf wanted two bars of metal, then spider silk cloth, then ash logs, then bones, then a rough gem, then a shell.  Knowing the order might help you guess what the dwarf wants next if he doesn't need to wait for anything (and thus tell you what he wants).  This might be useful for micromanaging forbidding stuff to make sure your dwarf gets the highest value things available. --[[User:Sowelu|Sowelu]] 23:19, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;This is actually well-defined in the article, if you'd bothered to look close enough. Dwarves will gather items in the order they scream their demands in.&amp;lt;/s&amp;gt; It's unknown. I think there's no real order, just similar things end up grouped together. :V --[[User:GreyMario|GreyMaria]] 23:32, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::fail.  Uh, I mean, as soon as anyone else sees a strange mood, it can either be disproven, or we can start putting some data together immediately and be done pretty quick.  I saw:  Metal Bars, Silk Cloth, Wood, Bones, Rough Gem, Shell.  If anyone sees bones before wood or something, that means there's no guaranteed order.  But no harm done.  :) --[[User:Sowelu|Sowelu]] 23:36, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It's simpler than that. Items have a certain number of slots for improvements, and for artifacts the first improvement slot is always filled by the base material of the item. Then the rest are filled in order, with whatever is a valid candidate for that slot (which is probably 'anything that's anything' in every case, though I'm not absolutely sure.) So, there isn't any explicit sorting because it has to be in order.&lt;br /&gt;
&lt;br /&gt;
:::If you fill an item's slots with ordinary decoration, which is easiest to do by encrusting a wide variety of gems on a piece of furniture or the like, you'll see what I mean. Maybe. --[[User:Navian|Navian]] 23:40, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Ah!  So you're saying that instead of generating a list of ingredients, it first plans out the artifact itself, saying &amp;quot;This one is a chest, it has hanging rings and an image, first let's get a material for the chest, then a material for the hanging rings, then a material for the image&amp;quot;?  That makes a ton of sense, and answers my question.  Thanks! --[[User:Sowelu|Sowelu]] 23:47, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Well, I know it doesn't do that, because if you close the game and reopen it, you can get different items... With my elf game, I had one artifact that came out as either a thong, a left mitten, or a rope on five tries. But it's roughly the same idea, even with the details randomized upon creation. --[[User:Navian|Navian]] 00:05, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fell Mood Demands ==&lt;br /&gt;
&lt;br /&gt;
It looks like when a brooding dwarf sits in the tanner's shop and says he needs &amp;quot;Things...&amp;quot; what he's looking for is vermin remains.  Other demands are like in Fey moods. --[[User:Sev|Sev]] 22:24, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confusing macabre mood ==&lt;br /&gt;
&lt;br /&gt;
My mayor just entered one, while 'quite content', claimed a smelter, waited for a bit, until the parts appeared (the vermin must have died). He then created a roach rock chitin bracelet, and gained the carpenter skill. Am I missing something here? Smelter, rock and carpenter don't seem to mix well... Note: The only skills were proficient cook and fish cleaner, with some dabbling and noice social.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Carpenter?  Or wood crafter?  Claiming a smelter isn't out of the question: they sometimes grab a random workshop and turn it into the one they want (is it still a smelter?).  And what is roach rock?  Give the actual description of the artifact.--[[User:Maximus|Maximus]] 19:14, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Carpenter. It's still a smelter, yes.  &amp;quot;This is a large roach chitin bracelet. All craftsdwaftship is of the highest quality. It is encircled with bands of large roach  chitin and dwarf bone. This object menaces with spikes of rat leather.&amp;quot;--[[User:Finbeer|Finbeer]] 15:32, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Hmm.  Post that one on the forums, find out if it's an actual bug.  Does sound pretty nonstandard.--[[User:Maximus|Maximus]] 22:50, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::  :-D Pretty sure that a roach is an actual bug. -[[User:Fuzzy|Fuzzy]] 09:00, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::D'oh.--[[User:Maximus|Maximus]] 22:56, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::I did have two very close together, but I am certain that neither had any carpenter skill, and the smelter was claimed.&lt;br /&gt;
&lt;br /&gt;
== Rough Gems ==&lt;br /&gt;
&lt;br /&gt;
EVERY Fey Mood that has happened for the last 3 years has required Rough Gems!  Argh!  Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it.  I do not have Rough Gems.  You cannot buy Rough Gems.  My fortress will die slowly and painfully without Rough Gems.  Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems?  Can it be made good enough with a mod?  --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called &amp;quot;legendary&amp;quot; dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Trapper?==&lt;br /&gt;
Has anyone seen a dwarf get trapper experience from a mood?  I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material.  (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom).  I know I made a similar comment on the Trapper talk page.  From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods.  But I've seen zero evidence that Trapper is actually a moodable skill.  --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Craftdwarf's Workshop==&lt;br /&gt;
I just had a lye maker take over a metalsmith's forge and turn out a bracelet; now he's a legendary metalcrafter.  I think that &amp;quot;Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop...&amp;quot; might be too constrictive, and that such dwarves could seize any craftdwarf-related workshop (including forges and carpenter's shops), not just a craftdwarf's workshop.  Anyone else observed this behavior? --[[User:Wingus|Wingus]] 09:55, 22 December 2008 (EST)&lt;br /&gt;
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:You're certain that the dwarf in question had no experience in any other tasks? --[[User:N9103|Edward]] 11:19, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the lyemaker had no other (non-social) skills.  He was a recent immigrant I was using as a hauler. --[[User:Wingus|Wingus]] 11:35, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::There have been quite a few anomalous moods that we haven't documented properly yet.--[[User:Maximus|Maximus]] 14:34, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Time limit of a mood. ==&lt;br /&gt;
&lt;br /&gt;
Do we have a fix on the exact time the player has to satisfy a mood before the dwarf goes insane?  Any clue on whether it's fixed or variable?&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miasma&amp;diff=13828</id>
		<title>40d:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miasma&amp;diff=13828"/>
		<updated>2008-12-23T18:15:35Z</updated>

		<summary type="html">&lt;p&gt;Schwern: Note that miasma WAS believed to spread disease&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Miasma''' is a &amp;quot;noxious odor&amp;quot; or otherwise-poisoned air, once believed to spread disease.  The theory of miasma as the general cause of disease propagation was quite widespread prior to the 19th century, and although in some respects it is correct that some diseases may be transmitted via the air, not all diseases are transmitted by such mediums.&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, the only impact a miasma will have is to disgust dwarves encountering it, giving them bad [[thought]]s.  However, one miasma can disgust a large number of dwarves, especially if it is in a main corridor.&lt;br /&gt;
&lt;br /&gt;
The most common cause of in-game miasma are rotting corpses or body parts left '''on a tile that is Subterranean'''. Often the corpses of small [[vermin]] killed by cats will cause a miasma. You can limit your dwarves' exposure to miasma by setting up a refuse pile (outdoors, or in an enclosed space -- see [[refuse]]).  Rotting items left outside will not generate miasma.&lt;br /&gt;
&lt;br /&gt;
Miasma will not travel through walls, ceilings or closed doors, but will travel through fortifications (as they have holes in them). Miasma will also spread across Z-levels through stairs or ramps.&lt;br /&gt;
&lt;br /&gt;
It also does not &amp;quot;spread&amp;quot; diagonally, which allows for some nifty constructions that entirely block spreading of miasma from a refuse stockpile (basically have walls on all non-diagonal tiles that neighbour refuse).&lt;br /&gt;
&lt;br /&gt;
Because Miasma is only generated by corpses on tiles that are subterranean, and because once a tile has been exposed to the outside, it is never again subterranean, it is fairly simple to set up Miasma-free fortresses.  One need only expose those tiles which are likely to generate miasma (for example, Kitchens and Butcher Shops) by digging a hole in the ceiling over the whole thing, and then patching it up again.  If you are doing this quite far underground, a simple solution to all of your miasma problems caused by rotting food or remains in shops is to make shops diagonal to the hallway leading to them.  You will still generate Miasma, but at the very least it will not enter your hallways.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8697</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8697"/>
		<updated>2008-12-19T01:22:30Z</updated>

		<summary type="html">&lt;p&gt;Schwern: /* Two Quick Questions... */ Remember Cog's wooden magma pumps?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Perpetual motion machine==&lt;br /&gt;
I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
==edit comments==&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
==Perpetual motion again==&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1/7 water Hight. [[User:Hoborobo|Hoborobo]] 04:59, 8 June 2008 (EDT)-&lt;br /&gt;
::That doesn't sound correct to me... [[User:Juckto|Juckto]] 20:33, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Definition of &amp;quot;flow&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The article states that waterwheels need flow under them, but how exactly does the game calculate this?&lt;br /&gt;
&lt;br /&gt;
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly &amp;quot;flowing&amp;quot; (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Are you sure, though? Juckto (above) seems to believe the state of affairs is a bit more complicated. I guess I can just test it out for myself at some point. [[User:G-Flex|G-Flex]] 04:28, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'm sure about the minimum being 4/7, never had a waterwheel that would work below that level. Maybe it counts the water as flowing if the water depth changes during x ticks? If thats the case then a closed system would work unless you manage to get all the tiles at the same depth. I doubt the game uses a system much more complicated than that, as it would cause incredible lag checking each tile for depth, direction of flow, speed of flow, and path of least resistance. Not to mention factoring in water pressure and evaporation. Additionally, waterwheels seem to work no matter what their orientation is to the water. --[[User:Elvang|Elvang]] 04:37, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hrm, yeah, it seems like you need change of depth for it to count as &amp;quot;flow&amp;quot;. Putting in the ocean just don't work.[[User:G-Flex|G-Flex]] 04:23, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Change of depth not needed. Putting it in a full river works. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I believe to have found the key to it: I placed three waterwheels in the bed of a drained underground river; the first one with its outer tiles on the riverbed, the second one hanging in a channel of three tiles, the third one with its outer tiles on top of two constructed walls, which I constructed in a channel in the riverbed, i.e. on rough stone-block floor. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
So I built them on top of this:&lt;br /&gt;
&lt;br /&gt;
 1.     2.     3.  (  4. )&lt;br /&gt;
rrr    rrr    rrr  ( fff )&lt;br /&gt;
rrr    r_r    rfr  ( f_f )    r=river-tile&lt;br /&gt;
r_r    r_r    r_r  ( f_f )    f=rough floor (top of constructed wall)&lt;br /&gt;
rrr    r_r    rfr  ( f_f )    _=open space (channeled underneath)&lt;br /&gt;
rrr    rrr    rrr  ( fff )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::::When I let the water in again, only the second one was powered, even when I interrupted the flow again. (As I the water flew out, it still turned at water level 1. That seems to be the minimum level indeed.){{verify}} So the generation of power seemed to depend on the underground you build them in, not on anything like flow. Then, to verify my theory that you need river-tiles around waterwheels to make them work, I built a fourth one upstream, which was surrounded by floor-tiles. This one, however, streched all across the river, and so divided it into a lower part (with the three waterwheels in it) and an upper part. In the lower part, no waterwheel worked anymore, as I built one of the second type in the upper part of the river, it worked again!&lt;br /&gt;
::::::Therefore, I suppose waterwheels must be surrounded (at least partially?){{verify}} by river-tiles, which additionally must not be disconnected from the source of the river. --[[User:Doub|Doub]] 12:25, 4 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Construction Key? ==&lt;br /&gt;
&lt;br /&gt;
The construction area needs a key.  I can't figure out what the O is supposed to be, and I only use the ASCII version of DF.--[[User:RustyMcloon|Rusty Mcloon]] 11:19, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is a vertical axle. You should know, since you play the pseudo-ASCII version. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two Quick Questions... ==&lt;br /&gt;
&lt;br /&gt;
would water wheels be powered by water falling down a Z axis onto a waterwheel?&lt;br /&gt;
&lt;br /&gt;
can a waterwheel be used in magma or would it burn?&lt;br /&gt;
&lt;br /&gt;
--[[User:Althalus|Althalus]] 10:05, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Water wheels need to be placed in a channel with water to be powered. AFAIK the channel doesn't have to be any longer than the water wheel, doesn't need water coming in nor going out. The game isn't clever enough yet... (shhh!)&lt;br /&gt;
::I think the water has to be depth:3.&lt;br /&gt;
::Water wheels have to be made of wood. Any machine that has magma flow through it, if it isn't made of magma-safe material, will burn/melt. You might get a bit of power for a short time but the water wheel would burn (assuming temperature is turned on which it is by default).&lt;br /&gt;
::To sign your name properly use the signature button on the toolbar or type &amp;quot;~&amp;quot; four times: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; [[User:GarrieIrons|GarrieIrons]] 21:26, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Waterwheels may not be magma-safe, but the actual structure of the wheel is built one z-level above the magma, rather than in it. Thus it is entirely plausible that a waterwheel could survive being used with magma. Whether it does actually survive such circumstances, and if so whether it starts turning, could do with being tested. --[[User:Raumkraut|Raumkraut]] 23:09, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well i guess i will have to do my own experiments on magma wheels, i will report my findings. --[[User:Althalus|Althalus]] 10:05, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds something like [http://www.bay12games.com/forum/index.php?topic=25242.msg289749#msg289749 Cog's wooden magma pumps]. --[[User:Schwern|Schwern]] 20:22, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Waterwheel on rivers ==&lt;br /&gt;
Yesterday I build a waterwheel above a river, it did not work. I build a second wheel in a moat channeled from the river it did work. Either I made some stupid error, or there is a bug at the current ver. that makes wheel not working on rivers themselves...  --[[User:Catpaw|Catpaw]] 06:37, 29 August 2008 (EDT)&lt;br /&gt;
:A brook or a river? [[User:HeWhoIsPale|HeWhoIsPale]] 09:24, 29 August 2008 (EDT)&lt;br /&gt;
:: Oh it was a brook, since my dwarfes always waded through it. okay I understand it now... Is kinda quirky in the simulation... you turn a brook into a river by digging its surface... uh. common logic anyone? :-) --[[User:Catpaw|Catpaw]] 09:50, 29 August 2008 (EDT)&lt;br /&gt;
::: Brooks have a special layer of floor on top of them that allows fishing and similar activities, but discounts it being considered as running water, channeling can remove this layer. Apparently this has been the best fit way of allowing a brook to be traversable while still being a body of water. [[User:HeWhoIsPale|HeWhoIsPale]] 10:51, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water and Flow Answers ==&lt;br /&gt;
&lt;br /&gt;
After a few(a lot of) tests, I have deduced the following:&lt;br /&gt;
*A water wheel needs to have any '''one''' of its three tiles '''above''' water&lt;br /&gt;
**The water must be at least 4/7 depth&lt;br /&gt;
***The exception:water falling down a z-level&lt;br /&gt;
*:Placing a waterwheel with one tile stuck into the side of a water fall with make it active, and can be effectively done by placing several next to each other under the waterfall&lt;br /&gt;
*:Note: if the water flows over all three or the two opposite tiles, it will only be active for a second here and there, but it's great to make tons of mist&lt;br /&gt;
**It can not be submerged, a submerged water wheel will not work&lt;br /&gt;
*The water must be flowing, stationary water will not power the wheel&lt;br /&gt;
**A screw pump can make water flow (See the section of the article on Perpetual Motion)&lt;br /&gt;
**Many rivers do '''not''' flow, you may have to channel a side river to make it flow out of the actual river and then into some other body of water&lt;br /&gt;
*:P.S. it helps to stagger the channels downwards so that the flow continues&lt;br /&gt;
*Lava will make a water wheel turn, (if it flows of course) if you turn off temperature (the water wheel will simply go up in flames otherwise)&lt;br /&gt;
This information was gather in version 40d &lt;br /&gt;
Feel free to add anything here to the article or correct anything that might be wrong&lt;br /&gt;
&lt;br /&gt;
Very simple design for a water wheel&amp;lt;br /&amp;gt;&lt;br /&gt;
+~W~+&amp;lt;br /&amp;gt;&lt;br /&gt;
+~W-*&amp;lt;br /&amp;gt;&lt;br /&gt;
+~W~+&amp;lt;br /&amp;gt;&lt;br /&gt;
(W) = wheel tile with flowing water under it&amp;lt;br /&amp;gt;&lt;br /&gt;
(-) = horizontal axle&amp;lt;br /&amp;gt;&lt;br /&gt;
(*) = gear assembly&amp;lt;br /&amp;gt;&lt;br /&gt;
(~) = river/brook tiles&amp;lt;br /&amp;gt;&lt;br /&gt;
(+) = ground/wall/whatever else you may have there&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Wizjany|Wizjany]] 23:14, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure about submerged water wheels. I had a water wheel placed in a (channeled) brook, connected to a screw pump. I built a wall/box around both the screw pump and the water wheel to create a reservoir which was drawn from by another screw pump one z-level up. Perhaps the waterwheel only ceases to work after the water reaches a certain depth? --[[User:RomeoFalling|RomeoFalling]] 23:31, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Safe water wheel power ==&lt;br /&gt;
&lt;br /&gt;
Imagine that I had a totally walled off above-ground area.  Now I redirect a river to flow under my walls with an above-ground area between my walls.  Will this provide the necessary flow for a water wheel?  [[User:Gairabad|Gairabad]] 18:13, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I imagine if it would work without the walls in place, it would work with them in place.  But swimming creatures (crocodiles, etc.) might be able to swim up the channel.--[[User:Maximus|Maximus]] 19:27, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::A well-placed grate or two would deal with them.  [[User:Gairabad|Gairabad]] 23:55, 17 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1468</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1468"/>
		<updated>2008-12-17T21:19:14Z</updated>

		<summary type="html">&lt;p&gt;Schwern: /* Water Flows */ Noting that water acts more like pancake batter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become &amp;quot;[[Contaminant|contaminated]]&amp;quot; with it. [[Soil]] and [[stone]] becomes [[damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include[[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like pump out a hole in the middle of a river.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.27.176.38c}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill. dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls or floor, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries.&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:River&amp;diff=26390</id>
		<title>40d Talk:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:River&amp;diff=26390"/>
		<updated>2008-12-14T09:03:18Z</updated>

		<summary type="html">&lt;p&gt;Schwern: River Source tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the image should be edited... the light blue rivers are streams, not brooks. Brooks are actually invisible on the region map, only visible on local. Only a minor issue though, but it can cause confusion. [[User:Lightning4|Lightning4]] 16:49, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===2967067655===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;cave river&amp;quot; in seed 2967067655 is a short segment enclosed in solid rock, that comes from nowhere and &amp;quot;falls away&amp;quot; into open space at both ends - open space that doesn't extend to the level below. Is this typical of 0.27.169.33? If so, I'll have to put all my cave river plans off to a future version.  [[User:Kidinnu|Kidinnu]] 09:54, 14 November 2007 (EST)&lt;br /&gt;
:That sounds very strange. The cave rivers I've seen are sourced from a &amp;quot;mysterious area&amp;quot; and usually either continue off the map or fall off the bottom. They also tend to go through several lowerings of their elevation. Are you sure you fully explored it? [[User:VengefulDonut|VengefulDonut]] 10:03, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't know where this should be mentioned, but there is a huge difference on my machine between FPS on maps with brooks and maps with rivers.  I've got a 3.4ghz and 2 gig ram, and my FPS on a map with a river drops to 15-20 right off the bat, where it stays in the high 50's until 30-40 dwarves with only a brook. -- unsigned, but written by Gotthard, according to page history.&lt;br /&gt;
&lt;br /&gt;
I added a bit about temporarily draining and permanently damming rivers and linked to a movie I recorded of doing just that. I think there are ways that would be easier on the dwarves and less micromanagey - one way, perhaps, may be to blast a 3-wide section of the river floor, instead of a 1-wide one, and then build floors in the middle column, and then build floodgates on top of those - that should keep the pesky backflow (which made installing the floodgates so arduous) from interfering with the damming. --[[User:SL|SL]] 00:28, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Draining brooks ==&lt;br /&gt;
&lt;br /&gt;
I made following experiment: &lt;br /&gt;
&lt;br /&gt;
*1. Built a bridge over brook, the brook flowed from left to right&lt;br /&gt;
*2. Built walls for the bridge&lt;br /&gt;
*3. channeled under right wall&lt;br /&gt;
*4. I then removed floors between walls of the bridge so that walls would fall in the brook&lt;br /&gt;
&lt;br /&gt;
Purpose of this experiment was to drain the river. I made two walls to see what happens when I drop wall on the brook tile, and when I drop walls on brook tile that has been dug out. I was expecting to see my left wall intact on the brook, like if I had built the wall right on top of brook tile. And to see my right wall intact at the bottom of the brook where I had channeled out the brook. &lt;br /&gt;
&lt;br /&gt;
Setting, before removing any parts of the bridge. &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{RT|Z|#000|#FFF}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{RT|-|#000|#FFF}}&lt;br /&gt;
|{{RT|1|#000|fff}}&lt;br /&gt;
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|{{RT|+|#888|#000}}&lt;br /&gt;
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|-&lt;br /&gt;
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|{{RT|7|#00f|#000}}&lt;br /&gt;
|{{RT|≈|#0ff|#000}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{888}}&lt;br /&gt;
|{{RT|+|#888|#000}}&lt;br /&gt;
|{{888}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|7|#00f|#000}}&lt;br /&gt;
|{{RT|7|#00f|#000}}&lt;br /&gt;
|{{RT|7|#00f|#000}}&lt;br /&gt;
|{{RT|7|#00f|#000}}&lt;br /&gt;
|{{RT|7|#00f|#000}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{RT|≈|#0ff|#000}}&lt;br /&gt;
|{{RT|~|#0ff|#000}}&lt;br /&gt;
|{{RT|≈|#0ff|#000}}&lt;br /&gt;
|{{RT|7|#00f|#000}}&lt;br /&gt;
|{{RT|≈|#0ff|#000}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{888}}&lt;br /&gt;
|{{RT|+|#888|#000}}&lt;br /&gt;
|{{888}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|-&lt;br /&gt;
|{{888}}&lt;br /&gt;
|{{888}}&lt;br /&gt;
|{{888}}&lt;br /&gt;
|{{888}}&lt;br /&gt;
|{{888}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{RT|.|#0f0|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#000}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{RT|+|#888|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{RT|.|#0f0|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#000}}&lt;br /&gt;
|{{RT|&amp;amp;#x25B2;|#888|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#000}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{FFF}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{RT|&amp;amp;#x25BC;|#888|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both walls fell to the bottom of brook and fell apart into blocks I had used to build the walls. This wasn't such a terrible surprise to me. What was a surprise was that the walls which had fell through walkable brook tiles had &amp;quot;broken&amp;quot; the brook. The game now seems to handle those tiles like they were ending the brook. Water pours in from both ends and simply disappears.&lt;br /&gt;
&lt;br /&gt;
Basically this could be used to create more tiles for water to pour out of map...&lt;br /&gt;
&lt;br /&gt;
--[[User:Athan|Athan]] 13:17, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unfound Underwater River ==&lt;br /&gt;
&lt;br /&gt;
on my old fortress i used to have alot of 'Deceased' creatures like snakemen and lizardmen popping up on the Creatures Menu. Why are they popping up when i can't see the underground river? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Hoborobo|Hoborobo]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:It's an exploit (I think), wait a season then zoom to a body part of these dead creatures and dig to that location to uncover it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specific Location ==&lt;br /&gt;
&lt;br /&gt;
It seems like cave rivers (the tiles that actually have water) are only found 1 z-level below the base of a mountain. Is this true? If it is it might be helpful to add that to the page... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Doesn't look like it.  My cave river is 19 z-levels above &amp;quot;ground zero&amp;quot;.--[[User:Maximus|Maximus]] 03:14, 25 October 2008 (EDT)&lt;br /&gt;
::Oh OK, thanks. --[[User:Xonara|Xonara]] 03:56, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== River Source tiles ==&lt;br /&gt;
&lt;br /&gt;
On my map a four tile wide river starts at the north edge of the map, winds around then branches into about six one tile wide fingers.  The flow is from the fingers out to the north edge.  At the tip of each finger is a tile marked &amp;quot;River Source&amp;quot;.  Some of these are above ground and some are just inside the mountain, one z-level from the surface.&lt;br /&gt;
&lt;br /&gt;
The source looks something like this, I've shortend it a bit, with the water flowing up.&lt;br /&gt;
&lt;br /&gt;
  RRRR                   R   River&lt;br /&gt;
  RRRR                   S   River Source&lt;br /&gt;
  RRRR&lt;br /&gt;
  RRRRR&lt;br /&gt;
   RRRRRR&lt;br /&gt;
   RRRRRRRR&lt;br /&gt;
   RRRRRRRRRR&lt;br /&gt;
   RR RRRRRRRRR&lt;br /&gt;
   RR RR RRRRRRRR&lt;br /&gt;
   RR RR   RRRRRR&lt;br /&gt;
   RR  RR   RRR RRR&lt;br /&gt;
   RRR  RRR  RR   RRR&lt;br /&gt;
   R R  R R  R R    RRR&lt;br /&gt;
   R S  R R  S S      RRRS&lt;br /&gt;
   S    S R&lt;br /&gt;
          S&lt;br /&gt;
&lt;br /&gt;
I haven't seen mention of these River Source tiles before.  I mention it because the article says &amp;quot;rivers presumably contain an unlimited amount of water and cannot be drained.&amp;quot;  Well, now we have a source for all that water.  I'm going to dam each of the river sources, should be easier to dam each of the single tile fingers then the river itself, gaining full control over the river.  Then I can close off all but one to see what the rate of flow is.  I count eight source tiles feeding my four tile wide river.&lt;br /&gt;
&lt;br /&gt;
--[[User:Schwern|Schwern]] 04:03, 14 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fish&amp;diff=29926</id>
		<title>40d Talk:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fish&amp;diff=29926"/>
		<updated>2008-12-12T20:18:56Z</updated>

		<summary type="html">&lt;p&gt;Schwern: Fish corpses need to be butchered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Carp Drag dwarves to their doom? ==&lt;br /&gt;
&lt;br /&gt;
I have had Carp drag dwarves to their doom on several occasions, but I was not focusing on it when it happened. Can someone tell me how this happens? The dwarves in question were interrupted during stockpile jobs, which probably means they were carting trash to my refuse pile, which is 5 tiles from the nearest river tile, and yet I find them at the bottom of the river after I get a message that they have bled to death!&lt;br /&gt;
Are the Carp somehow chasing dwarves down and dragging them into the river? Is there a new tentacle-carp?&lt;br /&gt;
:Old bug which should be fixed in 33c. Carps were getting insanely powerfull by raising their swimming skill. If you start a new game with 33c, it won't happen again. If you are using 33c already, it's probaby a remnant of an old save you've ported from version to version. --[[User:Eagle of Fire|Eagle of Fire]] 18:52, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
attacking occurs in the 8 directions to the side, plus 8 up or down diagonaly and straight up/down(you can see this attacking down stairs in adventure mode) thus, a dwarf on the shore of a river can be attacked by a carp in the river, and with wrestling this can result in the dwarf ending up on top of the carp in the river [[User:Chariot|Chariot]] 18:59, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pearl==&lt;br /&gt;
&lt;br /&gt;
It says you can get pearls from mussels and oysters.  My dwarves have eaten them (processed and raw) and I've had plenty rot away, but I never got any pearls.  Anyone have any info on this? [[User:Bouchart|Bouchart]] 21:33, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Prepared but not eaten ==&lt;br /&gt;
&lt;br /&gt;
My [[dwarves|darling inhabitants]] are for some reason, [[fishing]] and preparing the fish at their [[fishery]] - but although I have huge stockpiles of raw fish, it never gets prepared at the [[kitchen]] nor eaten.&lt;br /&gt;
&lt;br /&gt;
What am I missing here?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:15, 31 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume you've checked that the cook option is enabled on the fish in the food menu. So unless you've got a HUGE supply of other foods, I'm not sure why they're not being cooked. Though, to be honest, I've never specifically seen fish cooked as I never make fishing a significant food source for my forts. --[[User:N9103|Edward]] 17:59, 31 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, when such a huge portion of my migrants are fishing-inclined the raw fish just accumulates without any effort on my behalf... it's more like I can't make it not happen rather than I made it happen! my dwarves are hunting vermin when they have barrel after barrel of raw fish and a chef saying there is no food to cook when I ask him to prepare meals of any quality. And the fishery with its stockpiles are right next to the kitchen, which is right nearby my fields. :( [[User:GarrieIrons|GarrieIrons]]  04:17, 1 February 2008&lt;br /&gt;
&lt;br /&gt;
:::Are you absolutely sure it's being prepared at the [[fishery]] by the &amp;quot;fish cleaning&amp;quot; job? I ask because you mention &amp;quot;raw fish&amp;quot; is available, which cannot be eaten. Raw fish isn't automatically converted to a usable state. You will have to continually keep setting the fish cleaning job to keep processing the raw fish. Even if you set the fish cleaning job to repeat it will eventually be canceled when there are no more raw fish, and need to be set again at some point. --[[User:Janus|Janus]] 00:16, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks Janus. For some reason, even though I had a stockpile containing several barrels of raw turtle, '''and''' the job &amp;quot;prepare raw fish&amp;quot; was set to repeat.... nobody was doing it. I cancelled the job and reset it - lo and behold my fish cleaners got to work.&lt;br /&gt;
::Now I know that ''raw'' fish does not equal ''uncooked'' fish.&lt;br /&gt;
::Still not clear on the distinction between:&lt;br /&gt;
::*[[fish cleaner]]&lt;br /&gt;
::*[[fish dissector]]&lt;br /&gt;
::but I'm continuing to look at it.[[User:GarrieIrons|GarrieIrons]] 07:09, 5 February 2008 (EST)&lt;br /&gt;
:::Fish cleaners prepare fish for use as food.  Fish dissectors extract other things from fish, ruining them for use as food.  -[[User:FunnyMan|FunnyMan]] 08:49, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Flopping lungfish ==&lt;br /&gt;
&lt;br /&gt;
I was recently digging out a new stone storage room from a soft dirt area. I checked back to add the stone storage zone and spotted a lungfish flopping around on the floor. There was no wet stone, no bodies of water nearby, and no misplaced messages. I caught it in a movie, so I may find a place to share it someday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I have hoards of lungfish flopping around. They don't seem to be edible, or hostle. I think they're just vermin, like flies and whatnot. I don't think they're even fish. They have LUNGS after all. --[[User:Shadow archmagi|Shadow archmagi]] 21:34, 29 February 2008 (EST)&lt;br /&gt;
::they are fish [FISHITEM], and are vermin. to be fishable it has to be a vermin. you see turtles doing the same thing. there are quite a few fish irl that have lungs also, doesnt stop em from being fish. -[[User:Chariot|Chariot]] 02:40, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::So can I designate an area in the middle of my mine - which is between the brook on the west and a volcano vent on the east - as a fishing zone? it keeps having lungfish turn up. All the outside area is covered in  [[troglodyte]]s so I don't want any fisherdwarves just wandering around.[[User:GarrieIrons|GarrieIrons]] 00:04, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Limited Fish? ==&lt;br /&gt;
&lt;br /&gt;
I recently got the message &amp;quot;There is nothing to catch in the river.&amp;quot;&lt;br /&gt;
I went to the zone and the fishing was at (0). Will my brook replenish, or is it time to start massing farms (fish were about half of my food supply) - Wizjany&lt;br /&gt;
:They replenish every season just like the hunting. -[[User:Fuzzy|Fuzzy]] 14:21, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Any word as to whether or not the volume of water helps with supply of fish? I think it does, but I'm not sure. I keep digging artificial lakes, though, just to be sure I have fish supply, but if I didn't have to, it'd be nice. --[[User:Erathoniel|Erathoniel]] 21:56, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From my experience, it doesn't.  I dug a wide canal attached to my cave river, and I see cave fish swimming in it, but my dwarves report that there are no fish to catch in it when I designate it as a fishing zone.  I can only zone the original river tiles when I want them to actually catch something.--[[User:Maximus|Maximus]] 23:07, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I built a moat in my last game that connected two pools and a brook together which were conveniently located around my entrance. The 1-tile-wide channel was designated as a fishing zone and often fished from successfully at a point roughly midway between one of the pools and the brook. It seems to me that this question might be paired with another one for potential insight: Pools refill when it rains. Single tile channels do not. Can you channel out a dwarf-made space that will refill when it rains? I suspect the answers are linked.&lt;br /&gt;
:: @Wizjany: are you saying that the zone listed the zone as dark grey and no longer usable as a fishing zone? If so, weird. --[[User:RomeoFalling|RomeoFalling]] 23:17, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I would be surprised if volume helped... I have a 100x100 moat, 5 thick, and I have much LESS fish available after I paved over existing lakes for my castle.  However, I can't verify if turtles refill x units per season, but the water supply can hold up to x*y turtles, where y is a function of how much water is available, and x is the constant replenished per season.  Basically, maybe they refill 1 per season, and the max on the map is 1*number of water squares, or something like that.--Gotthard 23:24, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fish respawn? ==&lt;br /&gt;
&lt;br /&gt;
I started a great map, only to discover carp and gar in my river. I decided not to restart, but to do something about it, so I drained the river at it's source, built grates, and opened the floodgates to let the river flow again.&lt;br /&gt;
&lt;br /&gt;
After about a year in game, I looked, and noticed carp and salmon in my grated river! Does fish spawn at random in the river at times? I had assumed that they would have come in from off screen. Guess I'm wrong? I wanted to confirm before I added anything to any articles, so wanted to ask about this here.&lt;br /&gt;
&lt;br /&gt;
== Fish corpses need to be butchered ==&lt;br /&gt;
&lt;br /&gt;
I dammed my river and collected the resulting fish flopping around in the mud.  They were &amp;quot;fish corpses&amp;quot; rather than &amp;quot;raw fish&amp;quot;.  To my surprise they were butchered rather than prepared at the fishery.  This seems correct in the sense that it's a &amp;quot;corpse&amp;quot; but not correct in that a fish which dies from drowning should be no different then a fish which dies from being caught (and presumably drowns unless the fisherdwarf is individually strangling each one).&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishery&amp;diff=10393</id>
		<title>40d Talk:Fishery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishery&amp;diff=10393"/>
		<updated>2008-12-12T20:14:24Z</updated>

		<summary type="html">&lt;p&gt;Schwern: More than one pool?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are those fancy templates at the right and the bottom? How do I apply them to other pages? --[[User:Mizipzor|Mizipzor]] 16:24, 31 October 2007 (EDT)&lt;br /&gt;
:Use the [[Template:Workshop|Workshop Template]] for the right and append &amp;lt;nowiki&amp;gt;{{Buildings}}[[Category:Workshops]]&amp;lt;/nowiki&amp;gt; to the end of the article for the bottom. --[[User:Mechturk|Mechturk]] 03:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I currently have a fishery and two fisherdwarves.  I had my fisherdwarves capture live fish until all my traps were full, then process them into meat.  I was told that they had no more useable fish, but get alerts when I try to have my fisherdwarves do anything at the fishery.  Any idea why I can neither catch more fish, nor do anything with what I appearantly have?[[User:DeTheGreat|DeTheGreat]] 01:51, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There are two ways of fishing: trapping and fishing via [[zone]]s.  Normally players use the latter.  A finite number of fish can be caught each season (something like 50... ish), at which point you'll get an announcement that &amp;quot;there are no more fish in the river&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Once the fish are caught (in &amp;quot;raw&amp;quot; form), they must be processed at a fishery, after which they can be eaten.  If you have no raw fish, you can't process them into edible fish -- and live fish is not the same as raw fish.  (Incidentally, what fish are you managing to catch?)--[[User:Maximus|Maximus]] 02:34, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::In addition to what Maximus says, note that you don't technically have to assign a fishing [[zone]]. It's just wiser to do so, as fisherdwarves without a zone will fish anywhere on the map. Regardless of whether you choose to use zones or not, fisherdwarves will fish without orders from the fishery. The fishery will not, however, process raw fish without an order (I assume that's already been pointed out to the Dev Team). Because of the seasonal fish-catching limit, my own experience has been that one dedicated fisherdwarf with a well-selected zone tends to reach that cap each season. I haven't had the dwarves to spare for fishing on my current map, though, so it's been a while since I've had to interact with that sub-system. --[[User:RomeoFalling|RomeoFalling]] 05:58, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::So there's no advantage to having more than one defended murky pool then?  [[User:Gairabad|Gairabad]] 21:43, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you have enough fisherdwarves working the same pool there's a greater chance they'll fish it out that season, but you can always move them to another pool rather than scattering them around.  I'd keep them together for mutual defense and easier hauling.  --[[User:Schwern|Schwern]] 15:14, 12 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dam&amp;diff=21550</id>
		<title>40d Talk:Dam</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dam&amp;diff=21550"/>
		<updated>2008-12-12T01:06:59Z</updated>

		<summary type="html">&lt;p&gt;Schwern: Notes on water wheels as pump power in draining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article should be deleted for the same reason &amp;quot;Rock chute&amp;quot; was. It is an application of the material given in the wiki. --[[User:Savok|Savok]] 00:06, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Maybe - but where else is someone going to find ''specific'' information about this? Browsing through the map archive will only show basic dam construction and give no specific details. Isn't it basically the same as [[Design strategies]]? --[[User:Decanter|Decanter]] 00:14, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Before looking at this page, I had no idea we could make dams and such... --[[User:Eagle of Fire|Eagle of Fire]] 19:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If nothing else we should save the information about excavating the river tiles, I had no idea you needed to do this and I'm sure most people wouldn't either. --[[User:BurnedToast|BurnedToast]] 09:54, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This article should definitely be kept.  It does not belong with [[design strategies]], and provides useful information.  There is no reason to delete it.  I agree with Eagle of Fire.  [[User:Nate879|Nate879]] 16:37, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Deletionists here, too? Why would you want to ''decrease'' the amount of information regarding Dwarf Fortress? I can see an argument for better organization, moves, or whatever, but certainly not deleting it. And here I had made an account to create an article for how to build an aqueduct from a river to a well or series of wells using locks. --[[User:Hilscher|Hilscher]] 14:25, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which I'm now discouraged to do after seeing this, I just realized. Why put in the work if it will just get deleted? Deletionism hurts everyone. --[[User:Hilscher|Hilscher]] 14:28, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ice Damming ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if I screwed it up in some way, but I dug a channel in the ice, put in 4 floodgates across the river (which is 4 wide) and when it thawed it was not a dam, the water after the floodgates is 4 or 5/7, maybe its cause its a newer version and he added over filling. --[[User:Lowlandlord|Lowlandlord]] 00:34, 4 August 2008 (EDT)&lt;br /&gt;
Or never mind, its starting to go dry now, guess I just needed to be patient.&lt;br /&gt;
&lt;br /&gt;
== Notes on water wheels as pump power in draining ==&lt;br /&gt;
&lt;br /&gt;
(To the deletionists, this article was very helpful in showing that daming was even possible and the basic technique to do it.  Rather than cramming it into a larger and amorphous &amp;quot;design&amp;quot; article, it is definitely a subject in and of itself).&lt;br /&gt;
&lt;br /&gt;
My dwarves undertook the task of daming their river (the Sibrek Babinnish Memorial Dam) in an effort to tame the mighty carp and lamprey which had claimed a dwarf and two more in the process of (but unrelated to) building the dam.  Wall grates were planned to be installed just downstream of the dam and then the dam reopened to allow the river to flow but the dreaded fish to remain jailed.&lt;br /&gt;
&lt;br /&gt;
The plan was to use water wheel powered screw pumps to pump out the river into an underground pit faster than I could come in.  Its simpler and safer than digging up into the river bed, and you can turn it off.  Here is a side view.&lt;br /&gt;
&lt;br /&gt;
               pump&lt;br /&gt;
  ============X    river&lt;br /&gt;
  XundergroundX&lt;br /&gt;
  XXXXpitXXXXXX&lt;br /&gt;
&lt;br /&gt;
The pit wasn't very large, perhaps 60x20x2, and dug into sand and clay (surface river) which three miners excavated quickly and without all the rock hauling.  It proved sufficient, with just enough extra capacity to give me the time to fix my mistakes.&lt;br /&gt;
&lt;br /&gt;
Because mistakes were made.&lt;br /&gt;
&lt;br /&gt;
First mistake, I only put pumps on one side of the river.  This was a consequence of the project starting early.  You see, my engraver got pulled into the river and was drowning.  In a vain attempt to save him my mechanic hooked up the pumps before the project was complete.  I made up for it in scale with 5 pumps lining the river's edge.  Two more were hastily erected on the other side and manned by stout dwarves.  Alas, his wounds were too grave and he did not survive.&lt;br /&gt;
&lt;br /&gt;
Once the pumps started water sprayed all over the place but mostly went into the pit as planned.&lt;br /&gt;
&lt;br /&gt;
Second mistake, I had no way to get into the river bed.  Hastily cut stairs and ramps took care of that.&lt;br /&gt;
&lt;br /&gt;
Committed now, dwarves poured into the frothing water to try and place the gates, but the water level was fluctuating too rapidly.  Eventually I noticed the cause, the pumps were inactive!  I had located my water wheel downstream of the pumps and too close.  The water level under the wheel was dropping, shutting down the wheel and the pumps, then rising again starting the cycle again.  Dwarves were called in to man the pumps by hand.  In this way the flood gates were placed, with a very fast hand on the &amp;quot;unsuspend construction&amp;quot; order.&lt;br /&gt;
&lt;br /&gt;
Glory of glories, most of the pitiless fish downstream drowned.  Only a handful remained upstream at the source (which I thought was the terminus), but enough to claim my sheriff who was pulled in and drowned.&lt;br /&gt;
&lt;br /&gt;
Lessons learned...&lt;br /&gt;
&lt;br /&gt;
1) Screw pumps on either side of the river, powered by water wheels, are an easy way to drain a surface river.  3 to 5 on each side should be enough.&lt;br /&gt;
&lt;br /&gt;
2) Water wheels must be placed upstream and at least 5 or 10 tiles away from the pumps to prevent the water level from dropping under them.&lt;br /&gt;
&lt;br /&gt;
3) Make sure you know which way the river flows.  How?  Blood works.  How do you get blood in the river?  Be imaginative.&lt;br /&gt;
&lt;br /&gt;
4) A slit trench dug directly behind the pumps leading to a modest underground cistern is enough water storage.  Use of channeling and digging into sand or clay will make the work go faster.  Dig a little bit more than you think you'll need, then dig some more.&lt;br /&gt;
&lt;br /&gt;
5) Have extra manpower available to man the pumps should something go wrong.&lt;br /&gt;
&lt;br /&gt;
6) Have a miner on hand to make sure you have a way into the river bed.&lt;br /&gt;
&lt;br /&gt;
6a) Do not dig the entrance on the same line as your dams or you'll have to dam up an extra tile.  Trust me, you'll be fighting for every gate.&lt;br /&gt;
&lt;br /&gt;
6b) Put an exit up AND downstream from the dam so nobody gets trapped when the last gate goes in place.&lt;br /&gt;
&lt;br /&gt;
6c) Put the exits on the far side from your fortress so should a baddie manage to get into the river they won't come out on your side.&lt;br /&gt;
&lt;br /&gt;
7) Place a stockpile of pump parts, flood gates and mechanisms near the dam site to speed construction.&lt;br /&gt;
&lt;br /&gt;
8) Hook up your pumps with a gear assembly and either attach it to a lever or be ready to dismantle it to shut the system down.&lt;br /&gt;
&lt;br /&gt;
9) Don't let dwarves with kids into the river bed.&lt;br /&gt;
&lt;br /&gt;
10) Install wall grates across the river just below your dam, then look the up to a lever.  This will act as a selective fish filter.&lt;br /&gt;
10a) If you want to be sadistic, build a second grate further downstream.  Leave it closed.  Open the dam and upstream grate, let some fish swim in, then close the dam.  Watch the now trapped fish slowly drown or pump the water out for a quicker death.&lt;br /&gt;
&lt;br /&gt;
11) Once the dam is installed, leave it closed and have your dwarves go &amp;quot;fishing&amp;quot; by picking up all the now drowning fish downstream from the dam.  Fish corpses are handed by a butcher, not at the fishery, so be prepared for a huge influx of raw meat.&lt;br /&gt;
&lt;br /&gt;
12) Dismantle the pumps and water wheel once you're done to reuse the parts.  Remember to dismantle the wheel before the axle or it'll fall into the river.&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=40430</id>
		<title>Bloodline:Boatmurdered</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=40430"/>
		<updated>2008-12-01T08:00:45Z</updated>

		<summary type="html">&lt;p&gt;Schwern: LetsPlay archives moved.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Boatmurdered''' was a succession game on the Something Awful forums. From this spawned an epic tale, incorporating hordes of belligerent elephants, floods of biblical proportions, flaming puppies, and more. &lt;br /&gt;
&lt;br /&gt;
The entire saga can be read [http://lparchive.org/LetsPlay/Boatmurdered/intro.html here]. As the editor says, the madness surrounding Boatmurdered speaks for itself.&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14157</id>
		<title>40d:Lead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=14157"/>
		<updated>2008-01-11T06:51:41Z</updated>

		<summary type="html">&lt;p&gt;Schwern: &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]] + [[Zinc]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Schwern</name></author>
	</entry>
</feed>