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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scrotch</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-28T07:27:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Giant_coati&amp;diff=179268</id>
		<title>v0.34 Talk:Giant coati</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Giant_coati&amp;diff=179268"/>
		<updated>2012-12-08T19:49:52Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: Created page with &amp;quot;== Butchering ==  Butchering returns from one giant coati (headless, from single lucky strike by low-skill axedwarf, otherwise unwounded except for a few bruisings by a low-skill...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Butchering ==&lt;br /&gt;
&lt;br /&gt;
Butchering returns from one giant coati (headless, from single lucky strike by low-skill axedwarf, otherwise unwounded except for a few bruisings by a low-skill macedwarf):&lt;br /&gt;
&lt;br /&gt;
prepared giant coati lung [2]&amp;lt;br /&amp;gt;&lt;br /&gt;
prepared giant coati heart&amp;lt;br /&amp;gt;&lt;br /&gt;
prepared giant coati intestines&amp;lt;br /&amp;gt;&lt;br /&gt;
chopped giant coati liver&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati tripe&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati sweetbread&amp;lt;br /&amp;gt;&lt;br /&gt;
prepared giant coati spleen&amp;lt;br /&amp;gt;&lt;br /&gt;
prepared giant coati kidney [2]&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati nervous tissue&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati hair&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati skin&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati fat [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati meat [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati bone [17]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stacks are of size one [1] unless otherwise noted. All items base value 2* each, except fat (1* each) and bone, nervous tissue, hair and skin (0*)&lt;br /&gt;
&lt;br /&gt;
Butchering returns from one giant coati head:&lt;br /&gt;
&lt;br /&gt;
giant coati fat&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati cartilage&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati upper spine bone&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati upper spine nervous tissue&amp;lt;br /&amp;gt;&lt;br /&gt;
prepared giant coati brain&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati skull&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati head skin&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati meat [2]&amp;lt;br /&amp;gt;&lt;br /&gt;
giant coati tooth [2]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stacks are of size [1] unless otherwise noted. All items base value 2* each, except fat (1* each) and bone, nervous tissue, cartilage, skull, tooth, and skin (0*)&lt;br /&gt;
&lt;br /&gt;
--[[User:Scrotch|Scrotch]] 19:49, 8 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grizzly_bear&amp;diff=132050</id>
		<title>v0.31:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grizzly_bear&amp;diff=132050"/>
		<updated>2010-11-20T04:58:41Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: butchering gives 2 teeth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:27, 7 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Grizzly Bear&lt;br /&gt;
|symbol=B|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Taiga}}&lt;br /&gt;
* Any {{L|forest|Temperate forest}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=3&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|tooth=2&lt;br /&gt;
|skin=hide|&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge brown creature found in temperate woodland.  It is known for its ferocious attack, usually when it or its young are threatened.''&lt;br /&gt;
&lt;br /&gt;
'''Grizzly bears''' are now trainable into War/hunting grizzly bears at the {{L|Kennel}}s.  &lt;br /&gt;
&lt;br /&gt;
Grizzly bears are a popular choice for war animals, as they are very common. They come readily {{l|tame}}d with {{l|elf|elven}} {{l|caravan}}s almost every time, as elves tend to live in temperate areas. Furthermore they can be easily caught in {{L|Trap#Cage Trap|cage traps}}, tamed and trained by yourself, without the assistance of a {{l|Dungeon Master}}.&lt;br /&gt;
&lt;br /&gt;
They make great armies. Much larger and stronger than your regular {{l|dog}}, they can make fast work of a {{l|goblin}} {{l|ambush}} if they stick together and outnumber them. Their powerful jaws can puncture straight through your common {{l|iron}} {{l|armor|chainmail}}, making a nice snack out of them. &lt;br /&gt;
&lt;br /&gt;
Having a couple of Elite {{L|Soldier#Marksdwarves|Marksdwarves}} with 10 bears assigned is a splendid idea, as the bears will act as a biting meat shield and your {{l|crossbow}}dwarf will take care of the tougher enemies which outmatch the bears.  &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Key_bindings&amp;diff=132045</id>
		<title>v0.31 Talk:Key bindings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Key_bindings&amp;diff=132045"/>
		<updated>2010-11-20T03:08:11Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* OSX */ delete key rebind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OSX==&lt;br /&gt;
&lt;br /&gt;
Anybody using DF on a small mac keyboard?  How can you remap the delete key?--[[User:Kwieland|Kwieland]] 00:07, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From the top-level game interface, hit the Escape key to get to the game options. Go to &amp;quot;Key Bindings&amp;quot;, then &amp;quot;Text Entry&amp;quot;. The first option is &amp;quot;String: Backspace&amp;quot;. Choose &amp;quot;Add Binding&amp;quot; (right arrow) and hit the key you want to use for backspace.  (I have a full keyboard so I use the &amp;quot;Delete |X&amp;gt;&amp;quot; key, but I assume you will have to use something like a backslash or maybe a control key combination, if that works.)  Then hit Escape and choose &amp;quot;Save and Exit&amp;quot;, unless you want to just try out the key for this session.  The &amp;quot;Delete&amp;quot; key does work to remove bindings, so feel free to experiment until you find something you like.--[[User:Scrotch|Scrotch]] 03:08, 20 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_leopard&amp;diff=132036</id>
		<title>v0.31:Giant leopard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_leopard&amp;diff=132036"/>
		<updated>2010-11-20T00:08:27Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: butchering gives 1 raw hide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:58, 6 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant leopard&lt;br /&gt;
|symbol=L|color=6:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|tropical}} biome&lt;br /&gt;
* Any {{L|desert}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic spotted predator, dwarfing its small cousins. It is found in the wild lands.''&lt;br /&gt;
&lt;br /&gt;
'''Giant leopard''' are strong carnivorous animals, living in savage tropical and desert areas. Matured giant leopard can weight up to 100 kilo. They are lonesome hunters.&lt;br /&gt;
&lt;br /&gt;
They can be used as mount by some {{catlink|Races|races}}. {{verify}}&lt;br /&gt;
&lt;br /&gt;
A {{L|dungeon master}} must be present in order to {{L|tame}} giant leopard. They are also trainable into war/hunting giant leopard. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Voracious_cave_crawler&amp;diff=131458</id>
		<title>v0.31 Talk:Voracious cave crawler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Voracious_cave_crawler&amp;diff=131458"/>
		<updated>2010-11-13T00:12:38Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* butchering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this page be spoilered?  Really where do we draw the lines on spoilers in DF2010?&lt;br /&gt;
--[[User:StrongAxe|StrongAxe]] 18:01, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This guy showed up on the highest level of the underground, along with a giant cave spider and troglodytes. The people searching for this probably have already seen one. I don't think it's too spoilery. -- [[Special:Contributions/208.36.201.71|208.36.201.71]] 00:59, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
To be honest, it isn't showing in the Arena, at least. And it looks to be bugged - it never moved or attack when I found one.&lt;br /&gt;
&lt;br /&gt;
:When I found one it just scared my dwarves and got trampled to death. -- [[User:Xtank5|Xtank5]] 02:46, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I encountered one and it just ran up to one of my doors and froze there.  I eventually recruited a miner and they killed it without injury.  --[o_O]WTFace&lt;br /&gt;
&lt;br /&gt;
Does it start out hostile? -- [[User:Xtank5|Xtank5]] 02:46, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The fact that it's used by goblin siegers precludes it from being a spoiler to begin with. No?&lt;br /&gt;
 &lt;br /&gt;
::I managed to capture and tame one of these (after changing [PET_EXOTIC],though) and it seems to work just fine. It has already killed a kobold thief and a berserk elf trader, and the dwarves are adorably calling it &amp;quot;Spiterippers&amp;quot; --[[USER:Aavemursu|Aavemursu]] 8.11.2010&lt;br /&gt;
&lt;br /&gt;
== butchering ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if there is any variation to be seen in results from butchering, but I got a slightly different number of products when butchering a VCC that died from one lucky hit on the noggin from a stone trap:&lt;br /&gt;
&lt;br /&gt;
* 4 fat&lt;br /&gt;
* 1 heart&lt;br /&gt;
* 8 intestines&lt;br /&gt;
* 2 brain&lt;br /&gt;
* 1 skin&lt;br /&gt;
* 45 meat&lt;br /&gt;
* 1 tooth&lt;br /&gt;
&lt;br /&gt;
The butcher had only novice skill and was rusty on top of that, so that might be the cause. (edit: this was in 0.31.16)--[[User:Scrotch|Scrotch]] 00:11, 13 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Voracious_cave_crawler&amp;diff=131457</id>
		<title>v0.31 Talk:Voracious cave crawler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Voracious_cave_crawler&amp;diff=131457"/>
		<updated>2010-11-13T00:11:31Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* butchering */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this page be spoilered?  Really where do we draw the lines on spoilers in DF2010?&lt;br /&gt;
--[[User:StrongAxe|StrongAxe]] 18:01, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This guy showed up on the highest level of the underground, along with a giant cave spider and troglodytes. The people searching for this probably have already seen one. I don't think it's too spoilery. -- [[Special:Contributions/208.36.201.71|208.36.201.71]] 00:59, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
To be honest, it isn't showing in the Arena, at least. And it looks to be bugged - it never moved or attack when I found one.&lt;br /&gt;
&lt;br /&gt;
:When I found one it just scared my dwarves and got trampled to death. -- [[User:Xtank5|Xtank5]] 02:46, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I encountered one and it just ran up to one of my doors and froze there.  I eventually recruited a miner and they killed it without injury.  --[o_O]WTFace&lt;br /&gt;
&lt;br /&gt;
Does it start out hostile? -- [[User:Xtank5|Xtank5]] 02:46, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The fact that it's used by goblin siegers precludes it from being a spoiler to begin with. No?&lt;br /&gt;
 &lt;br /&gt;
::I managed to capture and tame one of these (after changing [PET_EXOTIC],though) and it seems to work just fine. It has already killed a kobold thief and a berserk elf trader, and the dwarves are adorably calling it &amp;quot;Spiterippers&amp;quot; --[[USER:Aavemursu|Aavemursu]] 8.11.2010&lt;br /&gt;
&lt;br /&gt;
== butchering ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if there is any variation to be seen in results from butchering, but I got a slightly different number of products when butchering a VCC that died from one lucky hit on the noggin from a stone trap:&lt;br /&gt;
&lt;br /&gt;
* 4 fat&lt;br /&gt;
* 1 heart&lt;br /&gt;
* 8 intestines&lt;br /&gt;
* 2 brain&lt;br /&gt;
* 1 skin&lt;br /&gt;
* 45 meat&lt;br /&gt;
* 1 tooth&lt;br /&gt;
&lt;br /&gt;
The butcher had only novice skill and was rusty on top of that, so that might be the cause.--[[User:Scrotch|Scrotch]] 00:11, 13 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cartilage&amp;diff=131245</id>
		<title>v0.31:Cartilage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cartilage&amp;diff=131245"/>
		<updated>2010-11-10T17:27:44Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: linked &amp;quot;shark&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Cartilage is a body part generated from {{L|butcher}}ing most animals. It has no use in the {{L|meat industry}}, and can be dumped without a second thought. &lt;br /&gt;
&lt;br /&gt;
Some fish, such as {{L|shark}}s, are notable for having cartilaginous skeletons. These fish do not drop bones, only cartilage.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floor_hatch&amp;diff=131243</id>
		<title>v0.31 Talk:Floor hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floor_hatch&amp;diff=131243"/>
		<updated>2010-11-10T16:57:33Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: Created page with '== adjacent open space ==  I wanted to place a floor hatch on an up/down staircase in a 1x1 square and kept getting the message &amp;quot;no access&amp;quot; when I tried to place it.  Removing a …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== adjacent open space ==&lt;br /&gt;
&lt;br /&gt;
I wanted to place a floor hatch on an up/down staircase in a 1x1 square and kept getting the message &amp;quot;no access&amp;quot; when I tried to place it.  Removing a construction next to the staircase (making it a 1x2 rectangle) allowed the hatch to be placed and constructed. I added a note to the page to this effect.  (This may simply be a requirement of any building/construction that I was not aware of, but if so it is probably useful to note on pages for affected items.)--[[User:Scrotch|Scrotch]] 16:57, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trainer&amp;diff=130441</id>
		<title>v0.31 Talk:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trainer&amp;diff=130441"/>
		<updated>2010-10-30T19:10:25Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* How to train? */ not a random animal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trainable Animals in 2010 ==&lt;br /&gt;
I´m playing a bit with the newest version at the moment and just got the happy announcement, that my animal trainer trained a &amp;quot;war leopard&amp;quot; (much to my surprise). So I was curious and searched all the creature files for trainable animals and it seems like the amount of potential war/hunting animals has increased greatly in 2010. The animals I found are:&lt;br /&gt;
&lt;br /&gt;
- [[Dog]] (duh...) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Leopard]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Lion]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Tiger]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Jaguar]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Cheetah]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Mandrill]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Gorilla]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Grizzly bear]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Polar bear]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant eagle]] (!) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Elephant]] (!!) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant bat]] (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant cave swallow]] (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Dragon]] (!!!) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I guess this is already common knowledge but I just wanted to list them here for general convenience. Maybe we shall also include this in the article. ~ [[User:Felcis|Felcis]] 08:26, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to train? ==&lt;br /&gt;
&lt;br /&gt;
I have a [[cage]] with [[dog]]s in the same area as my [[kennels]]. Requesting that an animal be trained as a war dog, however, gave me the message &amp;quot;[[Animal trainer|Urist McTrainer]] cancels Train War Animal: No creature&amp;quot;. I believe Urist had been looking for the (appropriate) animal for some time, and at the point she gave up she was a country mile away from the kennels.&lt;br /&gt;
&lt;br /&gt;
So: how does the trainer decide which animal will be trained? And where does she then look for the animal? Is it possible to specify which animal should be trained (and if so, how)? I'm guessing that cage where all the barking is coming from is one place she ''doesn't'' look ... [[User:Hv|Hv]] 20:24, 25 September 2010 (UTC)&lt;br /&gt;
:It selects the animal to be trained from the list of unrestrained, uncaged trainable animals. The only way to specify which animal is to be trained is to tie up, cage, or otherwise prevent all other untrainable animals from getting to the kennels. In order to get rid of that message, you have to take all the dogs you want to train out of their cages. --[[User:Eurytus|Eurytus]] 21:34, 25 September 2010 (UTC)&lt;br /&gt;
::Thanks for the info. I've added a note to that effect in the article. [[User:Hv|Hv]] 00:03, 26 September 2010 (UTC)&lt;br /&gt;
:::I'm not sure that the animal chosen for training is random (as it states in the article).  At a new fortress, I had three dogs, two male and one female (who had several puppies following her).  I wanted to train one of the male dogs as a war dog, and tried several times (3 or 4 at least, and by creating a Train War Animal order then cancelling it if I got the female) to get one of the male dogs to the kennels with my Animal Trainer, to no luck – the female came every time, trailed by a string of puppies. She was, not incidentally I suspect, the first dog (and animal) listed in the &amp;quot;Status/Animals&amp;quot; screen, and I tried both to make her available for adoption and slaughter in the hope that it would remove her from availability for training (no luck).  Finally I did have luck when I looked at this page and saw that caged/chained animals would not be trained – I put her in a spare cage I had and successfully trained one of the male dogs.&lt;br /&gt;
:::Of course, this doesn't completely discredit that the animal chosen is random, but if my probability calculation is right, there is less than a 4% chance that of three possible animals, the same one would be chosen three times in a row. But my thinking right now is that the first animal in the Status/Animals list that is valid for a type of training will be the one picked.--[[User:Scrotch|Scrotch]] 19:10, 30 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grudge&amp;diff=130417</id>
		<title>v0.31 Talk:Grudge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grudge&amp;diff=130417"/>
		<updated>2010-10-30T02:33:13Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: Created page with ' == personality clashes result in grudges? ==  In my starting group (0.31.16) I had one dwarf who &amp;quot;finds immodesty distasteful&amp;quot; (i.e. high modesty, at least in 40d) and another w…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== personality clashes result in grudges? ==&lt;br /&gt;
&lt;br /&gt;
In my starting group (0.31.16) I had one dwarf who &amp;quot;finds immodesty distasteful&amp;quot; (i.e. high modesty, at least in 40d) and another who &amp;quot;would never shy away from an opportunity to say she is better than somebody else&amp;quot; (very low modesty).  Sure enough, the first time I checked their relationships (less than a year after I started the fortress) they had a mutual grudge.--[[User:Scrotch|Scrotch]] 02:33, 30 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambush&amp;diff=130390</id>
		<title>v0.31:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambush&amp;diff=130390"/>
		<updated>2010-10-29T16:11:48Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: abandoning during an ambush&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:37, 18 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An '''ambush''' is a sudden event in {{l|fortress mode}} when a small force of enemy {{L|humanoid|humanoids}}, typically {{l|goblin|goblins}}, attempts to attack your {{l|fortress}}. While smaller in scope than a full {{l|siege}}, ambushes are not related to the number of {{l|dwarf|dwarves}} in your fortress, and so can be triggered by relatively small populations.&lt;br /&gt;
&lt;br /&gt;
An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a cage {{l|trap}} or come close to your dwarves or {{l|pet|pets}}. Not all traps trigger an alert; specifically, {{l|trap|stone fall traps}} and {{l|weapon trap|weapon traps}} do not, while {{l|Trap#Cage_Trap|cage traps}} do. You can still detect invaders by checking your traps &amp;quot;visually&amp;quot; - if the trap killed an invader the {{l|corpse}} and gear will be there.  Once detected, an ambush is announced with the message: &amp;quot;An Ambush!  Curse them!&amp;quot; or &amp;quot;A human has sprung from ambush!&amp;quot; generally activated if a captured human leads the squad.&lt;br /&gt;
&lt;br /&gt;
Ambushes tend to arrive with {{L|caravan}}s but can happen any time. Note that goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately.&lt;br /&gt;
&lt;br /&gt;
If ambushers are caught in cage traps, they will be marked as Caged Prisoner in the unit screen. These prisoners can be dragged around between cages (or tossed over tall towers) without risk of a jailbreak, unlike goblin thieves. &lt;br /&gt;
&lt;br /&gt;
If you Abandon your fortress while an ambush is active, you will receive the message &amp;quot;Your strength has been broken.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elk_bird&amp;diff=129937</id>
		<title>v0.31 Talk:Elk bird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elk_bird&amp;diff=129937"/>
		<updated>2010-10-20T23:43:58Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;They die easily to a moderately equipped and trained squad of dorfs.&lt;br /&gt;
Removed this from main page, for vagueness beyond usefulness. If something more specific were available, that would be of value.--[[User:Albedo|Albedo]] 21:32, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone aware of whether they trigger traps?  They walk on two legs, but they *are* birds, and logic has no place in dwarfort. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
elk birds lack the [TRAPAVOID] tag and should be affected by traps [[User:Cpad|Cpad]] 06:46, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed, I saw an Elk Bird die to a stone fall trap today.--[[User:Scrotch|Scrotch]] 23:43, 20 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had a bit of fun today when I received a bunch of cancellation orders from my dwarves. I paused immediately and looked for the Elk Bird on the map, because I had never heard of it before, only to find that my minerdwarf had somehow crossed the river and climbed to the top of the cave peak on the opposite end of the map in the few seconds it took me to pause after seeing the cancellations, right into the hungry maw of an elk bird. It was the only Elk Bird on my map, and my miner was designated no-where near that part of the map. I'm assuming here that Elk Birds can pick up dwarves and take them back to their nest because of it. [[User:ReducedToRubble|ReducedToRubble]] 18:05  April 17 2010&lt;br /&gt;
&lt;br /&gt;
Butchering results: 16 meat, 1 brain, 2 lungs, 1 sweetbread, 23 bones, 1 skull, '''2 horns''', 1 nervous tissue, 10 fat, 1 skin, 1 kidney, 1 liver, 1 spleen, 1 tripe, 1 intestines, 1 heart, 1 feather. Can someone edit these into the Elk Bird butchering results, and fix it so that the items that are missing are added? It looks as if it isn't possible to add the butchering results from the normal edit page. [[User:ReducedToRubble|ReducedToRubble]] 8:57 April 18, 2010&lt;br /&gt;
&lt;br /&gt;
Guys, there is no [FLIER] tag in the Elk Bird raw. Is the flier tag still required to get flying creatures? Cause if it is, then the Elk bird is a flightless creature, which is still pretty awesome considering its bigger than a dwarf. -Coaldiamond&lt;br /&gt;
&lt;br /&gt;
A flightless bird that can swoop out of the air? --[[Special:Contributions/81.20.178.133|81.20.178.133]] 16:35, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Maybe that was simply the Chuck Norris of the elk birds. --[[User:Bronzebeard|Bronzebeard]] 00:37, 8 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elk_bird&amp;diff=129936</id>
		<title>v0.31:Elk bird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elk_bird&amp;diff=129936"/>
		<updated>2010-10-20T23:42:00Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: butchering gives a feather&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:41, 5 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Elk bird&lt;br /&gt;
|symbol=E|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 1 - 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|valm=3&lt;br /&gt;
|bones=23&lt;br /&gt;
|meat=16&lt;br /&gt;
|fat=10&lt;br /&gt;
|skulls=1&lt;br /&gt;
|horns=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestines=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large creature found grazing on mushrooms deep underground.  It walks on two legs and has the head of a bird with the horns of a great elk.''&lt;br /&gt;
&lt;br /&gt;
'''Elk birds''' are large flightless birds that can be used as a mount by {{L|goblin}} siegers. Though they are generally non-hostile, they will interrupt tasks throughout the fortress and, if engaged, will usually kill an untrained dwarf (or even a war dog) in one-on-one combat.&lt;br /&gt;
&lt;br /&gt;
Butchering an Elk Bird will also result in a single {{L|feather}}.&lt;br /&gt;
&lt;br /&gt;
Unlike {{L|elk}}, both genders of elk bird have {{L|horn}}s. This is nice, because elk bird parts are worth even more than elk parts, with a {{L|value}} multiplier of three.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=87707</id>
		<title>40d Talk:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=87707"/>
		<updated>2010-04-09T02:41:49Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* insane merchant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually, insanity doesnt always result in the death of the afflicted dwarf. A dwarf that goes berserk can survive if he succesfully kills all the other dwarfs in your fortress. This might be a realistic possibility for someone like a champion in full adamantium armor. [[User:Diabl0658|Diabl0658]] 21:49, 30 November 2007 (EST)&lt;br /&gt;
* wouldn't that cause a game-over?  Berserk dwarves are &amp;quot;hostile&amp;quot; like a goblin [[User:Coelocanth|Coelocanth]] 22:30, 30 November 2007 (EST)&lt;br /&gt;
:A berzerk dwarf will not eat, drink, or sleep so even if it does not cause a game over, he will eventually starve. --[[User:BurnedToast|BurnedToast]] 22:32, 30 November 2007 (EST)&lt;br /&gt;
:: What if you reclaim the fort after the he kills everyone? The berserk dwarf might still be standing around, just like sane dwarfs sometimes are if you abandon and then reclaim. [[User:Diabl0658|Diabl0658]] 22:38, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
i just recived the anouncment &amp;quot;muskox has gone stark raving mad&amp;quot; i have no dwararves named muskox, so can tame animals go mad?&lt;br /&gt;
&lt;br /&gt;
* Yes. --[[User:Bombcar|Bombcar]] 17:02, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I once had a trader AND his dromedary go into melancholy from being trapped on my map. I didn't actually see them, but traders had left some time ago, and I had no dromedaries. [[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
==Smoking Gnu's conundrum==&lt;br /&gt;
&lt;br /&gt;
 ####&lt;br /&gt;
 #WWW#&lt;br /&gt;
 #W@W#&lt;br /&gt;
  WWW#&lt;br /&gt;
   ###&lt;br /&gt;
&lt;br /&gt;
 W=Workshop&lt;br /&gt;
 #=Constructed walls&lt;br /&gt;
 @=Berserk dwarf&lt;br /&gt;
&lt;br /&gt;
Conundrum: My food stockpiles are very close to the mad dwarf, so no one will approach them. The walls can't be taken down, due to the dwarves being to scared to do so. None of my military can access the mad dwarf, due to the walls. Even when in the military, my dwarves are interrupted before they can eat. How do I stop my fortress from starving? The winner gets to openly critisize my lack of common sense due to walling off a posessed dwarf near a food stockpile.--[[User:Smoking Gnu|Smoking Gnu]] 20:34, 3 January 2008 (EST)&lt;br /&gt;
:One possibility is simply to move operations away from the dwarf until he dies.  I'd like to suggest drowning, but something tells me the dwarves digging out a waterway on the z-level above will be frightened off before they finish the job.  The impatient leader might cave in the entire area to the next level and rebuild from scratch.[[User:Fedor|Fedor]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Aside from using a utility to change the dwarf in some way (teleport, maybe?), I'm clueless.  Nice conundrum.--[[User:Maximus|Maximus]] 02:18, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent idea, fedor! The problem is, however, that the above figure is''above'' ground. I know I didn't mention this before, so you win! (Also, pretty much all of my food stockpiles were really close to the maddwarf and thus inaccessible, thus making it impossible to &amp;quot;mocve operations) I'll probably just hope my farms(which aren't close to the maddwarf) will yeild their crops soon, that way I'll be able to wit the dwarf out and deal with the tantrumers. P.S: Thanks Maximus, I hoped it would be a good conundrum!--[[User:Smoking Gnu|Smoking Gnu]] 11:15, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Starting some distance away so dwarves do not get scared, build stairs up some distance into the sky. Marksdwarves will be able to shoot down over the wall of the workshop and kill him. [[User:Rkyeun|Rkyeun]] 19:29, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
...so, what're the details on Project Water Bow? I'm very interested. --[[User:Savok|Savok]] 22:20, 5 February 2008 (EST)&lt;br /&gt;
:The guy took it off the page cause it's been discovered from several sources that water pressure has almost no effect on creatures. 1-2 squares at most, and that's probably an overstatement. --[[User:N9103|Edward]] 02:22, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unreasonable Insanity ==&lt;br /&gt;
&lt;br /&gt;
I'm caging my hammerer to prevent him from harming my other dwarves. But all my caged hammerers go insane after some time and become replaced by a fresh hammerer in the next wave. Could someone explain me why he go insane? He's fed by other dwarves and has no unhappy thoughts. I'm using v0.28.181.40d on linux. --[[Special:Contributions/95.33.96.160|95.33.96.160]]&lt;br /&gt;
&lt;br /&gt;
== insane merchant ==&lt;br /&gt;
&lt;br /&gt;
I just had an elf merchant stricken by melancholy after her camel was killed by ambushing goblins, as well as another merchant and that merchant's camel.  (Killed, not melancholy.)  The melancholy elf had I believe been attacked as well but was rescued by a squad and was the last surviving elf on the map excepting the diplomat, as all other surviving merchants had escaped.  The melancholy elf did not move or do anything at all really -- although I am not sure that there are any cliffs on the map she would have been able to throw herself off -- but was humorously granted her wish when she was slaughtered by another ambushing group of goblins a short time later.  (edit...forgot to sign) --[[User:Scrotch|Scrotch]] 02:41, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=87706</id>
		<title>40d Talk:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=87706"/>
		<updated>2010-04-09T02:41:23Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* insane merchant */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually, insanity doesnt always result in the death of the afflicted dwarf. A dwarf that goes berserk can survive if he succesfully kills all the other dwarfs in your fortress. This might be a realistic possibility for someone like a champion in full adamantium armor. [[User:Diabl0658|Diabl0658]] 21:49, 30 November 2007 (EST)&lt;br /&gt;
* wouldn't that cause a game-over?  Berserk dwarves are &amp;quot;hostile&amp;quot; like a goblin [[User:Coelocanth|Coelocanth]] 22:30, 30 November 2007 (EST)&lt;br /&gt;
:A berzerk dwarf will not eat, drink, or sleep so even if it does not cause a game over, he will eventually starve. --[[User:BurnedToast|BurnedToast]] 22:32, 30 November 2007 (EST)&lt;br /&gt;
:: What if you reclaim the fort after the he kills everyone? The berserk dwarf might still be standing around, just like sane dwarfs sometimes are if you abandon and then reclaim. [[User:Diabl0658|Diabl0658]] 22:38, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
i just recived the anouncment &amp;quot;muskox has gone stark raving mad&amp;quot; i have no dwararves named muskox, so can tame animals go mad?&lt;br /&gt;
&lt;br /&gt;
* Yes. --[[User:Bombcar|Bombcar]] 17:02, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I once had a trader AND his dromedary go into melancholy from being trapped on my map. I didn't actually see them, but traders had left some time ago, and I had no dromedaries. [[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
==Smoking Gnu's conundrum==&lt;br /&gt;
&lt;br /&gt;
 ####&lt;br /&gt;
 #WWW#&lt;br /&gt;
 #W@W#&lt;br /&gt;
  WWW#&lt;br /&gt;
   ###&lt;br /&gt;
&lt;br /&gt;
 W=Workshop&lt;br /&gt;
 #=Constructed walls&lt;br /&gt;
 @=Berserk dwarf&lt;br /&gt;
&lt;br /&gt;
Conundrum: My food stockpiles are very close to the mad dwarf, so no one will approach them. The walls can't be taken down, due to the dwarves being to scared to do so. None of my military can access the mad dwarf, due to the walls. Even when in the military, my dwarves are interrupted before they can eat. How do I stop my fortress from starving? The winner gets to openly critisize my lack of common sense due to walling off a posessed dwarf near a food stockpile.--[[User:Smoking Gnu|Smoking Gnu]] 20:34, 3 January 2008 (EST)&lt;br /&gt;
:One possibility is simply to move operations away from the dwarf until he dies.  I'd like to suggest drowning, but something tells me the dwarves digging out a waterway on the z-level above will be frightened off before they finish the job.  The impatient leader might cave in the entire area to the next level and rebuild from scratch.[[User:Fedor|Fedor]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Aside from using a utility to change the dwarf in some way (teleport, maybe?), I'm clueless.  Nice conundrum.--[[User:Maximus|Maximus]] 02:18, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent idea, fedor! The problem is, however, that the above figure is''above'' ground. I know I didn't mention this before, so you win! (Also, pretty much all of my food stockpiles were really close to the maddwarf and thus inaccessible, thus making it impossible to &amp;quot;mocve operations) I'll probably just hope my farms(which aren't close to the maddwarf) will yeild their crops soon, that way I'll be able to wit the dwarf out and deal with the tantrumers. P.S: Thanks Maximus, I hoped it would be a good conundrum!--[[User:Smoking Gnu|Smoking Gnu]] 11:15, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Starting some distance away so dwarves do not get scared, build stairs up some distance into the sky. Marksdwarves will be able to shoot down over the wall of the workshop and kill him. [[User:Rkyeun|Rkyeun]] 19:29, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
...so, what're the details on Project Water Bow? I'm very interested. --[[User:Savok|Savok]] 22:20, 5 February 2008 (EST)&lt;br /&gt;
:The guy took it off the page cause it's been discovered from several sources that water pressure has almost no effect on creatures. 1-2 squares at most, and that's probably an overstatement. --[[User:N9103|Edward]] 02:22, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unreasonable Insanity ==&lt;br /&gt;
&lt;br /&gt;
I'm caging my hammerer to prevent him from harming my other dwarves. But all my caged hammerers go insane after some time and become replaced by a fresh hammerer in the next wave. Could someone explain me why he go insane? He's fed by other dwarves and has no unhappy thoughts. I'm using v0.28.181.40d on linux. --[[Special:Contributions/95.33.96.160|95.33.96.160]]&lt;br /&gt;
&lt;br /&gt;
== insane merchant ==&lt;br /&gt;
&lt;br /&gt;
I just had an elf merchant stricken by melancholy after her camel was killed by ambushing goblins, as well as another merchant and that merchant's camel.  (Killed, not melancholy.)  The melancholy elf had I believe been attacked as well but was rescued by a squad and was the last surviving elf on the map excepting the diplomat, as all other surviving merchants had escaped.  The melancholy elf did not move or do anything at all really -- although I am not sure that there are any cliffs on the map she would have been able to throw herself off -- but was humorously granted her wish when she was slaughtered by another ambushing group of goblins a short time later.&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Archery_target&amp;diff=58765</id>
		<title>40d:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Archery_target&amp;diff=58765"/>
		<updated>2009-11-27T20:56:42Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* Creating an Archery range */ error when archery target is set up incorrectly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''An archery target''' is a building used to improve the [[marksdwarf]] skill. An archery range is the [[room]] defined from an archery target.&lt;br /&gt;
&lt;br /&gt;
==Creating an Archery range==&lt;br /&gt;
&lt;br /&gt;
#To create a target, open the {{k|b}}uild menu and select {{k|A}}rchery target. It uses one [[stone]], [[log]], [[bar]] or [[block]] and requires the [[architecture]] [[skill]] to finish.&lt;br /&gt;
#Once constructed, an archery range must be defined from the archery target. Open the buildings menu ({{k|q}}) and select the target. Select &amp;quot;Make archery {{k|r}}ange&amp;quot; and define its size using {{k|+}} / {{k|-}}.&lt;br /&gt;
#After choosing the size of the archery range you must decide on the shooting direction using {{k|w}}, {{k|a}}, {{k|s}}, or {{k|d}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Only one marksdwarf seems to practice at an archery range at a time, regardless of how many targets it contains.  You can enable multiple [[dwarves]] to practice in the same room by defining an archery range on each target.&lt;br /&gt;
*An archery range requires a minimum length of 3 squares - the one the archery target is on, one empty square, and one for the marksdwarf to stand on. Otherwise the marksdwarf will complain that there is no floor space and refuse to train.&lt;br /&gt;
**Note that if the target is set up in a direction where there is insufficient space (e.g. is set left-to-right for a top-to-bottom archery range) the &amp;quot;Shooting at Archery Range&amp;quot; task will cancel due to lack of floor space.&lt;br /&gt;
*Having a longer length range seems to make marksdwarves miss more often. Since bolts which fall a [[z-level]] are not destroyed{{ver|0.27.176.38c}}, you can combine this with a channel behind or around the archery range to collect the bolts and reuse them.&lt;br /&gt;
**Note that this results in stacks of a single bolt, meaning a lot of hauling jobs and a far slower training regime as your dwarves have to reload 25 times as often.&lt;br /&gt;
*One method to readily create long ranges without requiring a large square space is to build long walls (or combination (door/door/wall/door/door/wall/door/door, which can be faster to build and deconstruct) before designating the archery target &amp;quot;room&amp;quot;, thereby constraining the space. The walls can be removed after room designation if so desired.&lt;br /&gt;
*If you use second-story fortifications to watch over the entrance to your fortress, consider building an archery target on the same Z-level as the fortifications in the kill zone.  Bolts which miss this target will land unharmed at maximum range, clearly marking that fortification's field of fire.  Dwarves won't practice shooting over a gap or channel, so you may have to build the target inside the fortifications.&lt;br /&gt;
&lt;br /&gt;
==Using an Archery range==&lt;br /&gt;
&lt;br /&gt;
Only off-duty [[military]] [[dwarves]] equipped with [[crossbow]]s will use archery ranges. You can switch a squad to off-duty by accessing the {{k|m}}ilitary menu, {{k|v}}iewing the appropriate squad, and setting it to off-du{{k|t}}y.&lt;br /&gt;
&lt;br /&gt;
Shooting requires a [[crossbow]] and [[wood]]en or [[bone]] [[bolt]]s. ([[Metal]] bolts are considered too valuable for practice and will not be used.) Bolts which hit a target are destroyed and cannot be reclaimed, and will form a small rubble pile that will be cleaned up by a dwarf with the [[cleaning]] labor enabled. He will happily - and unharmed - walk through the line of fire.  &lt;br /&gt;
&lt;br /&gt;
For further information on training martial skills, see [[sparring]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Acorn_fly&amp;diff=44464</id>
		<title>40d:Acorn fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Acorn_fly&amp;diff=44464"/>
		<updated>2009-06-27T23:35:35Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: similar to flies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Acorn fly''' is a [[vermin]] that appears in swarms. They spawn from any savage [[biome]] pools. They will rot unprotected [[food]] and cause unhappy [[thought]]s in [[dwarves]] accosted by them.&lt;br /&gt;
&lt;br /&gt;
They are very similar to regular [[fly|flies]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FLY_ACORN]&lt;br /&gt;
	[NAME:acorn fly:acorn flies:acorn fly]&lt;br /&gt;
	[TILE:250][COLOR:6:0:0]&lt;br /&gt;
	[VERMIN_ROTTER][VERMIN_GROUNDER][VERMIN_MICRO][FREQUENCY:100]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP][SAVAGE]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:deafening buzz]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fly&amp;diff=44392</id>
		<title>40d:Fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fly&amp;diff=44392"/>
		<updated>2009-06-27T23:33:25Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: acorn flies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Flies''' are [[vermin]]s that will occur in swarms. They will rot your unprotected [[food]] (including unpicked farm [[crops]]) and they cannot be [[Animal trap|trapped]]. They will spawn from pools in any non-freezing [[biome]]. All your [[dwarves]] will just [[thought|hate]] them.  Unlike most other kinds of vermin, [[cat]]s can not kill them.&lt;br /&gt;
&lt;br /&gt;
For some unkown reason, flies will spawn at the edge of [[magma]] as well as where magma is melting stones. They will stop spawning from it after a while though.&lt;br /&gt;
&lt;br /&gt;
The [[Acorn fly]] is a type of fly only found in savage [[biome]]s.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FLY]&lt;br /&gt;
	[NAME:fly:flies:fly]&lt;br /&gt;
	[TILE:250][COLOR:0:0:1]&lt;br /&gt;
	[VERMIN_MICRO][VERMIN_ROTTER][VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][NOBONES]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:ability to annoy]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Acorn_flies&amp;diff=49863</id>
		<title>Acorn flies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Acorn_flies&amp;diff=49863"/>
		<updated>2009-06-27T23:32:09Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: set up as redirect to &amp;quot;Acorn fly&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Acorn fly]]&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Personality_facet&amp;diff=2435</id>
		<title>40d:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Personality_facet&amp;diff=2435"/>
		<updated>2009-06-11T22:17:26Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: helping wounded dwarf is also a bad thought at ALTRUISM 25-39&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Personality traits determine the psychological profile of each race. Currently, the format for personality traits is:&lt;br /&gt;
&lt;br /&gt;
[PERSONALITY:name:min:avg:max]&lt;br /&gt;
&lt;br /&gt;
In this format, name is the personality trait, min is the minimum value for an individal, avg is the average for a race, and max is the maximum value for an individual. 0-100 are the limits for the values, where 0 is lowest for said trait and 100 is highest.&lt;br /&gt;
&lt;br /&gt;
A personality value between 40 and 60 is simply not noted on the profile.&lt;br /&gt;
&lt;br /&gt;
List of personality traits:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| style=&amp;quot;width:4em&amp;quot; | 91 - 100&lt;br /&gt;
| colspan=2 | Is constantly active and energetic.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is very energetic and active.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is very active.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is relaxed.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Lives life at a leisurely pace.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Can't be bothered with frantic, fast-paced living.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Lives for risk and excitement.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is a risk-taker and a thrill-seeker.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Loves a good thrill.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is not a risk-taker.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Doesn't need thrills or risks in life.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is entirely adverse to risk and excitement.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is truly fulfilled by assisting those in need.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Finds helping others very rewarding.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Finds helping others rewarding.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=1 | Does not go out of its/his/her way to help others.&lt;br /&gt;
| rowspan=3 valign=top | Helping a wounded dwarf&amp;lt;br&amp;gt;is a bad thought&amp;lt;br&amp;gt;at these levels.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=1 | Dislikes helping others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=1 | Views helping others as an imposition on  own needs to get along with others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ANGER &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is in a constant state of internal rage.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is very quick to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is quick to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is slow to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is very slow to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Never becomes angry.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ANXIETY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is a nervous wreck.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is always tense and jittery.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is often nervous.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Has a calm demeanor.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Has a very calm demeanor.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Has an incredibly calm demeanor.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Can easily become absorbed in art and the beauty of the natural world.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Greatly appreciates art and natural beauty.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Appreciates art and natural beauty.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Does not have a great aesthetic sensitivity.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is not interested in art.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is completely uninterested in art.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Loves to take charge and direct activities.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is very assertive.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is assertive.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is unassertive.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Prefers that others handle the leadership roles.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Never speaks out or attempts to direct activities.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Often feels filled with joy.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Can be very happy and optimistic.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is often cheerful.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is rarely happy or enthusiastic.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is a pessimist.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is never optimistic or enthusiastic about anything.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Sacrifices its/his/her own needs to get along with others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Dislikes confrontations.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is willing to compromise with others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Doesn't like to compromise with others.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Would rather intimidate others than compromise with them.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Would never deny its/his/her own needs just to compromise with somebody else.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is frequently depressed.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is often sad and dejected.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Often feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Rarely feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Almost never feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Never feels discouraged.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Has a profound sense of duty and obligation.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Has a strong sense of duty.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Has a sense of duty.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Finds rules confining.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Dislikes contracts and regulations.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Hates rules, contracts and other confining elements in its/his/her life.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is highly adventurous and loves fresh experiences.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is eager for new experiences.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Likes to try new things.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Prefers familiar routines.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is uncomfortable with change.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is resistant to change.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | FRIENDLINESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Truly treasures the company of others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Enjoys being in crowds.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Enjoys the company of others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Tends to avoid crowds.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Prefers to be alone.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Considers spending time alone much more important than associating with others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is bored by reality and has a wonderful imagination.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is incredibly creative.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Has a fertile imagination.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Isn't given to flights of fancy.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is grounded in reality.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is interested only in facts and the real world.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is ruled by irresistible cravings and urges.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Feels strong urges and seeks short-term rewards.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Occassionally overindulges.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Doesn't often experience strong cravings or urges.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Only rarely feels strong cravings or urges.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Never feels tempted to overindulge in anything.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is entranced by riddles and puzzles and loves to debate issues and ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Loves new and fresh ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is open-minded to new ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Dislikes intellectual discussions.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Regards intellectual exercises as a waste of energy.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is completely uninterested in ideas and debates over intellectual issues.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Would never claim to be better than somebody else.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Finds immodesty distasteful.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is modest.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is immodest.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is very willing to compare itself/himself/herself favorably with others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Would never shy away from an opportunity to say it/he/she is better than somebody else.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Revels in chaos and disorder.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Loves to defy convention.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is put off by authority and tradition.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Admires tradition.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Prefers stability and security to ambiguity and disorder.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is an ardent believer in convention and traditional society.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Loves to make lists and keep schedules.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Tries to live a well-organized life.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is organized.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is disorganized.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is very disorganized.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is completely disorganized.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is socially crippled by thoughts that everyone is watching and judging it/him/her.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is concerned about rejection and ridicule.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is self-conscious.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is comfortable in social situations.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is very comfortable in social situations.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is absolutely unfazed by the opinions of others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | SELF_DISCIPLINE &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Will persist in the face of any difficulty until the task is complete.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Possesses great willpower.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is self-disciplined.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is occasionally given to procrastination.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Has very little self-discipline.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Rarely completes tasks and is often overcome by distractions.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is incredibly frank and candid in dealings with others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is very straightforward with others.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is candid and sincere in dealings with others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is guarded in [[relationships]] with others.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is not straightforward when dealing with others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Believes that some deception is necessary in relationships with others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Genuinely likes others and openly expresses positive feelings toward them.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Makes friends quickly.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is very friendly.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is somewhat reserved.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is very distant and reserved.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Does not actively seek friendships and is incredibly distant and reserved.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is naturally trustful of everybody.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is very trusting.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is trusting.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is slow to trust others.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Does not trust others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Sees others as selfish and conniving.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Becomes completely helpless in stressful situations.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Cracks easily under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Doesn't handle stress well.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Can handle stress.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is confident under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is impervious to the effects of stress.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Constantly strives for perfection.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Thinks it is incredibly important to strive for excellence.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Strives for excellence.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Doesn't go out of its/his/her way to do more work than necessary.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Very rarely does more work than necessary.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Does the bare minimum necessary to accomplish the task at hand.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Has a profound understanding of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Has a great awareness of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Has a good awareness of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Tends not to openly express emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is mostly unaware of its/his/her own emotions and rarely expresses them.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Does not display its/his/her own emotions and has no awareness of them.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is incredibly compassionate and feels the pain of others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is easily moved to pity.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is compassionate.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is not easily moved to pity.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is not affected by the suffering of others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Would never let an objective judgement be tempered by mercy or pity.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | always feels as if it/he/she is not in control of its/his/her life&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | thinks through every alternatives and their consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Races without the tags for a certain field have a full range of values, presumably with an average value of 50.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Announcement&amp;diff=44141</id>
		<title>40d:Announcement</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Announcement&amp;diff=44141"/>
		<updated>2009-06-11T00:39:57Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: more announcement examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''announcement''' is a message displayed at the bottom of the game screen used to indicate something important. Some announcements will pause gameplay and center the camera on the event in question. Examples of this are births, [[strange mood]]s, [[trading|caravans]] and [[liason]]s arriving, and [[Immigration|migrant]]s arriving.&lt;br /&gt;
&lt;br /&gt;
The Announcements page can be accessed with the {{key|a}} key. {{key|Page Up}} and {{key|Page Down}} scroll through the previous announcements.&lt;br /&gt;
&lt;br /&gt;
More examples of announcements include job cancellations, the creation of [[masterpiece]]s, [[dwarf|dwarves]] and [[tame]] [[animals]] being struck down (including being [[slaughter]]ed), dwarves gaining [[attribute]]s, dwarves becoming [[champion]]s, [[noble]]s changing the price of items, tame animals becoming adults and giving birth, weather events, seasons changing, [[siege]]s, enemy ambushers becoming revealed ([[thief|thieves]] or [[ambush]]es), and work orders being completed, among many others.&lt;br /&gt;
&lt;br /&gt;
The {{key|o}}rders menu allows you to control which announcements are shown. {{key|x}} cycles through the four options for (cancellation) announcements:&lt;br /&gt;
* No Announcements.&lt;br /&gt;
* Some Announcements.&lt;br /&gt;
* Most Announcements.&lt;br /&gt;
* All Announcements.&lt;br /&gt;
&lt;br /&gt;
The default setting is &amp;quot;Some&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Interface]]&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17008</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17008"/>
		<updated>2009-06-10T03:07:24Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* talk page error */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE:N9103's page ==&lt;br /&gt;
&lt;br /&gt;
Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article requesting ==&lt;br /&gt;
&lt;br /&gt;
Any idea how to request an article?  I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles.  Wondering if there's any use for them.   --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Gametext|&amp;lt;!--&lt;br /&gt;
--&amp;gt;Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He absolutely detests all vermin, especially insects.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He dislikes working outdoors but enjoys inclement weather.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;|#0f0}}&lt;br /&gt;
--[[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unsectioned comments ==&lt;br /&gt;
&lt;br /&gt;
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No problem, we all were newbies once. Though, that post does remind me to add something: &amp;quot;If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&amp;quot; --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about population ==&lt;br /&gt;
&lt;br /&gt;
I couldn't find any other place to ask this so I'll ask here.&amp;lt;br&amp;gt;&lt;br /&gt;
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you may ask.&lt;br /&gt;
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.&lt;br /&gt;
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; &lt;br /&gt;
::::&amp;lt;code&amp;gt;[FPS_CAP:75]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[G_FPS_CAP:40]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[POPULATION_CAP:150]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)&lt;br /&gt;
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.&lt;br /&gt;
:::::I use &amp;lt;code&amp;gt;[FPS_CAP:9999]&amp;lt;/code&amp;gt;. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.&lt;br /&gt;
:::::I haven't noticed any problems with &amp;lt;code&amp;gt;[G_FPS_CAP:20]&amp;lt;/code&amp;gt; and it might speed me up a little.&lt;br /&gt;
:::::Aargh! *winces* It's &amp;quot;try to survive&amp;quot; I tell you, &amp;quot;try to survive&amp;quot;!&lt;br /&gt;
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.&lt;br /&gt;
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.&lt;br /&gt;
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; &amp;quot;I get around three thousand FPS&amp;quot;. Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!&lt;br /&gt;
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.&lt;br /&gt;
::::::At the moment, i've put the entire population into a military force  of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We're talking about different frames here. FPS means &amp;quot;frames per second.&amp;quot; Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.&lt;br /&gt;
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.&lt;br /&gt;
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...&lt;br /&gt;
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Castle Defense ==&lt;br /&gt;
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the &amp;quot;STAY THE HELL INSIDE&amp;quot; setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotion ==&lt;br /&gt;
&lt;br /&gt;
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XKCD ==&lt;br /&gt;
&lt;br /&gt;
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=680&lt;br /&gt;
&lt;br /&gt;
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KoL ==&lt;br /&gt;
&lt;br /&gt;
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]]&lt;br /&gt;
&lt;br /&gt;
:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Is that why you mentioned a sabre toothed lime in the &amp;quot;New Creatures&amp;quot; page --[[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Indeed, that is why. --[[User:Savok|Savok]] 02:36, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What a legend Savok, THX m8 [[User:Hoborobo|Hoborobo]] 17:02, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Your judgment is good. [[User:VengefulDonut|VengefulDonut]] 21:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indenting ==&lt;br /&gt;
&lt;br /&gt;
Not all comments should have one indent more than the comment immediately above it; see [http://en.wikipedia.org/wiki/Wikipedia:TP#Indentation this] for some thinking on that matter.--[[User:Maximus|Maximus]] 15:33, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I agree. In some cases, though, it really helps separate posts by different people. --[[User:Savok|Savok]] 22:27, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what the sigs are for.--[[User:Maximus|Maximus]] 23:49, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Style sheets ==&lt;br /&gt;
&lt;br /&gt;
What would you think of relocating the various stylesheets that have accumulated in inline style=&amp;quot;...&amp;quot; tags in templates to a stylesheet like [[Mediawiki:Common.css]]? I could help maintain this - if that's done then each template would have a class=&amp;quot;...&amp;quot; so people could change the styles for themselves in (not currently enabled, needs to be turned on in mediawiki configuration) User:[username]/monobook.css [[User:Random832|Random832]] 09:57, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It sounds like it could work well, but I'm not confident enough in my CSS skills to do it myself. Ask [[User talk:Senso|Senso]]. --[[User:Savok|Savok]] 10:14, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Equals signs break things==&lt;br /&gt;
&lt;br /&gt;
I've taken so much good code from this site I figure it's time I give something back. So: Use &amp;lt;nowiki&amp;gt;{{=}}&amp;lt;/nowiki&amp;gt; instead of = and you won't break templates. Compare:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
 ! Code !! Result &lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2=5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2=5}}&lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2{{=}}5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2{{=}}5}}&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
Credit goes to Badp. -- [[User:Juckto|juckto]] 09:11, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay! Thank you. I'm not quite sure, though, why you're telling me specifically. I do read the recent changes. --[[User:Savok|Savok]] 14:14, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Two errors ==&lt;br /&gt;
&lt;br /&gt;
Hey there, two errors I've found. One says specifically report to you, so [[Bloodline:Ringfissures|here]] it is.&lt;br /&gt;
&lt;br /&gt;
The other one is on [[Bedroom_design|this page]] and is more general. I have no idea how to fix it, looks like it's a problem with the various tables used to display the designs (I tried to copy just one of the table into a page of my own and it didn't work). Perhaps something to do with the above problem?&lt;br /&gt;
&lt;br /&gt;
== talk page error ==&lt;br /&gt;
&lt;br /&gt;
I'm getting an error when I try to load the [[Talk:Goblin]] page...it is telling me &amp;quot;The database did not find the text of a page that it should have found, named &amp;quot;Talk:Goblin&amp;quot; .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
According to the history page for it, the talk page should be there, so it suggests that I report this to an administrator...and so I am. :) --[[User:Scrotch|Scrotch]] 03:07, 10 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10182</id>
		<title>40d:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10182"/>
		<updated>2009-05-28T21:34:10Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* Furniture Storage */ sand bags, specialized stockpiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stockpiles''' are where [[dwarves]] will store items of various types. Dwarves with the &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag]]s, [[barrel]]s or [[bin]]s (see [[Using bins and barrels]]).&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop first stockpile taking items from second use {{K|q}} menu on first, higlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''&lt;br /&gt;
&lt;br /&gt;
Each stockpile can can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry is stored here. It can use [[bin]]s to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow [[arrow]]s and blowdarts.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Animals]] stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Trap]]s used for capturing wild animals and empty [[cage]]s are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop]]s, and [[glass furnace]]s, before being used for other purposes. Weirdly, [[ash]]es, [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[alchemist's laboratory]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin]]s can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin]]s to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s. Seeds can be stored in [[bag]]s, whereas other food items can be stored in [[barrel]]s (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal]]s in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, stockpiles for a specific type of item (especially barrels, bags, bins, etc.) will often be created via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin]]s to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Graveyard]]===&lt;br /&gt;
Dead dwarves and [[pet]]s that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not removed at the end of the season. Rotting [[pets]] or [[friends]] gives dwarves unhappy [[thoughts]] unless they are given a proper burial in a [[tomb]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;br /&amp;gt;Yes, if they are outside. --[[User:Zchris13|Zchris13]] 21:52, 7 April 2009 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door]]s to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig [[channel]]s down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
Bones, [[skulls]], and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]].  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. [[Bin]]s can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's workshop. Because wood takes a long time to haul down from the surface, it should be rather large. It is a good idea to position this stockpile close to your carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism]]s and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore]]s' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Local and Foreign&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Local and Foreign&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen]]s, your [[floodgate]]s and mechanisms near the [[room]]s that need [[statue]]s and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile that will accept all refuse except bones, shells, and skulls, and then an indoor pile near to your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in for processing once all the meat has rotted off of any carcases outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed]]s and [[potash]]. (If your [[ashery]] is nearby, include ashes and lye.  It may be a good idea to turn off barrel usage in a seed stockpile if barrels are in short supply because while a seed stockpile won't use more than a couple, that's still barrels that aren't being used for food or booze.)&lt;br /&gt;
* Smelter stock: [[ore]]s and [[economic stone]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes [[dye]]s. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin]]s, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]]. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[drink]]s scattered strategically through your fort can minimise [http://en.wikipedia.org/wiki/Smoko smoko breaks].&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like cheese and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass [[flux]] stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3490</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3490"/>
		<updated>2009-05-27T19:00:41Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* Immigrant Nobles */ removed verify tags from count/count consort at 110&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Noble]]s are &amp;lt;s&amp;gt;good for nothing piles of turd&amp;lt;/s&amp;gt; [[dwarf|dwarves]] that &amp;lt;s&amp;gt;do pretty much nothing, except for demanding everything&amp;lt;/s&amp;gt; have &amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt;special duties&amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt; in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[Room#Room_grades|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
These are nobles you can appoint through the Nobles &amp;amp; Administrators Screen.&lt;br /&gt;
&lt;br /&gt;
* [[Leader|Expedition Leader]]: &lt;br /&gt;
:Listens to the complaints of other dwarves to make them happier.  Uses [[social skill]]s. Needs an [[office]] in order to meet with outpost [[liaison]]s. It is not possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&amp;lt;br /&amp;gt;Note that if there is no obvious candidate for Expedition Leader, it is chosen randomly. Additionally, if your Expedition Leader is slain and you do not choose a new one, a random dwarf will be volunteered for the job after about half a season.&lt;br /&gt;
::* [[Leader|Mayor]]: &lt;br /&gt;
:::Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s. The dwarf who acts as mayor is replaced by election every couple of years, but can also be re-elected.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: &lt;br /&gt;
:Utilizes the [[appraiser]] skill and [[social skill]]s.  Is the person you send to the [[depot]] to do your [[trading]].  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
:: Outpost Broker changes title according to the status of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
''Note - There is substantial overlap between the Expedition Leader and the Outpost Broker's duties and skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders, meet with the outpost liaison, and pacify the occasional unhappy dwarf.  The same [[office]] can be used to both take stock and to conduct meetings, saving on real estate and decorating costs in the early game.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Manager]]: &lt;br /&gt;
:Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
:: Changes title according to the status of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: &lt;br /&gt;
:Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
::* Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
::* Further upgrades to [[grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
::* Further upgrades to [[hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: &lt;br /&gt;
:You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
::* [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in [[immigration]] waves and cannot be appointed by the player.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for [[animals]] and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
* [[Philosopher]]: Has no labor options turned on, but has no requirements and makes no mandates.&lt;br /&gt;
* [[Baron|Baron(ess)]] arrives at 80 dwarves and an unverified exported wealth.&lt;br /&gt;
** Upgrades to [[Count|Count(ess)]] at 110.&lt;br /&gt;
** Upgrade to [[Duke/Duchess]] at 140.  {{verify}}&lt;br /&gt;
* [[Baron Consort|Baron(ess) Consort]]: Arrives with the [[Baron|Baron(ess)]].&lt;br /&gt;
** Upgrades to [[Count Consort]] at 110.&lt;br /&gt;
** Upgrade to [[Duke/Duchess Consort]] at 140.&lt;br /&gt;
* [[King]]/Queen: Ruler of your parent [[civilization]] and upgrades your fort to Mountainhome&lt;br /&gt;
* [[King Consort]]: Occasionally same gender as the King, although this has been fixed in the dev log.&lt;br /&gt;
* [[Advisor]]: Arrives with the King's entourage.&lt;br /&gt;
* [[Hammerer]]: He or she will enforce the law with a mighty [[hammer]].  Arrives either at 80 dwarves or with the Baron (equivalent).&lt;br /&gt;
* [[Tax collector]] : Activates [[dwarven economy]]. {{verify}}  Arrives either at 80 dwarves or with the Baron (equivalent).&lt;br /&gt;
&lt;br /&gt;
== Room Requirements Summary ==&lt;br /&gt;
&lt;br /&gt;
The nobles require various rooms assigned to them. As a quick reference, here is a summary of those rooms:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
!Noble!!Quarters!!Dining Room!!Office!!Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Advisor&lt;br /&gt;
|Great Bedroom||Great Dining Room||Throne Room||—&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)&lt;br /&gt;
|Decent Bedroom||Decent Dining Room||Decent Office||Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)'s consort&lt;br /&gt;
|Decent Bedroom||Decent Dining Room||—||Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Bookkeeper&lt;br /&gt;
|—||—||Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Captain of the guard&lt;br /&gt;
|Quarters||Dining Room||Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count(ess)&lt;br /&gt;
|Great Bedroom||Great Dining Room||Throne Room||Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count consort&lt;br /&gt;
|Great Bedroom||Great Dining Room||—||Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke&lt;br /&gt;
|Grand Bedroom||Grand Dining Room||Opulent Throne Room||Grand Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke Consort&lt;br /&gt;
|Grand Bedroom||Grand Dining Room||—||Grand Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Dungeon Master&lt;br /&gt;
|Quarters||Dining Room||Office||Burial Chamber&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Hammerer&lt;br /&gt;
|Quarters||Dining Room||—||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King&lt;br /&gt;
|Royal Bedroom||Royal Dining Room||Royal Throne Room||Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King/Queen Consort&lt;br /&gt;
|Royal Quarters||Royal Dining Room||—||Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Manager&lt;br /&gt;
|—||—||Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Mayor&lt;br /&gt;
|Decent Quarters||Decent Dining Room||Decent Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Broker&lt;br /&gt;
|—||—||Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Sheriff&lt;br /&gt;
|Modest Quarters||Modest Dining Room||Modest Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Tax Collector&lt;br /&gt;
|Modest Quarters||Modest Dining Room||Office||—&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Meager Offices ==&lt;br /&gt;
The easiest way to give dwarves a meager office is simply to assign them a single seat in your communal dining room.&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10115</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10115"/>
		<updated>2009-05-27T18:59:51Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* Noble upgrade size. */ verified county at 110 population&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not 100? ==&lt;br /&gt;
&lt;br /&gt;
I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
::Baron arrived during an immigration wave going from 88 to 112 dwarves, and upgraded to a Count not long after arrival but ''not'' immediately either (perhaps as the population went over 100?). Exported wealth was probably around 50k at the time. Now at 119 (and 80k exported) and not yet a Duke. Looks like there's a combination of factors involved. [[User:Cim|Cim]] 11:10, 14 December 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
: My Baron arrived in the immigration wave that took me over 100 (I had peaked at 96 previously) but this was also the season where I crossed the 50,000 threshold on exported wealth. I actually went from 48,000 to 62,000 over the course of the year, and the baron arrived in the Spring, I did have an immigration wave after crossing 50,000 in the fall. Almost immediately after my baron arrived, he was promoted to count. My population is 119. --[[User:Mitchy|Mitchy]] 16:41, 3 January 2008 (EST)&lt;br /&gt;
:At exported wealth 45k, my Baron promoted to Count at the 110th immigrant. (Baron arrived in the first immigration wave after getting 80 population, can't remember what exported wealth was then) [[User:Cim|Cim]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Population at 93 no Baron. Next wave - first person to arrive is a Countess, with this wave population went to 114. (So, had no Baron at all) --[[User:Dorten|Dorten]] 23:39, 10 January 2008 (EST)&lt;br /&gt;
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Verified about 140 limit for Duke. My Wrestler have given birth to a boy, the populationd got to 140, and the next message is about the fortress becoming a capital of Duchy. --[[User:Dorten|Dorten]] 00:10, 24 January 2008 (EST)&lt;br /&gt;
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== Queen As Peasant ==&lt;br /&gt;
&lt;br /&gt;
I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;br /&gt;
&lt;br /&gt;
:Your ruler has heard of the discovery of adamantine, and hurried to yuor fort to oversee the digging. She turned up &amp;quot;disguised as a peasant&amp;quot; because your fort doesn't meet the regular requirements for attracting the monarch and moving to your site officially would be embarassing (in roleplaying/story terms of course). She's perfectly legit, just wasn't attracted in the &amp;quot;conventional&amp;quot; sense by having the largest, wealthiest fort in the civilisation you belong to.--[[User:TangoThree|TangoThree]] 06:42, 26 April 2008 (EDT)&lt;br /&gt;
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== Baron mandates &amp;quot;crowns&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I just got a baron, and the first thing he mandates is two crowns. So i type Crown into the jobs/manager list. nothing. So I type crown in dwarf wiki. Nothing. Can anyone help before I have to drop this noble into a pit to keep him from locking up my crafters?&lt;br /&gt;
:Info about specific crafts isn't present in the new wiki, but a crown is in fact a &amp;quot;craft&amp;quot; item. [http://archive.dwarffortresswiki.net/index.php/Craftsdwarf%27s_Workshop#Crafts You can see the old wiki info about crafts here]. You'll probably need to set several crafting jobs to get a crown since the item produced by a crafting task is random with several possibilities. --[[User:Janus|Janus]] 00:06, 1 February 2008 (EST)&lt;br /&gt;
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== Killing nobles ? ==&lt;br /&gt;
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Is killing nobles dangerous ? (does it stop immigrations or something ?) &lt;br /&gt;
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Because I've got a Count totally uncontrolable, who can't stop throwing tantrums in the middle of my fortress, which is somewhat tiresome... So, if I just can lock him into his bedroom and let him starve to death, it would be great, but I don't know if it won't cause more problems..&lt;br /&gt;
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(Also, sorry for my bad english, I'm french) &lt;br /&gt;
[[User:Timst|Timst]] 05:40, 26 April 2008 (EDT)&lt;br /&gt;
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:Killing off your nobles only really has the penalties associated with killing any other dwarf - their friends and family will be upset, and you lose that dwarf's abilities. In the case of nobles a replacement will usually turn up with the next migrant wave, unless your fort no longer meets the requirements for that noble. You can, of course, kill the replacement too - with lesser repercussions as he won't have had time to make any friends yet.--[[User:TangoThree|TangoThree]] 06:38, 26 April 2008 (EDT)&lt;br /&gt;
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::Ok, thanks :) I was afraid that the death of a count could induct a reaction of the mountainhomes or something like that... If the only reaction will be the one of the countess, it will be ok :) [[User:Timst|Timst]] 07:00, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::In the future, killing off a noble will have repercussions, however, so don't depend on that behaviour forever. ;-)&lt;br /&gt;
:::''Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.''&lt;br /&gt;
:::--[[User:JT|JT]] 15:11, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Another issue that can pop up is killing your Baron/Count/Duke, their spouse will stick around and remain a noble even after the replacement and their spouse has shown up. On one fortress my count had 3 Countess Consorts, one was his wife and the other 2 were leftovers from the previous 2 counts. One Baron happened to be standing under a drawbridge as it came down (don't ask what a drawbridge was doing in his room, lets just say he wasn't going to get that rock crystal item he wanted) and his widow was promoted to Countess Consort when the new Count showed up to replace him a few seasons later. That Count was tending a farm when a squad of gobs beat the living tar out of him and his widow remained a Countess Consort even after the third noble arrived to replace the dead Count. They all still make demands/mandates and still require rooms/tombs and all that as before. [[User:Lando242|Lando242]] 20:55, 18 January 2009 (EST)&lt;br /&gt;
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&lt;br /&gt;
== Sorting nobles ==&lt;br /&gt;
I find it rather silly to have the Expedition leader in the ''Appointed'' section just to be immediately told (s)he can not be appointed. I'm too newbie in terms of nobles to draft sections that make sense, but I feel this needs changing.[[User:Aykavil|Aykavil]] 08:23, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Selling Nobles ==&lt;br /&gt;
&amp;lt;tt&amp;gt;╔═╦═╗&amp;lt;/tt&amp;gt; Unlock doors, assign lever to noble, order lever pulled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;║ò┼^┼&amp;lt;/tt&amp;gt; Wait for noble to stand on cage trap, lock both doors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;╚═╩═╝&amp;lt;/tt&amp;gt; Wait for noble to fall asleep, sell caged noble to elves.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Sorry for the crude drawing. My wiki format skills are weak. [[User:Rkyeun|Rkyeun]] 14:36, 20 September 2008 (EDT)&lt;br /&gt;
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:Eh... except for the small known bug where trying to haul an occupied cage to the trading depot results in whatever is caged being freed and the empty cage being brought in. But once they fix that bug, maybe. -[[User:Fuzzy|Fuzzy]] 16:30, 20 September 2008 (EDT)&lt;br /&gt;
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== Category? ==&lt;br /&gt;
&lt;br /&gt;
I would do this myself if I knew how, but perhaps someone should make a noble category, with all the noble related articles (Unfortunate accident, mandate, types of nobles, etc) in it. I think it would be useful. [[User:Spoggerific|Spoggerific]] 20:53, 10 August 2008 (EDT)&lt;br /&gt;
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==Nobles Working==&lt;br /&gt;
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Actually, nobles not only gather harvest if you put all dwarves harvest on, but they also help demolishing constructed walls.=--[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:53, 23 October 2008 (EDT)&lt;br /&gt;
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:Thanks, I'll add that to [[labor]].--[[User:Maximus|Maximus]] 03:16, 23 October 2008 (EDT)&lt;br /&gt;
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==Arrival Requirements Verified==&lt;br /&gt;
Ok, I just had the Baroness, Hammerer, and Tax Collector arrive simultaneously with no other dwarves.  I'm playing with a population cap of 50, and births (plus overflow of last immigration wave) has finally taken me up to exactly 80 dwarves.  Despite the population cap, the Baroness, Tax Collector, and Hammerer arrived by themselves.&lt;br /&gt;
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&amp;lt;s&amp;gt;Note that the Baroness Consort has not arrived, presumably because he takes the place of a normal dwarf during the immigration wave and can't be generated in violation of the population cap (whereas the other three can).&amp;lt;/s&amp;gt;  nevermind, he just showed up.&lt;br /&gt;
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I should also note that I earlier had the King arrive as a peasant by himself despite being at the population cap.  He also brought no consort nor advisor (although I've never had him arrive as a peasant before, so I don't know if that's normal).&lt;br /&gt;
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I have not seen a philosopher as of yet.&lt;br /&gt;
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As my fortress wealth is past 8 million at this point, I think its safe to say I can rule that out as a cause (having seen them at much lower wealth in default pop cap games).&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 19:30, 7 December 2008 (EST)&lt;br /&gt;
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==Noble demands==&lt;br /&gt;
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I currently have a Baroness demanding &amp;quot;item in Dining Room&amp;quot;. Any idea what could satisfy this? I tried a bismuth bronze statue, no luck. [[User:JubalHarshaw|JubalHarshaw]] 00:24, 5 January 2009 (EST)&lt;br /&gt;
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: This is a bug. Check # 000491 @ http://www.bay12games.com/dwarves/dev_bugs.html --[[User:Sinergistic|Sinergistic]] 00:47, 5 January 2009 (EST)&lt;br /&gt;
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==Pretentious Arrangements==&lt;br /&gt;
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Thoughts about a lesser's pretentious &amp;lt;whatever&amp;gt; arrangements seem to be a common source of noble unhappiness. (this is especially annoying for me as my mayor has an artifact in her bedroom raising it to Royal and my queen has no list of likes and dislikes, so I can't make her happy just by having the right booze) it would be interesting to know what exactly causes the difference between &amp;quot;upset&amp;quot; and &amp;quot;shattered&amp;quot;, how to avoid it, and good ways to mitigate it's effects. I might have to do some research on my old fort to check this myself. --[[User:Pyrite|Pyrite]] 13:58, 6 January 2009 (EST)&lt;br /&gt;
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:Well, I suspect that the difference is related to the difference in room value, although I suppose that's stating the obvious. Another obvious solution would be to move the artefact into the higher-ranked Noble's room, assuming that's possible. Otherwise, I suppose the simplest (if not the easiest) way to mitigate its effects is to add as much value as possible to the Queen's room. As well as furniture, you can get surprising results with smoothings, engravings, and building an expensive floor over the engraved one if you have no qualms about exploiting such strangeness.--[[User:Quil|Quil]] 18:07, 6 January 2009 (EST)&lt;br /&gt;
::I can confirm it's the difference between relative worth.  I kept getting these annoying messages in my count + consort until I stuffed a platinum statue in their rooms.  Obviously, this increased the worth of the room by 12K, easily dominating the 'lesser' quarters.&lt;br /&gt;
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::It does require that there be a significant difference; having them at roughly equal worth will cause unhappy thoughts, which was my problem in my most recent fortress.  I just housed all my nobles in the same residential stack as everyone else, adding extra room additions off the main design for offices, dining rooms, etc.  The Count's room was a LITTLE better as his walls happened to be ore-bearing, but it wasn't enough to please him, hence the statue.--[[User:ThunderClaw|ThunderClaw]] 10:04, 7 January 2009 (EST)&lt;br /&gt;
:::Alright, I've put the artefact cabinet back in my mayor's room, and now will proceed to test this principle by making the Queen's rooms incredibly nice. I'm going to start by replacing all her furniture with gold and platinum, and move up from there.--[[User:Pyrite|Pyrite]] 15:49, 7 January 2009 (EST)&lt;br /&gt;
::::You may have a long way to go.  Artifact furniture can easily be 50 or 60K, whereas the most expensive single piece of furniture I've ever been able to produce is a masterwork platinum statue, which is 12K. --[[User:ThunderClaw|ThunderClaw]] 16:36, 7 January 2009 (EST)&lt;br /&gt;
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== Noble upgrade size. ==&lt;br /&gt;
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I have a count still event though I have 148 dwarves.  Could it be dependant on more than just the 140, or is it different now?   [[User:PierreMonteux|PierreMonteux]] 21:55, 11 February 2009 (EST)&lt;br /&gt;
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: I'm at 188 dwarves still with a count not a duke.  Could there be a dependancy on metal jobs?  Other than melting down the goblin metal, I don't have any metal jobs going. [[User:PierreMonteux|PierreMonteux]] 10:47, 14 February 2009 (EST)&lt;br /&gt;
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I just had a peasant give birth to a baby.  This put my population at 110, and I immediately got a message that my fortress had been made into a county.  So, I will remove the &amp;quot;verify&amp;quot; tags from the count/count consort promotion info.--[[User:Scrotch|Scrotch]] 18:59, 27 May 2009 (UTC)&lt;br /&gt;
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== Failure to comply ==&lt;br /&gt;
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I'm surprised this hasn't come up yet, but what happens if you don't give a noble the room he/she requires?  I know they get unhappy thoughts, but is that all?  Will they punish anyone?  Or just start throwing tantrums?  Next useless noble I get is sleeping in the barracks.  On the floor.&lt;br /&gt;
:Unhappy thoughts? I don't think there is any repercusions. --[[User:Zchris13|Zchris13]] 16:26, 12 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=18637</id>
		<title>40d:Armor stand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=18637"/>
		<updated>2009-01-22T21:28:13Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: at least 3 metal bars to make armor stand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''armor stand''' is used to hang [[armor]] on. Dwarves will currently hang pieces of armor that they acquire on armor stands in their rooms but won't use them. It can be made of [[stone]], [[glass]], [[wood]], or [[metal]].&lt;br /&gt;
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As with the [[weapon rack]], they may be used for laying down an official [[barracks]]. Outside of that, if you already have an [[armor]] stockpile, they will be largely for decoration and to appease [[noble]]s.&lt;br /&gt;
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It requires at least 3 metal bars to make an armor stand out of metal.&lt;br /&gt;
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{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29160</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29160"/>
		<updated>2009-01-21T01:37:42Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* Down, but not Out */ bug 360?&lt;/p&gt;
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&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
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[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
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Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
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:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
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same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
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:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
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== Priority of [[health care]] task ==&lt;br /&gt;
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I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
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== Brown Wounds ==&lt;br /&gt;
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my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
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:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
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== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
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I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
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I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
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I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
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&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
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Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
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:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
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:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
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== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
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What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
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The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
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Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
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I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
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If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== broken leg ==&lt;br /&gt;
&lt;br /&gt;
can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
&lt;br /&gt;
I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Broken brain? ==&lt;br /&gt;
&lt;br /&gt;
I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
&lt;br /&gt;
==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
&lt;br /&gt;
:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
&lt;br /&gt;
:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Down, but not Out ==&lt;br /&gt;
&lt;br /&gt;
Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37401</id>
		<title>40d:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37401"/>
		<updated>2008-05-11T00:43:38Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many items are subject to wear/rotting/withering if stored '''outside'''. &lt;br /&gt;
&lt;br /&gt;
There are three levels of wear, which are signified by, in order of increasing wear, x, X and XX bracketing the item. Viewing will give an account of how badly worn(with some wear...mangled) the item is. Item value is significantly affected by the level of wear.&lt;br /&gt;
&lt;br /&gt;
Most items are ''not'' subject to wear when stored in stockpiles, inside, notably prepared meals, [[Alcohol|drinks]] and [[plants]]. Some items, in particular plants and cooked meals, will still rot when lying around outside of stockpiles, in workshops, or, worse, in water.&lt;br /&gt;
&lt;br /&gt;
Storage in barrels will delay wear both in and out of stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some [[food]], specifically uncooked [[meat]], [[fish]], and [[clothes]] are still subject to '''wear''' when stored in stockpiles. Wear of barrelled meat or fish will set in roughly 2 seasons after butchering or arriving at the area with traders, increasing by roughly one level per season. Raw fish will instead rot.&lt;br /&gt;
&lt;br /&gt;
Mangled food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
The remains of vermin, as well as corpses and chunks, will rot both inside and outside, more importantly they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or well separated from the rest of your fortress if inside.&lt;br /&gt;
&lt;br /&gt;
Clothing will wear over a period of years as it is being worn by a creature. Currently{{v|0.27.176.38c}} no unhappy thoughts result from this wear.&lt;br /&gt;
&lt;br /&gt;
Wear can be caused by heavy traffic over the location an item is stored.&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9535</id>
		<title>40d:Starting builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9535"/>
		<updated>2008-05-10T23:20:26Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* Skills */ reorganized text, fixing list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Starting builds''' are different strategies that you can choose when starting a new game in [[fortress mode]]. The skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page gives advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself - defined by who and what to take with you - as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
* Your First Fortress?&lt;br /&gt;
Note: If you are a new player looking for a solid basis to survive the first couple of months or years, check out [[Your_first_fortress|this guide]]. It includes a basic starting build similar to the one discussed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Each dwarf can learn any of a large number of [[skills]]. Dwarves with little experience in a skill will work slowly and ineffectively.&lt;br /&gt;
&lt;br /&gt;
* For example inexperienced [[herbalist|herbalists]] will gather stacks of only one or two plants or even nothing, inexperienced [[farming|farmers]] will often plant stacks of only one or two plants. This results in a small overall output which takes many [[container#container|containers]] to store in, less effective food preparation in the kitchen, and more space needed for [[stockpiles]].&lt;br /&gt;
* Inexperienced [[Miner|miners]] work very slowly. Mining can be levelled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
* In nearly all [[workshop]]s, inexperienced dwarves who create items will create low quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items.&lt;br /&gt;
** [[Quality]] is a central concept in the game - it affects [[food]], [[alcohol]], and almost anything you will have your dwarves create in the game: [[trading]] goods, [[barrel|barrels]], [[clothing]], [[armor]], [[furniture]], [[weapons]], and so on. Quality also has a large effect on the worth of an item while [[trading]].&lt;br /&gt;
&lt;br /&gt;
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors enabled will, after a while, progress to Dabbling users of their skill, and continue to learn from performing that labor.  Overall, &amp;quot;levelling up&amp;quot; the dwarves' skills quickly is a good game goal to set.  Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and furniture.  (Or it might [[losing|not]].)&lt;br /&gt;
&lt;br /&gt;
Using and seeing high-quality items gives dwarves happy [[thought]]s. This tends to decrease the incidences of [[tantrum]]s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
=== Which do I need, really? ===&lt;br /&gt;
&lt;br /&gt;
Most builds recommend:&lt;br /&gt;
&lt;br /&gt;
* 2 miners&lt;br /&gt;
* mason&lt;br /&gt;
* brewer&lt;br /&gt;
* cook&lt;br /&gt;
* mechanic&lt;br /&gt;
* grower&lt;br /&gt;
* carpenter&lt;br /&gt;
* woodcutter&lt;br /&gt;
* herbalist&lt;br /&gt;
* some skills (crafter, gem setter, smith..) to create trade goods or build up a dwarven glass or steel industry.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some [[skills]] are highly time-consuming, and working at different jobs levels up specific [[attribute]]s. One could level up a miner until hes becomes mighty and ultra-tough - and then turn him into a soldier. If you plan on doing so, it may not be a good idea to give this guy another critical job.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, it makes sense to combine tasks into dwarves who will take care of a specific industry - so Combine (indoor) farming with cooking (not mining), for example.&lt;br /&gt;
&lt;br /&gt;
Most builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* Woodcutter/Carpenter. Add Axedwarf for added security.&lt;br /&gt;
* Mason+ : Apparently, in most many fortresses, the Mason is a very busy man indeed. Recommendations include 'spare miner', 'rarely needed skills' or skills which are not very time-consuming.&lt;br /&gt;
* Farmer/Cook, Farmer/Brewer. Basic two-person food team.&lt;br /&gt;
* Farmer/Herbalist, Farmer/Brewer/Cook. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the still, kitchen, and indoor farms.&lt;br /&gt;
* Boss: Novice [[Negotiator]]/Novice [[Judge of intent]]/Novice [[Appraiser]]. Combine this with a single time-intensive task such as Masonry and optionally turn off all hauling tasks right at the start of the game. This guy will be your Boss and Trader, make him record keeper too.&lt;br /&gt;
* Craftsdwarf, depending on your strategy - e.g. [[glass]] maker, weapon smith or armor smith, sometimes combined with related tasks from that industry (furnace operating, wood burning). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. You definitely need to bring one [[pick]] for each [[miner]], some [[food]], and some [[alcohol]]. Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, with quantities ending in a &amp;quot;1&amp;quot; or a &amp;quot;6&amp;quot;. This is to maximize the number of [[barrels]] you start with, since most foodstuffs fit five to a barrel. More barrels will let you build a larger stockpile for your first winter and conserves the [[wood]] you harvest in the early game for beds and other necessities.&lt;br /&gt;
&lt;br /&gt;
== Fortress Sites ==&lt;br /&gt;
Each fortress site offers particular challenges and opportunities. The starting builds below can and should be adjusted depending on the specific vision you have of your fortress ... and what it will take to stay [[losing|alive]] where you're going!&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Most dwarven fortresses are founded along the edges of mountain ranges on sites that combine abundant ore and access to the outside world.  Magma and rare metals lure settlers here, but [[goblins]], [[chasm]] dwellers, and even [[giant eagle]]s are potent threats.&lt;br /&gt;
&lt;br /&gt;
Trees and plants do not grow at high elevations, so you'll want to include non-mountainous areas to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Other consideration is elevation range.  The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area.  The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).&lt;br /&gt;
&lt;br /&gt;
Be sure to include a stream on the map; running water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and lakes will often be frozen year-round and your dwarves may quickly die of exposure.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
=== Wooded Plains (with trees and plants) ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  &lt;br /&gt;
&lt;br /&gt;
Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, fewer hostile fortresses and caves, and (unless frozen) more abundant water.  There are even (rare) magma vents.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is a lack of rock to mine.  Fewer elevations means fewer exploitable z-levels.  The first few levels below the surface are almost always soil, peat, loam, clay, or sand, none of which offers much (or any) gems, ore, or building material.  An [[aquifer]], if present, may bar all access to stone until you freeze, pump out, or find a way through the water.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren (few or no trees and plants) ===&lt;br /&gt;
Treeless (or near-treeless) biomes are challenging sites for a fortress:  you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as glaciers are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  Deserts and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
=== Ocean Side ===&lt;br /&gt;
An interesting combination of a few of the above locations, beaches are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a river.&lt;br /&gt;
There is also a likelihood that the settlement will fall between two biomes, potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the ocean is full of amphibious zombie whales.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Build ==&lt;br /&gt;
&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
On most (but not all) sites, you'll want to get food, brew drink, mine, make wood and stone items, and trade.  Whatever additional skills you purchase, be sure to cover these.  If you need more points to buy skills (and it's a good idea to buy lots of skills), remove a battle axe.&lt;br /&gt;
&lt;br /&gt;
* 2 miners&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either a herbalist/grower, or a fisherdwarf, or a hunter.  The first gets you lots of brewable plants on maps with plants, the second gets you food and bones on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with animals.  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and broker; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade crafts, and such&lt;br /&gt;
* 20 units of drink:  [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]] are all good.  [[dwarven wine]] you'll get through brewing.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of booze for each one brewed at a [[still]].&lt;br /&gt;
* 5 turtles - they get you bones and shells&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 dogs - to guard against thieves and help kill intruders.&lt;br /&gt;
* (optional) other kinds of seeds and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Rapid Expansion''' ===&lt;br /&gt;
A plan for quick growth followed up by heavy immigration works well both as an early game strategy and as an assist for a late game foundation.  Starting off with the anvil is also much less troublesome if you drop both battleaxes and make your own picks too.  Don't worry though, you'll be digging out cavernous villas in no time, and cheaply too, with this build.  Food and stone will be in abundance and you'll have excellent worker time utilization. And due to the early metalworking and distributed skills your dwarves have, soon you'll have powerful steel-armored warrior workers that'll form the bedrock of a city guard.&lt;br /&gt;
&lt;br /&gt;
Always build a wood burning furnace, Smelter and Metalsmith shop first, and take apart that wagon for extra logs. Either burn those logs into charcoal, or smelt coal into fuel, and then make your tools.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
By dropping both picks and axes you'll be able to afford a lot of useful skills, and you'll be able to get a metalsmithing shop running within the first seconds of your game, so no precious time is lost. Your Dwarves are divided largely into two groups, your laborers (Butcher, Baker and candle--er, Brewer) and your craftsdwarves.  Essentially a Blue collar/White collar divide to set up a nice class war later. Also, by having such wide assortments of skills, your dwarves will get lots of attribute bonuses and become extremely capable fighters by the time you need to worry about that.&lt;br /&gt;
&lt;br /&gt;
Laborers are given mining and growing skills with some extra to cover food production.  The Ranger is the oddball, but will spend his early days gathering plants and hauling items, so fits here. Your first order of business with them is to dig that top later out quickly and get some farms started and fully stocked.  Then, as they grow, you can go back to digging out the rest of the base.&lt;br /&gt;
&lt;br /&gt;
* The Baker: +5 Mining, +2 Growing, +3 Cooking.&lt;br /&gt;
* The Brewer: +5 Mining,  +2 Growing, +3 Brewing.&lt;br /&gt;
* The Butcher: +5 Mining, +2 Growing, +1 Butchering, +1 Tanning, +1 Leatherworking.  Make some bags for sand and the Quarry Bushes and a butcher's shop before the Ranger starts his hunts.&lt;br /&gt;
&lt;br /&gt;
* The Ranger: +3 Woodcutter, +3 Carpenter, +1 Herbalist, +1 Ambusher, +2 Axedwarf. Be sure to assign a war dog or two to this guy, since he's the only one who needs to go outside. Once he gets an axe, he'll also be a competent fighter and hunter and will start with armor due to +1 ambusher.&lt;br /&gt;
&lt;br /&gt;
Craftsdwarves focus on running shops, building trade goods, and making the outpost as profitable as possible in the first year, to attract additional immigrants that can be thrown into the mines or toil in the mushroom fields. They should have very broad skill bases, but the actual choice of leader is up to you.&lt;br /&gt;
&lt;br /&gt;
* The Smithy: +1 Weaponsmith, Armorsmith, Metalsmith, Furnace Operator, Wood Burner, Stone Crafting, Bone Carving. This guy will cover all of your rarely needed creation skills, and make your picks and axes. After this he usually ends up making scads of stone crafts for sale. Glassworking, gem cutting, and potash making are good as well, and even with novice in all areas you'll build fast enough for these rare items.&lt;br /&gt;
* The Foreman: +3 Building Design, +3 Mechanic, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.  Building design and mechanical work is extremely quick work, so instead give him nobleman skills to spend the rest of his work hours on. These are extremely useful in the long-term.&lt;br /&gt;
* The Freemason: +5 Masonry. It seems a bit silly to give him just one primary skill,  but Masons are usually working 24 hours a day on all variety of stone doors, chairs and tables.&lt;br /&gt;
&lt;br /&gt;
There's a variation if you want a more 'compact' design of those last two:&lt;br /&gt;
&lt;br /&gt;
* The Construction Worker: +5 Masonry, +3 Mechanic, +2 Building Design.&lt;br /&gt;
* The Lazy Boss: +3 Fishing, +3 Fish Cleaning, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.&lt;br /&gt;
&lt;br /&gt;
This is not as useful or safe, as Fishing is a time-intensive skill, so it takes him away from his record keeping job for extended periods and a Carp might kill him.  It also forces your Mason to get behind on Queues every time someone needs a trap build or a workshop set up.  Halting book-keeping doesn't slow down any production, so the original stat-spread can work out better.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
The only thing you need is your anvil, a few stones and bars of metal, everything else is optional. A point of contention is the Iron Axe you'll be making, as some may prefer it to be steel. Steel Bars cost 150, which is three times the cost of iron, and only provide a small damage bonus and no chopping speed bonus. If you start in an area with [[Limestone]] or [[Chalk]] you'll soon be able to smelt Steel with your functioning metalsmith shop anyway.  If you're on a map without trees, well, I suppose you don't need the axe at all.  But in that case you'd be better off taking the picks, dropping the anvil, and buying a few hundred logs.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Anvil]] - this is what makes it all possible, and helps you get started faster.&lt;br /&gt;
* 3 [[Copper|Copper bars]] - these cost 10 each, and will be your picks. Three for the price of one, literally.&lt;br /&gt;
* 1 [[Iron|Iron bar]] - this costs 50, and will be your axe.  The 40 extra is worth it for the damage increase you get over copper or bronze.&lt;br /&gt;
* 2 [[Bituminous coal]] or [[Log]]s - you can smelt two coal into 4 fuel for the cost of 2 logs. Inexpensive at 3 each, one can afford to bring more.&lt;br /&gt;
* 4 cheap stone - any sort works, such as inexpensive [[granite]]. You'll use these to make your first three buildings.&lt;br /&gt;
&lt;br /&gt;
That's what you need to get started, but this is a guide for the items on your list. This build does not require or recommend bringing plump helmets due to their cost. Instead, encourage your dwarves to eat the turtles and meat out of the barrels and cook wine biscuits.  Your farms will be running amazingly quickly anyway, and for half the cost of a single helmet you can make feed several dwarves on baked beer. You'll get enough seeds from brewing the [[plump helmets]] soon enough.&lt;br /&gt;
&lt;br /&gt;
* 26 of [[Dwarven wine|Wine]], [[Dwarven rum|Rum]], [[Dwarven beer|Beer]] and [[Dwarven ale|Ale]]&lt;br /&gt;
* 36 of [[rock nut]]s, [[Plump helmet spawn]] and [[Pig tail]] [[seed]]s&lt;br /&gt;
* 11 [[turtle]]s - these hilarious little dudes are way better than the meat you usually set out with, what with all the bones they leave. I use these as 'before farming' rations and build up a good supply of bone bolts. Shells are also valuable to have around.&lt;br /&gt;
* 1 of each other 2 cost meat, for extra empty barrels. Barrels cost 10, so getting any food below that can save you money.&lt;br /&gt;
* 2 [[Dogs]] - preferably war dogs or hunting dogs. Assign these to your Ranger. Bring a pair so you can make more dogs.&lt;br /&gt;
* 1 [[Horse]] - they're relatively inexpensive and will help you begin breeding horses faster, as you are nearly always getting a horse with your wagon. Livestock are a valuable commodity for meat and bones, and you want as many of these as possible 'emergency rations' on hand.&lt;br /&gt;
* 4 [[Leather]] - you need leather bags to process [[quarry bush]]es and to gather sand for glass. Four will be enough, and you can get it for only 20.&lt;br /&gt;
&lt;br /&gt;
If you do it exactly as written, you will end up with a few points left over. Grab some extra food or upgrade one of your copper bars to an actual copper pick, if you want a faster start. These foodstuffs will last a very long time if managed properly, so get your farms going and start preparing for next year now.&lt;br /&gt;
&lt;br /&gt;
=== Metalbashing/Glassworking ===&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials.  Magma is ideal but large coal seams or a forest will also suffice.  A site with either limestone or chalk means nearly unlimited steel.  Any site with &amp;quot;sand&amp;quot; (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Failing these, any place with lots of rock, trees, and preferably sand will work fine.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; Skills ====&lt;br /&gt;
Unless you're trying a low-skills challenge, each dwarf should get the maximum possible number (currently 10) of skill boosts; remove a battle axe to free up needed points.  Individual preferences can be mighty handy; if you have a dwarf who likes steel, clear glass, crossbows, siege engine parts, or something else equally interesting, he's an ideal candidate for matching skills.&lt;br /&gt;
&lt;br /&gt;
* A Carpenter/Leader:  Points into Carpenter, Wood Cutter, and a bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal thoughts/preferences.&lt;br /&gt;
* A Mason/Mechanic:  Points into Mason, Building Designer, and Mechanic.  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster trap-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist (assumes the site has at least some plants):  This dwarf will gather the plant material you need to brew drinks.  Points into Grower and Herbalist.  Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/Cook:  This dwarf is responsible for keeping your community fed and liquored up.  Points into Grower, Brewer, and (optionally) Cook.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal goblets, stone mugs, handwear, footwear, mechanisms, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
==== Items (all starts) ====&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, sweet pod seeds, pig tail seeds, and cave wheat seeds will diversify your meals and drinks and let you set up for clothes-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
===== Items (fast start) =====&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
===== Items (moderate start) =====&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which normally takes about 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* 1 [[battle axe]] (at present, steel is the only option)&lt;br /&gt;
* few or no logs, unless the map has no trees&lt;br /&gt;
* with the points you save by not bringing an anvil, buy logs, bars of base metals you expect your site to lack, and (if needed) coal (for fuel and coke) and/or dolomite (for flux).&lt;br /&gt;
&lt;br /&gt;
===== Items (slow start) =====&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  You can survive without them, but it's a lot cheaper to buy logs to make barrels than to bring more drink.&lt;br /&gt;
&lt;br /&gt;
=== Everybody Mines Build ===&lt;br /&gt;
One build that is actually very easy to use is to take no mining skills and 7 or more cheap picks.  Then, pick a site with sand or dirt or clay, which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same skilling up on sand and dirt.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Free Equipment ===&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill may get some leather armor, a crossbow and some bolts for free.&lt;br /&gt;
&lt;br /&gt;
=== Challenge Builds ===&lt;br /&gt;
If you want a challenge try some [[Challenge_Builds]].&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11034</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11034"/>
		<updated>2008-04-16T19:18:37Z</updated>

		<summary type="html">&lt;p&gt;Scrotch: /* Your surroundings */ redid some wording in the modes section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. The engine will then start to create a random world for you. You might notice that worlds are rejected before the engine continues with rivers and lakes. The rejections are normal engine behaviour, since it rejects the random generated world if it doesn't meet certain criteria.&lt;br /&gt;
&lt;br /&gt;
Generating a random world with the standard template may take a long time on most machines. If you want to jump right into playing, you should probably choose Design New World with Parameters instead of Create New World Now! and pick a Pocket-sized world instead of a standard-sized world.&lt;br /&gt;
&lt;br /&gt;
(Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. The region map is immense, at the default size, so there is also a world map that shows you where you are in the world.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
&lt;br /&gt;
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys.&lt;br /&gt;
# Nearby [[civilization]]s that are capable of interacting with you. (Other settlements are shown with various symbols on the regional map.) You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan; you'll also want to trade with  [[human]]s and [[elves]] if possible. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress in their area.&lt;br /&gt;
# Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
# Relative [[elevation]] and &lt;br /&gt;
# [[Slope]] steepness. These final two modes let you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* Running water = permanent source of water. Lakes and ponds have a finite amount of water.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is probably not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you can't buy it then, you can order one later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves. You need to press the - key on the numpad to sell items. Likewise you use the + button on the numpad to buy more of an item. + and - on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
Here's a suggestion of what skills to take. For food safety one may prefer a [[fisherdwarf]]/[[fish cleaner]] to the [[weaponsmith]]/[[armorsmith]], but it's hardly necessary. You can also cut down on the building designer, as this skill only improves work speed{{verify}} and isn't needed that often in the long run{{verify}}.&lt;br /&gt;
&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Novice [[Organizer]]/Novice [[Record keeper]]/Novice [[Consoler]]. This dwarf will be the leader (who is also a counselor of sorts), trader, manager, bookkeeper, and also a miner, when he has time.&amp;lt;!-- Organizer and Record Keeper cause the nobles to be set up correctly at the beginning, with this guy being all of them. This is a newbie guide - the less information they have to process, the better. --&amp;gt;&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]. If you know how underground farming works, you might want to combine a Proficient [[Grower]] with a [[Craftsdwarf|stonecrafter]], [[gem cutter]]/[[gem setter]] or [[clothier]] instead to produce items of value for trade. A herbalist is useful for acquiring above ground seeds mostly and food output from farming is more than generous.&lt;br /&gt;
* Proficient [[Building designer]]/Proficient [[Mechanic]]&lt;br /&gt;
* Proficient [[Weaponsmith]]/Proficient [[Armorsmith]]. If you ever plan to equip an army with weapons and armor, you'll need a dwarf skilled at these.&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]. A skilled cook makes high quality food. High quality food keeps your dwarves happy, which makes the game a lot easier.&lt;br /&gt;
&lt;br /&gt;
The total cost of the skills is 480☼, but it is worth the cost: Once you start the fortress, skills will be much more difficult to get than valuable goods.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
You have 1580☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possible metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
*** If you bring Turtle or any other fish, you will get bones and shells when they are consumed, though you won't if you cook them.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
*** If you bring all the types available it will help keep the dwarfs happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.&lt;br /&gt;
* You need [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]. Plump helmets will likely be your main crop, as they are easy to grow, and, if you brew them then cook the wine, they give as much food as anything else. However, many players consider this cheating. Real dwarves don't eat biscuits made only out of wine.&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
*** If you want to prevent a catsplosion (insanely high cat population?) with certainty, kill all female cats before they find an owner. If immigrants tantrum, kill them too.&lt;br /&gt;
* If you have followed the above exactly, you'll have 763☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 63☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select 2 horses or camels to breed.&lt;br /&gt;
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=== [[Fortress name|Naming]] ===&lt;br /&gt;
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You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like &amp;quot;The Bloody Anus of Angels.&amp;quot; And we hope you don't want that.&lt;br /&gt;
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== Beginning the fortress ==&lt;br /&gt;
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When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
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* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
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=== Basics ===&lt;br /&gt;
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* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
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* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
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* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
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* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
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=== Digging ===&lt;br /&gt;
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* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press {{k|Enter}} to start marking where to dig.&lt;br /&gt;
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* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
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* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
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* &amp;lt;del&amp;gt;Dwarves&amp;lt;/del&amp;gt; Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.&lt;br /&gt;
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* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that [[upward stairway]]s and [[up/down stairway]]s are limited to real-life locations, so you can't build a new [[upward stairway]] or [[up/down stairway]] in a previously mined square without a [[downward stairway]] above it, though you can build them into un-mined areas.&lt;br /&gt;
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=== Creating [[stockpile]]s ===&lt;br /&gt;
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* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and delay the [[Wear|rotting]] of food. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
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* Move all stockpiles inside as soon as possible for most things will eventually [[rot]] outside but never inside.&lt;br /&gt;
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* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
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=== Building workshops ===&lt;br /&gt;
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* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).&lt;br /&gt;
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* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
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* In order to get the worshops actually built, the Mason must do his job. If he's also miner (as proposed above), it's necessary to switch off &amp;quot;Mining&amp;quot; for him, else he won't build something and instead continue mining.&lt;br /&gt;
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* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
** The answer to the question, &amp;quot;is fishing high priority,&amp;quot; (which was asked here) depends on what kind of priority you mean. If you mean &amp;quot;do dwarves fish instead of other tasks,&amp;quot; yes, fishing is very high priority.&lt;br /&gt;
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* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
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* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
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* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.&lt;br /&gt;
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* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing {{k|Enter}}, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, on the floor if there aren't enough beds. You may prefer to make a separate room for it, though this is not necessary.&lt;br /&gt;
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&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
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=== Farming ===&lt;br /&gt;
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Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (you ''can'' get some surface-grown crops using the [[Gather plants]] designation liberally.) &lt;br /&gt;
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If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
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Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
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Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
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A dwarven caravan will drop by on the first year. You need to have an accessible [[Trade depot]] to trade; meanwhile your outpost leader will meet with the [[liaison]] and discuss what to bring for the next year. The meeting can take place anywhere on the map, but the office seem to be preferred. Traders with horses or camels and the like can reach pretty much any place that hasn't been locked or isn't up or down stairs. Dwarven and human wagons are a little more tricky sometimes, they need a 3 tile path.&lt;br /&gt;
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You may be a bit light on things to trade. If you have any leftover [[mechanism]]s, send 'em in; they're worth a good penny, especially if they're of better quality. You can also build a [[Craftsdwarf's workshop]] and make stone crafts for trading if you brought a skilled stonecrafter with you. If you have any high quality cooked meals and feel that you are well stocked on food you may consider selling that, but don't underestimate the first wave of [[immigrant]]s.&lt;br /&gt;
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If you have managed to kill any invaders, many of them wear silk clothes that don't fit Dwarves. These can be worth hauling long distances - one pair of silk socks or a shirt may practically pay for an anvil.&lt;br /&gt;
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In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. &lt;br /&gt;
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What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, cheap raw materials you can process. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now. They're not worth it. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering steel and/or steel ingredients now.&lt;br /&gt;
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Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.&lt;br /&gt;
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== What next? ==&lt;br /&gt;
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At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
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Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Scrotch</name></author>
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