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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-10T01:24:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carpenter&amp;diff=46013</id>
		<title>40d Talk:Carpenter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carpenter&amp;diff=46013"/>
		<updated>2009-06-14T22:20:46Z</updated>

		<summary type="html">&lt;p&gt;Sev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do the wooden shields produced by a carpenter compare to standard metal shields?  [[User:Gairabad|Gairabad]] 20:11, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They're half as good as iron shields. The mod values are: Steel 133%, iron 100%, bronze 75%, copper 66%, anything else 50%. What 'half as good' means is unclear. They probably have the same block chance, but simply block less damage.--[[User:Navian|Navian]] 20:27, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blocks ==&lt;br /&gt;
&lt;br /&gt;
Can't find a mention of this anywhere.. Can wooden blocks, that can be made in the carpenter's workshop, be used for everything that you can use normal logs for? -- [[User:D64|D64]] 20:18, 14 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
As far as I know, yes.    --[[User:Sev|Sev]] 22:20, 14 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38859</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38859"/>
		<updated>2009-05-21T02:27:37Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Undead Building Destroyer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:That always happens regardless of what they are killing.&lt;br /&gt;
&lt;br /&gt;
:Should we include the fact that attempting to pit undead animals of any kind will result in them attacking the moment they are released, regardless of how close they are to the pit. (They can be right next to it but still attack the pit-ter once they are out of the cages)&lt;br /&gt;
:--[[User:Umiman|Umiman]] 07:39, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I believe we should put it in as a warning to those who attempt to put captured undead in pits.&lt;br /&gt;
::--Rickola&lt;br /&gt;
&lt;br /&gt;
:::Should it be mentioned that the Undead versions are much more tougher than 'normal' creatures, once I had an entire fortress wiped out by a single Undead Racoon. --[[User:Hoborobo|Hoborobo]] 06:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I think zombies are a lot harder than skeletons.  Maybe undead horses are just absurdly hard anyway, but I put all seven of my starting dwarves on a single zombie horse.  Sure, they were untrained and unarmored and were wrestling it to death (except for the miners), but all seven dwarves went from untrained in wrestling to novice wrestlers, became tired/exhausted, AND two dwarves died and three got yellow/red injuries, before that single zombie horse went down.  Then the other four zombie horses wandered in...  Skeletons seem to be a lot easier to kill. --[[User:Sowelu|Sowelu]] 04:15, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Though zombies are easy to run away from.  My dwarves sidestep zombies whenever they see them (which is often, on my current map), but skeletons would corner them.  Zombies are, however, famously difficult to kill by wrestling.  Use an axe or sword.--[[User:Maximus|Maximus]] 16:25, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Zombies are utterly impossible to kill with wrestling. The only wrestling move that can kill at all is strangling, and zombies don't breathe or bleed. Dwarves set to wrestle undead will only ever destroy them with punches. If you're heading into an evil biome, I'd recommend bringing a well-armed macedwarf! That'll teach 'em to stay dead, pretty darn quick. Swords aren't so good, spears and picks even worse, though axes will do okay. In a pinch, at least make your dwarves shields to bash with. It's a matter of raw damage. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skeleton Corpse ==&lt;br /&gt;
&lt;br /&gt;
I have a Skeleton Horse Corpses. That's not normal, right? It appears to have fallen several levels into a river. Adjacent to it (well... adjacent if you ignore the z-difference) are bridge squares and weapon traps. --[[User:Groveller|Groveller]] 11:55, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I saw [http://www.bay12games.com/forum/index.php?topic=22793.0 this report] a while ago on the bugs board. May be worth resurrecting it (especially if you can supply saves)? --[[User:Raumkraut|Raumkraut]] 14:21, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm, just noticed it wasn't on the bugs board, but on the gameplay questions board. May be worth starting a thread on the bugs board then? --[[User:Raumkraut|Raumkraut]] 15:49, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, the board. I hadn't even looked at that yet. Anyway, the person you linked to posted in the bugs board too, so I guess this is known. I didn't think of getting a save... --[[User:Groveller|Groveller]] 07:24, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skeletal creatures ==&lt;br /&gt;
&lt;br /&gt;
I was told that skeletal creatures would lose their limbs whenever they hit broken status. Is this true?&lt;br /&gt;
&lt;br /&gt;
As another note, if that is true, I have a bug that occured. Under the assumption broken bones = removed bones for the skeletons, one of my hammerdwarves hit a skeletal dragon so hard that its upper body was instantly mangled, skipping the broken (and thusly removed) state entirely.[[User:Milskidasith|Milskidasith]] 17:17, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Assuming the 'sever on break' tag applies to skeletons, it only applies to limbs. You can't 'sever' a torso. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Undead Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could this be elaborated on a bit? I've never seen an undead megabeast in the legends screen. How does this work? How rare is it (absurdly rare, I guess)? [[User:Lastofthelight|Lastofthelight]]&lt;br /&gt;
&lt;br /&gt;
:I've had a zombie Titan... no idea why it was a zombie but it was the only megabeast i'd seen.  Really, megabeasts are far too rare now that they can be killed off in world gen. --[[User:Squirrelloid|Squirrelloid]] 10:29, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed. Somehow, I've managed to avoid seeing a megabeast entirely as of yet. Zombies and skeletons are hard enough to find; megabeasts are nearly impossible.&lt;br /&gt;
&lt;br /&gt;
::To be honest, I'm really hoping Toady hurries up and brings back the undead event that was talked about in [[Core components]]. That is, undead dwarves and pets that died in your fortress would pop through the floor and attack you. Spooky. ~ [[User:Midna|Midna]] 07:10, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Zombie Gas Warfare ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that &amp;quot;live&amp;quot; zombies also spread miasma if they are indoors.  I have seen this on several occasions, but all with zombie fire imps, so I can't actually confirm that it happens with other zombie types.--[[User:Zipdog|Zipdog]] 02:17, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Undead Building Destroyer ==&lt;br /&gt;
I have seen evidence that skeletal creatures have building destroyer. Has anyone had any experience with this or more evidence of it happening? Do they also trapavoid? If undead creatures do destroy buildings normally, it should be on the page, yes? -- [[User:CultOfTheRaven|CultOfTheRaven]] 18:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I believe that undead retain the traits of the base animal -- at least, I've had a skeletal raccoon steal items just like a regular raccoon does. --[[User:Sev|Sev]] 02:27, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hammer vs Axe ==&lt;br /&gt;
&lt;br /&gt;
After getting my 7 starting dwarves torn apart by a pack of skeletal muskox, I'd like to know just in case it happens again: what is more effective against undead, slashing or bludgeoning?  --[[User:Smartmo|Smartmo]] 22:42, 9 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36097</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36097"/>
		<updated>2009-01-26T21:48:41Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* No more dwarven caravan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
&lt;br /&gt;
== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
&lt;br /&gt;
:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
:::It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --[[User:Sev|Sev]] 16:48, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wagon movement ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong.  A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans.  When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts).  The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts.  --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragonfly&amp;diff=46968</id>
		<title>40d Talk:Dragonfly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragonfly&amp;diff=46968"/>
		<updated>2009-01-14T01:13:23Z</updated>

		<summary type="html">&lt;p&gt;Sev: pet?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page says &amp;quot;can be used as pets&amp;quot; but the game-data doesn't have the [PET] tag and I've verified that in my game, I cannot tame them at the kennel.  Is this outdated, or am I missing something?  --[[User:Sev|Sev]] 20:13, 13 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36088</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36088"/>
		<updated>2009-01-07T05:52:05Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* No more dwarven caravan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
::'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|Juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:::I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|Juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
&lt;br /&gt;
== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
&lt;br /&gt;
:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wagon movement ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=31776</id>
		<title>40d:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=31776"/>
		<updated>2008-12-22T19:31:49Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Troubleshooting Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Playing Dwarf Fortress means lots of typing.  Although the game (as of version v0.27.176.38c) has no internal macro/keymap system, using an external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
#  Go to [[Utilities#AutoHotKey]] and download AutoHotKey.  Installation is simple and the program uses few system resources.&lt;br /&gt;
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting Scripts==&lt;br /&gt;
Users may experience some issues in getting scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within loops to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, bust most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script.&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey Examples ==&lt;br /&gt;
&lt;br /&gt;
===Dumping===&lt;br /&gt;
====Stock Screen Dump====&lt;br /&gt;
Taken from an old version of [[User:Jackard|Jackard's user page]].&lt;br /&gt;
&lt;br /&gt;
To use, first have your bookeeper do enough desk work so you can view individual items in the stocks listing.  Then bring it up and press del to quickly mark stuff.  To adjust the key repeat rate, edit the KEY_HOLD_MS value in \data\init\init.txt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
del::&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
  send d{down}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
  send {del}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Designation Dump====&lt;br /&gt;
A dumping script by [[User:Dukederek|Dukederek]]:&lt;br /&gt;
&lt;br /&gt;
This script uses a system similar the commands in the designations menu to mark most of the contents of a large area for dumping. [[User:Dukederek|My talk page]] has more detailed instruction.&lt;br /&gt;
&lt;br /&gt;
Essentially you need to create two text files with the following titles and content. When playing DF it is safe to have blockdumpinit running constantly as long as you dont plan on using the ctrl-d combination for something else.&lt;br /&gt;
&lt;br /&gt;
'''blockdumpinit.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^d::&lt;br /&gt;
RunWait, &amp;quot;blockdumpmain.ahk&amp;quot;&lt;br /&gt;
Return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''blockdumpmain.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SetKeyDelay 25&lt;br /&gt;
return::&lt;br /&gt;
Send k&lt;br /&gt;
return&lt;br /&gt;
up::&lt;br /&gt;
Send w&lt;br /&gt;
return&lt;br /&gt;
left::&lt;br /&gt;
Send a&lt;br /&gt;
return&lt;br /&gt;
down::&lt;br /&gt;
Send s&lt;br /&gt;
return&lt;br /&gt;
right::&lt;br /&gt;
Send d&lt;br /&gt;
return&lt;br /&gt;
q::&lt;br /&gt;
ExitApp&lt;br /&gt;
return&lt;br /&gt;
shift::&lt;br /&gt;
x := 0&lt;br /&gt;
y := 1&lt;br /&gt;
Loop{&lt;br /&gt;
Input, keypress, B, {esc} , w,a,s,d,k,q&lt;br /&gt;
if keypress = w&lt;br /&gt;
{&lt;br /&gt;
y := --y&lt;br /&gt;
Send {up}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = s&lt;br /&gt;
{&lt;br /&gt;
y := ++y&lt;br /&gt;
Send {down}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = a&lt;br /&gt;
{&lt;br /&gt;
x := --x&lt;br /&gt;
Send {left}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = d&lt;br /&gt;
{&lt;br /&gt;
x := ++x&lt;br /&gt;
Send {right}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = k &lt;br /&gt;
{&lt;br /&gt;
break&lt;br /&gt;
}else if keypress = q&lt;br /&gt;
{&lt;br /&gt;
ExitApp&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
y := y / 2&lt;br /&gt;
z := y&lt;br /&gt;
z := Floor(z)&lt;br /&gt;
z := y/z&lt;br /&gt;
Send d{NumpadAdd}d&lt;br /&gt;
If z = 0&lt;br /&gt;
{	&lt;br /&gt;
If x = 0&lt;br /&gt;
ExitApp&lt;br /&gt;
Else{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
}&lt;br /&gt;
}If z &amp;lt;&amp;gt; 1&lt;br /&gt;
{&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}&lt;br /&gt;
}Else If z = 1&lt;br /&gt;
{&lt;br /&gt;
y := y + 0.5&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Send d{NumpadSub}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewalling ===&lt;br /&gt;
Taken from [[User:Valdemar|Valdemar's user page]].&lt;br /&gt;
&lt;br /&gt;
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with AutoHotkey. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.&lt;br /&gt;
&lt;br /&gt;
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$^+Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
$^!Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProcessEvent(direction, type)&lt;br /&gt;
{   &lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send %type%&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {%direction%}&lt;br /&gt;
    Loop&lt;br /&gt;
    {&lt;br /&gt;
        if not GetKeyState(direction, &amp;quot;P&amp;quot;) &lt;br /&gt;
            break  &lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send %type%&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {%direction%}&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grid-by-grid designation===&lt;br /&gt;
For easier diagonal and fancy mining.  Assumes that DF is active.  &amp;quot;^!&amp;quot; means ctrl-alt-direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^!NumpadEnd::&lt;br /&gt;
send {Enter}{Enter}{NumpadEnd}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadDown::&lt;br /&gt;
send {Enter}{Enter}{NumpadDown}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgDn::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgDn}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadLeft::&lt;br /&gt;
send {Enter}{Enter}{NumpadLeft}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadRight::&lt;br /&gt;
send {Enter}{Enter}{NumpadRight}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadHome::&lt;br /&gt;
send {Enter}{Enter}{NumpadHome}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadUp}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgUp}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Embark Settings macros===&lt;br /&gt;
These macros are used to ease the setup of skills and supplies before you embark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Improved Food/Alcohol buying macro====&lt;br /&gt;
This macro buys all the cost-2 food (that I have seen), as well as the four types of alcohol.  Just press ctrl+f on the Items screen.&lt;br /&gt;
It can deal with meat or drink that you already have, or is not currently featured.   By [[User:Redfenix|Redfenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^f::&lt;br /&gt;
&lt;br /&gt;
send ndwarven{SPACE}ale{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}rum{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}beer{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}wine{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}{F9}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===='First Fortress' setup====&lt;br /&gt;
This macro works with the default setup of DF, and starts you with (almost) the setup suggested in the &amp;quot;Your first fortress&amp;quot; tutorial.  The amounts are adjustable with the variables at the top of the macro.&lt;br /&gt;
&amp;lt;pre&amp;gt;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
; materialplanner.ahk					  	;&lt;br /&gt;
; this is a ahk script to set up the embark settings roughly as	;&lt;br /&gt;
;suggested in the &amp;quot;your first fortress&amp;quot; tutorial.  Inventory	;&lt;br /&gt;
;can be customized slightly.					;&lt;br /&gt;
; use ctrl+shift+e to run				  	;&lt;br /&gt;
;							  	;&lt;br /&gt;
; NOTEs:						  	;&lt;br /&gt;
; change variables to suit your desires			 	;&lt;br /&gt;
; the fourth guy is a Stonecrafter instead of Herbalist		;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
;;VARIABLES;;&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
PICKS = 2	;number of picks to pack&lt;br /&gt;
AXES = 1 	;number of axes to pack&lt;br /&gt;
ANVILS = 0	;number of anvils to pack&lt;br /&gt;
MEATS = 7	;how much meat to take, each buys one of each cheap type (total number depends on locale)&lt;br /&gt;
DRINKS = 26	;how many drinks to take, each one buys 4 drinks, one of each type&lt;br /&gt;
SEEDS = 5	;each increment buys 5 plump helmet spawn, 2 pig tail, and 2 rock nuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SetKeyDelay, 12	;Key delay, to keep Dwarf Fortress from being overwhelmed.&lt;br /&gt;
		:Set higher if you get weird results, or lower to get the&lt;br /&gt;
		:script to run faster&lt;br /&gt;
SLEEPTIME = 12	;same thing, only used in the repeated key press loops though&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
;;The code;;&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
^+e::&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;remove all of the items&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
loop 105{&lt;br /&gt;
	Send {NumpadSub}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
			;place the skills&lt;br /&gt;
			;first guy&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
Send {right}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;novice appraiser&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;novice Judge of Intent&lt;br /&gt;
Send {Up}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;competent gem setter&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;second guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Mason&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;third guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Carpenter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Wood Cutter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fourth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Grower&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Down}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Stone Crafter&lt;br /&gt;
loop 9{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fifth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Mechanic&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Building Designer&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;sixth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Weaponsmith&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Armorsmith&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;seventh guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Cook&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Brewer&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
			;do the inventory&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
			;Meat&lt;br /&gt;
&lt;br /&gt;
if MEATS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
tmp := MEATS - 1&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;copper picks&lt;br /&gt;
if PICKS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}copper picks{Right}{Enter}&lt;br /&gt;
tmp := PICKS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Axes&lt;br /&gt;
if AXES &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}steel axes{Right}{Enter}&lt;br /&gt;
tmp := AXES - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Seeds&lt;br /&gt;
if SEEDS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
send {n}Rock nuts{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}plump helmet spawn{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}Pig tail Seeds{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
&lt;br /&gt;
tmp := SEEDS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
			;Anvils&lt;br /&gt;
if ANVILS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}iron anvils{Right}{Enter}&lt;br /&gt;
tmp := ANVILS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Drinks&lt;br /&gt;
if DRINKS &amp;gt; 0{&lt;br /&gt;
send {n}Dwarven ale{Right}{Enter}&lt;br /&gt;
send {n}Dwarven beer{Right}{Enter}&lt;br /&gt;
send {n}Dwarven wine{Right}{Enter}&lt;br /&gt;
send {n}Dwarven rum{Right}{Enter}&lt;br /&gt;
&lt;br /&gt;
tmp := DRINKS - 1&lt;br /&gt;
loop 4{&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A more modular approach===&lt;br /&gt;
Hit WIN+G to go once you are on the empty item screen&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#g::&lt;br /&gt;
;add an anvil&lt;br /&gt;
Additem(&amp;quot;iron anvils&amp;quot;,1)&lt;br /&gt;
;add 31 of the boozes (kind of iffy might end up with dwarven cheese or something if the civilization does not have 4 boozes)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
;adds copper nuggets &lt;br /&gt;
Additem(&amp;quot;copper n&amp;quot;,5)&lt;br /&gt;
;adds cassiterite&lt;br /&gt;
Additem(&amp;quot;cass&amp;quot;,5)&lt;br /&gt;
;bitumous coal&lt;br /&gt;
Additem(&amp;quot;coal&amp;quot;,5)&lt;br /&gt;
;tower cap logs&lt;br /&gt;
Additem(&amp;quot;logs&amp;quot;,11)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
IsCurrentItemThere()&lt;br /&gt;
{&lt;br /&gt;
	;color of text in the new item screen 0xFFFF00(selected) or 0x808000 (unselected)&lt;br /&gt;
	;location of text in the new item screen 305, 150&lt;br /&gt;
	PixelSearch, , , 305, 150, 315, 160, 0x808000, 3,&lt;br /&gt;
	return !ErrorLevel&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AddItem(name,amount)&lt;br /&gt;
{&lt;br /&gt;
	Sleep 100&lt;br /&gt;
	amount -= 1&lt;br /&gt;
	SetKeyDelay 150&lt;br /&gt;
	SendInput n&lt;br /&gt;
	SendInput %name%&lt;br /&gt;
	;MsgBox Name Check&lt;br /&gt;
	Sleep 200&lt;br /&gt;
	if IsCurrentItemThere() &lt;br /&gt;
	{&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		SendInput {Right}&lt;br /&gt;
		SendInput {Enter}&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		Loop&lt;br /&gt;
		{&lt;br /&gt;
			if amount &amp;lt;= 0 &lt;br /&gt;
			{&lt;br /&gt;
				break&lt;br /&gt;
			}&lt;br /&gt;
			SendInput {NumpadAdd}&lt;br /&gt;
			Sleep 10&lt;br /&gt;
			amount --&lt;br /&gt;
		}&lt;br /&gt;
		;MsgBox Done&lt;br /&gt;
	}&lt;br /&gt;
	else &lt;br /&gt;
	{&lt;br /&gt;
		SendInput {F9}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bed Assigning macro===&lt;br /&gt;
This will assign bedrooms to your dwarfs. Press F3 followed by a single digit indicating how many beds to assign. Can repeat the action, as the number of beds assigned is stored in a counter. Room size is default, but easily edited into the script. By [[User:Napsterbater|Napsterbater]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
bedcounter = 0&lt;br /&gt;
F3::&lt;br /&gt;
  Input, counter, L1&lt;br /&gt;
  SetKeyDelay, 100&lt;br /&gt;
  loop  %counter% {&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {Down}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {Down}&lt;br /&gt;
    send {q}{r}{Enter}{a}&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    send {NumPadAdd}{Enter}&lt;br /&gt;
    send {space}{r}&lt;br /&gt;
  }&lt;br /&gt;
  bedcounter += counter&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Room-designation macros===&lt;br /&gt;
&lt;br /&gt;
====Valdemar's Designator Macro====&lt;br /&gt;
This macro can read a spreadsheet and designate rooms according to it. [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001507 Forum Thread/Download]&lt;br /&gt;
&lt;br /&gt;
====Fedor's chambered circle====&lt;br /&gt;
A circular room with eight equal-sized chambers, suitable for everything from housing to workshops to a mausoleum.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mkv25.net/dfma/movie-216-room-designationmacro01 See this macro in action]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Macros_and_Keymaps_Examples#Room-designation Macro 01|Macro text]]&lt;br /&gt;
&lt;br /&gt;
====Valdemar's bedroom complex====&lt;br /&gt;
A large fractal bedroom/dining complex, with 56 bedrooms and room for 24 tables.&lt;br /&gt;
&lt;br /&gt;
You can press Alt-B to create a bedroom block, or Alt-C to create a full complex with 4 bedroom blocks and a dining block in the center.&lt;br /&gt;
&lt;br /&gt;
Note - the macro is much faster than the demo movie shows, it is done in under a minute.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-252 Demo Movie]&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/fractalbr.zip Download]&lt;br /&gt;
&lt;br /&gt;
====Tulip's room macros====&lt;br /&gt;
Based on [[Bedroom_design|the bedroom designs.]]&lt;br /&gt;
&lt;br /&gt;
^g means alt+g, !g means ctrl+g, and so on.&lt;br /&gt;
Open up the designations window before using these:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; This will make a basic 'x' pattern workshop/room layout&lt;br /&gt;
; and will 'land' back on the same tile it starts on each time,&lt;br /&gt;
; which happens to be the center.&lt;br /&gt;
; It is modified so that you will have 3 staircases, and an extra tile&lt;br /&gt;
; because many workshops do not have corner access.&lt;br /&gt;
!r::&lt;br /&gt;
Send di2{enter}88{enter}4d{enter}4{enter}67{enter}77{enter}66666666&lt;br /&gt;
Send {enter}11{enter}1{enter}6{enter}114{enter}4{enter}2{enter}11{enter}&lt;br /&gt;
Send 66666666{enter}77{enter}7{enter}6{enter}74&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms only.&lt;br /&gt;
; Your cursor will be over the left staircase.&lt;br /&gt;
!g::&lt;br /&gt;
Send i999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}&lt;br /&gt;
Send d3{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 78{enter}44{enter}8{enter}{enter}&lt;br /&gt;
Send 96{enter}88{enter}6{enter}{enter}	&lt;br /&gt;
Send 32{enter}66{enter}2{enter}{enter}&lt;br /&gt;
Send 96{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 1444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 88{enter}88{enter}6{enter}{enter}&lt;br /&gt;
Send 78{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 66{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 14{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}7i{enter}{enter}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms plus dining.&lt;br /&gt;
; Everything above applies.&lt;br /&gt;
^g::&lt;br /&gt;
Send i{enter}{enter}999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}d&lt;br /&gt;
Send 444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 9966{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 7788{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 1144{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 36{enter}8886666666{enter}&lt;br /&gt;
Send 9{enter}4444444{enter}&lt;br /&gt;
Send 8{enter}6666{enter}744{enter}{enter}&lt;br /&gt;
Send 222222441{enter}6666666{enter}&lt;br /&gt;
Send {enter}22{enter}8{enter}4444{enter}&lt;br /&gt;
Send 7778&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; This makes THLawrence's Living Pods (the A is for Arabia).&lt;br /&gt;
; Put your cursor where you want the upper left staircase to be.&lt;br /&gt;
; Like my other scripts, it recenters on that tile.&lt;br /&gt;
; Also, thank you THLawrence, this one was really easy write!&lt;br /&gt;
!a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 96666666&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 33222&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 7444&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 9988888&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes the lobby for THLawrence's Living pods.&lt;br /&gt;
^a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}66{enter}9{enter}66{enter}3{enter}41i{enter}{enter}&lt;br /&gt;
Send 36d{enter}1444444{enter}&lt;br /&gt;
Send 74{enter}1{enter}22{enter}3{enter}3i{enter}{enter}d1{enter}1{enter}666{enter}9{enter}&lt;br /&gt;
Send 66{enter}3{enter}66{enter}9{enter}88{enter}7{enter}74{enter}1144{enter}&lt;br /&gt;
Send 36666i{enter}{enter}777777&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Exploration Mining in 2 steps===&lt;br /&gt;
This macro will make a 5 row, 11 column UP/DOWN stairway grid (2 empty spaces between each row/column).&amp;lt;br&amp;gt;&lt;br /&gt;
Starting point as indicated (row 3, column 11)&amp;lt;br&amp;gt;&lt;br /&gt;
'''MUST BE IN DESIGNATION MODE WITH CURSOR AT THE ''&amp;lt;-- START HERE'' LOCATION'''&amp;lt;br&amp;gt;&lt;br /&gt;
Link is &amp;lt;ctrl&amp;gt; &amp;lt;windowskey&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
Dive is &amp;lt;ctrl&amp;gt; &amp;lt;alt&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Link&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X &amp;lt;-- start here&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Filename is ExploreMine-Link.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Link&lt;br /&gt;
^#`::&lt;br /&gt;
&lt;br /&gt;
send d&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(9,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dive&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X &amp;lt;-- start here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Filename is ExploreMine-Dive.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Dive&lt;br /&gt;
^!`::&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Interface Enhancement Scripts===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The MOUSE control====&lt;br /&gt;
For unrivaled mouse control in DF try [http://www.dwarffortresswiki.net/index.php/User:Digger this DF Mouse script]&lt;br /&gt;
&lt;br /&gt;
====Tile Counter or Scrolling Accelerator====&lt;br /&gt;
Lack of reference plus slow scroll speed make planning digging area frustrating,so here is the script that shows coordinate and speed scrolling up.&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/User:Daedalusai ShowXY]&lt;br /&gt;
&lt;br /&gt;
===4-Pour Water Creation script===&lt;br /&gt;
For Automating creation of water using Gibbeds Tweak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
;	4-pour.ahk&lt;br /&gt;
;	Dwarf fortress water creation script.&lt;br /&gt;
;&lt;br /&gt;
;Use this script in conjunction with Gibbeds Dwarf Fortress Tweak to create endless amounts of water.;&lt;br /&gt;
;&lt;br /&gt;
;Directions&lt;br /&gt;
;&lt;br /&gt;
;1. Have DF running and position the screen such that when you press &amp;quot;K&amp;quot; the X will appear where you &lt;br /&gt;
&lt;br /&gt;
;want the water to appear.&lt;br /&gt;
;2. Have Gbbed's Dwarf Fortress tweak running in the background (with the proper process selected)&lt;br /&gt;
;3. run the 4-pour script&lt;br /&gt;
;4. press alt-p to get Pouring&lt;br /&gt;
;&lt;br /&gt;
;The script will then begin a cycle that moves the cursor around in a little 2x2 square editing each &lt;br /&gt;
&lt;br /&gt;
;tile to have 7/7 of water, it then pauses for a half a seond to let the water flow a bit, and repeats. &lt;br /&gt;
&lt;br /&gt;
;It does this until you..&lt;br /&gt;
;&lt;br /&gt;
;5. press and hold &amp;lt;shift&amp;gt; to stop&lt;br /&gt;
;&lt;br /&gt;
;As always, save before you experiment with this&lt;br /&gt;
;I hold no responsibility for what this script ends up doing to your dwarves/fortress/computer/carpet&lt;br /&gt;
;Feel free to clean it up, make it more usable, whatever&lt;br /&gt;
;&lt;br /&gt;
;&lt;br /&gt;
&lt;br /&gt;
#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.&lt;br /&gt;
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.&lt;br /&gt;
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.&lt;br /&gt;
&lt;br /&gt;
!p::&lt;br /&gt;
loop &lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
GetKeyState, state, Shift&lt;br /&gt;
if state = D&lt;br /&gt;
    Break&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send k&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadRight}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadDown}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadLeft}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadUp}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send {space}&lt;br /&gt;
sleep 800&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tesselated Apartments Builder===&lt;br /&gt;
&lt;br /&gt;
This one is another tesselated apartments script, with some larger areas added. Credit for layout to GnomeChomsky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
; TessApts.ahk&lt;br /&gt;
; Start script while in 'dig' mode with cursor on desired position of leftmost staircase&lt;br /&gt;
;&lt;br /&gt;
; CTRL+G       : Central room, 8 apartments (necessary on at least one z-level)&lt;br /&gt;
; ALT+G        : No central room, 16 apartments&lt;br /&gt;
; CTRL+ALT+G   : Four &amp;quot;central room&amp;quot; layouts connected in center (28 apartments)&lt;br /&gt;
; CTRL+SHIFT+G : Four &amp;quot;16 apartment&amp;quot; layouts, unconnected in center&lt;br /&gt;
;&lt;br /&gt;
!g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}114444444&lt;br /&gt;
return&lt;br /&gt;
^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
return&lt;br /&gt;
!^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}88899999999&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}3333332&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}111114444444&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
Send 9988888888{ENTER}999{ENTER}+444444&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
+^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}888889&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+221&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+1+46&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+71144444&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Interface FAQ}}&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37832</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37832"/>
		<updated>2008-12-13T00:59:26Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* 404 meeting not found */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
== Broker, not Leader? ==&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ditto, my broker keeps meeting with the Liasons (all of them, i think, certainly the human one) despite not having been mayor for something like 5 years (military dwarves always seem to get elected mayor...).  In fact, I just annoyed a human liason because my broker (not mayor) entered a strange mood just as the liason entered my fortress (thus promptly leaving).&lt;br /&gt;
::Now, Diplomats meet with the highest ranking leading noble you have (mayor/baron+/etc...), and I don't know why Diplomat redirects to Liason as humans and elves occasionally send a diplomat to make demands or merely comment 'this is a nice place you've carved out for yourself'.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 06:54, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok, I changed this so that it correctly says the human liason meets with your broker.  I left the dwarven liason as Mayor but I'm not certain that's true - my one still existent game which is suitably set up to check this otherwise is now the mountainhome, so I'm unable to verify at present. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Anecdotal evidence of dwarven liason using Mayor/Exp Leader - I got an initial set of dwarves where they made someone expedition leader who didn't have the broker skills, so exp leader and broker were different dwarves.  Dwarven Liason met with Exp Leader. --[[User:Squirrelloid|Squirrelloid]] 15:55, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Mine just set off a Trap too. Died. Running verson 40c for mac. --[[User:OmegaX|OmegaX]] 09:19, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
&lt;br /&gt;
Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;br /&gt;
:To clear up a point of confusion the job &amp;quot;Conduct Meeting&amp;quot; is the job assigned to the Mayor,Broker, or Baron/Count. After dwarven economy is running a dwarf might get the job &amp;quot;Attend Meeting&amp;quot;.  That dwarf seeks a meeting with the Mayor.  If the Mayor is busy he will continue to follow the Mayor around until he is free.  The solution I found is to switch off the Mayor's labors so he's free to conduct the meeting.  The meeting is usually quick and then you'll get the other dwarf working again.--[[User:Angus|Angus]] 20:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verified some embarrassment factors ==&lt;br /&gt;
From dwarfort.exe &lt;br /&gt;
(Name) was embarrassed to have to conduct an official meeting in a dining room.&lt;br /&gt;
(Name) was very embarrassed to have to conduct an official meeting in a bedroom.&lt;br /&gt;
[[User:Yvain|Yvain]] 19:58, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would be happier if someone could verify that it is actually _used_ in game, but, well. You see, my palace office never triggered any thought. --[[User:Koltom|Koltom]] 21:13, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Try giving them a dining room and no office, koltom. [[User:VengefulDonut|VengefulDonut]] 14:26, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I got these unhappy thoughts from meetings conducted in public dining halls that were also designated as meeting halls. (I do not know whether they also happen from nobles' personal dining rooms designated from private tables.) They seem to be very minor unhappy thoughts, so I'm not going out of my way to avoid such designations to keep my idlers from going to hang out by the wagon in the fortresses' early stages. --[[User:Brent Not Broken|Brent Not Broken]] 12:31, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Liaisons, zoo material? ==&lt;br /&gt;
&lt;br /&gt;
I want to know whether or not to trap the liaisons before they leave and have them in cages. Should I do this or not?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:17, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:hm..&lt;br /&gt;
: *You can't trap them (unless you mean locking them in a room)&lt;br /&gt;
: *You can't assign them to cages&lt;br /&gt;
: If u don't let them leave they will go crazy and your requests for trade items will most likely be ignored&lt;br /&gt;
: why do you want to trap them? (okay, they are annoying, but also useful) --[[User:Koltom|Koltom]] 08:41, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Diplomat==&lt;br /&gt;
Added information about the human diplomat, whom i've seen meeting with my Baron/Count/Duke often enough (4 different games, multiple times in each). They don't seem to do much at present - though I haven't tried to incur a human siege of my fortress to see if they sue for peace if you beat them.  I imagine they could theoretically make demands like the elven diplomat does, except they aren't picky about things like cutting down trees. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Meeting With Elves ==&lt;br /&gt;
&lt;br /&gt;
What happens if you choose different option instead of saying yes to whatever they say? The number of trees keep going lower...57....43...37...well they aren't the exact numbers but close to them. I might want to try to fight them once. I've got some ore to melt and I need a good amount of charcoal... They appear every year after cutting too much trees?--[[User:Seaneat|Seaneat]] 23:36, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
New meeting with elves craziness - i've seriously cut down like 10 cacti total, and that was over 5 years ago.  Wood imports have been more than sufficient since then.  The elf diplomat shows up for the first time and tells me I've been disrespecting the trees.  Does the diplomat always say the same thing?  Because he's making no sense whatsoever.  In addition to their being absolutely no trees on my map (Yay Saguaros?), I haven't even chopped any in ages.  I've bought 20x the amount I ever chopped from the elven caravans.  How have I been disrespecting the 'trees'? --[[User:Squirrelloid|Squirrelloid]] 02:28, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== liaison - dead and gone? (death of a salesman) ==&lt;br /&gt;
When in the first summer the dwarven caravan arrived with the outpost liaison at my latest fortress, the liason made it savely past the traps but seems to have died just in front of the depot - no blood to be seen, no message in the announcement, just as he had died a natural death.&lt;br /&gt;
Strange enough, but after I provided him a coffin, in the next year the dwarves came without another liaison. So I disposed the treacherous coffin and bones in my crush-o-mat. But that didn't have any effect either: There didn't come any liaison anymore.&lt;br /&gt;
In the first place I wonder why he died, and also why he isn't succeeded?!--[[User:Doub|Doub]]&lt;br /&gt;
&lt;br /&gt;
== Left Unhappily? ==&lt;br /&gt;
&lt;br /&gt;
I just got a message&lt;br /&gt;
&amp;quot;Diplomacy Stymied. A diplomat has left unhappy.&amp;quot;&lt;br /&gt;
The last part of the meeting never occured, and my mayor was unable to meet him, due to seige. Was the dwarven diplomat. --[[User:OmegaX|OmegaX]] 17:59, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Person to meet set when liaison arrives? ==&lt;br /&gt;
&lt;br /&gt;
When the human liaison arrived this year, I had &amp;quot;Trader Joe&amp;quot; Stukosshed as my Broker. Shortly after, the goblins sieged and Joe got hit by a stray arrow while evacuating. His arm is mangled, so he's resting. I assigned a new broker, but it looks like the Human liaison is holding vigil beside Joe's bed, waiting for him to wake up to run the meeting. -[[User:Fuzzy|Fuzzy]] 16:32, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Liaison dead??==&lt;br /&gt;
&lt;br /&gt;
The human guild representative was walking around my fort; he seemed all fine, did not set off any traps. Suddenly, a few (real-life) minutes later, I see a human corpse in my refuse stockpile. He also didn't even have a meeting (note: he died about 2 months after the caravan left). Should I expect a human siege?&lt;br /&gt;
&lt;br /&gt;
: Probably, yes. [[User:Timst|Timst]] 13:12, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 404 meeting not found ==&lt;br /&gt;
&lt;br /&gt;
I've got a Village Liaison hanging around near my mayor (who I really want to execute for mandating crystal glass items) and he refuses to take the meeting. Or, at least, I haven't seen any meeting from him yet. What do I need to do to get him to take the meeting? D: (Or should I just execute the bastard along with my mayor?) --[[User:GreyMario|GreyMaria]] 00:38, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:First, the obvious: do you have all the mayor's [[labor]]s disabled?  Second: did the mayor change any time recently?  I recently had a problem with a guild representative not meeting with my broker... it seems the rep only wanted to meet with my &amp;quot;alternate&amp;quot; broker, whom I had used to trade with the caravan when the primary broker was off sleeping.--[[User:Maximus|Maximus]] 00:48, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: The Village Liaison is standing right next to my activated Mayor on the execution bridge. The Mayor has the Conduct Meeting task active but nothing's happening. --[[User:GreyMario|GreyMaria]] 00:49, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::One other possibility: the mayor is waiting to conduct a meeting with a dwarf who wants to complain.  Also, try doing some mining designations with the mouse (hold down the button): for some reason this accelerates meetings-in-progress.--[[User:Maximus|Maximus]] 01:11, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Very unlikely, and attempted that already. I'm about ready to just dump both morons into my lava tube. --[[User:GreyMario|GreyMaria]] 22:38, 20 November 2008 (EST)&lt;br /&gt;
:::::Try giving the mayor an office, if he hasn't one already. --[[User:Juckto|Juckto]] 18:54, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::He already has one.  --[[User:GreyMario|GreyMaria]] 18:59, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::What happens if you draft him, station him in his office, and lock the door?  I didn't have this exact problem but this method solved a similar one (my duke was stuck in a sock-storing loop of some sort, and he very reluctantly switched focus to the meeting, eventually, after I locked him and the liason in the duke's office.  It took awhile, though, and he complained bitterly about the inaccessible item, first.) --[[User:Sev|Sev]] 21:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::::That solution is contradictory to my current situation. --[[User:GreyMario|GreyMaria]] 22:23, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::::If you mean, you want to execute the mayor without also killing the liason, I think you have to let him leave the execution-bridge in order to take the meeting in his office, first.  If you're trying to make him have the meeting on the bridge, would it help to unassign his office? --[[User:Sev|Sev]] 19:59, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==No Liaison?==&lt;br /&gt;
First year, rather rough terrain, dwarf caravan arrived just fine though but... no liaison?  At all? I kind of wanted to request bauxite... I guess I'm glad I brought some with me... Has anyone else had this happen?  What's going on? --[[User:Squirrelloid|Squirrelloid]] 14:15, 21 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16751</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16751"/>
		<updated>2008-12-13T00:55:19Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Undumpable: belongings of dead dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
:::I have had no trouble dumping narrow clothing after the economy kicks in -- as long as the clothing isn't already in a shop.  Once they've hauled it to the shop, it behaves as if it were &amp;quot;owned&amp;quot;. --[[User:Sev|Sev]] 19:55, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
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*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that makes sense! I always thought that was what ponds were for, before I figured out you could do other things with them, too. I'd be careful with the dragon pits, though. Even tame ones are very indiscriminate when breathing fire on their foes. (Currently I'm using a race that I gave dragonfirebreath. First thing that happened when zombies attacked was they lit up the zombies, the wagon and all the supplies, and the clothes their friends were wearing. I changed the race's ignite point after that.) --[[User:Navian|Navian]] 20:38, 22 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24876</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24876"/>
		<updated>2008-12-06T00:25:49Z</updated>

		<summary type="html">&lt;p&gt;Sev: capitulation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Boots==&lt;br /&gt;
Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==clothes layers==&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
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: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
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&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Protection values==&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 23.130.23a ==&lt;br /&gt;
&lt;br /&gt;
We had much more info on armor in the [http://archive.dwarffortresswiki.net/index.php/Armor old wiki]. Could someone with an account there bring the relevant bits over? [[User:VengefulDonut|VengefulDonut]] 11:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Edit: Ported over most information; change anything that isn't correct.--[[User:Richards|Richards]] 13:06, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 06 2007&lt;br /&gt;
&lt;br /&gt;
:In the old versions, the materials of the armor pieces were irrelevant, regardless of the fact that the lowest armor level is called &amp;quot;leather&amp;quot;.  Leather and chain wearers would wear any kind of legging or boot, and a plate wearer would wear even a pig tail helm, if they happened to come across one, showing no preference for better material types or quality.  Has this changed, or does the table in this article contain some wrong assumptions?--[[User:Maximus|Maximus]] 02:42, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall that 'light' materials like cloth, shell, and bone effectively 'downgraded' armor by one level, weighed half as much, and were 50% of the maximum effectiveness per their type. However! I can see right now in my current fortress a steel cap is 78 pounds and a cave spider silk cap is 13 pounds. This shows not all old information is correct. &lt;br /&gt;
&lt;br /&gt;
Furthermore, bone and shell doesn't become a 'lighter' class. Shell Gauntlets require Chain or above to be assigned, and Turtle Bone Greaves go un-used until a dwarf is set to Plate.&lt;br /&gt;
&lt;br /&gt;
However, I /can/ confirm from this very fortress I'm looking at right now, that dwarves assigned to leather went to pick up and wear Leather Helms. Unless, that is, they already have metal Caps. I'm looking at a marksdwarf right now assigned to wear Leather who has a Steel Cap, a pig tail hood (they all have hoods), and no helm. Everybody else has a leather helm.&lt;br /&gt;
&lt;br /&gt;
I should note my fortress has no metal helms lying around, nor does it have spare metal caps, so I'm unable to verify that dwarves set to Leather wouldn't wear metal Helms or preferentially choose caps (they'd probably choose /either/ Metal Caps or Leather Helms if given a choice). However, I'm pretty sure they would not. Therefore, it is my understanding that they make a distinction between different material types. --[[User:Stromko|Stromko]] 03:22 (PST), January 07 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Hmm it states here that dwarves can wear BOTH shields and bucklers, however in soldiering screen you can select EITHER shield OR buckler, but NOT both. Does this part of article apply to Adv. mode only? Could someone verify, please? --[[User:Digger|Digger]] 18:21, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would guess the trick is to tell them to use bucklers first, waiting til they pick one up, then telling them to use shields, at which point they'll pick up a shield without dropping the buckler first. Like how you can get dwarves to wear a leather armour, chain mail, and plate on top all at the same time if you set them to leather, then chain, then plate. [[User:Furiousfish|Furiousfish]] 20:54, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Natural Selection ==&lt;br /&gt;
&lt;br /&gt;
Being a bit of a nooblet, and not having much war in any of my fortresses, I'm confused as to how armor selection works. &lt;br /&gt;
&lt;br /&gt;
Would I be correct if I said &amp;quot;Setting a dwarf to wear Plate armor will cause him to grab plate whenever and wherever possible, but substitute leather, chain, or bone wherever no plate is available. So, for example, if my metalsmiths never make helms, but my leatherworker has caps and helms galore, they'll wear plate armor and a leather helm. Right?  If so, this should probably be mentioned. --[[User:Shadow archmagi|Shadow archmagi]] 19:24, 28 February 2008 (EST)&lt;br /&gt;
:I've found that a dwarf set to wear plate will grab the best available armor. More puzzling is that they will sometimes stack armor; IE dwarves wearing plate mail and chain mail at the same time. However, I never keep a stock of leather armor, so I wouldn't know if it can be used in conjunction with metal armor.--[[User:Eurytus|Eurytus]] 22:29 21 April 2008 (EDT)&lt;br /&gt;
::The dwarves seem to be notorious for pulling on a full suit of armour ie chain-then-plate, there's a reason a fort I made (whose metal industry relies on eg [[coal]] and [[lignite]]) is making all chain-mail, crossbows and shields to defend against gobbo raids ;)  --[[User:Frostedfire|Frostedfire]] 09:13, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gloves ==&lt;br /&gt;
My military is set to wear Leather armor, but they don't take leather gloves. High boots, leggings, armor and helmets are used OK. Is the article data incorrect?--[[User:Dorten|Dorten]] 04:51, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Some equipment is unavaliable for dwarf use because it is the incorrect size. --[[User:AlexFili|AlexFili]] 09:40, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My guess is that your dwarves are already wearing cloth gloves. This is considered clothing level armor, the same level as leather gloves. They see no reason to switch armor when the leather gloves provide the same &amp;quot;level of protection.&amp;quot; I think your best bet would be to dump their cloth gloves, if you're that worried about them. You can always reclaim them later. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:00, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
This has an excellent table defining the bonuses for quality/materials, but completely excludes artifact modifiers. I would assume that these would always be the best, regardless, of material, but I just found myself with a rhesus macaque leather shield and don't know if I should use it in place of, oh, I don't know, a more ''steel'' one.&lt;br /&gt;
:Currently, the exact modifier for artifact quality seems to be unknown. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fort-mode equipment quirks==&lt;br /&gt;
&lt;br /&gt;
The edit I just made was prompted by seeing a dwarf wearing ''twelve'' cloaks, and remembering the &amp;quot;cannot wear cloaks&amp;quot; phrase mentioned in the pre-edit version of the bit below the giant table.  I tried to reconcile the two statements that were already there, particularly in light of said cloak-happy dwarf.  However, there's also one thing I'm wondering about: is the number of equipped items partially determined by what order they're put on in fortress mode?  I ''think'' it is, but am not sure, so I decided not to include that.  If it's the case, however, I think it'd be worth mentioning along with the cloaks part (even in the old version of the page, should somebody decide to revert my edit or something). --[[User:LegacyCWAL|LegacyCWAL]] 20:23, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Over Under Armor Cover ==&lt;br /&gt;
&lt;br /&gt;
Besides sounding like a Daft Punk chorus, these are four LAYER values.  I know what Over and Under do with respect to each other:  You can't wear Under on top of Over.  Do the others follow the same pattern, are they all ordered?  Is there some more mysterious effect for &amp;quot;Cover&amp;quot; and &amp;quot;Armor&amp;quot;? --[[User:Sowelu|Sowelu]] 01:04, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Decorating Armor ==&lt;br /&gt;
Wasn't sure whether to ask this here or under gem setter - is it not possible to get a gem setter to decorate armor?  I know leather armor can receive images and bone/shell decorations (and presumably the bone/shell applies to metal as well), I can't fathom why you can't put gems on suits of armor given that.... --[[User:Squirrelloid|Squirrelloid]] 11:44, 5 December 2008 (EST)&lt;br /&gt;
:AFAIK no, it isn't possible to decorate armor or weapons.  That's one of the more frequently requested additions on the forums.[[User:LegacyCWAL|LegacyCWAL]] 14:33, 5 December 2008 (EST)&lt;br /&gt;
::It is, however, possible to acquire armor already decorated with gems via trade with a caravan. --[[User:Sev|Sev]] 16:09, 5 December 2008 (EST)&lt;br /&gt;
:::Said armor would unlikely to be masterwork, nor with masterwork decorations.  Nor would it be made of adamantine.  I'm afraid its no real supplement.  --[[User:Squirrelloid|Squirrelloid]] 16:35, 5 December 2008 (EST)&lt;br /&gt;
::::Oh, sure, if you want to, like, *survive*.  Instead of look pretty.  Where are your priorities? :) --[[User:Sev|Sev]] 16:50, 5 December 2008 (EST)&lt;br /&gt;
:::::I want to survive *and* look pretty.  When faced with a choice of two appealing options, the correct choice is obviously 'yes'. --[[User:Squirrelloid|Squirrelloid]] 17:01, 5 December 2008 (EST)&lt;br /&gt;
::::::I suppose you have a point.  Oh, well, back to [[Decoration|Stud with platinum]].  --[[User:Sev|Sev]] 19:25, 5 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24874</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24874"/>
		<updated>2008-12-05T21:50:40Z</updated>

		<summary type="html">&lt;p&gt;Sev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Boots==&lt;br /&gt;
Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==clothes layers==&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Protection values==&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 23.130.23a ==&lt;br /&gt;
&lt;br /&gt;
We had much more info on armor in the [http://archive.dwarffortresswiki.net/index.php/Armor old wiki]. Could someone with an account there bring the relevant bits over? [[User:VengefulDonut|VengefulDonut]] 11:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Edit: Ported over most information; change anything that isn't correct.--[[User:Richards|Richards]] 13:06, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 06 2007&lt;br /&gt;
&lt;br /&gt;
:In the old versions, the materials of the armor pieces were irrelevant, regardless of the fact that the lowest armor level is called &amp;quot;leather&amp;quot;.  Leather and chain wearers would wear any kind of legging or boot, and a plate wearer would wear even a pig tail helm, if they happened to come across one, showing no preference for better material types or quality.  Has this changed, or does the table in this article contain some wrong assumptions?--[[User:Maximus|Maximus]] 02:42, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall that 'light' materials like cloth, shell, and bone effectively 'downgraded' armor by one level, weighed half as much, and were 50% of the maximum effectiveness per their type. However! I can see right now in my current fortress a steel cap is 78 pounds and a cave spider silk cap is 13 pounds. This shows not all old information is correct. &lt;br /&gt;
&lt;br /&gt;
Furthermore, bone and shell doesn't become a 'lighter' class. Shell Gauntlets require Chain or above to be assigned, and Turtle Bone Greaves go un-used until a dwarf is set to Plate.&lt;br /&gt;
&lt;br /&gt;
However, I /can/ confirm from this very fortress I'm looking at right now, that dwarves assigned to leather went to pick up and wear Leather Helms. Unless, that is, they already have metal Caps. I'm looking at a marksdwarf right now assigned to wear Leather who has a Steel Cap, a pig tail hood (they all have hoods), and no helm. Everybody else has a leather helm.&lt;br /&gt;
&lt;br /&gt;
I should note my fortress has no metal helms lying around, nor does it have spare metal caps, so I'm unable to verify that dwarves set to Leather wouldn't wear metal Helms or preferentially choose caps (they'd probably choose /either/ Metal Caps or Leather Helms if given a choice). However, I'm pretty sure they would not. Therefore, it is my understanding that they make a distinction between different material types. --[[User:Stromko|Stromko]] 03:22 (PST), January 07 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Hmm it states here that dwarves can wear BOTH shields and bucklers, however in soldiering screen you can select EITHER shield OR buckler, but NOT both. Does this part of article apply to Adv. mode only? Could someone verify, please? --[[User:Digger|Digger]] 18:21, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would guess the trick is to tell them to use bucklers first, waiting til they pick one up, then telling them to use shields, at which point they'll pick up a shield without dropping the buckler first. Like how you can get dwarves to wear a leather armour, chain mail, and plate on top all at the same time if you set them to leather, then chain, then plate. [[User:Furiousfish|Furiousfish]] 20:54, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Natural Selection ==&lt;br /&gt;
&lt;br /&gt;
Being a bit of a nooblet, and not having much war in any of my fortresses, I'm confused as to how armor selection works. &lt;br /&gt;
&lt;br /&gt;
Would I be correct if I said &amp;quot;Setting a dwarf to wear Plate armor will cause him to grab plate whenever and wherever possible, but substitute leather, chain, or bone wherever no plate is available. So, for example, if my metalsmiths never make helms, but my leatherworker has caps and helms galore, they'll wear plate armor and a leather helm. Right?  If so, this should probably be mentioned. --[[User:Shadow archmagi|Shadow archmagi]] 19:24, 28 February 2008 (EST)&lt;br /&gt;
:I've found that a dwarf set to wear plate will grab the best available armor. More puzzling is that they will sometimes stack armor; IE dwarves wearing plate mail and chain mail at the same time. However, I never keep a stock of leather armor, so I wouldn't know if it can be used in conjunction with metal armor.--[[User:Eurytus|Eurytus]] 22:29 21 April 2008 (EDT)&lt;br /&gt;
::The dwarves seem to be notorious for pulling on a full suit of armour ie chain-then-plate, there's a reason a fort I made (whose metal industry relies on eg [[coal]] and [[lignite]]) is making all chain-mail, crossbows and shields to defend against gobbo raids ;)  --[[User:Frostedfire|Frostedfire]] 09:13, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gloves ==&lt;br /&gt;
My military is set to wear Leather armor, but they don't take leather gloves. High boots, leggings, armor and helmets are used OK. Is the article data incorrect?--[[User:Dorten|Dorten]] 04:51, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Some equipment is unavaliable for dwarf use because it is the incorrect size. --[[User:AlexFili|AlexFili]] 09:40, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My guess is that your dwarves are already wearing cloth gloves. This is considered clothing level armor, the same level as leather gloves. They see no reason to switch armor when the leather gloves provide the same &amp;quot;level of protection.&amp;quot; I think your best bet would be to dump their cloth gloves, if you're that worried about them. You can always reclaim them later. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:00, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
This has an excellent table defining the bonuses for quality/materials, but completely excludes artifact modifiers. I would assume that these would always be the best, regardless, of material, but I just found myself with a rhesus macaque leather shield and don't know if I should use it in place of, oh, I don't know, a more ''steel'' one.&lt;br /&gt;
:Currently, the exact modifier for artifact quality seems to be unknown. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fort-mode equipment quirks==&lt;br /&gt;
&lt;br /&gt;
The edit I just made was prompted by seeing a dwarf wearing ''twelve'' cloaks, and remembering the &amp;quot;cannot wear cloaks&amp;quot; phrase mentioned in the pre-edit version of the bit below the giant table.  I tried to reconcile the two statements that were already there, particularly in light of said cloak-happy dwarf.  However, there's also one thing I'm wondering about: is the number of equipped items partially determined by what order they're put on in fortress mode?  I ''think'' it is, but am not sure, so I decided not to include that.  If it's the case, however, I think it'd be worth mentioning along with the cloaks part (even in the old version of the page, should somebody decide to revert my edit or something). --[[User:LegacyCWAL|LegacyCWAL]] 20:23, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Over Under Armor Cover ==&lt;br /&gt;
&lt;br /&gt;
Besides sounding like a Daft Punk chorus, these are four LAYER values.  I know what Over and Under do with respect to each other:  You can't wear Under on top of Over.  Do the others follow the same pattern, are they all ordered?  Is there some more mysterious effect for &amp;quot;Cover&amp;quot; and &amp;quot;Armor&amp;quot;? --[[User:Sowelu|Sowelu]] 01:04, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Decorating Armor ==&lt;br /&gt;
Wasn't sure whether to ask this here or under gem setter - is it not possible to get a gem setter to decorate armor?  I know leather armor can receive images and bone/shell decorations (and presumably the bone/shell applies to metal as well), I can't fathom why you can't put gems on suits of armor given that.... --[[User:Squirrelloid|Squirrelloid]] 11:44, 5 December 2008 (EST)&lt;br /&gt;
:AFAIK no, it isn't possible to decorate armor or weapons.  That's one of the more frequently requested additions on the forums.[[User:LegacyCWAL|LegacyCWAL]] 14:33, 5 December 2008 (EST)&lt;br /&gt;
::It is, however, possible to acquire armor already decorated with gems via trade with a caravan. --[[User:Sev|Sev]] 16:09, 5 December 2008 (EST)&lt;br /&gt;
:::Said armor would unlikely to be masterwork, nor with masterwork decorations.  Nor would it be made of adamantine.  I'm afraid its no real supplement.  --[[User:Squirrelloid|Squirrelloid]] 16:35, 5 December 2008 (EST)&lt;br /&gt;
::::Oh, sure, if you want to, like, *survive*.  Instead of look pretty.  Where are your priorities? :) --[[User:Sev|Sev]] 16:50, 5 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24872</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24872"/>
		<updated>2008-12-05T21:09:55Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Decorating Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Boots==&lt;br /&gt;
Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==clothes layers==&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Protection values==&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 23.130.23a ==&lt;br /&gt;
&lt;br /&gt;
We had much more info on armor in the [http://archive.dwarffortresswiki.net/index.php/Armor old wiki]. Could someone with an account there bring the relevant bits over? [[User:VengefulDonut|VengefulDonut]] 11:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Edit: Ported over most information; change anything that isn't correct.--[[User:Richards|Richards]] 13:06, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 06 2007&lt;br /&gt;
&lt;br /&gt;
:In the old versions, the materials of the armor pieces were irrelevant, regardless of the fact that the lowest armor level is called &amp;quot;leather&amp;quot;.  Leather and chain wearers would wear any kind of legging or boot, and a plate wearer would wear even a pig tail helm, if they happened to come across one, showing no preference for better material types or quality.  Has this changed, or does the table in this article contain some wrong assumptions?--[[User:Maximus|Maximus]] 02:42, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall that 'light' materials like cloth, shell, and bone effectively 'downgraded' armor by one level, weighed half as much, and were 50% of the maximum effectiveness per their type. However! I can see right now in my current fortress a steel cap is 78 pounds and a cave spider silk cap is 13 pounds. This shows not all old information is correct. &lt;br /&gt;
&lt;br /&gt;
Furthermore, bone and shell doesn't become a 'lighter' class. Shell Gauntlets require Chain or above to be assigned, and Turtle Bone Greaves go un-used until a dwarf is set to Plate.&lt;br /&gt;
&lt;br /&gt;
However, I /can/ confirm from this very fortress I'm looking at right now, that dwarves assigned to leather went to pick up and wear Leather Helms. Unless, that is, they already have metal Caps. I'm looking at a marksdwarf right now assigned to wear Leather who has a Steel Cap, a pig tail hood (they all have hoods), and no helm. Everybody else has a leather helm.&lt;br /&gt;
&lt;br /&gt;
I should note my fortress has no metal helms lying around, nor does it have spare metal caps, so I'm unable to verify that dwarves set to Leather wouldn't wear metal Helms or preferentially choose caps (they'd probably choose /either/ Metal Caps or Leather Helms if given a choice). However, I'm pretty sure they would not. Therefore, it is my understanding that they make a distinction between different material types. --[[User:Stromko|Stromko]] 03:22 (PST), January 07 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Hmm it states here that dwarves can wear BOTH shields and bucklers, however in soldiering screen you can select EITHER shield OR buckler, but NOT both. Does this part of article apply to Adv. mode only? Could someone verify, please? --[[User:Digger|Digger]] 18:21, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would guess the trick is to tell them to use bucklers first, waiting til they pick one up, then telling them to use shields, at which point they'll pick up a shield without dropping the buckler first. Like how you can get dwarves to wear a leather armour, chain mail, and plate on top all at the same time if you set them to leather, then chain, then plate. [[User:Furiousfish|Furiousfish]] 20:54, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Natural Selection ==&lt;br /&gt;
&lt;br /&gt;
Being a bit of a nooblet, and not having much war in any of my fortresses, I'm confused as to how armor selection works. &lt;br /&gt;
&lt;br /&gt;
Would I be correct if I said &amp;quot;Setting a dwarf to wear Plate armor will cause him to grab plate whenever and wherever possible, but substitute leather, chain, or bone wherever no plate is available. So, for example, if my metalsmiths never make helms, but my leatherworker has caps and helms galore, they'll wear plate armor and a leather helm. Right?  If so, this should probably be mentioned. --[[User:Shadow archmagi|Shadow archmagi]] 19:24, 28 February 2008 (EST)&lt;br /&gt;
:I've found that a dwarf set to wear plate will grab the best available armor. More puzzling is that they will sometimes stack armor; IE dwarves wearing plate mail and chain mail at the same time. However, I never keep a stock of leather armor, so I wouldn't know if it can be used in conjunction with metal armor.--[[User:Eurytus|Eurytus]] 22:29 21 April 2008 (EDT)&lt;br /&gt;
::The dwarves seem to be notorious for pulling on a full suit of armour ie chain-then-plate, there's a reason a fort I made (whose metal industry relies on eg [[coal]] and [[lignite]]) is making all chain-mail, crossbows and shields to defend against gobbo raids ;)  --[[User:Frostedfire|Frostedfire]] 09:13, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gloves ==&lt;br /&gt;
My military is set to wear Leather armor, but they don't take leather gloves. High boots, leggings, armor and helmets are used OK. Is the article data incorrect?--[[User:Dorten|Dorten]] 04:51, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Some equipment is unavaliable for dwarf use because it is the incorrect size. --[[User:AlexFili|AlexFili]] 09:40, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My guess is that your dwarves are already wearing cloth gloves. This is considered clothing level armor, the same level as leather gloves. They see no reason to switch armor when the leather gloves provide the same &amp;quot;level of protection.&amp;quot; I think your best bet would be to dump their cloth gloves, if you're that worried about them. You can always reclaim them later. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:00, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
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This has an excellent table defining the bonuses for quality/materials, but completely excludes artifact modifiers. I would assume that these would always be the best, regardless, of material, but I just found myself with a rhesus macaque leather shield and don't know if I should use it in place of, oh, I don't know, a more ''steel'' one.&lt;br /&gt;
:Currently, the exact modifier for artifact quality seems to be unknown. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 30 September 2008 (EDT)&lt;br /&gt;
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==Fort-mode equipment quirks==&lt;br /&gt;
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The edit I just made was prompted by seeing a dwarf wearing ''twelve'' cloaks, and remembering the &amp;quot;cannot wear cloaks&amp;quot; phrase mentioned in the pre-edit version of the bit below the giant table.  I tried to reconcile the two statements that were already there, particularly in light of said cloak-happy dwarf.  However, there's also one thing I'm wondering about: is the number of equipped items partially determined by what order they're put on in fortress mode?  I ''think'' it is, but am not sure, so I decided not to include that.  If it's the case, however, I think it'd be worth mentioning along with the cloaks part (even in the old version of the page, should somebody decide to revert my edit or something). --[[User:LegacyCWAL|LegacyCWAL]] 20:23, 6 July 2008 (EDT)&lt;br /&gt;
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== Over Under Armor Cover ==&lt;br /&gt;
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Besides sounding like a Daft Punk chorus, these are four LAYER values.  I know what Over and Under do with respect to each other:  You can't wear Under on top of Over.  Do the others follow the same pattern, are they all ordered?  Is there some more mysterious effect for &amp;quot;Cover&amp;quot; and &amp;quot;Armor&amp;quot;? --[[User:Sowelu|Sowelu]] 01:04, 27 November 2008 (EST)&lt;br /&gt;
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== Decorating Armor ==&lt;br /&gt;
Wasn't sure whether to ask this here or under gem setter - is it not possible to get a gem setter to decorate armor?  I know leather armor can receive images and bone/shell decorations (and presumably the bone/shell applies to metal as well), I can't fathom why you can't put gems on suits of armor given that.... --[[User:Squirrelloid|Squirrelloid]] 11:44, 5 December 2008 (EST)&lt;br /&gt;
:AFAIK no, it isn't possible to decorate armor or weapons.  That's one of the more frequently requested additions on the forums.[[User:LegacyCWAL|LegacyCWAL]] 14:33, 5 December 2008 (EST)&lt;br /&gt;
::It is, however, possible to acquire armor already decorated with gems via trade with a caravan. --[[User:Sev|Sev]] 16:09, 5 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24194</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24194"/>
		<updated>2008-12-05T05:03:16Z</updated>

		<summary type="html">&lt;p&gt;Sev: minor spelling&lt;/p&gt;
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&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
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:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
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::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
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I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
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Actually, according to Toady (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=10&amp;amp;t=000033), Goblins will start sieging now roughly around 80 dwarves and/or some odd amount of wealth.&lt;br /&gt;
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:I had 3 goblin snatchers show up at a population of 40 dwarves and created wealth of 63,793 (v0.27.169.33g). --[[User:Frond|Frond]] 22:17, 16 January 2008 (EST)&lt;br /&gt;
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I think that the trigger amount is off by a bit- I just received my first siege, by goblins, at 57 population and about 411,000 wealth. --[[User:Linktoreality|Linktoreality]] 04:58, 18 February 2008 (EST)&lt;br /&gt;
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== Troll squads ==&lt;br /&gt;
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I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
:I been sieged at least half a dozain time in my current fortress, and I've never encountered trolls or anything bigger than skilled goblins. In my latest siege, all the goblins are specialised in something but I have no trolls or wolves or whatever to show for. Any idea on this behavior? --[[User:Eagle of Fire|Eagle of Fire]] 14:16, 26 November 2007 (EST)&lt;br /&gt;
::Apperently they haven't access to any chasm biome for trolls and to whatever biome for beak dogs.--[[User:Another|Another]] 15:42, 26 November 2007 (EST)&lt;br /&gt;
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== Mounts ==&lt;br /&gt;
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Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
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== Still bugged? ==&lt;br /&gt;
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Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
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i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;br /&gt;
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:Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST)&lt;br /&gt;
::Some people suggested on the forum building siege engines near the golin groups and fire to them to death. I'm trying to do just that in my current game. Alternatively, I think there is a flag in the init file where you can disable sieges. --[[User:Eagle of Fire|Eagle of Fire]] 16:33, 21 November 2007 (EST)&lt;br /&gt;
:Has anyone looked into changing the raws for the goblins to have them a similar behavior to werewolves and other predatory creatures? They roam around the map looking for something to kill, and while they might not stay together in a squad, or move toward your base directly, at least they would do *something*... if it works.  Any thoughts? --Gotthard 12:24, 30 November 2007 (EST)&lt;br /&gt;
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:As of 33g I think they're still somewhat bugged. They will charge but if they find something to attack, it seems like their AI turns off and they stop on the spot. So I guess as long as you don't give them anything to attack on the way to your front gate, they will work fine. [[User:Lightning4|Lightning4]] 22:45, 30 December 2007 (EST)&lt;br /&gt;
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== Siege as a blockade == &lt;br /&gt;
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&amp;quot;A siege is a military blockade of a city or fortress with the intent of conquering by force or attrition, often accompanied by an assault. The term derives from the Latin word for &amp;quot;seat&amp;quot; or &amp;quot;sitting.&amp;quot;[1] A siege occurs when an attacker encounters a city or fortress that refuses to surrender and cannot be easily taken by a frontal assault.&amp;quot; --wikipedia &lt;br /&gt;
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A siege isn't just a blind charge into your cage traps, either.  &lt;br /&gt;
[[User:Moller|Moller]] 14:38, 3 December 2007 (EST)&lt;br /&gt;
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My last few goblin seiges, have been actual seiges, instead of running around into my traps. The first of 3 squads ran in, about half fell victim to my traps, then ran, then the other 2 squads have been just waiting outside my fort, for 3 months and counting. [[User:OmegaX]] 15-September-2008&lt;br /&gt;
:Just to check, you didn't do anything that would break their pathfinding like triggering cave-ins, locking doors, or raising bridges? -[[User:Fuzzy|Fuzzy]] 14:41, 15 September 2008 (EDT)&lt;br /&gt;
They left after a season, but there were no pathfinding issues, the fort was open, just waiting for them. --[[User:OmegaX|OmegaX]] 21:10, 15 September 2008 (EDT)&lt;br /&gt;
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==Best way to counter sieges?==&lt;br /&gt;
So far, the best way I've found to counter sieges is to create a line of traps all around the map. You can't build them just next to the border of the map, only 5 or 6 squares away from it... However, goblins still walks around a little and often hit the traps. It's hard to create enough casualties in this way to stop them, but they hardly ever leave without giving me free stuff and free kills. :) &lt;br /&gt;
Alternatively, setting up balistas or catapults in front of them and firing away is also very rewarding. Too bad it's almost impossible to do without forbidding your dwarves from fetching everything outside, which usually mean that they'll get in the way even if you manage to forbid everything in time. I wish there was a way to allow military dwarves to operate siege engines...--[[User:Eagle of Fire|Eagle of Fire]] 14:47, 3 December 2007 (EST)&lt;br /&gt;
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: I agree.  Traps are a great thing.  I also save VERY often, and when a siege occurs, I will 'force quit' and revert to a previously saved game.         Then I make all my dwarves soldiers and give them time to pick up their equipment. This has proven very successful.--[[User:Keesto|Keesto]] 23:46, 5 September 2008 (EDT) Later...I have found that traps are the best/only defense.  I have set up about 200 cage traps around the map, and also 20 stone fall traps around the entrances. Soldiers are only useful to me now when I release the goblins from their cages- in confined spaces -for a mass slaughter.  Very satisfying.&lt;br /&gt;
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== Human Leader / Mercenary? ==&lt;br /&gt;
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I got my third or fourth goblin siege in the current game, and they arrived with a Human Spearmaster in one of their squads. Anyone else got this? Is it worth mentioning in this page?&lt;br /&gt;
:Confirmed: third siege. One of invaders is Human Macelord. He is a best attraction at my zoo right now :). Think, i'll add this. Whoops... someone already has :)--[[User:Dorten|Dorten]] 23:33, 16 January 2008 (EST)&lt;br /&gt;
::My roommate had one in a group of ambushers.  He was wearing a human leather earring, so that's lovely ;) --[[User:FloodSpectre|FloodSpectre]] 20:04, 6 September 2008 (EDT)&lt;br /&gt;
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== Nifty defense plan ==&lt;br /&gt;
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On an unrelated note, I figured a pretty nifty way to kill a lot (or all) of a siege by making an outdoors gatehouse with marksdwarves on the battlements... except instead of making it face OUT, I make it face IN, so I let the enemy inside and they get totally annihilated, as they are shot as soon as they appear :)&lt;br /&gt;
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Something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
########&lt;br /&gt;
=bolts=#&lt;br /&gt;
######@#&lt;br /&gt;
     +@#   g&lt;br /&gt;
     +@# g&lt;br /&gt;
   g +@#   &amp;lt;- goblins on ground floor come this way&lt;br /&gt;
     +@#  g&lt;br /&gt;
     +@#    g&lt;br /&gt;
######@# g&lt;br /&gt;
=bolts=#&lt;br /&gt;
########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This work specially well again enemy shooters, they don't even get a chance to shoot back (and it seems it's nearly impossible to hit my dwarves on higher ground AND behind fortifications).&lt;br /&gt;
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--[[User:Sergius|Sergius]] 23:23, 11 January 2008 (EST)&lt;br /&gt;
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:Yeah, I recently tried a system like that, where the entrance hall is two floors tall, and I have a marksdwarf barracks on the floor above. They shoot plenty of goblins, and of course I have about 60 stonefall traps there too. I watched laughing as 66% of the goblins thought &amp;quot;AAAH RUN AWAY&amp;quot; and they retreated like sissies :D --[[User:AlexFili|AlexFili]] 11:25, 4 June 2008 (EDT)&lt;br /&gt;
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== Stealth Sieges ==&lt;br /&gt;
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It seems that in the new version that sieges don't give announcements anymore. I was still getting my fortress together when one of my woodcutters was ambushed by 10 or so goblins. They proceeded to charge my fort and get killed by the merchants and dogs. Then like 30 seconds later the second wave appeared unannouced at my door. The merchants were in no shape to stand against them and the dogs were all dead. --[[User:Ikkonoishi|Ikkonoishi]] 15:31, 8 February 2008 (EST)&lt;br /&gt;
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:This sounds more like an [[Ambush|ambush]] than a siege. I've had four seemingly seperate goblin ambush squads all assault my fortress at the same time (four seperate &amp;quot;An ambush! Curse them!&amp;quot;s), each of which was a lot more dangerous than my first siege! -- [[User:Raumkraut|Raumkraut]] 13:00, 2 April 2008 (EDT)&lt;br /&gt;
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== quote from toady, december 27 ==&lt;br /&gt;
(so maybe parts of it changed)&lt;br /&gt;
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&amp;quot;Humans and elves will come some time after they are angry enough at you.&lt;br /&gt;
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Kobolds will start sending thieves once your pop hits 20 or you've traded a bit (value 500) or you've produced a bit more (value 5000). If they successfully steal objects, they'll come back with more thieves, and if they continue to be successful, they'll bring (buggy) archers. The power of the next attack is based only on how many objects were stolen during the last raid. They'll start sending archers if three or more objects are stolen.[]..they can send as many as 17 thieves and 36 archers, but this is incredibly unlikely. If the stolen object number is five or more, they'll start sending important historical figures.&lt;br /&gt;
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Goblins start sending kidnappers when your population has hit 50 or you have traded a bit or produced a bit more (5x the kobold numbers). Once your population hits 80, they'll start to send more serious attacks instead of kidnappers on occasion. The numbers sent during the serious attacks depend only on how many attacks you've been through. If they have mounts or monsters(trolls?), they'll start using them on the second attack, with multiple monster packs on the third. Important historical figures also come with the third attack, but master weapon users can come on the second. Important kidnappers come on the second kidnapping attempt.&lt;br /&gt;
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All of this will be obsolete once I get the armies working properly on the world map, though there will still have to be some artificial mechanism in place to stop early forts from being wiped out.&amp;quot;&lt;br /&gt;
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:Good, then I shall start war with the elves because there are no goblins.--[[User:CrazyMcfobo|CrazyMcfobo]] 18:22, 12 April 2008 (EDT)&lt;br /&gt;
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== Human Sieges ==&lt;br /&gt;
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I am, right now in v0.28.181.39b, being besieged by about 14 humans, one of which is on a horse carrying a bow. &amp;quot;An enemy is laying siege&amp;quot; or some such came up instead of the usual &amp;quot;A vile force of darkness has arrived&amp;quot;. Even stranger is that they built ''A Campfire'' and are just milling about around it. There is a clear path straight into the heart of my fortress. There is no sign of war on the civ screen. -[[User:Namako|Namako]] 09:21, 22 July 2008 (EDT)&lt;br /&gt;
&amp;lt;br/&amp;gt;It's even worse than that! They're actually doing siege tactics - they sit in their camp until someone goes outside, at which point they all set off to kill that poor sot. Then they return to camp. If it's not outside, they don't care. They also don't seem to be affected by any of my traps. -[[User:Namako|Namako]] 11:52, 22 July 2008 (EDT)&lt;br /&gt;
:just wait until the campfire has burned down and then they will move to the fortress as the goblins do. It might take a while, so no need for hurry. I only had two human sieges in my current fortress until now, but they seem to increase in numbers as the goblins do.&lt;br /&gt;
:*first year: ~10 humans, not mounted, campfire&lt;br /&gt;
:*second year: ~20 humans, 2 squads, mounted. 1 squad with campfire, the second one just waited and had no campfire. After a while, they moved to the fortress, but not both squads at once.&lt;br /&gt;
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:In my case (v0.28.181.39c), they were affected by my 2 weapon traps. At least at the second siege when they were mounted, during the first one when they had no horses, I had no traps, so I don't know if this has an effect.&lt;br /&gt;
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:The text of the human siege is &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;&lt;br /&gt;
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: In my fort the human guild representative died and once a caravan was slaughtered by an ambush. &lt;br /&gt;
:[[User:Imajia|Imajia]] 18:24, 22 July 2008 (EDT)&lt;br /&gt;
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::now in the 3rd year, a human diplomat arrived instead of the next siege and he offers the following options:&lt;br /&gt;
::''Peace is calling out to us. How do you respond?''&lt;br /&gt;
::Enter: ''I hear her voice. Let us stop this war.''&lt;br /&gt;
::Space: ''We will drown her out with the screams of your dying. Begone.''&lt;br /&gt;
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::As I'm a beginner, as far as wikis are concerned, it would be nice if someone could update the article. &lt;br /&gt;
::[[User:Imajia|Imajia]] 12:34, 24 July 2008 (EDT)&lt;br /&gt;
:::I've added it in, although I'm also a n00b at this wiki stuff, and kept forgetting important stuff. -[[User:Namako|Namako]] 14:22, 25 July 2008 (EDT)&lt;br /&gt;
::::thanks. As there aren't many reports about human sieges right now, it is a good start. -[[User:Imajia|Imajia]] 03:09, 28 July 2008 (EDT)&lt;br /&gt;
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: I have also received a human siege (v0.28.181.39e). Accidentally had the merchant diplomat locked in my fort - he 'left unhappy' (but he and the caravan were otherwise unscathed.) First summer - 10 unmounted humans; second summer - 50 humans, all mounted. Their campfire died down in Fall - it is now mid-Winter and they still haven't entered my fort. Instead they ride their horses in circles outside my gate. I have tried to bait them with expendable dwarfs but they just take them out with crossbows. Dwarven caravan did not even attempt to come in the Fall; also, no goblins or kobolds have dared to raid during the siege. All in all, a pretty effective siege as I do not have yet a military capable of attacking. (3rd year of fort). By the way, when the first siege force arrived I had fewer than 80 dwarves.&lt;br /&gt;
:[[User:Pavlov|Pavlov]] 21:27, 28 July 2008 (EDT)&lt;br /&gt;
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My guild rep died somehow, not really sure what caused it, though my relations before that were fairly good with the humans, aside from a caravan seize once, and when they came back I gave them gifts and large profit margins. Anyways, now theres a seige, I dont see a campfire, but they're definately waiting, eventually they marched into my fort, AVOIDING all the non-cage TRAPS. Cage traps got a few, but they evaded my corridor with 20 weapon traps, and 40+ Stone-fall traps, all loaded and ready. Without a single injury. --[[User:OmegaX|OmegaX]] 02:13, 22 September 2008 (EDT)&lt;br /&gt;
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:: I remember something about the human merchants and/or guild representatives looking at traps when visiting the fortress, and making them useless against the human siegers. Great ! Now we have Human spies and diplomats, Goblins blitzkrieg, Kobold snipers and Elven commando. Can't wait for Elephant paratroopers and Giant cave spider artillery. [[User:Timst|Timst]] 16:21, 25 October 2008 (EDT)&lt;br /&gt;
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:::Operation Dumbo Drop and Starship Troopers?--[[User:Maximus|Maximus]] 17:27, 25 October 2008 (EDT)&lt;br /&gt;
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== Avoidable? ==&lt;br /&gt;
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I just had my first siege in my current fortress, and happened to save right before it started, like 1 or 2 steps before. The goblins killed all of the dwarven caravan that they arrived with, so I reloaded and there was no siege. I haven't been very long in this no-siege alternative univers, so I want to know if it will happen slightly later, or if I have avoided it completely. [[User:Destor|Destor]] 21:39, 19 October 2008 (EDT)&lt;br /&gt;
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I just got ambushed, with an elite bowman along with the group, nut definitely not as many goblins as the siege.this is kinda weird. [[User:Destor|Destor]] 21:48, 19 October 2008 (EDT)&lt;br /&gt;
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== What about constructed walls? ==&lt;br /&gt;
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The page says trolls will smash all buildings. But what about constructed walls? The Construction page says constructed walls/floors act as inert terrain objects. --[[User:Xonara|Xonara]] 05:10, 24 October 2008 (EDT)&lt;br /&gt;
:[Building Destroyer]s like trolls ignore constructs like walls and floors, they only smash things like doors and bridges. [[User:HeWhoIsPale|HeWhoIsPale]] 09:22, 24 October 2008 (EDT)&lt;br /&gt;
::Ok, thanks. That was causing me some confusion. --[[User:Xonara|Xonara]] 17:34, 24 October 2008 (EDT)&lt;br /&gt;
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== Megabeasts ==&lt;br /&gt;
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Could someone update my add-on about megabeasts? It was lacking info about them but it's pretty general right now. --[[User:Squeegy|Squeegy]] 16:30, 1 November 2008 (EDT)&lt;br /&gt;
:Could use an update, indeed!  It's verified in the advanced world gen parameters that world generation stop is based on percentage of surviving megabeasts (default 80%), and that number can be modified when creating a world with advanced parameters (I myself typically lower it to 60%, in hopes of more roving hydras for my fortress to face).  I would also write a few words about cage traps and the dangers they present to a fortress, as I once had a caged titan break out of his cage and lay waste to the inner sanctum of a fortress.  --[[User:Eddie|Eddie]] 17:55, 1 November 2008 (EDT)&lt;br /&gt;
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== Mining ==&lt;br /&gt;
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Is it possible for a human siege to mine into your base? I've played around in adventure mode and seen (and killed) a few human miners, so I was wondering if the humans were ever smart enough to bring one along and tunnel into your base. [[User:Milskidasith|Milskidasith]] 10:42, 9 November 2008 (EST)&lt;br /&gt;
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Not yet, unfortunately. Rock walls and constructions of any type remain impervious. They can't fill in dry moats yet, either. Fortunately for the humans, a dwarf fortress can't survive indefinitely without imports, migrants, or fresh lumber, and human besiegers tend to be more cautious than goblins, so they can still endanger your survival indirectly. --[[User:Navian|Navian]] 12:36, 9 November 2008 (EST)&lt;br /&gt;
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:Currently my fortress is pretty well self sustaining, though due to pathfinding errors my dwarves refuse to take the inside stairs to my exploratory mining chamber. I'm at my population cap (130) and my food and drinks are fairly stable at 200 seeds, 500 alcohol, 600~700 prepared meals, and 300 plants. At the very least, I'm (very lucky to be) prepared for the next human siege (the first one was a group of pansies who managed to get killed without me noticing (long story short, I assigned my squads to a mountain near the humans for the high ground, and some crossbowdwarves went around the long way and shot their way through the humans (who didn't have any crossbowmen, at least not after the first volley of dwarven bolts) and left only a few for cleanup.&lt;br /&gt;
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:Oh, did I mention my ''War [[Giant Eagle]]?'' The thing kicks MAJOR ass. [[User:Milskidasith|Milskidasith]] 16:53, 9 November 2008 (EST)&lt;br /&gt;
::You can't have a war giant eagle.  Dogs are the only thing that can be trained to war animals.  Brag if you like, we all do it, but don't lie. --[[User:ThunderClaw|ThunderClaw]] 17:16, 9 November 2008 (EST)&lt;br /&gt;
::: I edited the raws to make it trainable. And don't say that can't be done, they tell you how to do it (for elephants, but still) on this very Wiki.[[User:Milskidasith|Milskidasith]] 17:19, 9 November 2008 (EST)&lt;br /&gt;
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::::War eagles do sound pretty cool.  Do their heads always face left, by the way?[http://www.snopes.com/history/american/turnhead.asp]--[[User:Maximus|Maximus]] 17:42, 9 November 2008 (EST)&lt;br /&gt;
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:::::Actually, I thought more along the lines of the SCREAMIN EAGLES! reference from Valve (it's what you get if you have feedback rank 10 on Steam, and the soldier shouts it in TF2, but I can't remember where it came from). You want to know the eagle's name, by the way? Tribeflags. Yeah, it's kind of a lame name, bu&lt;br /&gt;
&lt;br /&gt;
''The above poster was found with this edit partially made, brutally mauled by a large bird like creature. If you wish to contact this person, consult the nearest dwarven shaman or bonespeaker. Thank you. '''Dwarven office of half finished notes cut short by death.''    [[User:Milskidasith|Milskidasith]] 21:56, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Goblin Morale==&lt;br /&gt;
Does anyone else find that the goblins have really bad moral? I just had 4 squads run away, because 3 goblins died. That wasn't even half a squad, and I really wanted the iron. Any thoughts on why they are so cowardly? [[User:Dangerous Beans|Dangerous Beans]] 21:02, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It might be dependent on whether the squad leader gets killed.  Hard to tell, though -- most battles are pretty chaotic.--[[User:Maximus|Maximus]] 22:11, 4 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44359</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44359"/>
		<updated>2008-12-04T19:25:09Z</updated>

		<summary type="html">&lt;p&gt;Sev: artifact produced from fell mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== World Two ==&lt;br /&gt;
&lt;br /&gt;
This world is much more interesting.&lt;br /&gt;
&lt;br /&gt;
However, even with regular goblin (and one elven) sieges and the challenge of managing water in the desert, I grow bored with a prosperous fort at the ten-year mark.  This time, I turned the booze spigot way, way down (not off, but a 4x3 farm plot doesn't make enough booze for a 220-dwarf fortress) and now I'm watching them struggle their way on down, very slowly.&lt;br /&gt;
&lt;br /&gt;
I had my first fell mood.  It created Bunsothshin, &amp;quot;The God-forsaken Brightness&amp;quot;, a lizard leather amulet.  &lt;br /&gt;
&lt;br /&gt;
All craftdwarfship is of the highest quality. It is encrusted with Milk opal, decorated with bat leather and horse bone and encircled with bands of two-legged rhino lizard leather.  This object menaces with spikes of rope reed.&lt;br /&gt;
On the item is an image of Kogan Manorpaper the dwarf and a Rope reed bag in lizard leather.  Kogan Manorpaper is raising the rope reed bag.  The artwork relates to the masterful Rope reed bag created by the dwarf Kogan Manorpaper.  &lt;br /&gt;
On the item is an image of Coastbored the Native gold idol in Ash.  On the item is an image of two squares in Rubicelle.&lt;br /&gt;
&lt;br /&gt;
== I wander the infinite world! (world 1) ==&lt;br /&gt;
&lt;br /&gt;
'''Year Fourteen'''&lt;br /&gt;
&lt;br /&gt;
Okay, now I'm just bored.&lt;br /&gt;
&lt;br /&gt;
Abandon fortress, and attempt to return in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Wander around a bit.  Find that Flagdaubs seems to be inaccessible.  Look for something else to do.&lt;br /&gt;
&lt;br /&gt;
The towns?  Everybody says no, no quests for me, everything is peaceful around here.&lt;br /&gt;
&lt;br /&gt;
The goblin towers?  Full of friendly goblins.  And in one case, full of stolen children, guarded by friendly goblins.  I take four of them with me, as well as the theif that stole them in the first place.&lt;br /&gt;
&lt;br /&gt;
No wonder Flagdaubs prospered peacefully for over a dozen years.&lt;br /&gt;
&lt;br /&gt;
I wander the countryside, strangling cougars and wolves with my bare hands, periodically knocking them across the map with my hammer when I get bored.&lt;br /&gt;
&lt;br /&gt;
Finally, the leader of a goblin tower has a quest for me.  A named giant!  I will die heroically, I think.&lt;br /&gt;
&lt;br /&gt;
The giant smites the children with his spider-silk handbag (?!) while I mash it in the spleen with my hammer.  After near-exhausting exertion, he finally bleeds to death.  I return to the goblin leader with news of my success.  I am somewhat stunned to be alive.&lt;br /&gt;
&lt;br /&gt;
'''Year Thirteen'''&lt;br /&gt;
&lt;br /&gt;
Alas, despite my efforts to convince the other dwarves to bring food and drink to the incarcerated Fikod Shakenceilings, his experience of prolonged hunger, thirst, and drowsiness has driven him stark raving mad.&lt;br /&gt;
&lt;br /&gt;
In other news, I'm attempting to purposely cave in the northwest corner of my map.  It's not like anything's going on there.  The channeling is complete; there's nothing holding it up other than supports (one on each level) which I'm currently having hooked up all to one lever.&lt;br /&gt;
&lt;br /&gt;
Having one legendary Mechanic and four novices makes this slow going.&lt;br /&gt;
&lt;br /&gt;
cave-in: Successful.  The one-support-on-each-level was unnecessary; the only level that required a support was the bottommost, which was fully mined out.  The one support was connected to a lever.    The other levels were held together by walls and floors. Then I went and deconstructed all the bridges, not because they would prevent the cave-in -- I think they don't -- but because taking the bridges down meant that I got the bright teal open-air coloring where my channelling was, to help me find the One Darn Tile that didn't get properly channelled out.  (turns out, it had been a floor constructed over a stairway.  The floor didn't get removed when I gave the command to channel the square out.)  The cave-in was dramatic!  The whole game froze for awhile, like it does when the season changes &amp;amp; the game auto-saves.  Three dwarves were crushed, and the whole area's filled with dust and jumbled stone and mist and here and there, a bit of the murky pool that had been on the surface.&lt;br /&gt;
&lt;br /&gt;
I'll wait for it to settle down and then I'll probably have to think about closing off the tunnels that lead there, or else it'll be an unguarded way in from the surface.&lt;br /&gt;
&lt;br /&gt;
but oh, my.  That was much fun.&lt;br /&gt;
&lt;br /&gt;
In other news: Idiot traders.   A tree grew up next to the three-tile-wide paved path that exits the fortress walls, and the wagons wouldn't leave until I cut down the tree.  Then they left -- in the other direction.  Down the other paved path, which had no obstacle.  And they went with one wheel off the path, even, *right* next to another tree...idiot traders.&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
I've read that when one does a large-scale excavation involving channeling, one should do it from the top down.  Is that because otherwise, the dwarves fall into the channels they dig?&lt;br /&gt;
&lt;br /&gt;
Onul Fikodemath, Dyer cancels Dig Channel: Resting injury.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
Zaneg Likotes, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Iteb Egastdakost, Planter cancels Dig: Too injured.&lt;br /&gt;
&lt;br /&gt;
Sakzul Mosusakrul, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Nil Udistathel, Miner has bled to death.&lt;br /&gt;
&lt;br /&gt;
Goden Bomrekmorul, Siege Operator has suffocated.&lt;br /&gt;
&lt;br /&gt;
Lokum Okoshsigun has been ecstatic lately.  She has witnessed death...&lt;br /&gt;
&lt;br /&gt;
hmm.  Top down it is, then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
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I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
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A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
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Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
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'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
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A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
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My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
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I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
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The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
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My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
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My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
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Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
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'''Year Six'''&lt;br /&gt;
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Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
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All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
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Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
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Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
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I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
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'''Year Five'''&lt;br /&gt;
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My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
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Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
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I have a serious surplus of prepared meals.&lt;br /&gt;
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Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
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I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
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'''Year Four'''&lt;br /&gt;
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Flagdaubs is in its fourth year.&lt;br /&gt;
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We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
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Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
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Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5232</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5232"/>
		<updated>2008-12-04T03:24:07Z</updated>

		<summary type="html">&lt;p&gt;Sev: &lt;/p&gt;
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&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
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:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
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::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
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:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
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I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
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I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
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The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
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:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
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:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
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Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
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About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
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It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
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I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
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Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
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One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
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Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
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I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)&lt;br /&gt;
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==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
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Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
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:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
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::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
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:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
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List of non-trade skills:&lt;br /&gt;
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* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
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Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
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* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
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Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
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* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
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:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
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:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
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== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
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Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
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:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
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== Random Workshop Seizure ==&lt;br /&gt;
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I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
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:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
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::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
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== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== Procastinator! ==&lt;br /&gt;
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I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
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He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
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== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
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I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
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My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
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:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
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::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
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I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
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I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
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Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
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:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
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i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)&lt;br /&gt;
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)&lt;br /&gt;
:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)&lt;br /&gt;
::: Actually, artifact equipment can be used, it just requires a &amp;quot;hero&amp;quot; level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)&lt;br /&gt;
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== Tanner fixed ==&lt;br /&gt;
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I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
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:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
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== Cooks ==&lt;br /&gt;
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I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
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mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
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== Soapers etc. ==&lt;br /&gt;
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It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
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: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
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== Not all demands need to be met ==&lt;br /&gt;
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I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
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I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
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:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
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::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
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== Possession ==&lt;br /&gt;
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I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;br /&gt;
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== Furnace Operator ==&lt;br /&gt;
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Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)&lt;br /&gt;
:I had one take over a mason's workshop, I would guess that Furnace Operator is treating like Engraver or Miner. I'm kind of disappointed, I was hoping he'd churn out an artifact coke or something.[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 13:03, 14 November 2008 (EST)&lt;br /&gt;
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::Back when furnace operator was moodable, they'd turn out metal crafts.  But taking over a mason's workshop is surprising.  Occasionally they'll take over a random workshop and convert it into the type they want -- what artifact did the dwarf produce?  And, just to rule out some obvious things, did the dwarf have dabbling skill in mining, masonry, or engraving?--[[User:Maximus|Maximus]] 13:51, 14 November 2008 (EST)&lt;br /&gt;
:::He went crazy looking for some kind of rough gem, so we'll never know.  It was ''right'' after the dwarf trading caravan left, too, so I really had no chance whatsoever.  I don't know for sure what skills he had, I don't think he had much other than Furnace Operator, Architect, and the social skills though.  I ''might'' have enabled mining, but there was plenty of work for him at the smelter so I don't know for sure.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 15:56, 14 November 2008 (EST)&lt;br /&gt;
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== Chunk Butchery? ==&lt;br /&gt;
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Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum &lt;br /&gt;
: ^_^ &amp;quot;This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78&amp;quot; -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)&lt;br /&gt;
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:Oh, ''do'' post the description of the artifact when the dwarf completes it.  (&amp;quot;Menaces with spikes of dwarf chunk?&amp;quot;  I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)&lt;br /&gt;
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== What Workshop? ==&lt;br /&gt;
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Is there &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; way to discover what workshop a dwarf in a secretive mood requires?  I had nearly everything.  I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)&lt;br /&gt;
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:You have to look at what skills he has first and rule out the obvious.  If he has no mood-able skills then it's going to be a craftsdwarf's workshop.  If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop.  Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point.  If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)&lt;br /&gt;
::I have a functioning magma glass furnace and I had to build a normal glass furnace when my glass maker became secretive. [[User:HeWhoIsPale|HeWhoIsPale]] 14:23, 11 November 2008 (EST)&lt;br /&gt;
::Same here, in fact I had 2 moody glass making dwarves refuse to use anything but a normal glass furnace when there were 5 fully functional magma glass furnaces in the same fort. (sorry, almost forgot to sign) --[[User:Alkyon|Alkyon]] 14:27, 11 November 2008 (EST)&lt;br /&gt;
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:::Ah.  In older versions, they'd insist on a magma workshop, when possible.  Do they now insist on using a regular workshop, or has anyone seen a moody dwarf use a magma workshop in recent versions?--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)&lt;br /&gt;
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== Possessed Child ==&lt;br /&gt;
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I have a child that has become possessed and taken over one of my craft workshops (of course).  He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell.  He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite.  I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items.  That leaves the thread.  I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts.  I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5).  What I don't have is giant spider silk.  I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop.  Still he doesn't start construction.&lt;br /&gt;
&lt;br /&gt;
Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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:Do you have both silk and plant cloth available?  (Not just thread.)  And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)&lt;br /&gt;
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::Argh.  I bet that's it.  No silk cloth, just thread.  I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread.  Oh well, the child is now melancholy.  I can re-load and see what would happen if I make the thread into cloth.  Maybe I'll test that out.  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)&lt;br /&gt;
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::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST)&lt;br /&gt;
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== Getting More Strange Moods ==&lt;br /&gt;
&lt;br /&gt;
According to the article, the number of artifacts is limited by &amp;quot;The number of items created divided by 200.&amp;quot;  This indicates that making bolts (5 for each bone or 25 for each log) or brewing (5 units of drink for each unit of plant brewed) are efficient ways to encourage strange moods.  Does that sound accurate?&lt;br /&gt;
&lt;br /&gt;
It also states that the number of revealed subterranean tiles is a limit.  Does that mean an area like a chasm, where many tiles are revealed to start with, will produce more strange moods?&lt;br /&gt;
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Also, does anyone know whether the division rounds up or down?  [[User:Gairabad|Gairabad]] 22:24, 16 November 2008 (EST)&lt;br /&gt;
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:I'd be willing to bet all stacks count as only one &amp;quot;item&amp;quot; for this kind of calculation.  200 sounds like a paltry number, however.  If rocks are counted as items, most fortresses have thousands of them in just a few years.  The other number is what is most significant (I wonder where the heck it comes from?)  I've had four miners digging non-stop for about 10 years now, and my stocks menu says I have 70,000 stones.  Allowing for underground soil tiles (which don't produce stone) and stone/ore consumed by industry, each miner can probably clear about 2,000 tiles a year: one artifact.  I have 21 artifacts in my fortress now (and two failed moods early on), so if that rate is indicative, I'd say you want to employ three or more miners non-stop to maximize your chances.--[[User:Maximus|Maximus]] 00:09, 17 November 2008 (EST)&lt;br /&gt;
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::The guy who wrote [http://www.dwarffortresswiki.net/index.php/Stone_management#Block_Stockpile this] doesn't seem to think that stones count as created items.  Also, &amp;quot;revealed tiles&amp;quot; is ambiguous.  For example, [http://www.dwarffortresswiki.net/index.php/Exploratory_mining#Mine_shafts this] method is very good at showing you what's inside of a tile without actually mining it out.  Do you suppose that seeing whats inside is enough?&lt;br /&gt;
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::Where do you think these numbers came from anyway?  I'm gonna take a look through the edit history and try to track them down.  [[User:Gairabad|Gairabad]] 00:15, 17 November 2008 (EST)&lt;br /&gt;
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:::They came during [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;diff=25038&amp;amp;oldid=24936 this edit].  They're so specific I've got to think the author did some poking around with a disassembler.  Again, though, 200 is such a paltry number.  If underground &amp;quot;open space&amp;quot; counts, then discovering a chasm, bottomless pit, or magma pipe should many thousands thousands of revealed tiles.  If underground floor tiles are needed, you'll have to mine most of them out yourself.--[[User:Maximus|Maximus]] 00:34, 17 November 2008 (EST)&lt;br /&gt;
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::::I had a chat with [[User:GreyMario|GreyMario]] over at his talk page, since he edited the page around the time the changes were made.  He seemed fairly certain that all you had to do to &amp;quot;reveal&amp;quot; a tile was to have a passable square next to it, so I edited the article to reflect that.  He did not, however, know anything about how bolts or stones would affect things.  Right now my hopes are on [[User:Marble_Dice|Marble Dice]], whom I believe made the actual addition.  I'm not sure if he's a very active user though.&lt;br /&gt;
&lt;br /&gt;
::::By the way, the reason I'm doing all this is that I'm considering optimizing a fortress for strange moods: have '''lots''' of dwarves with only &amp;quot;dabbling&amp;quot; in a single strange mood skill to gain maximum benefit from the moods.  Any ideas for fortress strategies that will go well with this?  [[User:Gairabad|Gairabad]] 02:44, 17 November 2008 (EST)&lt;br /&gt;
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:::::I saw the conversation -- I keep my eye on [[Special:Recentchanges]].  What he says about &amp;quot;reveal&amp;quot; is correct, as far as I know.  I still wonder about &amp;quot;open space&amp;quot; tiles.  If they count as revealed, all you really need to do is find a chasm/pit/magma pipe and you'll be in moods for years to come.&lt;br /&gt;
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:::::I've done the dabbling strategy in the past.  It's best to emphasize just a few skills you really really want that are otherwise hard to train due to limited materials -- armorsmith, weaponsmith, bone carver, leatherworker, carpenter, etc.  It works fine with any fortress strategy.--[[User:Maximus|Maximus]] 04:30, 17 November 2008 (EST)&lt;br /&gt;
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== Two missing labors ==&lt;br /&gt;
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Strand Extractor and Blacksmith don't currently appear in either the Causes Moods category or the Doesn't Cause Moods category.  I put Strand Extractor in Doesn't Cause Moods and the Blacksmith in Causes Moods; feel free to correct me if you think I'm wrong.  [[User:Gairabad|Gairabad]] 19:59, 18 November 2008 (EST)&lt;br /&gt;
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:I can confirm that blacksmith is moodable, I've got a nice steel chest to show for it.  It stands to reason that strand extractor isn't moodable, but we don't know for sure -- I've slapped a verify on it.--[[User:Maximus|Maximus]] 21:01, 18 November 2008 (EST)&lt;br /&gt;
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== Order of stuff ==&lt;br /&gt;
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I'm wondering if dwarves always claim items in a certain order.  For example, when a dwarf wants three pieces of wood he always wants them back-to-back, never wood gem wood bone wood.  So are types ALWAYS in a certain order?  My current moody dwarf wanted two bars of metal, then spider silk cloth, then ash logs, then bones, then a rough gem, then a shell.  Knowing the order might help you guess what the dwarf wants next if he doesn't need to wait for anything (and thus tell you what he wants).  This might be useful for micromanaging forbidding stuff to make sure your dwarf gets the highest value things available. --[[User:Sowelu|Sowelu]] 23:19, 26 November 2008 (EST)&lt;br /&gt;
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:&amp;lt;s&amp;gt;This is actually well-defined in the article, if you'd bothered to look close enough. Dwarves will gather items in the order they scream their demands in.&amp;lt;/s&amp;gt; It's unknown. I think there's no real order, just similar things end up grouped together. :V --[[User:GreyMario|GreyMaria]] 23:32, 26 November 2008 (EST)&lt;br /&gt;
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::fail.  Uh, I mean, as soon as anyone else sees a strange mood, it can either be disproven, or we can start putting some data together immediately and be done pretty quick.  I saw:  Metal Bars, Silk Cloth, Wood, Bones, Rough Gem, Shell.  If anyone sees bones before wood or something, that means there's no guaranteed order.  But no harm done.  :) --[[User:Sowelu|Sowelu]] 23:36, 26 November 2008 (EST)&lt;br /&gt;
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:::It's simpler than that. Items have a certain number of slots for improvements, and for artifacts the first improvement slot is always filled by the base material of the item. Then the rest are filled in order, with whatever is a valid candidate for that slot (which is probably 'anything that's anything' in every case, though I'm not absolutely sure.) So, there isn't any explicit sorting because it has to be in order.&lt;br /&gt;
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:::If you fill an item's slots with ordinary decoration, which is easiest to do by encrusting a wide variety of gems on a piece of furniture or the like, you'll see what I mean. Maybe. --[[User:Navian|Navian]] 23:40, 26 November 2008 (EST)&lt;br /&gt;
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::::Ah!  So you're saying that instead of generating a list of ingredients, it first plans out the artifact itself, saying &amp;quot;This one is a chest, it has hanging rings and an image, first let's get a material for the chest, then a material for the hanging rings, then a material for the image&amp;quot;?  That makes a ton of sense, and answers my question.  Thanks! --[[User:Sowelu|Sowelu]] 23:47, 26 November 2008 (EST)&lt;br /&gt;
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:::::Well, I know it doesn't do that, because if you close the game and reopen it, you can get different items... With my elf game, I had one artifact that came out as either a thong, a left mitten, or a rope on five tries. But it's roughly the same idea, even with the details randomized upon creation. --[[User:Navian|Navian]] 00:05, 27 November 2008 (EST)&lt;br /&gt;
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== Fell Mood Demands ==&lt;br /&gt;
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It looks like when a brooding dwarf sits in the tanner's shop and says he needs &amp;quot;Things...&amp;quot; what he's looking for is vermin remains.  Other demands are like in Fey moods. --[[User:Sev|Sev]] 22:24, 3 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37828</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37828"/>
		<updated>2008-11-23T02:27:51Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* 404 meeting not found */&lt;/p&gt;
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&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
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At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
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:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
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so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
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== Broker, not Leader? ==&lt;br /&gt;
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So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
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No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
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:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
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::Ditto, my broker keeps meeting with the Liasons (all of them, i think, certainly the human one) despite not having been mayor for something like 5 years (military dwarves always seem to get elected mayor...).  In fact, I just annoyed a human liason because my broker (not mayor) entered a strange mood just as the liason entered my fortress (thus promptly leaving).&lt;br /&gt;
::Now, Diplomats meet with the highest ranking leading noble you have (mayor/baron+/etc...), and I don't know why Diplomat redirects to Liason as humans and elves occasionally send a diplomat to make demands or merely comment 'this is a nice place you've carved out for yourself'.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 06:54, 17 April 2008 (EDT)&lt;br /&gt;
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Ok, I changed this so that it correctly says the human liason meets with your broker.  I left the dwarven liason as Mayor but I'm not certain that's true - my one still existent game which is suitably set up to check this otherwise is now the mountainhome, so I'm unable to verify at present. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
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::Anecdotal evidence of dwarven liason using Mayor/Exp Leader - I got an initial set of dwarves where they made someone expedition leader who didn't have the broker skills, so exp leader and broker were different dwarves.  Dwarven Liason met with Exp Leader. --[[User:Squirrelloid|Squirrelloid]] 15:55, 18 April 2008 (EDT)&lt;br /&gt;
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== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
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:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
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Mine just set off a Trap too. Died. Running verson 40c for mac. --[[User:OmegaX|OmegaX]] 09:19, 20 September 2008 (EDT)&lt;br /&gt;
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== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
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Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
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I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
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== Diplomat ==&lt;br /&gt;
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I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
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:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
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== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
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== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;br /&gt;
:To clear up a point of confusion the job &amp;quot;Conduct Meeting&amp;quot; is the job assigned to the Mayor,Broker, or Baron/Count. After dwarven economy is running a dwarf might get the job &amp;quot;Attend Meeting&amp;quot;.  That dwarf seeks a meeting with the Mayor.  If the Mayor is busy he will continue to follow the Mayor around until he is free.  The solution I found is to switch off the Mayor's labors so he's free to conduct the meeting.  The meeting is usually quick and then you'll get the other dwarf working again.--[[User:Angus|Angus]] 20:52, 29 March 2008 (EDT)&lt;br /&gt;
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== verified some embarrassment factors ==&lt;br /&gt;
From dwarfort.exe &lt;br /&gt;
(Name) was embarrassed to have to conduct an official meeting in a dining room.&lt;br /&gt;
(Name) was very embarrassed to have to conduct an official meeting in a bedroom.&lt;br /&gt;
[[User:Yvain|Yvain]] 19:58, 29 March 2008 (EDT)&lt;br /&gt;
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: I would be happier if someone could verify that it is actually _used_ in game, but, well. You see, my palace office never triggered any thought. --[[User:Koltom|Koltom]] 21:13, 29 March 2008 (EDT)&lt;br /&gt;
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::Try giving them a dining room and no office, koltom. [[User:VengefulDonut|VengefulDonut]] 14:26, 30 March 2008 (EDT)&lt;br /&gt;
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:::I got these unhappy thoughts from meetings conducted in public dining halls that were also designated as meeting halls. (I do not know whether they also happen from nobles' personal dining rooms designated from private tables.) They seem to be very minor unhappy thoughts, so I'm not going out of my way to avoid such designations to keep my idlers from going to hang out by the wagon in the fortresses' early stages. --[[User:Brent Not Broken|Brent Not Broken]] 12:31, 17 April 2008 (EDT)&lt;br /&gt;
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== Liaisons, zoo material? ==&lt;br /&gt;
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I want to know whether or not to trap the liaisons before they leave and have them in cages. Should I do this or not?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:17, 12 April 2008 (EDT)&lt;br /&gt;
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:hm..&lt;br /&gt;
: *You can't trap them (unless you mean locking them in a room)&lt;br /&gt;
: *You can't assign them to cages&lt;br /&gt;
: If u don't let them leave they will go crazy and your requests for trade items will most likely be ignored&lt;br /&gt;
: why do you want to trap them? (okay, they are annoying, but also useful) --[[User:Koltom|Koltom]] 08:41, 17 April 2008 (EDT)&lt;br /&gt;
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==Human Diplomat==&lt;br /&gt;
Added information about the human diplomat, whom i've seen meeting with my Baron/Count/Duke often enough (4 different games, multiple times in each). They don't seem to do much at present - though I haven't tried to incur a human siege of my fortress to see if they sue for peace if you beat them.  I imagine they could theoretically make demands like the elven diplomat does, except they aren't picky about things like cutting down trees. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
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== Meeting With Elves ==&lt;br /&gt;
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What happens if you choose different option instead of saying yes to whatever they say? The number of trees keep going lower...57....43...37...well they aren't the exact numbers but close to them. I might want to try to fight them once. I've got some ore to melt and I need a good amount of charcoal... They appear every year after cutting too much trees?--[[User:Seaneat|Seaneat]] 23:36, 9 July 2008 (EDT)&lt;br /&gt;
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== liaison - dead and gone? (death of a salesman) ==&lt;br /&gt;
When in the first summer the dwarven caravan arrived with the outpost liaison at my latest fortress, the liason made it savely past the traps but seems to have died just in front of the depot - no blood to be seen, no message in the announcement, just as he had died a natural death.&lt;br /&gt;
Strange enough, but after I provided him a coffin, in the next year the dwarves came without another liaison. So I disposed the treacherous coffin and bones in my crush-o-mat. But that didn't have any effect either: There didn't come any liaison anymore.&lt;br /&gt;
In the first place I wonder why he died, and also why he isn't succeeded?!--[[User:Doub|Doub]]&lt;br /&gt;
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== Left Unhappily? ==&lt;br /&gt;
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I just got a message&lt;br /&gt;
&amp;quot;Diplomacy Stymied. A diplomat has left unhappy.&amp;quot;&lt;br /&gt;
The last part of the meeting never occured, and my mayor was unable to meet him, due to seige. Was the dwarven diplomat. --[[User:OmegaX|OmegaX]] 17:59, 16 September 2008 (EDT)&lt;br /&gt;
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== Person to meet set when liaison arrives? ==&lt;br /&gt;
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When the human liaison arrived this year, I had &amp;quot;Trader Joe&amp;quot; Stukosshed as my Broker. Shortly after, the goblins sieged and Joe got hit by a stray arrow while evacuating. His arm is mangled, so he's resting. I assigned a new broker, but it looks like the Human liaison is holding vigil beside Joe's bed, waiting for him to wake up to run the meeting. -[[User:Fuzzy|Fuzzy]] 16:32, 19 September 2008 (EDT)&lt;br /&gt;
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==Liaison dead??==&lt;br /&gt;
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The human guild representative was walking around my fort; he seemed all fine, did not set off any traps. Suddenly, a few (real-life) minutes later, I see a human corpse in my refuse stockpile. He also didn't even have a meeting (note: he died about 2 months after the caravan left). Should I expect a human siege?&lt;br /&gt;
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: Probably, yes. [[User:Timst|Timst]] 13:12, 30 October 2008 (EDT)&lt;br /&gt;
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== 404 meeting not found ==&lt;br /&gt;
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I've got a Village Liaison hanging around near my mayor (who I really want to execute for mandating crystal glass items) and he refuses to take the meeting. Or, at least, I haven't seen any meeting from him yet. What do I need to do to get him to take the meeting? D: (Or should I just execute the bastard along with my mayor?) --[[User:GreyMario|GreyMaria]] 00:38, 19 November 2008 (EST)&lt;br /&gt;
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:First, the obvious: do you have all the mayor's [[labor]]s disabled?  Second: did the mayor change any time recently?  I recently had a problem with a guild representative not meeting with my broker... it seems the rep only wanted to meet with my &amp;quot;alternate&amp;quot; broker, whom I had used to trade with the caravan when the primary broker was off sleeping.--[[User:Maximus|Maximus]] 00:48, 19 November 2008 (EST)&lt;br /&gt;
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:: The Village Liaison is standing right next to my activated Mayor on the execution bridge. The Mayor has the Conduct Meeting task active but nothing's happening. --[[User:GreyMario|GreyMaria]] 00:49, 19 November 2008 (EST)&lt;br /&gt;
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:::One other possibility: the mayor is waiting to conduct a meeting with a dwarf who wants to complain.  Also, try doing some mining designations with the mouse (hold down the button): for some reason this accelerates meetings-in-progress.--[[User:Maximus|Maximus]] 01:11, 19 November 2008 (EST)&lt;br /&gt;
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::::Very unlikely, and attempted that already. I'm about ready to just dump both morons into my lava tube. --[[User:GreyMario|GreyMaria]] 22:38, 20 November 2008 (EST)&lt;br /&gt;
:::::Try giving the mayor an office, if he hasn't one already. --[[User:Juckto|Juckto]] 18:54, 22 November 2008 (EST)&lt;br /&gt;
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:::::::He already has one. He, and the liaison, as I have stated repeatedly, are standing right next to each other on my execution bridge. The mayor has Conduct Meeting. --[[User:GreyMario|GreyMaria]] 18:59, 22 November 2008 (EST)&lt;br /&gt;
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::::::::What happens if you draft him, station him in his office, and lock the door?  I didn't have this exact problem but this method solved a similar one (my duke was stuck in a sock-storing loop of some sort, and he very reluctantly switched focus to the meeting, eventually, after I locked him and the liason in the duke's office.  It took awhile, though, and he complained bitterly about the inaccessible item, first.) --[[User:Sev|Sev]] 21:27, 22 November 2008 (EST)&lt;br /&gt;
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==No Liaison?==&lt;br /&gt;
First year, rather rough terrain, dwarf caravan arrived just fine though but... no liaison?  At all? I kind of wanted to request bauxite... I guess I'm glad I brought some with me... Has anyone else had this happen?  What's going on? --[[User:Squirrelloid|Squirrelloid]] 14:15, 21 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19276</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19276"/>
		<updated>2008-11-22T03:44:48Z</updated>

		<summary type="html">&lt;p&gt;Sev: &lt;/p&gt;
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&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
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: Any idea why constructed walls cannot be engraved? It seems somewhat counterintuitive. --[[User:Trithemius|Trithemius]] 09:15, 10 May 2008 (EDT)&lt;br /&gt;
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: I had a dwarf build an engraved wall. I think all I used was the normal build wall command and nothing more, but I wasn't really paying attention, i just needed to fill in an extra wall section. When I went back one section of the wall looked weird, and when I looked at it and pressed enter a description of the engraving came up. However it is still called a rough basalt block wall not an engraved wall.  [[User:Afu|Afu]] 05:08, 3 October 2008 (EDT)&lt;br /&gt;
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Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
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Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
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I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
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==wall strength==&lt;br /&gt;
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does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
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:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You know, a simple door would've done the trick.  You place a door instead of an actual wall, make it forbidden (and tightly closed) once the idiot has returned to his other things.  It holds magma for now (and is cheaper and faster than building both a wall and a statue).  [[User:MagicGuigz|MagicGuigz]] 11:14, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Waterproof? ==&lt;br /&gt;
Do walls hold back liquids similar to a closed door? &lt;br /&gt;
I assume water, yes. And magma only if its a steel wall?&lt;br /&gt;
-- [[User:Qwip|Qwip]] 13:05, 10 October 2008 (EDT)&lt;br /&gt;
:Yes in every possible case. A wall made of soap blocks will hold back water, and one constructed from ice will hold back lava. --[[User:GreyMario|GreyMaria]] 17:14, 10 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Construction on the Edges ==&lt;br /&gt;
Does anyone know of a mod or what file I should change to allow construction of walls along the edges of the map? I'm going for the &amp;quot;Border Crossing&amp;quot; challenge build and the map calls for a wall from edge to edge, yet I am prohibited from building anything within five spaces from the map's edges as well as digging one space from the edge. -- [[User:Dakira|Dakira]] 17:40 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:It's hard-coded into the engine. No can do. --[[User:GreyMario|GreyMaria]] 21:28, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Walls as battlements ==&lt;br /&gt;
If I have outdoor walls, are marksdwarves able to shoot enemies on lower levels from on top of the walls?  I have ramps going up my walls so that my dwarves can get on them and I'm wondering if its useful to put an archery target up there or anything. -- --[[User:DimensionWarped|DimensionWarped]] 18:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes!  I believe that their accuracy is increased with height, too.  I put the target nearby, build extra flooring to put an ammo stockpile on, and &amp;quot;station&amp;quot; the squad (from the military screen) on the battlements so they'll go/stay up there when I send them on-duty.  Do note that dwarves tend to fall off things when they find themselves dodging melee combat, so station some fighters at the bottom of your ramp to keep baddies from trying to engage your marksdwarves, widen the tops of the walls by [b]uilding floors to either side, and/or build walls up there you can then carve into [[fortification]]s they can shoot through (via the [d]esignations menu). --[[User:Sev|Sev]] 18:26, 21 November 2008 (EST)&lt;br /&gt;
::Afaik, you can't carve fortifications into built walls. Instead you just construct fortifications. --[[User:Juckto|Juckto]] 20:30, 21 November 2008 (EST)&lt;br /&gt;
:::In the current version (40d) you can, at the very least, carve fortifications into walls constructed out of stone blocks.  I know this, because my current game has giant battlements with constructed-wall-fortifications and remembering to go back and carve them after they were built was a pain in the butt.   This would have been much more straightforward if I'd noticed that there was a [F]ortifications option on the construction menu.  Thank you for pointing that out! :) --[[User:Sev|Sev]] 22:44, 21 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DimensionWarped&amp;diff=46146</id>
		<title>User:DimensionWarped</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DimensionWarped&amp;diff=46146"/>
		<updated>2008-11-21T23:27:11Z</updated>

		<summary type="html">&lt;p&gt;Sev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi.  I'm new at this game.  Pretty damn cool though.&lt;br /&gt;
&lt;br /&gt;
:Welcome! --[[User:Sev|Sev]] 18:27, 21 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19274</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19274"/>
		<updated>2008-11-21T23:26:12Z</updated>

		<summary type="html">&lt;p&gt;Sev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Any idea why constructed walls cannot be engraved? It seems somewhat counterintuitive. --[[User:Trithemius|Trithemius]] 09:15, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had a dwarf build an engraved wall. I think all I used was the normal build wall command and nothing more, but I wasn't really paying attention, i just needed to fill in an extra wall section. When I went back one section of the wall looked weird, and when I looked at it and pressed enter a description of the engraving came up. However it is still called a rough basalt block wall not an engraved wall.  [[User:Afu|Afu]] 05:08, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==wall strength==&lt;br /&gt;
&lt;br /&gt;
does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You know, a simple door would've done the trick.  You place a door instead of an actual wall, make it forbidden (and tightly closed) once the idiot has returned to his other things.  It holds magma for now (and is cheaper and faster than building both a wall and a statue).  [[User:MagicGuigz|MagicGuigz]] 11:14, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Waterproof? ==&lt;br /&gt;
Do walls hold back liquids similar to a closed door? &lt;br /&gt;
I assume water, yes. And magma only if its a steel wall?&lt;br /&gt;
-- [[User:Qwip|Qwip]] 13:05, 10 October 2008 (EDT)&lt;br /&gt;
:Yes in every possible case. A wall made of soap blocks will hold back water, and one constructed from ice will hold back lava. --[[User:GreyMario|GreyMaria]] 17:14, 10 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Construction on the Edges ==&lt;br /&gt;
Does anyone know of a mod or what file I should change to allow construction of walls along the edges of the map? I'm going for the &amp;quot;Border Crossing&amp;quot; challenge build and the map calls for a wall from edge to edge, yet I am prohibited from building anything within five spaces from the map's edges as well as digging one space from the edge. -- [[User:Dakira|Dakira]] 17:40 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:It's hard-coded into the engine. No can do. --[[User:GreyMario|GreyMaria]] 21:28, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Walls as battlements ==&lt;br /&gt;
If I have outdoor walls, are marksdwarves able to shoot enemies on lower levels from on top of the walls?  I have ramps going up my walls so that my dwarves can get on them and I'm wondering if its useful to put an archery target up there or anything. -- --[[User:DimensionWarped|DimensionWarped]] 18:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes!  I believe that their accuracy is increased with height, too.  I put the target nearby, build extra flooring to put an ammo stockpile on, and &amp;quot;station&amp;quot; the squad (from the military screen) on the battlements so they'll go/stay up there when I send them on-duty.  Do note that dwarves tend to fall off things when they find themselves dodging melee combat, so station some fighters at the bottom of your ramp to keep baddies from trying to engage your marksdwarves, widen the tops of the walls by [b]uilding floors to either side, and/or build walls up there you can then carve into [[fortification]]s they can shoot through (via the [d]esignations menu). --[[User:Sev|Sev]] 18:26, 21 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45856</id>
		<title>40d Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45856"/>
		<updated>2008-11-20T17:41:04Z</updated>

		<summary type="html">&lt;p&gt;Sev: animal limits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Removed the verify for livestock breeding without being in contact; I've personally witnessed a female camel and a female horse locked deep inside my fortress get telepathically impregnated by outside animals. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Drawfirons|Drawfirons]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Telepathically impregnated by ''wild'' outside animals? It's not part of the original question, but it sounds like that's what you're saying. --[[User:RomeoFalling|RomeoFalling]] 20:18, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I feel it should be mentioned somewhere that both hunting and livestock are non-renewable without some luck as to what animals are brought as pets with immigrants.  Tame animals (those that are not pets) seem to be considered 'wild' in that they obey the limits set forth in the raw file for the number that will be 'spawned' (or born, if you will) before hitting a max.  Basically, unnamed animals will eventually stop breeding, and only those pets with names will continue to breed.  Hence why [[catsplosion]] is so bad, and why it doesn't happen with any other animals. Barring the ability to assign other animals to dwarves (and hence, give them names) I don't think meat is a very viable industry in the long term. --Gotthard 18:44, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've seen one player claim that wild animals can be hunted to extinction.  I haven't seen that myself.  Barring that, hunting is renewable, albeit limited.--[[User:Maximus|Maximus]] 21:06, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Are you saying there's a cap on live+deceased animals? If livestock doesn't need to cross paths in order to impregnate, then the meat industry is perfectly viable, although there may be some framerate issues if you choose to do more than one type of livestock -- just list one bull and eight cows  as available for adoption. As for the extinction thing, are you sure he wasn't talking about the Cancel Hunt messages that say something like &amp;quot;There are no animals in the swamps&amp;quot; or somesuch? --[[User:RomeoFalling|RomeoFalling]] 23:09, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have no idea what the &amp;quot;extinct animals&amp;quot; poster had experienced.  I have my doubts about the claim, but can't rule out that it happened, at least to him.&lt;br /&gt;
&lt;br /&gt;
:::There ''is'' a population cap on animals (per-species).  It used to be 80, I believe, but it seems more like 50 these days.  I haven't formally tested it, but my suspicion is that once you hit that population cap, breeding for that species ceases permanently, even if their count falls below the cap again.  If that's true, then animal breeding is a finite resource, unless you cull their numbers carefully to keep them under the limit at all times.&lt;br /&gt;
&lt;br /&gt;
:::I'm presently setting up a mega-corral, so I'll be testing it soon.--[[User:Maximus|Maximus]] 23:57, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I say renewable, I mean will never run out.  Trees are renewable, given space to grow.  Hunted animals are not.  It isn't a *claim* that animals can be hunted to extinction, the numbers are in the raws for each particular animal.  After that many of animals exist (living or dead I presume), no more are generated, whether through off-map activity, or being born as offspring.  The same is true for livestock brought with you, or traded.  The only animals that do NOT obey this limitation are pets (and perhaps named animals in general).  I have had the same base for 15 years, and I haven't had any offspring from horses, dogs, or cows in about 9ish years.  However, there are still animals being born, and I've traced the number per year back to the number of female pets I have.  I'm not sure if named pets only mate with named pets, but a single female pet doesn't seem to yield any offspring (but this should be verified).  I had about 20ish puppies per year at max, and it abruptly stopped.  It has recently started up again, as puppies brought as pets have matured.  Same thing for horses and cows, but it is slow.  Frankly, with immigration stopping, and no way to assign pets (iirc?) my animal &amp;quot;home grown&amp;quot; animal supply will soon dry out.  The same is not true of turtles, they seem to respawn, but I think fish fall into this category, my river hasn't had anything but turtles for 10ish years. --Gotthard 23:20, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're referring to [POPULATION_NUMBER], [[Creature_tokens#P]] says that that is the minimum/maximum number that can show up on a map in the space of a year.  I've killed something like 150 bonobos on my map, but they're still coming.&lt;br /&gt;
&lt;br /&gt;
::Tame animals, on the other hand, clearly have hard population limits (otherwise they'd breed into the thousands and turn every fortress into a &amp;quot;tribbles&amp;quot; episode).  As I posted above, it appears that once that population limit is reached, breeding stops permanently (I'll have to test it further at some point).  As far as I can tell, however, that limit does not apply to wildlife.  It probably doesn't apply to wildlife even after you've hit the limit on tame animals of the same species.  (It's been a while, but I once had a fort with a bunch of domesticated musk oxen.  I think wild ones still showed up long after the tame ones stopped breeding.)--[[User:Maximus|Maximus]] 02:23, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do you know if this was changed recently?  Best I can recall, EVERY fortress I've started has eventually killed off all non-aggressive wildlife.  I'm not sure, but bonobos may be somehow classified as 'invaders' (aren't they the ones that steal everything?) so perhaps there are no limits on them.  It takes me ~3 years to kill off all the wildlife on my map, and after that nothing else shows up.  I took the numbers in the raw to be a global maximum in existence... I can verify tame animals stop breeding after a max is hit, and they do NOT start breeding again after the number goes below this.  However, I'm fairly certain there is a max limit present for tame animals, as I went through cows pretty regularly, culling the population to keep it manageable.  My money is on a global max ever, not alive at any one point, but I could be wrong. (Also, I think wild and tame ones are calculated separately... does your tone indicate they eventually stopped as well?)--Gotthard 22:08, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Bonobos are &amp;quot;wild animals&amp;quot; in my unit list, and they aren't one of the thieving species.  I'm not sure whether all wildlife can be killed off; we need more people to chime in about their experiences.  My bonobo death count is about 200 now, and shows no sign of stopping.  (I've been using nerve-injured soldiers, not hunters, to do the killing.)  However, I also finally have a breeding stock of tame bonobos, and I'll let them breed up to the max to see if affects their migrating onto the map.  My bet is that the species cap is just for breeding, not migration.--[[User:Maximus|Maximus]] 23:13, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I'm not doubting your experience, but I've had 4-5 maps where I consistently run out of deer.  The species cap there seems to function fine, I *never* had any deer offspring, just hunted them for a while until they stopped (year 3-4ish).  I can't verify wolves, however.  So bonobos aren't predatory at all?  I was thinking maybe more 'aggressive' animals (even if they're not thieves) may reproduce ad infitum.  Or perhaps I scared them all off with my deer genocide?  I mean anytime a deer showed up, I had 3 guys run down and punch it to death.  Are you nicer to your bonobos?  And have you seen that with any other animals?  I've run out of hoary marmonts, mountain goats, and deer (on separate maps).  Sorry to be insistent, but this seems like one area we don't have a lot of info. --Gotthard 22:42, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::No, I understand -- I'd like to figure it out too.  Actually, on my current map, something totally unexpected happened.  I've been keeping all my strays (of any species) in cages, and I haven't had any cow births since the beginning of the game.  I've also been buying every animal brought by traders, so was well above the limit.  I decided to slaughter all my cows to see what would happen.  I killed all of them, or nearly so, and suddenly all the pet cows are giving birth.  (There are 4 pet cows and two pet bulls in the fortress.)&lt;br /&gt;
&lt;br /&gt;
::::::As for the wild bonobos, they're still coming.  And elephants.  And mountain goats.  And hoary marmots.  None of them are predators.  (I do get zombie mountain goats and hoary marmots as well.)  But I've been posting soldiers to kill them for years now, and have killed many hundreds of animals.  Some animals tend to escape, since the soldiers stay near their station point instead of tracking down every last animal, like hunters will.  Maybe that's what makes the difference.&lt;br /&gt;
&lt;br /&gt;
::::::I did have a single crocodile and some ogres show up in the first year, and never again.  For any given fortress, there may just be some animals that are finite and some that are unlimited.  We should post to the forums soliciting other players' experiences to see what kind of generalizations can be made.--[[User:Maximus|Maximus]] 00:32, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::I had pet horses start to breed when I butchered most of the stray horses.  So that part, at least, seems to be reproduceable.&lt;br /&gt;
&lt;br /&gt;
:::::::I had three waves or so of macaques spawn, running them down with soldiers each time, and now they've stopped coming (they came about once a year for three years, and then I haven't seen them in the eight years since).&lt;br /&gt;
&lt;br /&gt;
:::::::The map keeps spawning one- and two-humped camels. I trap and tame them, but nobody's interested in adopting them.  It'll be interesting to see if eventually I run out. --[[User:Sev|Sev]] 12:41, 20 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pig_iron&amp;diff=32382</id>
		<title>40d Talk:Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pig_iron&amp;diff=32382"/>
		<updated>2008-11-08T04:56:49Z</updated>

		<summary type="html">&lt;p&gt;Sev: pig iron items mandate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
Are you sure [[charcoal]] from wood counts as a coal bar? I remember reading this wasn't the case. [[User:VengefulDonut|VengefulDonut]] 11:00, 18 December 2007 (EST)&lt;br /&gt;
:I can approve that charcoal from wood logs is a valid material for steel production from heavy personal experience. It is good that we do not have strict WP:OR here.--[[User:Another|Another]] 11:13, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mandate bug? ==&lt;br /&gt;
&lt;br /&gt;
My [[Tax collector]] has just given a [[mandate]] to make two pig iron items. If you can't make anything from pig iron, is this a bug? If not, how do I satisfy this mandate?! --[[User:Actreal|Actreal]] 06:15, 23 June 2008 (EDT)&lt;br /&gt;
:try building a bridge, or making steel bars-note that failure in a mandate only causes an unhappy thought. This is easily countered by upgrading his rooms with something he needs/likes.&lt;br /&gt;
::Making steel bars does satisfy this mandate.  Constructions (bridges, floors) do not. --[[User:Sev|Sev]] 23:56, 7 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:RomeoFalling&amp;diff=45824</id>
		<title>User talk:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:RomeoFalling&amp;diff=45824"/>
		<updated>2008-11-08T03:20:21Z</updated>

		<summary type="html">&lt;p&gt;Sev: fan mail!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Appreciate the proofreading in the first fortress tutorial.  I was tired as hell and was trying to get everything done before I gave out.  Thanks for taking care of the mistakes, saves me a lot of annoyance. --[[User:ThunderClaw|ThunderClaw]] 22:53, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
No problem. United in the love of the game, and all that noise :) --[[User:RomeoFalling|RomeoFalling]] 23:40, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The idea for your cat-sackery sounds like fun, and the tone of your write-up is *priceless*.  I laughed and laughed. :) --[[User:Sev|Sev]] 22:20, 7 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1752</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1752"/>
		<updated>2008-10-29T21:51:37Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Rooms not including door? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --[[User:BehroozWolf]]&lt;br /&gt;
&lt;br /&gt;
Doors seem to leak water very slowly for me - anyone else notice this? --[[User:Valdemar]]&lt;br /&gt;
&lt;br /&gt;
: I've never observed doors leaking unless someone walks through them.&lt;br /&gt;
&lt;br /&gt;
: Please sign your comments, guys!  Four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) will insert your username and the current date. --[[User:JT|JT]] 21:49, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. [[User:Jp|Jp]] 01:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? [[User:Patarak|Patarak]] 21:03, 23 January 2008 (EST)&lt;br /&gt;
:The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--[[User:Dorten|Dorten]] 23:24, 23 January 2008 (EST)&lt;br /&gt;
:Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) [[User:VengefulDonut|VengefulDonut]] 23:27, 23 January 2008 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Creatures that can open doors cannot open forbidden doors&amp;quot; ...unless they are lockpickers. --[[User:N9103|Edward]] 00:47, 24 January 2008 (EST)&lt;br /&gt;
 LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --[[User:Erom|Erom]] 13:57, 10 February 2008 (EST)&lt;br /&gt;
: I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.&lt;br /&gt;
--[[User:Erom|Erom]] 13:58, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --[[User:Gh3yz0r|Gh3yz0r]] 11:13, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I doubt it, I'm almost certain &amp;quot;locked&amp;quot; doubles as both; &amp;quot;tightly closed&amp;quot; just forbids animals. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd actually recommend against using the animals option, as it doesn't work properly yet (33g) because the animals are pathfinding as if they're dwarves. Lots of pathing failures will wreck your FPS, and the animals will still get through the door anyways, like when a dwarf opens it. [[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Here]]'s a bit of testing/observation that was done and written down by Squirrelloid. I'll be posting this to a relevant discussion over in [[Talk:Maximizing_framerate]] to try and shed some more light on something that affects me drastically, and probably affects most everyone else too, even if they don't realize that it's the cause. --[[User:N9103|Edward]] 06:23, 1 May 2008 (EDT)&lt;br /&gt;
::Also note this applies to nuissance (ie, hostile) animals - i've now had a crazed camel sit behind a tightly closed door waiting for a dwarf to open it and repeatedly '?' its inability to path.  So its not just a 'pets' problem. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Doors for wagons? ==&lt;br /&gt;
&lt;br /&gt;
When I move my trade depot inside, how should I allow wagons in?  Do I need 3 doors next to each other? [[User:Shoez|Shoez]] 15:57, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I recommend building a (draw-)bridge 3 tiles wide over a channel, then the depot, then a second bridge further inside, to guarantee arrival of wagons (they will not enter the map if outer drawbridge is up) and still maintain fortress security. There are more elaborate options with traps, water and the like, but this one will work. I doubt wagons can cross doors, but i never tried. --[[User:Koltom|Koltom]] 21:15, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Being that doors require a wall to be next to, you cannot create a 3-wide stretch of doors, (and yes, removing a wall will remove doors that require that wall.) In addition, doors block wagon travel ({{k|D}}), much like stairs. So on all accounts, doors are not an option. --[[User:N9103|Edward]] 21:08, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hint - blast doors.  Ie, 3 floodgates connected to the same lever.  You can keep them raised most of the time, and lower them as needed. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarfs having happier thoughts about their own doors. ==&lt;br /&gt;
&lt;br /&gt;
Does someone know if this is true or not?--[[User:Richards|Richards]] 02:35, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It says something akin to &amp;quot;(Dwarf) has admired own fine door lately.&amp;quot;  Most &amp;quot;Own (item)&amp;quot; messages are happier than just &amp;quot;a(n) (item)&amp;quot;.  I'd say it's reasonable to assume, though I haven't done any research here.  Not sure how one would.--[[User:Dadamh|Dadamh]] 08:34, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Door Strength==&lt;br /&gt;
Has anyone tested an adamantium door against something like a colossus? One would imagine that it would stand up to ANYTHING, even a raging colossus, but a test could be handy. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Um, under 38c, I just had my door destroyed by a troll.  This should probably be noted in the article.  If nothing's posted in the next couple days, I'll change it myself, I guess.  --Jhoosier&lt;br /&gt;
&lt;br /&gt;
:It already is&lt;br /&gt;
::Stone, wood, and glass doors can be destroyed by the trolls which usually accompany goblin sieges&lt;br /&gt;
:[[User:Anydwarf|Anydwarf]] 13:52, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry, I should have mentioned that it was an iron door.  That's what I was getting at.  Here's a screenshot of it:  [http://www.dwarffortresswiki.net/index.php/Image:Iron_door.JPG]  (On a side note, how the heck do I embed this?  Couldn't get it to do so.  Ah well, it's linked to now.  [[User:Jhoosier|Jhoosier]] 21:04, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh. OK. The only buildingdestroyers I've gotten were megabeasts (probably since I tend to play on tiny worlds with low goblin populations) so it'll probably be a while before I can test this for myself. This means someone else will have to get a troll and run him through some tests with the Warp utility. (or similar) I have a feeling that any buildingdestroyer can at least deconstruct any door, if not turn it into splinters.&lt;br /&gt;
:In the meantime, should we just drop the entire section from the page? Or just turn it into a single sentence like &amp;quot;trolls and some other creatures can destroy doors&amp;quot; [[User:Anydwarf|Anydwarf]] 00:46, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a steel door up now, I'll try releasing a captured troll and see if it destroys the steel door.  I don't know what everyone's experiences are with doors and door strength, so I'll leave dropping it up to smarter people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whoever wrote that article about door strength was talking out of his arse. I've had steel doors torn down left, right and center by trolls, dragons, and all sorts of building destroyers. It's easy to simulate too. Just give [BUILDINGDESTROYER:2] to humans and elves and see what they do to your doors when they even come to trade.&lt;br /&gt;
--[[User:Umiman|Umiman]]&lt;br /&gt;
&lt;br /&gt;
== Bursting under water Pressure? ==&lt;br /&gt;
&lt;br /&gt;
In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lever-linked doors and lockpickers ==&lt;br /&gt;
&lt;br /&gt;
If a door is linked to a lever, can a lock picking enemy open it? --[[User:Strangething|Strangething]] 23:40, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doors unable to be constructed from a diagonal. ==&lt;br /&gt;
&lt;br /&gt;
I had a setup like this&lt;br /&gt;
{{qd|cols=3&lt;br /&gt;
|X|X|X&lt;br /&gt;
|X|D|X&lt;br /&gt;
|f|F|f&lt;br /&gt;
|f|f|f&lt;br /&gt;
|F|f|f}}&lt;br /&gt;
&lt;br /&gt;
X= wall&lt;br /&gt;
D=door waiting to be built&lt;br /&gt;
f=farmer's workshop waiting to be built&lt;br /&gt;
F=farmer's workshop waiting to be built&lt;br /&gt;
&lt;br /&gt;
the door kept getting canceled because they couldn't reach it apparently &lt;br /&gt;
--[[User:winn|winn]] 12:28, 24 July 2008 (EDT)&lt;br /&gt;
:Most things can't be build on diagonals. This is especially important to remember when building walls. (Sorry for editing your comment, but it was not displaying as I thought you were going for.) [[User:HeWhoIsPale|HeWhoIsPale]] 08:39, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Huh? ==&lt;br /&gt;
has anyone else made a granite door? whats up with that? (I'm using a graphic enhancer, not sure which one, and the door is a black outline, with the normal corners.)[[User:Destor|Destor]] 19:53, 17 September 2008 (EDT)&lt;br /&gt;
:If you have enabled granite to be used for non-economical purposes, then you can make a granite door. --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms? ==&lt;br /&gt;
Will mechanisms in a metal door melt when magma passes through the door? --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
:If you don't build them from magma resistant materials, then yes, the mechanism will melt leaving you a door in a corridor flooded with magma. And no way to close it.[[User:GarrieIrons|GarrieIrons]] 00:04, 28 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rooms not including door? ==&lt;br /&gt;
&lt;br /&gt;
Been encountering a strange issue...roughly half of the doors in my fortress aren't being included in the room they are assigned to.  Meaning, when I create or re-size a room, the walls and surface of the room are encompassed by the flashing, but the door will remain solid and won't be encompassed by the room.  More distressing is the fact that this means the value of the doors aren't being factored in, so the two solid gold, gem-encrusted doors I made for a noble are worthless.  Anyone else having this problem, or have a fix for it?  --[[User:Eddie|Eddie]] 04:46, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is standard behavior. If you wish to include a door in the value-reading of a room, then you need to {{k|q}}uery the door and set it to &amp;quot;Internal.&amp;quot; However, this will cause the room size adjustments to ignore the door completely. --[[User:RomeoFalling|RomeoFalling]] 05:48, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But why shouldn't it be treated the same as the walls? [[User:Random832|Random832]] 12:13, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It seems to be doing so, some times.  I'm going to do a little research later, see if it perhaps is only doing so with certain door materials or values.  Some of the doors in my fortress are included in the boundaries of an assigned room, while others are not.  In fact, the golden doors I spoke of earlier aren't included in the office or dining hall, but it IS being counted for the bed room...very odd indeed.  Quick sketch of it:&lt;br /&gt;
&lt;br /&gt;
:::Dining Hall  [door 1]   Office   [door 2]  Bedroom&lt;br /&gt;
&lt;br /&gt;
:::Door 1 is not counted for either room it is connecting (unless I set it to internal), and door 2 is only being counted in the bedroom's region.   --[[User:Eddie|Eddie]] 13:18, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'm using something like the &amp;quot;Living Pods&amp;quot; [[Bedroom Design]] and the doors aren't counted in the bedrooms, either. --[[User:Sev|Sev]] 17:51, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could it matter what side it was installed from? [[User:Random832|Random832]] 22:20, 21 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_desert_scorpion&amp;diff=45406</id>
		<title>40d Talk:Giant desert scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_desert_scorpion&amp;diff=45406"/>
		<updated>2008-10-27T03:24:26Z</updated>

		<summary type="html">&lt;p&gt;Sev: giant scorpion venom: extracted or only imported?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you really extract venom from the corpses?  The 'extracts' page says that giant scorpion venom can only be imported.  Which is right? --[[User:Sev|Sev]] 23:24, 26 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_desert_scorpion&amp;diff=35308</id>
		<title>40d:Giant desert scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_desert_scorpion&amp;diff=35308"/>
		<updated>2008-10-27T02:33:53Z</updated>

		<summary type="html">&lt;p&gt;Sev: link extract&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant desert scorpion|symbol=S|color={{COLOR:6:0:0}}|bones=N/A|chunks=10|meat=10|fat=1|skulls=N/A|skin=Chitin|biome=* Badland [[desert]]&lt;br /&gt;
* [[Rock]] desert&lt;br /&gt;
* [[Sand]] desert&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
This giant arachnid is commonly found in [[desert]]s, although they aren't found in large numbers, they are dangerous combatants.  Like [[Giant cave spider]]s, they are capable of using a paralyzing poison.  They also can't feel pain, so they cannot by stunned. On top of that they have excellent vision, so ambushing them is difficult{{verify}}. &lt;br /&gt;
&lt;br /&gt;
However, they don't attack with their tail that often, which is their main poisonous attack, as they attack with their pincers mostly (which can latch).  When they do latch with their pincers, that's when they will sting with their tails.&lt;br /&gt;
&lt;br /&gt;
Their corpses can by used to [[extract]] paralyzing venom (no use at the moment) and antidote to it (also, no use at the moment). Of course they can be sold to [[caravan]]s. When butchered, they will leave no [[bone]]s or [[skull]] and instead of [[leather]] they leave [[chitin]].&lt;br /&gt;
&lt;br /&gt;
Some frustrated Scorpions have been reported to be destroying outside constructs and their [BUILDINGDESTROYER:1] supports this claim.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SCORPION_DESERT_GIANT]&lt;br /&gt;
	[NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]&lt;br /&gt;
	[TILE:'S'][COLOR:6:0:0]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5][DIFFICULTY:3]&lt;br /&gt;
	[EXTRACT:giant desert scorpion venom:7:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:100]&lt;br /&gt;
	[EXTRACT_PARALYZE]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:giant desert scorpion antivenin:7:0:0:100]&lt;br /&gt;
	[NATURAL][PET_EXOTIC]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BLOODTYPE:W][CHITIN]&lt;br /&gt;
	[PETVALUE:2500]&lt;br /&gt;
	[GRASSTRAMPLE:10]&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[PREFSTRING:enormous tails]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:TAIL:TAIL_STINGER:UPPERBODY_PINCERS]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:TAIL_STINGER:sting:stings:1:6:PIERCE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:snatch:snatches:1:6:GORE][ATTACKFLAG_CANLATCH][ATTACKFLAG_WITH]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Graveyard&amp;diff=42539</id>
		<title>40d Talk:Graveyard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Graveyard&amp;diff=42539"/>
		<updated>2008-10-26T19:07:57Z</updated>

		<summary type="html">&lt;p&gt;Sev: &amp;quot;decant&amp;quot; a dead dwarf = deconstruct the coffin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've always seen the DF graveyard as a real graveyard, and the final resting places usually built as mausoleums. --[[User:Savok|Savok]] 08:26, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Graveyard is basically a stockpile for dead bodies. It's an undignified death, but it's necessary for the greater good and future survival of the Dwarven Race. --[[User:AlexFili|AlexFili]] 11:21, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Graveyard is &amp;lt;del&amp;gt;basically&amp;lt;/del&amp;gt; a stockpile for dead bodies.&amp;quot;&lt;br /&gt;
::True. However, we don't have anything that's like a real graveyard. There are a lot of things taken for granted and not shown: I'll stop viewing DF graveyards as more than a pile 'o bodies once you show me ≡Dwarven Feces≡. --[[User:Savok|Savok]], glad that there are no Dwarven Feces, exceptional or otherwise, in DF, at 13:33, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::maybe we could have the graveyard as a 'proper' graveyard, but in the evil zones it has a chance (or a bigger chance if we affect coffins too) of the dwarves becoming zombies or skeletons.  ''NOOOOOOOOBBLLLEESSS...'' --[[User:Frostedfire|Frostedfire]] 03:47, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where's the coffin go? ==&lt;br /&gt;
&lt;br /&gt;
For some reason I recall that buried dwarves disappear completely. Or can you dig up their coffin in the tile they were buried in? I'd try it myself, but for some reason load-game times for DF on my computer are SO slow. --[[User:Xonara|Xonara]] 14:05, 25 October 2008 (EDT)&lt;br /&gt;
:There is no burying. There is just rotting. If you build coffins, the dead bodies will be put in those and there will be no unhappy thoughts about the decay unless you decant them too early. -[[User:Fuzzy|Fuzzy]] 18:12, 25 October 2008 (EDT)&lt;br /&gt;
:: Decant them? Huh? --[[User:RomeoFalling|RomeoFalling]] 21:42, 25 October 2008 (EDT)&lt;br /&gt;
:::You can remove a dead dwarf from its coffin by deconstructing it.  As long as you wait for the dwarf body to decay before you do it, nobody will complain. --[[User:Sev|Sev]] 15:07, 26 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19127</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19127"/>
		<updated>2008-09-21T08:09:06Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Smooth road? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44358</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44358"/>
		<updated>2008-09-16T15:39:18Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* I wander the infinite world! */ I killed a giant?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== I wander the infinite world! ==&lt;br /&gt;
&lt;br /&gt;
'''Year Fourteen'''&lt;br /&gt;
&lt;br /&gt;
Okay, now I'm just bored.&lt;br /&gt;
&lt;br /&gt;
Abandon fortress, and attempt to return in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Wander around a bit.  Find that Flagdaubs seems to be inaccessible.  Look for something else to do.&lt;br /&gt;
&lt;br /&gt;
The towns?  Everybody says no, no quests for me, everything is peaceful around here.&lt;br /&gt;
&lt;br /&gt;
The goblin towers?  Full of friendly goblins.  And in one case, full of stolen children, guarded by friendly goblins.  I take four of them with me, as well as the theif that stole them in the first place.&lt;br /&gt;
&lt;br /&gt;
No wonder Flagdaubs prospered peacefully for over a dozen years.&lt;br /&gt;
&lt;br /&gt;
I wander the countryside, strangling cougars and wolves with my bare hands, periodically knocking them across the map with my hammer when I get bored.&lt;br /&gt;
&lt;br /&gt;
Finally, the leader of a goblin tower has a quest for me.  A named giant!  I will die heroically, I think.&lt;br /&gt;
&lt;br /&gt;
The giant smites the children with his spider-silk handbag (?!) while I mash it in the spleen with my hammer.  After near-exhausting exertion, he finally bleeds to death.  I return to the goblin leader with news of my success.  I am somewhat stunned to be alive.&lt;br /&gt;
&lt;br /&gt;
'''Year Thirteen'''&lt;br /&gt;
&lt;br /&gt;
Alas, despite my efforts to convince the other dwarves to bring food and drink to the incarcerated Fikod Shakenceilings, his experience of prolonged hunger, thirst, and drowsiness has driven him stark raving mad.&lt;br /&gt;
&lt;br /&gt;
In other news, I'm attempting to purposely cave in the northwest corner of my map.  It's not like anything's going on there.  The channeling is complete; there's nothing holding it up other than supports (one on each level) which I'm currently having hooked up all to one lever.&lt;br /&gt;
&lt;br /&gt;
Having one legendary Mechanic and four novices makes this slow going.&lt;br /&gt;
&lt;br /&gt;
cave-in: Successful.  The one-support-on-each-level was unnecessary; the only level that required a support was the bottommost, which was fully mined out.  The one support was connected to a lever.    The other levels were held together by walls and floors. Then I went and deconstructed all the bridges, not because they would prevent the cave-in -- I think they don't -- but because taking the bridges down meant that I got the bright teal open-air coloring where my channelling was, to help me find the One Darn Tile that didn't get properly channelled out.  (turns out, it had been a floor constructed over a stairway.  The floor didn't get removed when I gave the command to channel the square out.)  The cave-in was dramatic!  The whole game froze for awhile, like it does when the season changes &amp;amp; the game auto-saves.  Three dwarves were crushed, and the whole area's filled with dust and jumbled stone and mist and here and there, a bit of the murky pool that had been on the surface.&lt;br /&gt;
&lt;br /&gt;
I'll wait for it to settle down and then I'll probably have to think about closing off the tunnels that lead there, or else it'll be an unguarded way in from the surface.&lt;br /&gt;
&lt;br /&gt;
but oh, my.  That was much fun.&lt;br /&gt;
&lt;br /&gt;
In other news: Idiot traders.   A tree grew up next to the three-tile-wide paved path that exits the fortress walls, and the wagons wouldn't leave until I cut down the tree.  Then they left -- in the other direction.  Down the other paved path, which had no obstacle.  And they went with one wheel off the path, even, *right* next to another tree...idiot traders.&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
I've read that when one does a large-scale excavation involving channeling, one should do it from the top down.  Is that because otherwise, the dwarves fall into the channels they dig?&lt;br /&gt;
&lt;br /&gt;
Onul Fikodemath, Dyer cancels Dig Channel: Resting injury.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
Zaneg Likotes, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Iteb Egastdakost, Planter cancels Dig: Too injured.&lt;br /&gt;
&lt;br /&gt;
Sakzul Mosusakrul, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Nil Udistathel, Miner has bled to death.&lt;br /&gt;
&lt;br /&gt;
Goden Bomrekmorul, Siege Operator has suffocated.&lt;br /&gt;
&lt;br /&gt;
Lokum Okoshsigun has been ecstatic lately.  She has witnessed death...&lt;br /&gt;
&lt;br /&gt;
hmm.  Top down it is, then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44357</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44357"/>
		<updated>2008-09-16T15:10:51Z</updated>

		<summary type="html">&lt;p&gt;Sev: bored, abandond fort.  Wander around in adventurer mode, discover world is awfully peaceful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== I wander the infinite world! ==&lt;br /&gt;
&lt;br /&gt;
'''Year Fourteen'''&lt;br /&gt;
&lt;br /&gt;
Okay, now I'm just bored.&lt;br /&gt;
&lt;br /&gt;
Abandon fortress, and attempt to return in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Wander around a bit.  Find that Flagdaubs seems to be inaccessible.  Look for something else to do.&lt;br /&gt;
&lt;br /&gt;
The towns?  Everybody says no, no quests for me, everything is peaceful around here.&lt;br /&gt;
&lt;br /&gt;
The goblin towers?  Full of friendly goblins.  And in one case, full of stolen children, guarded by friendly goblins.  I take four of them with me.  &lt;br /&gt;
&lt;br /&gt;
No wonder Flagdaubs prospered peacefully for over a dozen years.&lt;br /&gt;
&lt;br /&gt;
I wander the countryside, strangling cougars and wolves with my bare hands, periodically knocking them across the map with my hammer when I get bored.&lt;br /&gt;
&lt;br /&gt;
Finally, the leader of a goblin tower has a quest for me. &lt;br /&gt;
&lt;br /&gt;
'''Year Thirteen'''&lt;br /&gt;
&lt;br /&gt;
Alas, despite my efforts to convince the other dwarves to bring food and drink to the incarcerated Fikod Shakenceilings, his experience of prolonged hunger, thirst, and drowsiness has driven him stark raving mad.&lt;br /&gt;
&lt;br /&gt;
In other news, I'm attempting to purposely cave in the northwest corner of my map.  It's not like anything's going on there.  The channeling is complete; there's nothing holding it up other than supports (one on each level) which I'm currently having hooked up all to one lever.&lt;br /&gt;
&lt;br /&gt;
Having one legendary Mechanic and four novices makes this slow going.&lt;br /&gt;
&lt;br /&gt;
cave-in: Successful.  The one-support-on-each-level was unnecessary; the only level that required a support was the bottommost, which was fully mined out.  The one support was connected to a lever.    The other levels were held together by walls and floors. Then I went and deconstructed all the bridges, not because they would prevent the cave-in -- I think they don't -- but because taking the bridges down meant that I got the bright teal open-air coloring where my channelling was, to help me find the One Darn Tile that didn't get properly channelled out.  (turns out, it had been a floor constructed over a stairway.  The floor didn't get removed when I gave the command to channel the square out.)  The cave-in was dramatic!  The whole game froze for awhile, like it does when the season changes &amp;amp; the game auto-saves.  Three dwarves were crushed, and the whole area's filled with dust and jumbled stone and mist and here and there, a bit of the murky pool that had been on the surface.&lt;br /&gt;
&lt;br /&gt;
I'll wait for it to settle down and then I'll probably have to think about closing off the tunnels that lead there, or else it'll be an unguarded way in from the surface.&lt;br /&gt;
&lt;br /&gt;
but oh, my.  That was much fun.&lt;br /&gt;
&lt;br /&gt;
In other news: Idiot traders.   A tree grew up next to the three-tile-wide paved path that exits the fortress walls, and the wagons wouldn't leave until I cut down the tree.  Then they left -- in the other direction.  Down the other paved path, which had no obstacle.  And they went with one wheel off the path, even, *right* next to another tree...idiot traders.&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
I've read that when one does a large-scale excavation involving channeling, one should do it from the top down.  Is that because otherwise, the dwarves fall into the channels they dig?&lt;br /&gt;
&lt;br /&gt;
Onul Fikodemath, Dyer cancels Dig Channel: Resting injury.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
Zaneg Likotes, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Iteb Egastdakost, Planter cancels Dig: Too injured.&lt;br /&gt;
&lt;br /&gt;
Sakzul Mosusakrul, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Nil Udistathel, Miner has bled to death.&lt;br /&gt;
&lt;br /&gt;
Goden Bomrekmorul, Siege Operator has suffocated.&lt;br /&gt;
&lt;br /&gt;
Lokum Okoshsigun has been ecstatic lately.  She has witnessed death...&lt;br /&gt;
&lt;br /&gt;
hmm.  Top down it is, then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44356</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44356"/>
		<updated>2008-09-14T20:49:18Z</updated>

		<summary type="html">&lt;p&gt;Sev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Thirteen'''&lt;br /&gt;
&lt;br /&gt;
Alas, despite my efforts to convince the other dwarves to bring food and drink to the incarcerated Fikod Shakenceilings, his experience of prolonged hunger, thirst, and drowsiness has driven him stark raving mad.&lt;br /&gt;
&lt;br /&gt;
In other news, I'm attempting to purposely cave in the northwest corner of my map.  It's not like anything's going on there.  The channeling is complete; there's nothing holding it up other than supports (one on each level) which I'm currently having hooked up all to one lever.&lt;br /&gt;
&lt;br /&gt;
Having one legendary Mechanic and four novices makes this slow going.&lt;br /&gt;
&lt;br /&gt;
cave-in: Successful.  The one-support-on-each-level was unnecessary; the only level that required a support was the bottommost, which was fully mined out.  The one support was connected to a lever.    The other levels were held together by walls and floors. Then I went and deconstructed all the bridges, not because they would prevent the cave-in -- I think they don't -- but because taking the bridges down meant that I got the bright teal open-air coloring where my channelling was, to help me find the One Darn Tile that didn't get properly channelled out.  (turns out, it had been a floor constructed over a stairway.  The floor didn't get removed when I gave the command to channel the square out.)  The cave-in was dramatic!  The whole game froze for awhile, like it does when the season changes &amp;amp; the game auto-saves.  Three dwarves were crushed, and the whole area's filled with dust and jumbled stone and mist and here and there, a bit of the murky pool that had been on the surface.&lt;br /&gt;
&lt;br /&gt;
I'll wait for it to settle down and then I'll probably have to think about closing off the tunnels that lead there, or else it'll be an unguarded way in from the surface.&lt;br /&gt;
&lt;br /&gt;
but oh, my.  That was much fun.&lt;br /&gt;
&lt;br /&gt;
In other news: Idiot traders.   A tree grew up next to the three-tile-wide paved path that exits the fortress walls, and the wagons wouldn't leave until I cut down the tree.  Then they left -- in the other direction.  Down the other paved path, which had no obstacle.  And they went with one wheel off the path, even, *right* next to another tree...idiot traders.&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
I've read that when one does a large-scale excavation involving channeling, one should do it from the top down.  Is that because otherwise, the dwarves fall into the channels they dig?&lt;br /&gt;
&lt;br /&gt;
Onul Fikodemath, Dyer cancels Dig Channel: Resting injury.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
Zaneg Likotes, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Iteb Egastdakost, Planter cancels Dig: Too injured.&lt;br /&gt;
&lt;br /&gt;
Sakzul Mosusakrul, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Nil Udistathel, Miner has bled to death.&lt;br /&gt;
&lt;br /&gt;
Goden Bomrekmorul, Siege Operator has suffocated.&lt;br /&gt;
&lt;br /&gt;
Lokum Okoshsigun has been ecstatic lately.  She has witnessed death...&lt;br /&gt;
&lt;br /&gt;
hmm.  Top down it is, then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44355</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44355"/>
		<updated>2008-09-14T20:45:57Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */ traders pathfinding is weird.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Thirteen'''&lt;br /&gt;
&lt;br /&gt;
Alas, despite my efforts to convince the other dwarves to bring food and drink to the incarcerated Fikod Shakenceilings, his experience of prolonged hunger, thirst, and drowsiness has driven him stark raving mad.&lt;br /&gt;
&lt;br /&gt;
In other news, I'm attempting to purposely cave in the northwest corner of my map.  It's not like anything's going on there.  The channeling is complete; there's nothing holding it up other than supports (one on each level) which I'm currently having hooked up all to one lever.&lt;br /&gt;
&lt;br /&gt;
Having one legendary Mechanic and four novices makes this slow going.&lt;br /&gt;
&lt;br /&gt;
cave-in: Successful.  The one-support-on-each-level was unnecessary; the only level that required a support was the bottommost, which was fully mined out.  The one support was connected to a lever.    The other levels were held together by walls and floors. Then I went and deconstructed all the bridges, not because they would prevent the cave-in -- I think they don't -- but because taking the bridges down meant that I got the bright teal open-air coloring where my channelling was, to help me find the One Darn Tile that didn't get properly channelled out.  (turns out, it had been a floor constructed over a stairway.  The floor didn't get removed when I gave the command to channel the square out.)  The cave-in was dramatic!  The whole game froze for awhile, like it does when the season changes &amp;amp; the game auto-saves.  Three dwarves were crushed, and the whole area's filled with dust and jumbled stone and mist and here and there, a bit of the murky pool that had been on the surface.&lt;br /&gt;
&lt;br /&gt;
I'll wait for it to settle down and then I'll probably have to think about closing off the tunnels that lead there, or else it'll be an unguarded way in from the surface.&lt;br /&gt;
&lt;br /&gt;
but oh, my.  That was much fun.&lt;br /&gt;
&lt;br /&gt;
In other news: Idiot traders.   A tree grew up next to the three-tile-wide paved path that exits the fortress walls, and the wagons wouldn't leave until I cut down the tree.  Then they left -- in the other direction.  Down the other paved path, which had no obstacle.  And they went with one wheel off the path, even, *right* next to another tree...idiot traders.&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
I've read that when one does a large-scale excavation involving channeling, one should do it from the top down.  Is that because otherwise, the dwarves fall into the channels they dig?&lt;br /&gt;
&lt;br /&gt;
Onul Fikodemath, Dyer cancels Dig Channel: Resting injury.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
Zaneg Likotes, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Iteb Egastdakost, Planter cancels Dig: Too injured.&lt;br /&gt;
&lt;br /&gt;
Sakzul Mosusakrul, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Nil Udistathel, Miner has bled to death.&lt;br /&gt;
&lt;br /&gt;
Goden Bomrekmorul, Siege Operator has suffocated.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lokum Okoshsigun has been ecstatic lately.  She has witnessed death...&lt;br /&gt;
&lt;br /&gt;
hmm.  Top down it is, then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44354</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44354"/>
		<updated>2008-09-14T03:14:48Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */ cave-in!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Thirteen'''&lt;br /&gt;
&lt;br /&gt;
Alas, despite my efforts to convince the other dwarves to bring food and drink to the incarcerated Fikod Shakenceilings, his experience of prolonged hunger, thirst, and drowsiness has driven him stark raving mad.&lt;br /&gt;
&lt;br /&gt;
In other news, I'm attempting to purposely cave in the northwest corner of my map.  It's not like anything's going on there.  The channeling is complete; there's nothing holding it up other than supports (one on each level) which I'm currently having hooked up all to one lever.&lt;br /&gt;
&lt;br /&gt;
Having one legendary Mechanic and four novices makes this slow going.&lt;br /&gt;
&lt;br /&gt;
cave-in: Successful.  The one-support-on-each-level was unnecessary; the only level that required a support was the bottommost, which was fully mined out.  The one support was connected to a lever.    The other levels were held together by walls and floors. Then I went and deconstructed all the bridges, not because they would prevent the cave-in -- I think they don't -- but because taking the bridges down meant that I got the bright teal open-air coloring where my channelling was, to help me find the One Darn Tile that didn't get properly channelled out.  (turns out, it had been a floor constructed over a stairway.  The floor didn't get removed when I gave the command to channel the square out.)  The cave-in was dramatic!  The whole game froze for awhile, like it does when the season changes &amp;amp; the game auto-saves.  Three dwarves were crushed, and the whole area's filled with dust and jumbled stone and mist and here and there, a bit of the murky pool that had been on the surface.&lt;br /&gt;
&lt;br /&gt;
I'll wait for it to settle down and then I'll probably have to think about closing off the tunnels that lead there, or else it'll be an unguarded way in from the surface.&lt;br /&gt;
&lt;br /&gt;
but oh, my.  That was much fun.&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
I've read that when one does a large-scale excavation involving channeling, one should do it from the top down.  Is that because otherwise, the dwarves fall into the channels they dig?&lt;br /&gt;
&lt;br /&gt;
Onul Fikodemath, Dyer cancels Dig Channel: Resting injury.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
Zaneg Likotes, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Iteb Egastdakost, Planter cancels Dig: Too injured.&lt;br /&gt;
&lt;br /&gt;
Sakzul Mosusakrul, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Nil Udistathel, Miner has bled to death.&lt;br /&gt;
&lt;br /&gt;
Goden Bomrekmorul, Siege Operator has suffocated.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lokum Okoshsigun has been ecstatic lately.  She has witnessed death...&lt;br /&gt;
&lt;br /&gt;
hmm.  Top down it is, then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12924</id>
		<title>40d Talk:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12924"/>
		<updated>2008-09-14T00:41:53Z</updated>

		<summary type="html">&lt;p&gt;Sev: magma in which layers?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trees do not only grow on the lowest Z-Level. I have trees growing on multiple Z-Levels. --[[User:Tracker|Tracker]] 02:46, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm.  Maybe only up to a certain height?  My first map--while initially pretty decent (sand, water, trees, rock, variety of minerals) had trees only in the most lower left hand corner (one screen's worth), which also happened to be the lowest surface level I had.  But you are right, my current fort (nice entrance, there was a pocket by a river tributary that I turned into my entrance gateway, but no sand) has trees on two levels, the lowest surface, and the second lowest.  Still, it's something to be aware of.&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Absolutely - that's why I changed it to say &amp;quot;lower&amp;quot; instead of lowest. --[[User:Tracker|Tracker]] 03:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So I noticed. :)&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Any benefit of building in towns? Other than mining under the elves and dropping them into pits? --[[User:Ikkonoishi|Ikkonoishi]] 19:35, 3 November 2007 (EDT)&lt;br /&gt;
:Yes there is. Humans are more than happy to share their stuff with you, and won't be at all upset if you rob them blind it seems. --[[User:Ikkonoishi|Ikkonoishi]] 22:11, 3 November 2007 (EDT)&lt;br /&gt;
::Think this'll ever get changed? Seems kind of unrealistic to me...--[[User:Tarsier|Tarsier]] 19:56, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain tiles guarantee certain features. ==&lt;br /&gt;
&lt;br /&gt;
As per my addition, for each mountain square in the 2nd zoom view, you're guaranteed pits, a chasm, and an underground river. I have confirmed this myself using the reveal tool, and Today has confirmed at least part of it: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176 - [[User:Kjoery|Kjoery]] 16:49, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Confirmed this too.--[[User:Richards|Richards]] 03:20, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns Revert ==&lt;br /&gt;
&lt;br /&gt;
Any reason why that edit was unacceptable to you Savok? I'm not going to revert, but I would like an explanation. --[[User:Ikkonoishi|Ikkonoishi]] 12:06, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Errors in PNG? ==&lt;br /&gt;
&lt;br /&gt;
Contrary to the text in the attached PNG, I've had fortresses with pockets of sand sufficient for glassworking even when sand doesn't show up in the embark screen. [[User:Kidinnu|Kidinnu]] 09:25, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, all maps I've ever had have had at least a few squares of sand. Is it guaranteed? --[[User:Penguinofhonor|Penguinofhonor]] 22:18, 30 November 2007 (EST)&lt;br /&gt;
:I have never seen any pockets of sand. --[[User:Strangething|Strangething]] 16:27, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another error is that magma and volcanoes now appear on the map [[User:MikeWulf|MikeWulf]] 23:41, 6 March 2008 (EST)&lt;br /&gt;
:Note that underground magma is hidden. Only lava on the surface is shown on the map --[[User:Strangething|Strangething]] 16:27, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The paragraph about layers is not explicit enough for newbies. For instance, 'igneous intrusive' never shows up on the embark screen. What I would like to see is something like&lt;br /&gt;
* red sand - useful for glass making&lt;br /&gt;
* gabbro - in this layer you may find chalk, a flux&lt;br /&gt;
* felsite - in this layer you may find copper ore&lt;br /&gt;
etc. (Caveat: the data I gave as example is most likely false and/or incomplete).&lt;br /&gt;
&lt;br /&gt;
This way, by comparing the embark screen to this page, the reader would immediately find out what (s)he may find in the site.&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 09:51, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I added a link to [[stone layers]]. There's a lot more in-depth info there. --[[User:Strangething|Strangething]] 16:32, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fun starting locations ==&lt;br /&gt;
&lt;br /&gt;
A starting location that looks pretty good from the readouts can turn out to be as boring as hell once you arrive at it. Are there any tips for finding ''interesting'' locations? --[[User:Theory|Theory]] 16:46, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Define &amp;quot;interesting&amp;quot;? Anything with a [[chasm]] or in a [[terrifying]] biome could be 'interesting', I'm sure! Personally I often like completely flat land, so I can make the area interesting with my own constructions! That said, I'm considering next building a settlement on the side/s of a steep canyon or river valley! --[[User:Raumkraut|Raumkraut]] 17:51, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
&lt;br /&gt;
Regarding finding Magma, this page reads: &amp;quot;look for darker igneous rocks like basalt, obsidian, gabbro&amp;quot; -- is this accurate?  Basalt and obsidian are igneous extrusive, while gabbro is igneous intrusive.  Only the igneous extrusive page calls out that magma is commonly found there. --[[User:Sev|Sev]] 20:41, 13 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44353</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44353"/>
		<updated>2008-09-13T06:41:12Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */ incarcerated dwarf goes insane, and, much work for the mechanic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Thirteen'''&lt;br /&gt;
&lt;br /&gt;
Alas, despite my efforts to convince the other dwarves to bring food and drink to the incarcerated Fikod Shakenceilings, his experience of prolonged hunger, thirst, and drowsiness has driven him stark raving mad.&lt;br /&gt;
&lt;br /&gt;
In other news, I'm attempting to purposely cave in the northwest corner of my map.  It's not like anything's going on there.  The channeling is complete; there's nothing holding it up other than supports (one on each level) which I'm currently having hooked up all to one lever.&lt;br /&gt;
&lt;br /&gt;
Having one legendary Mechanic and four novices makes this slow going.&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
I've read that when one does a large-scale excavation involving channeling, one should do it from the top down.  Is that because otherwise, the dwarves fall into the channels they dig?&lt;br /&gt;
&lt;br /&gt;
Onul Fikodemath, Dyer cancels Dig Channel: Resting injury.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
Zaneg Likotes, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Iteb Egastdakost, Planter cancels Dig: Too injured.&lt;br /&gt;
&lt;br /&gt;
Sakzul Mosusakrul, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Nil Udistathel, Miner has bled to death.&lt;br /&gt;
&lt;br /&gt;
Goden Bomrekmorul, Siege Operator has suffocated.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lokum Okoshsigun has been ecstatic lately.  She has witnessed death...&lt;br /&gt;
&lt;br /&gt;
hmm.  Top down it is, then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44352</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44352"/>
		<updated>2008-09-09T20:25:49Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
I've read that when one does a large-scale excavation involving channeling, one should do it from the top down.  Is that because otherwise, the dwarves fall into the channels they dig?&lt;br /&gt;
&lt;br /&gt;
Onul Fikodemath, Dyer cancels Dig Channel: Resting injury.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
Zaneg Likotes, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Iteb Egastdakost, Planter cancels Dig: Too injured.&lt;br /&gt;
&lt;br /&gt;
Sakzul Mosusakrul, Miner has died after colliding with an obstacle.&lt;br /&gt;
&lt;br /&gt;
Nil Udistathel, Miner has bled to death.&lt;br /&gt;
&lt;br /&gt;
Goden Bomrekmorul, Siege Operator has suffocated.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lokum Okoshsigun has been ecstatic lately.  She has witnessed death...&lt;br /&gt;
&lt;br /&gt;
hmm.  Top down it is, then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44351</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44351"/>
		<updated>2008-09-09T20:15:52Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */  wherein we learn why one channels from the top down&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
I've read that when one does a large-scale excavation involving channeling, one should do it from the top down.  Is that because otherwise, the dwarves fall into the channels they dig?&lt;br /&gt;
&lt;br /&gt;
Onul Fikodemath, Dyer cancels Dig Channel: Resting injury.&lt;br /&gt;
[...]&lt;br /&gt;
Zaneg Likotes, Miner has died after colliding with an obstacle.&lt;br /&gt;
Iteb Egastdakost, Planter cancels Dig: Too injured.&lt;br /&gt;
Sakzul Mosusakrul, Miner has died after colliding with an obstacle.&lt;br /&gt;
Nil Udistathel, Miner has bled to death.&lt;br /&gt;
&lt;br /&gt;
hmm.  Top down it is, then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44350</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44350"/>
		<updated>2008-09-08T02:15:36Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */ the semi-evil (or at least mischevious) overlord awakens...?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've got it!  I know what the massive, exquisitely smoothed, twelve-levels-deep excavation is for.  It's a *museum*.  Finally, a place to put all the *&amp;lt;☼pig tail bag☼&amp;gt;*s and the like.  Dwarves are milling around as I speak, admiring the exhibits and miraculously managing to avoid getting squoooshed by the falling rock as I channel out the ceiling to make this particular exhibit hall double-high.&lt;br /&gt;
&lt;br /&gt;
With something of a chill (or is that a thrill?), it occurs to me, I may look back upon this moment as the beginning of the end for Flagdaubs.  I can imagine the uprising, some day, of dwarves that are *thoroughly* tired of tromping up and down six flights of stairs between their workshops and the museum-slash-meeting-hall..&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44349</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44349"/>
		<updated>2008-09-07T20:08:47Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */  an attempt to end the idyll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
...as if he'd been reading this journal, just after I wrote that, the Wrestler Iteb Bomrekimesh went berserk in the barracks.  With no warning.  He was immediately struck down by a fellow Wrestler and duly interred.&lt;br /&gt;
&lt;br /&gt;
In response to repeated complaints by half the fortress of insufficient work, I've begun a massive excavation project, complete with wide hallways, smoothed walls and floors, engravings, and the works.  It goes all the way down to the bottom and has a giant staircase wending up the center. &lt;br /&gt;
&lt;br /&gt;
Long-time mayor Rakust Firstbridges, who led the fortress every year since its inception, replaced only briefly during the festival by a popular dwarf who was taking a year off from his military service, has now been deposed by Tholtig Lancesplitter, a dwarf with a liking for clear glass.  There is no sand anywhere in Flagdaubs, a clay-filled notch at the base of a mountain.  There will be trouble eventually, Rakust warns, as Tholtig makes her demands for glass items.  The Hammerer taps her idle hammer against her palm while she drinks her strawberry wine.&lt;br /&gt;
&lt;br /&gt;
Nobody's idle anymore.&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44348</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44348"/>
		<updated>2008-09-07T05:25:41Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
These dwarves are shockingly good-natured.  Pick a dwarf, any dwarf -- chances are, he or she is ecstatic.  Not just happy.  Finding one that was anything less than ecstatic was difficult.  The fortress has so much high-quality food and drink, two good dining rooms (one legendary, one fantastic) and comforting pets that even the chronic lack of jobs, regular noise-interruptions of sleep, scarcity of people to complain to, and random un-meetable noble demands can't seem to shake their fabulous moods.&lt;br /&gt;
&lt;br /&gt;
Maybe it's time to un-forbid the Hammerer's hammer so she goes back to maiming and killing, instead of just leaving people slightly bruised.&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44347</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44347"/>
		<updated>2008-09-03T02:51:18Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */  more adventures in waterfalls, this time with pumps; power requirements &amp;amp; manual pumping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Twelve'''&lt;br /&gt;
&lt;br /&gt;
It's now summer, and I've spent half the year trying to make this waterfall work.  It appears that a single pump operator is incapable of running two pumps at once, even if they're properly connected together.  I can tell they're properly connected, because they report the same amount of power requirements, and both go up by the same amount when I hang an extra gear off the side of one.  Fortunately, in the non-pressurized version of this setup, I can just send a second pump operator in to work the lower pump.  If I want to try the pressurized version again, I'll have to remove the lower pump or enlarge the chamber it's in. &lt;br /&gt;
&lt;br /&gt;
Sure, I could set up a waterwheel, but I like finding productive work for idle dwarves!  I'm FDR for Flagdaubs.&lt;br /&gt;
&lt;br /&gt;
If I turn off the top pump but leave the bottom one running, the front end of the lower pump chamber fills and all the pump operator's pets flee.  Hee hee!  But since the water coming out of the pump isn't pressurized, it can't reach the top chamber without the top pump running.  And eventually, the pump operator quits because the depth of the pumped water makes it too dangerous. &lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17708</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17708"/>
		<updated>2008-09-02T22:00:46Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Waiting on injured criminals? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unnecessary? ==&lt;br /&gt;
&lt;br /&gt;
Personally I never allocate the Sheriff or build a jail.  The only crimes in my fortress are violations of work orders, and I'm not going to let my hardworking crafters sit in jail because some noble had a hissyfit because we didn't build platinum chairs on a map with no platinum.  Now every time a work order expires, the noble gets an unhappy thought (so what, they live in a solid gold house), and the workers get ''happy thoughts'' for getting away with the &amp;quot;crime&amp;quot;.  [[User:Ripheus|Ripheus]] 18:43, 6 March 2008 (EST)&lt;br /&gt;
: I guess you should pray you never get a [[Hammerer]] turning up then. Or pray that any arriving Hammerer meets an unfortunate end, due to an entirely unforseeable series of bizarre accidents... -- [[User:Raumkraut|Raumkraut]] 13:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually, I've had a hammerer for years.  She never lifts a finger, just eats and wanders around.  I assume a jail must exist for the hammerer's justice jobs to be created, or something. [[User:Ripheus|Ripheus]] 20:34, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hm. I've been trying to ignore Justice, but my nobles keep going insane, with the only negative thought I can see being &amp;quot;angered that nobody could be punished&amp;quot;. This last time I hadn't even missed a mandate. They don't ''quite'' live in a solid gold house, but it's close. In my last fortress, after my third Duke arrived I started building chains; then I noticed dwarves were getting Hammered and dying for mandate failures. Which way is worse? Maybe I'll just set a low pop cap and not worry about nobles. [[User:Anydwarf|Anydwarf]] 19:49, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Possibly disregard. I spent a while narrowing down exactly when my latest noble was going insane, only to find out that it's [http://www.bay12games.com/dwarves/dev_bugs.html bug 777] and will be fixed in the next version. Now I just have to buy all the iron off the caravan. [[User:Anydwarf|Anydwarf]] 17:46, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just a minor update to clarify a few things.  I'm still playing, and still have no jails, a full cadre of nobles, and a hammerer who does nothing.  Looking at the thoughts page for my nobles, they're definitely getting (multiple) unhappy thoughts from all the work orders I'm ignoring and the punishments I'm failing to deliver.  And sometimes they dip below ecstatic for this reason, briefly.  However, they then go and eat some masterwork food and sleep on their masterwork bed, and get happy thoughts for these events, so they're soon back up to ecstatic.  If you want to ignore justice, just make sure your nobles live in the lap of luxury, and it'll balance out.  [[User:Ripheus|Ripheus]] 12:31, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eternal Prisoners? ==&lt;br /&gt;
&lt;br /&gt;
My Captain of the Guard never seems to release the prisoners, and they just starve to death or go mad in their cages. Is there any way to get them out? (Fun fact: Currently the lazy ass is responsible for more deaths than goblins, elves, mining accidents and humans put together) While I'm here, I have more than enough cages, but sometimes he just decides to beat the living daylights out of criminals instead of imprisoning them. There is a hammerer, but I've never seen her do anything but stuff her face and start parties. -[[User:Namako|Namako]] 14:44, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Beating==&lt;br /&gt;
Article says: the sheriff or fortress guard attack the dwarf unarmed for a short time - this punishment is used instead of imprisonment if the jail is full. But in my experience they do it with whatever weapon they have equipped, not unarmed. I won't believe, that my absolutely unskilled captain, who was assigned this duty after a minor lower spine injury, and who didn't have any military skill higher than dabbling, has mandled both legs and a shoulder of a prisoner unarmed... He was wielding a sword. --[[User:Dorten|Dorten]] 00:55, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Waiting on injured criminals?==&lt;br /&gt;
&lt;br /&gt;
My justice page lists thirty criminals, but only two have sentences listed -- one for hammerstrikes, one for imprisonment.  The two dwarves with listed sentences are both injured.  Are they holding up the whole justice process?  Those two dwarves have spinal injuries and will never recover; any way to get the system moving again? --[[User:Sev|Sev]] 15:07, 2 September 2008 (EDT)&lt;br /&gt;
:To answer my own question: New offenders are added at the top of the list.  So it appears that, until I find a solution, the older offenders are all safe from punishment due to the injured dwarves before them.  --[[User:Sev|Sev]] 18:00, 2 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17707</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17707"/>
		<updated>2008-09-02T19:07:44Z</updated>

		<summary type="html">&lt;p&gt;Sev: justice waits on injuries; what if the injured will never recover?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unnecessary? ==&lt;br /&gt;
&lt;br /&gt;
Personally I never allocate the Sheriff or build a jail.  The only crimes in my fortress are violations of work orders, and I'm not going to let my hardworking crafters sit in jail because some noble had a hissyfit because we didn't build platinum chairs on a map with no platinum.  Now every time a work order expires, the noble gets an unhappy thought (so what, they live in a solid gold house), and the workers get ''happy thoughts'' for getting away with the &amp;quot;crime&amp;quot;.  [[User:Ripheus|Ripheus]] 18:43, 6 March 2008 (EST)&lt;br /&gt;
: I guess you should pray you never get a [[Hammerer]] turning up then. Or pray that any arriving Hammerer meets an unfortunate end, due to an entirely unforseeable series of bizarre accidents... -- [[User:Raumkraut|Raumkraut]] 13:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually, I've had a hammerer for years.  She never lifts a finger, just eats and wanders around.  I assume a jail must exist for the hammerer's justice jobs to be created, or something. [[User:Ripheus|Ripheus]] 20:34, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hm. I've been trying to ignore Justice, but my nobles keep going insane, with the only negative thought I can see being &amp;quot;angered that nobody could be punished&amp;quot;. This last time I hadn't even missed a mandate. They don't ''quite'' live in a solid gold house, but it's close. In my last fortress, after my third Duke arrived I started building chains; then I noticed dwarves were getting Hammered and dying for mandate failures. Which way is worse? Maybe I'll just set a low pop cap and not worry about nobles. [[User:Anydwarf|Anydwarf]] 19:49, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Possibly disregard. I spent a while narrowing down exactly when my latest noble was going insane, only to find out that it's [http://www.bay12games.com/dwarves/dev_bugs.html bug 777] and will be fixed in the next version. Now I just have to buy all the iron off the caravan. [[User:Anydwarf|Anydwarf]] 17:46, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just a minor update to clarify a few things.  I'm still playing, and still have no jails, a full cadre of nobles, and a hammerer who does nothing.  Looking at the thoughts page for my nobles, they're definitely getting (multiple) unhappy thoughts from all the work orders I'm ignoring and the punishments I'm failing to deliver.  And sometimes they dip below ecstatic for this reason, briefly.  However, they then go and eat some masterwork food and sleep on their masterwork bed, and get happy thoughts for these events, so they're soon back up to ecstatic.  If you want to ignore justice, just make sure your nobles live in the lap of luxury, and it'll balance out.  [[User:Ripheus|Ripheus]] 12:31, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eternal Prisoners? ==&lt;br /&gt;
&lt;br /&gt;
My Captain of the Guard never seems to release the prisoners, and they just starve to death or go mad in their cages. Is there any way to get them out? (Fun fact: Currently the lazy ass is responsible for more deaths than goblins, elves, mining accidents and humans put together) While I'm here, I have more than enough cages, but sometimes he just decides to beat the living daylights out of criminals instead of imprisoning them. There is a hammerer, but I've never seen her do anything but stuff her face and start parties. -[[User:Namako|Namako]] 14:44, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Beating==&lt;br /&gt;
Article says: the sheriff or fortress guard attack the dwarf unarmed for a short time - this punishment is used instead of imprisonment if the jail is full. But in my experience they do it with whatever weapon they have equipped, not unarmed. I won't believe, that my absolutely unskilled captain, who was assigned this duty after a minor lower spine injury, and who didn't have any military skill higher than dabbling, has mandled both legs and a shoulder of a prisoner unarmed... He was wielding a sword. --[[User:Dorten|Dorten]] 00:55, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Waiting on injured criminals?==&lt;br /&gt;
&lt;br /&gt;
My justice page lists thirty criminals, but only two have sentences listed -- one for hammerstrikes, one for imprisonment.  The two dwarves with listed sentences are both injured.  Are they holding up the whole justice process?  Those two dwarves have spinal injuries and will never recover; any way to get the system moving again? --[[User:Sev|Sev]] 15:07, 2 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44346</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44346"/>
		<updated>2008-09-02T18:56:21Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */  well vs. waterfall vs. water pressure:  well loses!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
Er.  And, no way to really tell if that pressurized waterfall thingy would have worked, since the water came up through the well and flooded the prison that way instead.  Good thing there were no prisoners.  Engravers still not noticing that their engravings are now muddy.   Perhaps I'll put someone back on the pump, and once the floor's not under 1/7 worth of water anymore, I'll send someone down to wall off half the cistern, so we can pressurize the half that feeds the waterfall without also pressurizing the well.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38285</id>
		<title>40d Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38285"/>
		<updated>2008-09-02T18:49:11Z</updated>

		<summary type="html">&lt;p&gt;Sev: crushed friends&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fluids vs bridges==&lt;br /&gt;
Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)&lt;br /&gt;
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==picture: south-raising drawbridge==&lt;br /&gt;
Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)&lt;br /&gt;
   {{qd|cols=8&lt;br /&gt;
   |╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |╚|═|╝|.|╞|═|╡|.&lt;br /&gt;
   |.|.|.|.|.|.|.|.}}&lt;br /&gt;
&lt;br /&gt;
== Items... ==&lt;br /&gt;
&lt;br /&gt;
When a creature is crushed by a bridge, what happens to the items they had?--[[User:Lordmick134|Lordmick134]]&lt;br /&gt;
&lt;br /&gt;
:When the bridge lowers, it completely ans permanently destroys anything it crashes on. So, there will be absolutely nothing under bridge, when it raises back.--[[User:Dorten|Dorten]] 03:29, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not true! I had trapped a goblin inside a room with a bridge in it, and set the lever connected to the bridge to be repeatedly pulled. The goblin was stunned at most.--[[User:CrazyMcfobo|CrazyMcfobo]] 09:37, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The goblin was likely ''flung'' from the bridge after stepping onto the extended bridge which then raised with the goblin still on it.  Crushing is definitely an irrevocable and utter destruction. --[[User:JT|JT]] 16:30, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling ==&lt;br /&gt;
&lt;br /&gt;
Checked the [[channel]]ing article, nothing there, either.  I have a bridge that raises to the right to form a wall, part of my outer defensive perimeter.  I was digging a channel around the fortification wall and wanted to channel under the bridge.  I raised the bridge ... I cannot channel.  It never creates the flashy 'this is gonna be channeled' designation anywhere where the bridge could lay over.  I can channel any where else.  I can also remove the bridge, channel what I want, and replace the bridge just fine.  What gives?  Is this a known bug?  --[[User:Geofferic|Geofferic]] 02:35, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008&lt;br /&gt;
&lt;br /&gt;
== Bridges as a temporary wall ==&lt;br /&gt;
&lt;br /&gt;
I want to build a wall by pulling a lever, to block off a tunnel three squares wide.&lt;br /&gt;
It is a mine tunnel with no channel above it.&lt;br /&gt;
&lt;br /&gt;
How long should the bridge be?&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ò▒▒▒&lt;br /&gt;
.........╥.........&lt;br /&gt;
.........║.........&lt;br /&gt;
.........╨.........&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 05:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, you have to be careful. Don't forget, by raising a bridge, you can potentially obliterate your dwarves in the process. So try not to make it too wide. --[[User:AlexFili|AlexFili]] 05:41, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My question is, if I make it too long will it smash into the roof or anything?[[User:GarrieIrons|GarrieIrons]] 06:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As far as I know of, it won't smash into the roof. The only concern is that if the bridge is too long, a dwarf may get accidently crushed. --[[User:AlexFili|AlexFili]] 06:14, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Buildings that span multiple/variable z-levels are, at the current time, not possible. So, just build a 1x3 bridge, set it to raise west or east, and you have a wall! A toggleable wall! --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'd suggest doing a 2x bridge, as you'll have to track down the lever anytime you're curious as to whether the bridge is up or down, as a 1x or x1 bridge looks the same raised or lowered when raised on it's short axis. (e.g. the bridge above would look the same raised or lowered.) --[[User:N9103|Edward]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Retractable/drawbridge ==&lt;br /&gt;
&lt;br /&gt;
How can you specify which type of bridge you want to build? --[[User:AlexFili|AlexFili]] 05:45, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you go to place a bridge, by default it retracts. If you press wadxs you change the direction it raises: w = north, a= west, d=east, x=south, s=retracts. I don't know how to set the direction it retracts though.[[User:GarrieIrons|GarrieIrons]] 06:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So if it retracts, it creates an impassable wall? -[[User:AlexFili|AlexFili]] 06:15, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, it disappears. If it raises, it creates an impassable wall, whose direction is the same as the raise direction. Try it out.&lt;br /&gt;
:::And, Garrie, it isn't possible to set retract direction since there is no such thing. --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well I guess it doesn't really matter which way it retracts... although if a bridge is built outward from a cliff running east-west out to the chasm which is to the north then obviously the bridge retracts back to the edge it is anchored at (it can hardly retract back into mid-air...).[[User:GarrieIrons|GarrieIrons]] 23:22, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, really? --[[User:Savok|Savok]] 23:32, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::well I guess applying common sense to DF might not be the best idea... but common sense would [bold]suggest [/bold] the bridge retracts back to where it was built from.[[User:GarrieIrons|GarrieIrons]] 00:03, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''bold text'''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bridge-on-bridge action ==&lt;br /&gt;
&lt;br /&gt;
I've just added a note about retractable bridges being able to be built using existing bridges as support. However I'm currently unable to test what happens when an intermediary bridge is retracted or raised (I have no stone for mechanisms!). I'm assuming that any bridges relying on the retracted/raised bridge for support will collapse, but it should be tested (and noted), if someone else has the time and inclination! [[User:Raumkraut|Raumkraut]] 12:04, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that when the first bridge is retracted the second one deconstructs. And also if you choose to do your testing using extreme cliffs and &amp;quot;accidently&amp;quot; make 6 of your 7 dwarves stand on the second bridge then they will die a horrible death after falling 18 stories. --[[User:Makuus|Makuus]] 16:54, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What if you raise both of the bridges at the same time? --[[User:AlexFili|AlexFili]] 05:48, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The same thing happens, the second bridge deconstructs again --[[User:Makuus|Makuus]] 13:48, 22 June 2008 (EDT)&lt;br /&gt;
::::I attempted this quite some time ago, I think. I had something like ten bridges in a row built off a cliff, and retracted them all at once with one lever. All but the first one (which was connected to the cliff) shattered into stones instantly. --[[User:SL|SL]] 10:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lockdown system ==&lt;br /&gt;
&lt;br /&gt;
in one of my old forts i had a setup so if the opponent got near my bridges a lever would be pulled and the opponents would fall into the lava with a godlike imp in it, it would use multiple bridges however and i would have to rebuild atleast 1, it was sort of like a tesselation of crosses&lt;br /&gt;
&lt;br /&gt;
== Flying Bridge ==&lt;br /&gt;
Build stairs up. Build stairs down atop it. Build a retracting bridge extending into open air from the downstairs. Link the retracting bridge to a lever. Pull the lever to retract the bridge. Deconstruct the down stairs. Deconstruct the up stairs. Pull the lever. Remove the lever. Bridge flies. [[User:Rkyeun|Rkyeun]] 11:38, 18 July 2008 (EDT)&lt;br /&gt;
:Shame this can't be used to build eg. twisty retractable catwalks due to the above confirmations in Bridge-on-bridge action. :/ --[[User:Heron|Heron]] 09:46, 23 July 2008 (EDT)&lt;br /&gt;
::You could probably get something similar by just having occasional pillars sticking up, constructed by building towers of stairs, building a wall adjacent, then deconstructing the stairs. If you have each bridge anchored to one pillar, you ought to be able to get many retractable bridges in a sequence. --[[User:AlexChurchill|AlexChurchill]] 12:08, 23 July 2008 (EDT)&lt;br /&gt;
:::More testing. Retracted bridges never deconstruct. Make a chain as long as you like by keeping them all retracted until scaffolding is removed. Un-retracting bridges never deconstuct nor cause deconstruction. To make a path of multiple flying bridges build a scaffold for the first bridge, retract it, deconstruct the scaffold, build the second scaffold, retract that bridge, deconstruct that scaffold, and so forth. You can then unretract all bridges in any order and they'll all stay up. Retracting them again in any order caused them to fall. [[User:Rkyeun|Rkyeun]] 09:00, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stockpiles under bridges ==&lt;br /&gt;
&lt;br /&gt;
I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)&lt;br /&gt;
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]&lt;br /&gt;
&lt;br /&gt;
== Drawbridge vs colossus ==&lt;br /&gt;
&lt;br /&gt;
Yesterday a bronze colossus got trapped between my 2 moats, right under the drawbridge. It was too close to the catapults so that the operators wouldn't fire them, so I tried to crush it with the bridge.&lt;br /&gt;
My bridge broke instead.&lt;br /&gt;
(later I killed it by shooting hundreds of arrows)&lt;br /&gt;
If anyone could replicate this, and also experiment with other megabeasts....&lt;br /&gt;
(actually I made this account to tell people about this)&lt;br /&gt;
[[User:nautilusfossil|nautilusfossil]]&lt;br /&gt;
&lt;br /&gt;
== Dwarves negative thoughts regarding crushed friends ==&lt;br /&gt;
&lt;br /&gt;
Dwarves respond to friends or family members being crushed by a drawbridge as if they'd been killed &amp;amp; then not buried:  &amp;quot;He was forced to endure the decay of a sibling lately.  He lost a sibling to tragedy recently.&amp;quot;  (I'm certain this was due to the drawbridge, as all the siblings *except* the one that was crushed had these negative thoughts. Nobody else in the family had been killed by anything yet.) --[[User:Sev|Sev]] 14:49, 2 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cleaning&amp;diff=44636</id>
		<title>40d Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cleaning&amp;diff=44636"/>
		<updated>2008-09-02T18:05:03Z</updated>

		<summary type="html">&lt;p&gt;Sev: is this out-of-date?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I see no indication that any of this is true in 40c.  No blood, vomit, water, bolts, or ammunition (even not-forbidden) has been cleaned up in my fortress, and every dwarf has had Cleaning toggled on by default from the beginning.  Is this old data?  --[[User:Sev|Sev]] 14:05, 2 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44345</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44345"/>
		<updated>2008-09-02T17:51:16Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */  sanity comes calling regarding pressurized waterfalls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
But first, the easy solution.  Like the system that feeds my first well, the prison water supply is a channel with several floodgates and a cistern.  I can use the floodgates to fill the cistern to about half-full, and then close the gate.  Now there's plenty of water in the cistern for the new prison well and to pump into the waterfall, too.  It's not as dramatically exciting as a pressure-driven waterfall, but it's not going to flood my fortress.  And, everything's still in place so if I want to play with the pressurized waterfall, I can just cancel the pump operator job and open the floodgates and forbid the door to the pump room, and see what happens.&lt;br /&gt;
&lt;br /&gt;
In other news, the fort has its first Child with a strange mood.  Possessed, she is!  I'm thankful that the caravan's brought turtles and cave lobsters these last two visits.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44344</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44344"/>
		<updated>2008-09-02T06:39:32Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */  adventures with waterfalls and pressurized water&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
Decided to build a waterfall in the prison.  Turned out that the pump was unnecessary, as the prison is three floors below the river, and therefore the water is pressurized.  The pump room that was supposed to move the water up above the prison began to flood even with no pump operation.  Good thing I'd put floodgates between the river and the rest of the fortress.&lt;br /&gt;
&lt;br /&gt;
I was walling in the pump chamber, figuring I'd just open the floodgate when I needed pressure to run the waterfall and close it the rest of the time.  The last section of the wall had to wait for Kadol Tametrumpet to get out of the way; she was suddenly fishing in the water that's flooding the pump room.   &lt;br /&gt;
&lt;br /&gt;
Some day I'm going to install a second pump to de-pressurize that water, and I'll need a pump up above the prison for the waterfall.  So I left the first pump up there.  This required fiddling around with the pump room walls, because otherwise, the pump blocked the water from moving, even as the water flooded the spot the pump operator would sit.  &lt;br /&gt;
&lt;br /&gt;
The space beneath the waterfall wasn't properly connected up with the rest of the system; this is probably a good thing, as it would then have come bubbling up from there, too.  But I filled the cistern underneath, and now there are several muddy floor-engravings in the prison.  One of them is masterful, but the artist, Sodel Castelcrowns, doesn't seem to have noticed.  It's hard to tell if the overflow happened when the cistern filled or simply because pressurized water was spewing down from the sky.&lt;br /&gt;
&lt;br /&gt;
It's really tempting to enlarge the cistern and then &amp;quot;drain&amp;quot; it back into the pressurized river and see what happens.  We just hit winter and I do seasonal backups ... I could always savescum if I had to ... &lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44343</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44343"/>
		<updated>2008-09-01T04:14:20Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */  aftermath of the festival year&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Eleven'''&lt;br /&gt;
&lt;br /&gt;
We survived the festival year!  I think the dwarves are relieved to get back to their regular routine.  We had to bring the farms and stills back online halfway through the festival year, but other than that, we wandered about aimlessly all year long.&lt;br /&gt;
&lt;br /&gt;
Now, however, we're back in business.  The butchery is running full-time slaughtering down the teeming herds.  The Fortress Guard has been started, led by Kel 'Kelfish' Clashedrings, a crippled macedwarf who'd thought he was going to make a career in fishing before he was drafted and then maimed sparring.  We've dug out a little prison, which Tekkud Openedwhips, Hammerer, used to chain up the mother of a newborn and then beat her to death (the mother, not the newborn). &amp;quot;Edem Nakasdodok, Miller cancels seek infant: Infant inaccessible.  Edem Nakasdodok, Miller has bled to death.&amp;quot;  We've enlarged the communal tomb.&lt;br /&gt;
&lt;br /&gt;
Slight adjustment to our diet:  Eating meat.  All the time.  Cat meat, cow meat, donkey meat, horse meat.  Masterfully prepared cat tallow roasts.  Exceptional prepared donkey meat biscuits. And so on.  The plants are all going to booze, dye, and plants.  The clothier's has been poking along over the years, and not keeping up with demand.&lt;br /&gt;
&lt;br /&gt;
Now things will change.  The caravan, unguided by any requests since there is no more liason now that the queen's moved in, brought bins and bins and bins of cloth.  For the first time in five years we weren't able to purchase every single thing the caravan bought.  But we do now have three hundred bolts of silk, and our pig tail industry is poised for midsummer, when the pig tails start harvesting.  My dwarves are wearing tatters.  Soon, they'll be wearing finery.  Ushat Foldclasped, Legendary Clothier, and his three apprentices will see to it.&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44342</id>
		<title>User:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sev&amp;diff=44342"/>
		<updated>2008-08-29T00:52:45Z</updated>

		<summary type="html">&lt;p&gt;Sev: /* Fort Journal */  one season's worth of booze consumption, 250-dwarf fortress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sev has been quite content lately.   She ate a good meal lately.  She spoke with her daughter recently.  She has been satisfied at work lately.  She was caught in the rain recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a dubious worshipper of the Burning Man.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is a citizen of Seattle.  She is a member of the Feminist Third Wave.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sev likes Rock Salt, Steel, Garnet, Cow leather, the color red and Pitchblende for its deep purple color.  When possible she prefers to consume Organic coffee.&amp;lt;br /&amp;gt;&lt;br /&gt;
She lives life at a leisurely pace.  She finds helping others very rewarding.  She appreciates art and natural beauty.  She often feels discouraged.  She tends to avoid crowds.  She is put off by authority and tradition.  She is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
== Fort Journal ==&lt;br /&gt;
&lt;br /&gt;
'''Year Ten'''&lt;br /&gt;
&lt;br /&gt;
Days before the end of the previous year, we deactivated the military.  As the undrafted dwarves threw off their armor where they stood, a kobold was glimpsed in the courtyard.  The newly-civilian dwarves stood by and watched as the kobold was torn limb from limb by the settlement's war dogs.  The corpse of Srakadastreerbis lies where it fell.&lt;br /&gt;
&lt;br /&gt;
The festival has begun.  All last year, we ran three kitchens, four stills, six farm plots, and one butchery full-time, putting up masterfully-produced food and drink.  Now all the workshops lie idle and the storerooms burst at their seams.  For the year, food, drink, rent, and everything else is free. There are two lavish sculpture gardens and there's already a party begun. Two sumptuous dining rooms, much to the chagrin of the nobles. While a few dwarves are still celebrating peactime by gleefully putting away discarded armor, most are whiling away their time partying, shopping, fishing, eating, drinking, tending wounded, or sleeping. Bom-Lokum Whippedstills, the appointed administrator and Rakust Firstbridges, the elected mayor, are still holding meetings and casting nervous eyes over the booze stocks.  Are 900 drinks of longland beer going to be enough?  And 400 drinks of strawberry wine?  Only 300 dwarven ale and worse, no rum. Rith Razortangles, one of the cooks, has a taste for dwarven syrup, and she talked head cook Athel Headmerchant into making making 200 dwarven syrup roasts. &lt;br /&gt;
&lt;br /&gt;
We've made it into summer.  We're down to 130 ale, 580 longland beer, just over 200 strawberry wine.  This suggests that we'll run out of booze just as summer ends.&lt;br /&gt;
&lt;br /&gt;
I suppose we should plant a plot of something.  Even if it's just a little.&lt;br /&gt;
&lt;br /&gt;
'''Year Nine'''&lt;br /&gt;
&lt;br /&gt;
Another supposedly &amp;quot;unbelievably agile&amp;quot; and &amp;quot;extremely tough&amp;quot; dwarf with a spinal injury from sparring.  That's two, now.  Plus one death from suffocation.  Apparently manufacturing large quantities of steel chain and plate armor and shields, instructing the military dwarves to wear them, and training them all up to 'wrestler' is insufficient to keep my military, who take down kobolds without even working up a sweat, from permanently maiming each other in training.  This is really dumb.  The dead dwarf died of a crushed throat from wrestling.  Perhaps I shall declare my military trained-enough and keep everybody who's more skilled than 'recruit' permanently on-duty so they don't spar anymore.&lt;br /&gt;
&lt;br /&gt;
Upped the population cap to 250 so the Queen finally arrived.  The chambers dug out for her, her consort, and her advisor were nearly to their liking, once furnished, with only two seasons more worth of steady engraving by three legendary engravers!&lt;br /&gt;
&lt;br /&gt;
In preparation for a festival year of bored workers -- tenth anniversary of the founding of Flagdaubs and the arrival of the king both!  -- am running four stills full-time.  Drink stockpiles are up over 1000 for the first time in years, but I'm still not sure we'll manage.  It may have to be a brewfest year -- no work done but for growing brewables, gathering plants, and brewing!  And drinking, of course.&lt;br /&gt;
&lt;br /&gt;
I just don't get stockpiles.  The stockpile right next to the Mill has eight barrels of Blade Weed.  Yet the dwarves keep running off to the stockpile next to the Still to fetch Longland Grass, Cave Wheat, and the like.  I have been keeping watch on the incoming supplies and i (f)orbid them if they're brewables.  Then the dwarves go get other things.  From other places.  Instead of the stockpile right next to the mill.  wtf?  Do they go for non-barrelled items first?  If so, how do I get the blade weed back out of the barrels?  I've got way too much, and I don't want to grow any more, and I don't want to mill my brewables.&lt;br /&gt;
&lt;br /&gt;
All Hail Unib Picklighting, member of the Royal Guard, who struck down a fellow guardsdwarf during sparring and was thereby promoted to Champion!  And then promptly raced down the stairs to contemplate the engravings in the common meeting room.  If these dwarves in the royal guard ever went outside, we'd never have anything to fear from marauding kobolds.  Not that kobolds maraud, anyway.&lt;br /&gt;
&lt;br /&gt;
Oh, heck.  My Legendary Brewer has entered a Fey mood and requires shells, and we haven't seen a turtle 'round these parts for a year and a half.  And since the Queen lives here now, there was no liason this year for me to request imported turtles.  On the upside, I've kept this brewer so busy that she's only got two friends, and one of them's the Tax Collector.  So when she goes, she will be indirectly mourned due to the lower quality of booze, not directly mourned due to her death.  Am walling in the workshop she's acquired, just in case.  There used to be lots of turtles around here.  Other vermin have been restocking; I wonder why the turtles didn't come this year?&lt;br /&gt;
&lt;br /&gt;
Suddenly, eighteen dwarves dropped everything they were doing and dashed out to fish.  They reported -- but did not stop fishing -- There is nothing to catch in the northeastern swamps.  Or in the northern swamps.  Or in the river.  But they fish on.  Unfortunately, even if they finally find a turtle, it's too late for Mistem Squeezeflag, Legendary Brewer, who has sunk into melancholy due to inability to even begin the craft she was possessed to dream up.  She wanders the halls of Flagdaubs, followed by her herd of pet cows.  Extremely strong, unbelievably agile, very tough, and utterly despairing.  The haunting moos of her favorite pets cannot comfort her now.&lt;br /&gt;
&lt;br /&gt;
Around her, the rest of the fortress is in frenzied preparation for their year-long festival.  It's early winter, and the food and drink stores are vast.  We will drink the fruit of the brewer's labor -- Mistem's, and her less-skilled coworkers -- all next year.  The nobles are all ecstatic, and so are most of the dwarves. It's good to be a dwarf in Flagdaubs right now.  Unless you're Mistem Squeezeflag, the melancholic brewer.&lt;br /&gt;
&lt;br /&gt;
I'm increasingly pessimistic about the idea of a festival -- it's cute idea from a storytelling perspective, but in game terms, it'll just make the dwarves complain of no work.  I suppose I could turn the economy off for the year.&lt;br /&gt;
&lt;br /&gt;
'''Year Eight'''&lt;br /&gt;
&lt;br /&gt;
I've set up a catapult in each of the large stone-filled rooms I hollowed out in expectation of the King's arrival.  Yet somehow, the siege operators wander off into the labrynth for stones instead of loading the catapult with the stones sitting right next to the device.    Usually for siltstone, the exact kind of stone that predominates nearby.  I've set up stone stockpiles next to the catapults and the whole fortress is now wandering the labrynths, collecting stone to carry up one level and halfway across the fort to the catapult stockpiles.&lt;br /&gt;
&lt;br /&gt;
Rakust Utharsazir, who's been Mayor since the founding of the fortress, just made an artifact Mechanism out of Sylvite.  Whatever shall we do with it?&lt;br /&gt;
&lt;br /&gt;
For the last two years, we've bought every single thing the dwarven caravan brought.  The larder is filled with things we've created like the 33-stack of Masterful horse-meat roast, worth nearly 15,000☼.  564 toys.  337 musical instruments. &lt;br /&gt;
&lt;br /&gt;
Perhaps we'll declare a festival year, and do nothing for awhile.  Then everyone can whine about there not being enough work, instead of just the soap makers and such.&lt;br /&gt;
&lt;br /&gt;
The latest load of immigrants arrived just before the king's road was finished.  Now between them and all the stinking kids, we're well over the population cap.  I wonder if that'll keep the king from arriving?&lt;br /&gt;
&lt;br /&gt;
I've streamlined the hauling orders; now that we've got so many redundant skills I can turn off more hauling on more dwarves.  &lt;br /&gt;
&lt;br /&gt;
Probably unrelated:  my Places of Drinking have become very hard to get into and out of.  Time to widen the doorways! The meeting hall is also very crowded now that we've got over 200 dwarves and another 250 animals.   Perhaps I should turn the old meeting hall into another Place of Drinking and excavate a bigger meeting room.  Or re-designate it outside.&lt;br /&gt;
&lt;br /&gt;
I've built a stone wall around the entrance to the fort, also enclosing the outdoor kennel, fisheries, and butcher.  There was a bit of fiddling to get the wall to go up the slope without a gap.  Also have caged the excess cows and horses.  We're now eating entirely fish and meat, and all farming goes straight to brewing, except when I forget and plant something that can't be brewed, which does keep the miller busy.&lt;br /&gt;
&lt;br /&gt;
Still no tower-caps in the muddy-chamber-next-to-the-flooded-chamber.  I'm going to futz around some more.  Channel here, channel there...I'm looking for a real live river experience.  Only underground.  With floodgates everywhere, because all that water makes me nervous.  Have succeeded in getting a dark-blue channel (with running water in the level below) in the muddy chamber.  Though I suspect that'll eventually flood the muddy chamber, as its on the same level as the flooded one, and the water comes from the same place. The flooded chamber is connected to the river by a narrow passage on the same level.  There's a floodgate in that passage which has been kept open.  Also a floodgate on the other side of the flooded chamber, closed, keeping the water from coming into the rest of the fortress.  There's a single-tile downward slope in the flooded chamber, leading to a passage one z-level below which, after a currently-open floodgate, leads under the muddy chamber.  The top of that passage is open to the muddy chamber via a channel.  Which, if it's going to flood, is how that'll happen.  This could be a giant disaster, as the lever to close the lower-level floodgate is inside the muddy chamber.  The chamber, however, is 27x11 tiles, and the channel and lever are on opposite sides of the chamber, over twenty tiles apart.  If that room floods, it should be slowly enough to get to the lever, assuming I notice it.  Also, a door closes off the muddy chamber from the rest of the fort, so if nothing else,   I can forbid the door.&lt;br /&gt;
&lt;br /&gt;
I haven't had puppies born in awhile.  Really quite awhile.  Have fifty war dogs, all assigned to various people in the military. Mostly in pairs, though I did not keep close watch of genders when I assigned them.  Fifty war dogs is nice.  They take down kobold thieves nearly faster than I notice them.  On the downside, I'm not clear why they're not breeding.&lt;br /&gt;
&lt;br /&gt;
A miner with a strong appreciation for nature and beauty who doesn't like crowds spends his breaks pacing atop the newly-constructed wall.&lt;br /&gt;
&lt;br /&gt;
Also, haven't been catching turtles lately.  (oh, heck, it's *winter*.  Hope spring comes &amp;amp; some turtles get caught before this moody dwarf goes berserk for lack of shells...good thing she's got only acquaintances, no friends, and has chosen a workshop fully enclosed with walls and doors...)&lt;br /&gt;
&lt;br /&gt;
'''Year Seven'''&lt;br /&gt;
&lt;br /&gt;
My burgeoning metropolis has been made a Duchy.  The newly promoted Duke and Duchess now have separate mausoleums and their quarters are richly engraved.  She's collecting amulets of marble, horse leather, and turtle shell.&lt;br /&gt;
&lt;br /&gt;
A philosopher arrived, and the nobles screen informs me that the king is incoming, if I can only build a road and send some tribute.&lt;br /&gt;
&lt;br /&gt;
My twenty-dwarf-strong military continues to train.  We've produced a couple of Elite Wrestlers and an Axe Lord.&lt;br /&gt;
&lt;br /&gt;
I've begun culling the stocks of worn-out clothes.&lt;br /&gt;
&lt;br /&gt;
The exploratory mining is turning my peasants into Miners.  I fear we're exhausting this area's riches; both trees and gems are turning up less-often than before.  The mining is mine shafts, broken up by rows and diagonals.&lt;br /&gt;
&lt;br /&gt;
Bembul's widow, also a spectacular miner, has strewn slightly-worn clothes all over her room.  Her next-door neighbor, a stonecrafter, is collecting brass goblets.  He's had to compete with the Hammerer for them; she has collected eighteen so far.  She's got a lot more places to put them.  The tax collector, as advertised, is collecting Microcline items.  His rooms are a sea of teal and white.&lt;br /&gt;
&lt;br /&gt;
My nobles don't yet seem too perturbed that there's no fortress guard and that the craftsdwarves who are not meeting all their mandates are going unpunished.&lt;br /&gt;
&lt;br /&gt;
My evil plan to make the roads out of soap has been foiled by the fact that this map has no sand.  no sand means no clear glass vials, which means no alchemist's lab, which means no soap.  Strangely, I can't seem to turn this lye I made into potash; the response is &amp;quot;needs lye-bearing item&amp;quot; and apparently three buckets full of lye in the stockpile aren't lye-bearing.  Which is weird.  And, now I can't get the lye out of the buckets so they can't be used to bear water to my injured dwarves, so, off to make another bucket...&lt;br /&gt;
&lt;br /&gt;
Have learned: vomit from cave-adapted dwarves does fall down through dug channels to spatter the staircase below, but does not drip through a grate installed in the channel.&lt;br /&gt;
&lt;br /&gt;
'''Year Six'''&lt;br /&gt;
&lt;br /&gt;
Baron both arrived, along with the hammerer and the tax collector.  They've joined the Dungeon Master who showed up at the end of last year.  The Baron was immediately promoted to Count.&lt;br /&gt;
&lt;br /&gt;
All but one of the injured military dwarves have recovered.  The one remaining won't ever get out of bed; he's got a red spinal injury.&lt;br /&gt;
&lt;br /&gt;
Still have a surplus of food and a shortage of barrels.  This problem is self-correcting, as we got twenty-something migrants this year and now have a population of 126.  Concerned about deforestation.&lt;br /&gt;
&lt;br /&gt;
Got a visit from a titan.  Taking him down cost: three war dogs, two wrestlers, and two recruits.  Only real disappointment: one of the recruits was a super-mighty, ultra-tough legendary miner.  Oh, well.&lt;br /&gt;
&lt;br /&gt;
Built four shops, right off the lavishly engraved meeting area.  Exploratory mining is continuing apace.  Somehow managed to stockpile 900 draughts of strawberry wine, yikes!  Am leaving fields mostly-fallow until we get supplies a little more under control.   Now have two cooks (one Legendary, one Skilled) working full-time trying to compress foodstocks down to fit into fewer barrels.  While they're at it, they're keeping the entire fort ecstatic with the legendary meals.  Wow. &lt;br /&gt;
&lt;br /&gt;
Also, 150 animals, mostly horses and dogs.  Am trying to slaughter them just a little more slowly than they grow.&lt;br /&gt;
&lt;br /&gt;
I widened the little aqueduct that feeds the well and turned it into two large chambers.  The left-hand one has the well and the incoming water from the river.  I walled off the right-hand one and now it's full of nothing but mud.  I'm hoping for spontaneous generation of tower-caps.&lt;br /&gt;
&lt;br /&gt;
'''Year Five'''&lt;br /&gt;
&lt;br /&gt;
My mechanic got stuck in an unused mining shaft.  Nobody noticed until she began to rot.  Now that I've had her dug out, her friends have all looted her corpse but don't seem interested in interring her, despite the availability of a coffin, built and marked for use in burial, and twenty idle dwarves with the 'burial' labor enabled.  Poor Udil.&lt;br /&gt;
&lt;br /&gt;
Four military dwarves were injured sparring.  One of them has a spinal injury.  The other three just have broken limbs.&lt;br /&gt;
&lt;br /&gt;
I have a serious surplus of prepared meals.&lt;br /&gt;
&lt;br /&gt;
Eventually I'm going to convince the remaining military to doff their leather armor and put on some of the steel that's sitting around waiting for them.  Better, they could even put on the two artifact-level pieces of armor in the storeroom...&lt;br /&gt;
&lt;br /&gt;
I seem to have an awful lot of leather armor.  I have to doubt that the migrants brought that much with them.  I wonder if one of those bins full of leather that came from the trader was actually full of leather armor, not plain hides?&lt;br /&gt;
&lt;br /&gt;
'''Year Four'''&lt;br /&gt;
&lt;br /&gt;
Flagdaubs is in its fourth year.&lt;br /&gt;
&lt;br /&gt;
We got a handful of immigrants this fall.  They had few useful skills and I drafted half of them.  We now have a population of 65 and the military is 10 strong.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation has set in, despite the grated channels in the ceiling of the meeting hall.  Perhaps they were too few.  Have moved the meeting hall two floors down to a stone-walled room for engraving, and turned the old silt-loam-walled meeting room into a food storage room.  While the transfer was ocurring, I set up a temporary meeting hall outside, which was shortly covered in vomit.  Installed a sculpture garden outside in hopes that periodic (or constant!) parties will help with the cave adaptation thing.  I'm having trouble making enough tasks to keep everyone busy anyway.  Next, will rebuild the two main staircases to have sunlight going through them.  Have noted that one of the main staircases goes through the kitchen.  This, I suppose, would be because the network of stairways that connected the farm, food storage, and kitchen turned out to be wildly popular.&lt;br /&gt;
&lt;br /&gt;
Wow, we go through charcoal fast.  Have stopped using metal or stone for anything noncritical.  I've bought all the barrels, wood, and charcoal from the caravan every time it comes.  Still not enough.&lt;br /&gt;
&lt;br /&gt;
Rakust, the mayor, has given up her &amp;quot;Village Manager&amp;quot; and &amp;quot;Village Broker&amp;quot; tasks to 'Bom-Lokum' the farmer.  We're confident he'll eventually pick up the skills to excel at this.  I've noted that the children are developing spectacular social skills, a bit of farming skill, and little else.&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27532</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27532"/>
		<updated>2008-08-28T21:00:22Z</updated>

		<summary type="html">&lt;p&gt;Sev: forgot to sign!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
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Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
:one of the nobles can, but rarely does so (bookkeeper?)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
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== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --[[User:AlexFili|AlexFili]] 04:17, 9 June 2008 (EDT)&lt;br /&gt;
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== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
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== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
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:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)&lt;br /&gt;
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== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
&lt;br /&gt;
Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
&lt;br /&gt;
Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
:caravan reports summon migrants, large numbers of deaths or lack of wealth stop it&lt;br /&gt;
&lt;br /&gt;
== Childrens' accounts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
:His parents has no money, really. So, he has only three pennies he got hardworking in the fields, harvesting...--[[User:Dorten|Dorten]] 05:04, 16 June 2008 (EDT)&lt;br /&gt;
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== Necessary for nobles? ==&lt;br /&gt;
&lt;br /&gt;
It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). [[User:G-Flex|G-Flex]] 04:25, 16 June 2008 (EDT)&lt;br /&gt;
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== Effects of turning it off, once it's on? ==&lt;br /&gt;
&lt;br /&gt;
Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops.  (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.)   --[[User:Sev|Sev]] 17:00, 28 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27531</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27531"/>
		<updated>2008-08-28T20:59:51Z</updated>

		<summary type="html">&lt;p&gt;Sev: turning off an already-started economy&lt;/p&gt;
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&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
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2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
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3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
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4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
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also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
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----&lt;br /&gt;
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It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
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Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
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Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
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None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
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== Wages ==&lt;br /&gt;
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What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
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Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
:one of the nobles can, but rarely does so (bookkeeper?)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
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== No Coin Economy==&lt;br /&gt;
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How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
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== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
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It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --[[User:AlexFili|AlexFili]] 04:17, 9 June 2008 (EDT)&lt;br /&gt;
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== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
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== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
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:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)&lt;br /&gt;
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== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
&lt;br /&gt;
Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
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Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
:caravan reports summon migrants, large numbers of deaths or lack of wealth stop it&lt;br /&gt;
&lt;br /&gt;
== Childrens' accounts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
:His parents has no money, really. So, he has only three pennies he got hardworking in the fields, harvesting...--[[User:Dorten|Dorten]] 05:04, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Necessary for nobles? ==&lt;br /&gt;
&lt;br /&gt;
It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). [[User:G-Flex|G-Flex]] 04:25, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effects of turning it off, once it's on? ==&lt;br /&gt;
&lt;br /&gt;
Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops.  (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.)&lt;/div&gt;</summary>
		<author><name>Sev</name></author>
	</entry>
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