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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shiona</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shiona"/>
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	<updated>2026-06-12T19:46:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Blacksmith&amp;diff=29514</id>
		<title>40d Talk:Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Blacksmith&amp;diff=29514"/>
		<updated>2008-08-19T23:14:14Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page needs a category, not sure which one to put it in. --[[User:Markavian|Markavian]] 14:53, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confusingly, for Dwarves with the automatically-assigned title of &amp;quot;Blacksmith&amp;quot;, their primary skill will be listed as &amp;quot;Metalsmith&amp;quot;, not Blacksmith. &amp;quot;Metalsmith&amp;quot; as a *title* being bestowed on Dwarves with multiple metal-related skills IIRC... [[User:Raumkraut|Raumkraut]] 20:15, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can someone confirm how much work this skill needs? My skilled metalsmith has done 77 nickel buckets without skill increase.  Shiona 16:42, 19 August 2008 (GMT)&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Blacksmith&amp;diff=29513</id>
		<title>40d Talk:Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Blacksmith&amp;diff=29513"/>
		<updated>2008-08-19T15:42:38Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page needs a category, not sure which one to put it in. --[[User:Markavian|Markavian]] 14:53, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confusingly, for Dwarves with the automatically-assigned title of &amp;quot;Blacksmith&amp;quot;, their primary skill will be listed as &amp;quot;Metalsmith&amp;quot;, not Blacksmith. &amp;quot;Metalsmith&amp;quot; as a *title* being bestowed on Dwarves with multiple metal-related skills IIRC... [[User:Raumkraut|Raumkraut]] 20:15, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can someone confirm how much work this skill needs? My skilled metalsmith has done 77 nickel buckets without skill increase.  Shiona 16:42 (GMT)&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6503</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6503"/>
		<updated>2007-12-01T16:04:16Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(For traps used to catch vermin, see [[animal trap]]).&lt;br /&gt;
&lt;br /&gt;
Traps are a reliable and cost-effective method for defending any fortress. Unlike soldiers, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them. Traps are not triggered by dwarves (except berserk/insane ones), pets, and enemies capable of sneaking, such as kobold thieves. Such creatures will pass over traps without triggering them.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a stone suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most humanoid enemies although trolls, magmamen and hardier creatures may take two or three to drop. Mythical creatures such as dragons, hydras and titans will take upwards of five or six. After being used they need to be reloaded with another stone, a task which your dwarves will see to automatically. Stone traps can now be built outside.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the weapons spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using bows or crossbows will not require cleaning but do use ammo.&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured it's stored, cage and all, in an appropriate animal stockpile. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will be fed periodically.&lt;br /&gt;
Cage trap is one of the most effective ways to defeat powerful beasts, as even a glass cage can imprison a Colossus. This is expected to be changed.&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps will be useless on their own, they must be linked up to a pressure plate or lever to become active, the fact that they do piercing damage makes them useful against more powerful foes, additionally their friendly fire means they make extremely useful and effective anti-immigrant traps.&lt;br /&gt;
&lt;br /&gt;
:I did some testing, and as far as I can tell they don't cause any extra falling damage. I could be wrong about this as I only tested with wooden spikes and maybe they didn't add enough extra to be noticeable, but I doubt it.&lt;br /&gt;
&lt;br /&gt;
:they can, however, be linked to a lever. when pulled, the retract - when pulled again they shoot out doing a moderate amount of damage (5 mid-range wooden spikes pierced both lungs of an elephant and gave it a light liver wound in one shot). The best part is, the lever can be set to repeat which makes the spikes go up and down really fast and causes massive damage to anything walking over them.&lt;br /&gt;
&lt;br /&gt;
:stuff does get stuck in them, sort of. corpses will appear as an item inside the spikes 'building' when they are out (the same way mugs and whatnot appear inside workshops when you first make them). retracting the spikes lets the corpse out. I have no idea if a corpse stuck in them stops them from doing damage to other creatures walking over them.&lt;br /&gt;
&lt;br /&gt;
:a warning - spikes do friendly fire, and the 5 moderate wooden spikes mentioned above was enough to instagib some elven traders and one of my dwarves in 1 shot. ---- Taken from a forum post by BurnedToast [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001777]&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, grates, supports, water, magma, and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9219</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9219"/>
		<updated>2007-11-25T23:34:10Z</updated>

		<summary type="html">&lt;p&gt;Shiona: re-created and made sure what's it about&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
&lt;br /&gt;
==Miners Stuck==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
My Miners, after they mind a floor down and then started mining to the left, stopped and tried to move the boulders that were left behind but when they did they couldn't find their way. What I did was I mined to the right a little then I made two ramps right next to each other, on the lower level, and then I mined to the left. Some stone was present and so my miners tried to move it to the stock pile but they couldn't find the way back to the surface. They were stuck in an infinite loop of not finding there path.&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
:If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
# Walls made by rewalling start out smoothed, but cannot be engraved.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
It is also common for digging/item placement to start with the tile to the right of the dwarf, even if the path is closer using another direction.  Keep this in mind when placing floodgates or digging out areas where you could paint yourself in a corner.&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole. (If you only designate channels on un-mined squares, this won't happen, as the dwarves seem to mine both levels' tiles out at the same time)&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
:Dwarves can channel underneath them. --[[User:Jackard|Jackard]] 08:04, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff, but still a good way to get the sand down covering the floor at the magma forge 6 levels down.&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love Conquers All ==&lt;br /&gt;
&lt;br /&gt;
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.&lt;br /&gt;
&lt;br /&gt;
== Outpost liason ==&lt;br /&gt;
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the [[expedition leader]] has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.&lt;br /&gt;
&lt;br /&gt;
''The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)''&lt;br /&gt;
&lt;br /&gt;
''Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the &amp;quot;ground floor.&amp;quot; (edit by: Rabid Llama)''&lt;br /&gt;
&lt;br /&gt;
''I had a meeting place outdoors and this still happened. It doesn't matter where the meeting takes place. Assuming you can get the meeting to actually occur - which takes some work - if it doesn't properly conclude, the liason will be stuck. (edit by: Captain Failmore)''&lt;br /&gt;
&lt;br /&gt;
''Oh, also, for the meeting to even take place or properly conclude, your broker has to have ALL OTHER LABOR turned off. Leave their labors off until the meeting concludes in full. (That is, you've been 'shown the documents' twice and the liaison wishes you well before leaving.) If you let the meeting conclude in full without assigning labor to your broker (who may and probably will wander about aimlessly for some time while the meeting is taking place for reasons I don't know) the liaison WILL leave.&lt;br /&gt;
&lt;br /&gt;
==A Time To Wait==&lt;br /&gt;
Sieges completely do not work, and goblins will just mill around aimlessly at the edge of the map waiting for your dwarves to come and kill them.  Toady has said something about the AI for sieges being broken.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get the goblins to approach by sacrificing a dwarf.  Send him near enough for them to notice him, then have him withdraw.  Note that if he is a soldier, you need to set the military option &amp;quot;squad stays close to station&amp;quot; for him to withdraw instead of charging the goblins.  It may be easier to remove him from the military so that he will flee, but this stands the chance that he will not notice the goblins until he is full of arrows.&lt;br /&gt;
&lt;br /&gt;
==Sticky Keys==&lt;br /&gt;
Sometimes when you are scrolling on the map the keys will seem to stick, and you will keep scrolling forever. This happens when you release a key out of the order in which it was pressed.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
*{{key|8}}&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*No key pressed.&lt;br /&gt;
&lt;br /&gt;
After holding the above keys you will continue going up until you press the following or {{key|Alt}}+{{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*{{key|8}}&lt;br /&gt;
&lt;br /&gt;
This will clear out the pressed key flag in the game.&lt;br /&gt;
&lt;br /&gt;
:I've found if you merely press the direction key of the scrolling on the numpad this scrolling stops.  No need to fiddle with the shift or in what order the shift key is pressed.--[[User:Mylon|Mylon]] 17:35, 13 November 2007 (EST)&lt;br /&gt;
::That won't work if you were using shift to accelerate your move speed. You have to tap the key with shift pressed to clear out the shift+key then press just key to clear it out as well.--[[User:Ikkonoishi|Ikkonoishi]] 21:38, 13 November 2007 (EST)&lt;br /&gt;
:Switch Numlock off, fixes it for me --[[User:AdaIsDead|AdaIsDead]] 18:59, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Thawing stairs==&lt;br /&gt;
I have a brook that freezes in the winter. Awesome. I dug a down-stairs down into it and started diggin about in the ice. When the thaw came, the ice broke up and the flow resumed, but the stairs remained. Unfortunetly, this is on the old version .32a [[User:HeckRuler|HeckRuler]] 17:44, 15 November 2007 (EST)&lt;br /&gt;
: It persists in .33b. [[User:Crash|Crash]] 15:31, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Picky Elves==&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive.&lt;br /&gt;
&lt;br /&gt;
==Bottomless Waterskin==&lt;br /&gt;
Whenever my soldiers fill their water from the well, it is always stagnant, even though it's connected directly to the fresh-water brook. They seem to be unsatisfied with this, so they return to the well and fill it again with stagnant water. They continue to do this, and seeing as the waterskin seems to have no limit, they carry around 300+ cups of useless water, which slows them down considerably. It's possible to undraft them and have them dump the flasks, but then I don't know how I can have them carry water around.&lt;br /&gt;
&lt;br /&gt;
==Rags and Riches==&lt;br /&gt;
Clothing is completely bugged, in that as clothes wear out, dwarves will get unhappy thoughts from the fact, without ever doing anything about it.  They will occasionally claim new clothes as they become available, but will often simply wear the new clothes over the nasty rags which are giving them unhappy thoughts.  It is much better to simply never provide clothes for dwarves and let their clothes rot off once and for all.  Dwarves get no unhappy thoughts from being naked, and this stops the constant unhappiness from wearing old clothes.&lt;br /&gt;
:Thanks for the advice at the end. One nudist colony coming right up! --[[User:Jackard|Jackard]] 07:59, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Progressive Aristocracy ==&lt;br /&gt;
While no other dwarf can have a same-sex consort, the King ''can'' arrive with a King Consort.&lt;br /&gt;
:Monarch's prerogative, I say. Royalty often marries for political reasons rather than love.--[[User:Trukkle|Trukkle]] 02:08, 22 November 2007 (EST)&lt;br /&gt;
:Isn't a King consort female?  Just like a Queen consort would be male.--[[User:Maximus|Maximus]] 00:51, 23 November 2007 (EST)&lt;br /&gt;
::No. A Queen Consort is female, a Queen's consort is male. -- [[User:Zaratustra|Zaratustra]] 00:57, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Destructive spring==&lt;br /&gt;
It seems either freezing water destroys floor hatches under it. This leaves the hatches (and mechanisms) next to, or to the bottom of the hole once the ice thaws and creates a waterfall.&lt;br /&gt;
[[User:Shiona|Shiona]] 26. November 2007&lt;br /&gt;
&lt;br /&gt;
=Fixed Bugs=&lt;br /&gt;
&lt;br /&gt;
== You and what army? ==&lt;br /&gt;
(fixed in 0.27.169.33b by capping number of dwarves in reclaim squad)&lt;br /&gt;
Reclaiming a fortress built next-to/beneath/near a goblin or kobold colony will cause all the items in said monster colony to be counted toward your fortress wealth, and will cause a ridiculous number of dwarves to be spawned in the reclaim squad, often over 150. This would make overrunning the goblin/kobold fort much easier, at least, but is still a bug.&lt;br /&gt;
&lt;br /&gt;
== Fatal crash on embark ==&lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple Mayors ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, ability to designate leader was also removed?)&lt;br /&gt;
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.&lt;br /&gt;
&lt;br /&gt;
From what I have seen there is only 'one' active Mayor (whoever is on the noble screen as having the job) but the dwarves retain the title when they are removed from office. I have 6 mayors running around but only one (the current one) does the mayor's work. It's confusing as hell --[[User:Gorfob|Gorfob]] 22:35, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinite [[Blood]] aka Wipe your feet==&lt;br /&gt;
(temporary? fix in 0.27.169.33b by autocleaning all tiles at end of each season)&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
related:  not that mine's disappearing, but my fortress has a cleaning jobspam related to the blood - &amp;quot;such and such cancels job - can't find path x23490872340982734098273409283&amp;quot;, just like empty archer traps in old-school df.  any help?  or do I have to abuse traffic designations (and my main hut) to get rid of the damned stuff?&lt;br /&gt;
&lt;br /&gt;
::For both problems, try designating a single dwarf to cleaning jobs only. Let me know if that helps, because I had similar problems but the blood was dealt with eventually and cleaned. [[User:Schm0|Schm0]] 11:58, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related to the above issue, [[mud]] can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a [[bridge]] will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.&lt;br /&gt;
&lt;br /&gt;
==Sew plant fiber image crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
Ordering plant fiber image in Clothier's Shop reliably crashes the game.&lt;br /&gt;
:Fixed, according to the dev blog.--[[User:Mylon|Mylon]] 17:36, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buff Swimmers==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
All creatures get stat boosts by training up skills.  This is normal.  Aquatic creatures can train swimming simply by being on the map.  This leads to some very buff carp or lizardmen or other creatures if they've been in water for a significant amount of time.&lt;br /&gt;
:According to the dev blog, this has been fixed.&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole  ==	 &lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
Wells crash the game now and then.&lt;br /&gt;
&lt;br /&gt;
In 33a, I had a crash on my well the moment a dwarf hit it up for water when the stream under had frozen or reduced height, one or the other. --arr&lt;br /&gt;
&lt;br /&gt;
==Trading crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, had to do with seed prices)&lt;br /&gt;
Sometimes offering a trade to traders the game crashes. Sometimes looking at the inventory of traders using the view units screen crashes the game.&lt;br /&gt;
&lt;br /&gt;
== Contents Under Pressure  ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
Melting metal items produces a crapload of metal.&lt;br /&gt;
&lt;br /&gt;
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 instead of dividing, in the case of metal bolts).&lt;br /&gt;
&lt;br /&gt;
== Making Metal Bars ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
At [[Talk:Galena]] a bug is mentioned that apparently gives you fewer metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
==Too tired to sleep==	 &lt;br /&gt;
If a wounded dwarf continually falls unconscious due to their wounds, it will disrupt their sleep, so they eventually go mad of sleep deprivation.&lt;br /&gt;
:Should be checked. In 32a, I played with my sherif who was a wounded retired hunter. He kept falling unconscious due to brain injury which never healed, and it really looked like falling unconscious was taken as some part of sleep in itself. I noticed often that unit going to sleep, falling uncouncious, then doing 2-3 other tasks when he waked up and went to his quarter to sleep again. Of course, it made for him some very short sleep patterns, so he was often going in for sleep and hardly ever finished a sleep cycle. --[[User:Eagle of Fire|Eagle of Fire]] 01:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This one IS really a bug. It is mentioned on official Reported Bugs page: &amp;quot;000360 □ [dwarf mode][jobs][healthcare]    dwarf attempting to rest cancels rest job when unconcious and bed is used by others, dwarf becomes tired and unhappy&amp;quot;. I can add that in current version it happens every time and does not correlate with other dwarves using the same bed.--[[User:Another|Another]] 07:30, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9218</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9218"/>
		<updated>2007-11-25T22:51:05Z</updated>

		<summary type="html">&lt;p&gt;Shiona: Ice destroying hatches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
&lt;br /&gt;
==Miners Stuck==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
My Miners, after they mind a floor down and then started mining to the left, stopped and tried to move the boulders that were left behind but when they did they couldn't find their way. What I did was I mined to the right a little then I made two ramps right next to each other, on the lower level, and then I mined to the left. Some stone was present and so my miners tried to move it to the stock pile but they couldn't find the way back to the surface. They were stuck in an infinite loop of not finding there path.&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
:If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
# Walls made by rewalling start out smoothed, but cannot be engraved.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
It is also common for digging/item placement to start with the tile to the right of the dwarf, even if the path is closer using another direction.  Keep this in mind when placing floodgates or digging out areas where you could paint yourself in a corner.&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole. (If you only designate channels on un-mined squares, this won't happen, as the dwarves seem to mine both levels' tiles out at the same time)&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
:Dwarves can channel underneath them. --[[User:Jackard|Jackard]] 08:04, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff, but still a good way to get the sand down covering the floor at the magma forge 6 levels down.&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love Conquers All ==&lt;br /&gt;
&lt;br /&gt;
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.&lt;br /&gt;
&lt;br /&gt;
== Outpost liason ==&lt;br /&gt;
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the [[expedition leader]] has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.&lt;br /&gt;
&lt;br /&gt;
''The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)''&lt;br /&gt;
&lt;br /&gt;
''Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the &amp;quot;ground floor.&amp;quot; (edit by: Rabid Llama)''&lt;br /&gt;
&lt;br /&gt;
''I had a meeting place outdoors and this still happened. It doesn't matter where the meeting takes place. Assuming you can get the meeting to actually occur - which takes some work - if it doesn't properly conclude, the liason will be stuck. (edit by: Captain Failmore)''&lt;br /&gt;
&lt;br /&gt;
''Oh, also, for the meeting to even take place or properly conclude, your broker has to have ALL OTHER LABOR turned off. Leave their labors off until the meeting concludes in full. (That is, you've been 'shown the documents' twice and the liaison wishes you well before leaving.) If you let the meeting conclude in full without assigning labor to your broker (who may and probably will wander about aimlessly for some time while the meeting is taking place for reasons I don't know) the liaison WILL leave.&lt;br /&gt;
&lt;br /&gt;
==A Time To Wait==&lt;br /&gt;
Sieges completely do not work, and goblins will just mill around aimlessly at the edge of the map waiting for your dwarves to come and kill them.  Toady has said something about the AI for sieges being broken.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get the goblins to approach by sacrificing a dwarf.  Send him near enough for them to notice him, then have him withdraw.  Note that if he is a soldier, you need to set the military option &amp;quot;squad stays close to station&amp;quot; for him to withdraw instead of charging the goblins.  It may be easier to remove him from the military so that he will flee, but this stands the chance that he will not notice the goblins until he is full of arrows.&lt;br /&gt;
&lt;br /&gt;
==Sticky Keys==&lt;br /&gt;
Sometimes when you are scrolling on the map the keys will seem to stick, and you will keep scrolling forever. This happens when you release a key out of the order in which it was pressed.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
*{{key|8}}&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*No key pressed.&lt;br /&gt;
&lt;br /&gt;
After holding the above keys you will continue going up until you press the following or {{key|Alt}}+{{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*{{key|8}}&lt;br /&gt;
&lt;br /&gt;
This will clear out the pressed key flag in the game.&lt;br /&gt;
&lt;br /&gt;
:I've found if you merely press the direction key of the scrolling on the numpad this scrolling stops.  No need to fiddle with the shift or in what order the shift key is pressed.--[[User:Mylon|Mylon]] 17:35, 13 November 2007 (EST)&lt;br /&gt;
::That won't work if you were using shift to accelerate your move speed. You have to tap the key with shift pressed to clear out the shift+key then press just key to clear it out as well.--[[User:Ikkonoishi|Ikkonoishi]] 21:38, 13 November 2007 (EST)&lt;br /&gt;
:Switch Numlock off, fixes it for me --[[User:AdaIsDead|AdaIsDead]] 18:59, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Thawing stairs==&lt;br /&gt;
I have a brook that freezes in the winter. Awesome. I dug a down-stairs down into it and started diggin about in the ice. When the thaw came, the ice broke up and the flow resumed, but the stairs remained. Unfortunetly, this is on the old version .32a [[User:HeckRuler|HeckRuler]] 17:44, 15 November 2007 (EST)&lt;br /&gt;
: It persists in .33b. [[User:Crash|Crash]] 15:31, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Picky Elves==&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive.&lt;br /&gt;
&lt;br /&gt;
==Bottomless Waterskin==&lt;br /&gt;
Whenever my soldiers fill their water from the well, it is always stagnant, even though it's connected directly to the fresh-water brook. They seem to be unsatisfied with this, so they return to the well and fill it again with stagnant water. They continue to do this, and seeing as the waterskin seems to have no limit, they carry around 300+ cups of useless water, which slows them down considerably. It's possible to undraft them and have them dump the flasks, but then I don't know how I can have them carry water around.&lt;br /&gt;
&lt;br /&gt;
==Rags and Riches==&lt;br /&gt;
Clothing is completely bugged, in that as clothes wear out, dwarves will get unhappy thoughts from the fact, without ever doing anything about it.  They will occasionally claim new clothes as they become available, but will often simply wear the new clothes over the nasty rags which are giving them unhappy thoughts.  It is much better to simply never provide clothes for dwarves and let their clothes rot off once and for all.  Dwarves get no unhappy thoughts from being naked, and this stops the constant unhappiness from wearing old clothes.&lt;br /&gt;
:Thanks for the advice at the end. One nudist colony coming right up! --[[User:Jackard|Jackard]] 07:59, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Progressive Aristocracy ==&lt;br /&gt;
While no other dwarf can have a same-sex consort, the King ''can'' arrive with a King Consort.&lt;br /&gt;
:Monarch's prerogative, I say. Royalty often marries for political reasons rather than love.--[[User:Trukkle|Trukkle]] 02:08, 22 November 2007 (EST)&lt;br /&gt;
:Isn't a King consort female?  Just like a Queen consort would be male.--[[User:Maximus|Maximus]] 00:51, 23 November 2007 (EST)&lt;br /&gt;
::No. A Queen Consort is female, a Queen's consort is male. -- [[User:Zaratustra|Zaratustra]] 00:57, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Destructive spring==&lt;br /&gt;
It seems either freezing or thawing water/ice destroys floor hatches under it. &lt;br /&gt;
[[User:Shiona|Shiona]] 26. November 2007&lt;br /&gt;
&lt;br /&gt;
=Fixed Bugs=&lt;br /&gt;
&lt;br /&gt;
== You and what army? ==&lt;br /&gt;
(fixed in 0.27.169.33b by capping number of dwarves in reclaim squad)&lt;br /&gt;
Reclaiming a fortress built next-to/beneath/near a goblin or kobold colony will cause all the items in said monster colony to be counted toward your fortress wealth, and will cause a ridiculous number of dwarves to be spawned in the reclaim squad, often over 150. This would make overrunning the goblin/kobold fort much easier, at least, but is still a bug.&lt;br /&gt;
&lt;br /&gt;
== Fatal crash on embark ==&lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple Mayors ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, ability to designate leader was also removed?)&lt;br /&gt;
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.&lt;br /&gt;
&lt;br /&gt;
From what I have seen there is only 'one' active Mayor (whoever is on the noble screen as having the job) but the dwarves retain the title when they are removed from office. I have 6 mayors running around but only one (the current one) does the mayor's work. It's confusing as hell --[[User:Gorfob|Gorfob]] 22:35, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinite [[Blood]] aka Wipe your feet==&lt;br /&gt;
(temporary? fix in 0.27.169.33b by autocleaning all tiles at end of each season)&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
related:  not that mine's disappearing, but my fortress has a cleaning jobspam related to the blood - &amp;quot;such and such cancels job - can't find path x23490872340982734098273409283&amp;quot;, just like empty archer traps in old-school df.  any help?  or do I have to abuse traffic designations (and my main hut) to get rid of the damned stuff?&lt;br /&gt;
&lt;br /&gt;
::For both problems, try designating a single dwarf to cleaning jobs only. Let me know if that helps, because I had similar problems but the blood was dealt with eventually and cleaned. [[User:Schm0|Schm0]] 11:58, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related to the above issue, [[mud]] can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a [[bridge]] will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.&lt;br /&gt;
&lt;br /&gt;
==Sew plant fiber image crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
Ordering plant fiber image in Clothier's Shop reliably crashes the game.&lt;br /&gt;
:Fixed, according to the dev blog.--[[User:Mylon|Mylon]] 17:36, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buff Swimmers==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
All creatures get stat boosts by training up skills.  This is normal.  Aquatic creatures can train swimming simply by being on the map.  This leads to some very buff carp or lizardmen or other creatures if they've been in water for a significant amount of time.&lt;br /&gt;
:According to the dev blog, this has been fixed.&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole  ==	 &lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
Wells crash the game now and then.&lt;br /&gt;
&lt;br /&gt;
In 33a, I had a crash on my well the moment a dwarf hit it up for water when the stream under had frozen or reduced height, one or the other. --arr&lt;br /&gt;
&lt;br /&gt;
==Trading crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, had to do with seed prices)&lt;br /&gt;
Sometimes offering a trade to traders the game crashes. Sometimes looking at the inventory of traders using the view units screen crashes the game.&lt;br /&gt;
&lt;br /&gt;
== Contents Under Pressure  ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
Melting metal items produces a crapload of metal.&lt;br /&gt;
&lt;br /&gt;
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 instead of dividing, in the case of metal bolts).&lt;br /&gt;
&lt;br /&gt;
== Making Metal Bars ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
At [[Talk:Galena]] a bug is mentioned that apparently gives you fewer metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
==Too tired to sleep==	 &lt;br /&gt;
If a wounded dwarf continually falls unconscious due to their wounds, it will disrupt their sleep, so they eventually go mad of sleep deprivation.&lt;br /&gt;
:Should be checked. In 32a, I played with my sherif who was a wounded retired hunter. He kept falling unconscious due to brain injury which never healed, and it really looked like falling unconscious was taken as some part of sleep in itself. I noticed often that unit going to sleep, falling uncouncious, then doing 2-3 other tasks when he waked up and went to his quarter to sleep again. Of course, it made for him some very short sleep patterns, so he was often going in for sleep and hardly ever finished a sleep cycle. --[[User:Eagle of Fire|Eagle of Fire]] 01:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This one IS really a bug. It is mentioned on official Reported Bugs page: &amp;quot;000360 □ [dwarf mode][jobs][healthcare]    dwarf attempting to rest cancels rest job when unconcious and bed is used by others, dwarf becomes tired and unhappy&amp;quot;. I can add that in current version it happens every time and does not correlate with other dwarves using the same bed.--[[User:Another|Another]] 07:30, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor_hatch&amp;diff=13451</id>
		<title>40d Talk:Floor hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor_hatch&amp;diff=13451"/>
		<updated>2007-11-25T22:44:21Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tested it meself-creatures will walk on a Floor Hatch, which can be placed over an empty space (doesn't require stairways.) If a floor hatch is triggered with a mechanism of some sort, any creatures on said hatch go straight down.&lt;br /&gt;
&lt;br /&gt;
This MIGHT work with: Retracting bridges? Floor grates? Haven't tested these, I imagine grates will work. [[User:Kefkakrazy|Kefkakrazy]] 13:23, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This raises interesting trapdoor possibilities. Pit full of carp + kobold invasion = satisfied carp?--[[User:Xazak|Xazak]] 00:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had floor hatches keeping water over my entrance. Everything went smoothly until spring, when I noticed how it had become a massive waterfall. I suspect either freezing or melting water/ice destroys hatches/mechanisms. I must admit I'm not 100% sure the water was frozen altogether.&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15165</id>
		<title>40d:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15165"/>
		<updated>2007-11-24T21:58:55Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #070&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| speciality = Animal Trainer&lt;br /&gt;
| profession = Ranger&lt;br /&gt;
| job name   = Animal Training&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train war animal&lt;br /&gt;
* Train hunting animal&lt;br /&gt;
* Tame a large animal&lt;br /&gt;
* Tame a small animal&lt;br /&gt;
}}&lt;br /&gt;
'''Animal trainers''' [[train]] [[dog]]s at the [[kennel]] to be [[war dog]]s or [[hunting dog]]s.  They also tame certain captured wild animals and vermin, though depending on the creature, you may also require a [[Dungeon master]].&lt;br /&gt;
 &lt;br /&gt;
Higher skill only allows faster training of animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15164</id>
		<title>40d:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15164"/>
		<updated>2007-11-24T21:58:23Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #070&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| speciality = Animal Trainer&lt;br /&gt;
| profession = Ranger&lt;br /&gt;
| job name   = Animal Training&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train war animal&lt;br /&gt;
* Train hunting animal&lt;br /&gt;
* Tame a large animal&lt;br /&gt;
* Tame a small animal&lt;br /&gt;
}}&lt;br /&gt;
'''Animal trainers''' [[train]] [[dog]]s at the [[kennel]] to be [[war dog]]s or [[hunting dog]]s.  They also tame certain captured wild animals and vermin, though depending on the creature, you may also require a [[Dungeon Master]].&lt;br /&gt;
 &lt;br /&gt;
Higher skill only allows faster training of animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16726</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=16726"/>
		<updated>2007-11-06T10:07:39Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
&lt;br /&gt;
&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;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13075</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13075"/>
		<updated>2007-11-03T01:29:21Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires Windows 98 or newer&lt;br /&gt;
&lt;br /&gt;
~100MB Disk Space: The game itself takes only about 20Mbs, but savegames and screenshots (wish you take them) use considerable amount of harddisc space.&lt;br /&gt;
&lt;br /&gt;
128MB RAM: not much to say here, if you have the other requirements, you definately have this.&lt;br /&gt;
 &lt;br /&gt;
3.0 GHz processor recomended: the more units there are, the harder your computer needs to work. Generally DF stirs every bit of juice out of your processor it gets, but you can play it with P3 766MHz&lt;br /&gt;
&lt;br /&gt;
===Dual Core Machines===&lt;br /&gt;
&lt;br /&gt;
Open Task Manager and set everything to Core0, set DF to Core1.  You now have an entire core dedicated to running DF and you should eek out a slightly better performance.&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2296</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2296"/>
		<updated>2007-11-01T12:08:04Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Legendary&lt;br /&gt;
&lt;br /&gt;
High Master&lt;br /&gt;
&lt;br /&gt;
Master (?)&lt;br /&gt;
&lt;br /&gt;
Professional&lt;br /&gt;
&lt;br /&gt;
Adept&lt;br /&gt;
&lt;br /&gt;
Talented (possibly before proficient)&lt;br /&gt;
&lt;br /&gt;
Proficient&lt;br /&gt;
&lt;br /&gt;
Skilled&lt;br /&gt;
&lt;br /&gt;
Competent&lt;br /&gt;
&lt;br /&gt;
[No Label]&lt;br /&gt;
&lt;br /&gt;
Novice&lt;br /&gt;
&lt;br /&gt;
Dabbling&lt;br /&gt;
&lt;br /&gt;
==List of Skills==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Miner]]&lt;br /&gt;
:[[Wood cutter]]&lt;br /&gt;
:[[Carpenter]]&lt;br /&gt;
:[[Mason]]&lt;br /&gt;
:[[Engraver]]&lt;br /&gt;
:[[Building designer]]&lt;br /&gt;
:[[Weaponsmith]]&lt;br /&gt;
:[[Bowyer]]&lt;br /&gt;
:[[Armorsmith]]&lt;br /&gt;
:[[Metalsmith]]&lt;br /&gt;
:[[Furnace operator]]&lt;br /&gt;
:[[Wood burner]]&lt;br /&gt;
:[[Metal crafter]]&lt;br /&gt;
:[[Stone crafter]]&lt;br /&gt;
:[[Wood crafter]]&lt;br /&gt;
:[[Bone carver]]&lt;br /&gt;
:[[Gem cutter]]&lt;br /&gt;
:[[Gem setter]]&lt;br /&gt;
:[[Mechanic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Fisherdwarf]]&lt;br /&gt;
:[[Miller]]&lt;br /&gt;
:[[Thresher]]&lt;br /&gt;
:[[Grower]]&lt;br /&gt;
:[[Herbalist]]&lt;br /&gt;
:[[Brewer]]&lt;br /&gt;
:[[Cook]]&lt;br /&gt;
:[[Weaver]]&lt;br /&gt;
:[[Clothier]]&lt;br /&gt;
:[[Dyer]]&lt;br /&gt;
:[[Trapper]]&lt;br /&gt;
:[[Ambusher]]&lt;br /&gt;
:[[Butcher]]&lt;br /&gt;
:[[Tanner]]&lt;br /&gt;
:[[Leatherworker]]&lt;br /&gt;
:[[Fish dissector]]&lt;br /&gt;
:[[Animal dissector]]&lt;br /&gt;
:[[Fish cleaner]]&lt;br /&gt;
:[[Cheese maker]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Milker]]&lt;br /&gt;
:[[Animal trainer]]&lt;br /&gt;
:[[Animal caretaker]]&lt;br /&gt;
:[[Soaper]]&lt;br /&gt;
:[[Lye maker]]&lt;br /&gt;
:[[Potash maker]]&lt;br /&gt;
:[[Glassmaker]]&lt;br /&gt;
:[[Wrestler]]&lt;br /&gt;
:[[Axedwarf]]&lt;br /&gt;
:[[Swordsdwarf]]&lt;br /&gt;
:[[Macedwarf]]&lt;br /&gt;
:[[Hammerdwarf]]&lt;br /&gt;
:[[Speardwarf]]&lt;br /&gt;
:[[Marksdwarf]]&lt;br /&gt;
:[[Shield user]]&lt;br /&gt;
:[[Armor user]]&lt;br /&gt;
:[[Siege engineer]]&lt;br /&gt;
:[[Siege operator]]&lt;br /&gt;
:[[Pump operator]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Swimmer]]&lt;br /&gt;
:[[Persuader]]&lt;br /&gt;
:[[Negotiator]]&lt;br /&gt;
:[[Liar]]&lt;br /&gt;
:[[Intimidator]]&lt;br /&gt;
:[[Judge of intent]]&lt;br /&gt;
:[[Appraiser]]&lt;br /&gt;
:[[Organizer]]&lt;br /&gt;
:[[Record keeper]]&lt;br /&gt;
:[[Conversationalist]]&lt;br /&gt;
:[[Comedian]]&lt;br /&gt;
:[[Flatterer]]&lt;br /&gt;
:[[Consoler]]&lt;br /&gt;
:[[Pacifier]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2292</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2292"/>
		<updated>2007-11-01T08:29:49Z</updated>

		<summary type="html">&lt;p&gt;Shiona: /* Skill Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficient&lt;br /&gt;
&lt;br /&gt;
Skilled (?)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Dabbling&lt;br /&gt;
&lt;br /&gt;
==List of Skills==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Miner]]&lt;br /&gt;
:[[Wood cutter]]&lt;br /&gt;
:[[Carpenter]]&lt;br /&gt;
:[[Mason]]&lt;br /&gt;
:[[Engraver]]&lt;br /&gt;
:[[Building designer]]&lt;br /&gt;
:[[Weaponsmith]]&lt;br /&gt;
:[[Bowyer]]&lt;br /&gt;
:[[Armorsmith]]&lt;br /&gt;
:[[Metalsmith]]&lt;br /&gt;
:[[Furnace operator]]&lt;br /&gt;
:[[Wood burner]]&lt;br /&gt;
:[[Metal crafter]]&lt;br /&gt;
:[[Stone crafter]]&lt;br /&gt;
:[[Wood crafter]]&lt;br /&gt;
:[[Bone carver]]&lt;br /&gt;
:[[Gem cutter]]&lt;br /&gt;
:[[Gem setter]]&lt;br /&gt;
:[[Mechanic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Fisherdwarf]]&lt;br /&gt;
:[[Miller]]&lt;br /&gt;
:[[Thresher]]&lt;br /&gt;
:[[Grower]]&lt;br /&gt;
:[[Herbalist]]&lt;br /&gt;
:[[Brewer]]&lt;br /&gt;
:[[Cook]]&lt;br /&gt;
:[[Weaver]]&lt;br /&gt;
:[[Clothier]]&lt;br /&gt;
:[[Dyer]]&lt;br /&gt;
:[[Trapper]]&lt;br /&gt;
:[[Ambusher]]&lt;br /&gt;
:[[Butcher]]&lt;br /&gt;
:[[Tanner]]&lt;br /&gt;
:[[Leatherworker]]&lt;br /&gt;
:[[Fish dissector]]&lt;br /&gt;
:[[Animal dissector]]&lt;br /&gt;
:[[Fish cleaner]]&lt;br /&gt;
:[[Cheese maker]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Milker]]&lt;br /&gt;
:[[Animal trainer]]&lt;br /&gt;
:[[Animal caretaker]]&lt;br /&gt;
:[[Soaper]]&lt;br /&gt;
:[[Lye maker]]&lt;br /&gt;
:[[Potash maker]]&lt;br /&gt;
:[[Glassmaker]]&lt;br /&gt;
:[[Wrestler]]&lt;br /&gt;
:[[Axedwarf]]&lt;br /&gt;
:[[Swordsdwarf]]&lt;br /&gt;
:[[Macedwarf]]&lt;br /&gt;
:[[Hammerdwarf]]&lt;br /&gt;
:[[Speardwarf]]&lt;br /&gt;
:[[Marksdwarf]]&lt;br /&gt;
:[[Shield user]]&lt;br /&gt;
:[[Armor user]]&lt;br /&gt;
:[[Siege engineer]]&lt;br /&gt;
:[[Siege operator]]&lt;br /&gt;
:[[Pump operator]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Swimmer]]&lt;br /&gt;
:[[Persuader]]&lt;br /&gt;
:[[Negotiator]]&lt;br /&gt;
:[[Liar]]&lt;br /&gt;
:[[Intimidator]]&lt;br /&gt;
:[[Judge of intent]]&lt;br /&gt;
:[[Appraiser]]&lt;br /&gt;
:[[Organizer]]&lt;br /&gt;
:[[Record keeper]]&lt;br /&gt;
:[[Conversationalist]]&lt;br /&gt;
:[[Comedian]]&lt;br /&gt;
:[[Flatterer]]&lt;br /&gt;
:[[Consoler]]&lt;br /&gt;
:[[Pacifier]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11560</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11560"/>
		<updated>2007-11-01T06:47:52Z</updated>

		<summary type="html">&lt;p&gt;Shiona: Tested, you can't build farm on 2/7 tile.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting out in the right location is crucial to not [[losing]] (but remember, even that's still fun!).  Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
==Surroundings==&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat.  Fortunately that still leaves you with a lot of options most of the time.&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
[[Farming]] won't get you much in the middle of a desert.  Try to find an area with a brook -- larger water sources can hinder mining.  If the game warns you that you've selected an area with an aquifer, pay attention: it's going to be hard to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanet source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residule mud--water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
==Lumber==&lt;br /&gt;
Not as important in the new version, since caravans now bring [[wood]]; but [[treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
The local flora can be a good source of seeds.&lt;br /&gt;
&lt;br /&gt;
==Magma==&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]].  Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable.  The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9118</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9118"/>
		<updated>2007-10-31T16:56:37Z</updated>

		<summary type="html">&lt;p&gt;Shiona: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Floating Dwarves and etc ==&lt;br /&gt;
&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9648</id>
		<title>40d Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9648"/>
		<updated>2007-10-31T16:47:34Z</updated>

		<summary type="html">&lt;p&gt;Shiona: New page: Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made in...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made into channel.&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=4820</id>
		<title>40d:Plump helmet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=4820"/>
		<updated>2007-10-30T19:16:04Z</updated>

		<summary type="html">&lt;p&gt;Shiona: Plump helmet moved to Plump Helmet: due to linking from Crops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plump helmets are commonly the main source of the nutrition of the dwarves.&lt;br /&gt;
&lt;br /&gt;
You should note that although it is possible to make farm plots in the sunshine, plump helmets won't grow outside a muddy cave.&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=4819</id>
		<title>40d:Plump helmet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=4819"/>
		<updated>2007-10-30T07:26:07Z</updated>

		<summary type="html">&lt;p&gt;Shiona: New page: Plump helmets are commonly the main source of the nutrition of the dwarves.  You should note that although it is possible to make farm plots in the sunshine, plump helmets won't grow outsi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plump helmets are commonly the main source of the nutrition of the dwarves.&lt;br /&gt;
&lt;br /&gt;
You should note that although it is possible to make farm plots in the sunshine, plump helmets won't grow outside a muddy cave.&lt;/div&gt;</summary>
		<author><name>Shiona</name></author>
	</entry>
</feed>