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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Silver</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-08T12:19:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46877</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46877"/>
		<updated>2009-05-31T06:17:31Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
&lt;br /&gt;
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goes through walls? ==&lt;br /&gt;
&lt;br /&gt;
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards...  Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)&lt;br /&gt;
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)&lt;br /&gt;
:::It could be that you had something, no '''anything''' lying around outside. These guys steal your fired bolts, right?--[[User:Destor|Destor]] 16:52, 15 February 2009 (EST)&lt;br /&gt;
::::Except there were no socks or sandals lying outside the walls, only bolts. --[[User:Myroc|Myroc]] 10:11, 16 February 2009 (EST)&lt;br /&gt;
:::::Oh, I didn't see that part. Whoops. Um, in that case I have no idea how this would happen. I'm rather certain they can't go through walls, as they are no different from a normal creature. Go check the raws, and see if it has anything &amp;quot;funny&amp;quot; in for kobolds.--[[User:Destor|Destor]] 10:22, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Some thieves can bypass traps&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This phrase seems to imply that it's only a rare breed of thieves that bypass traps, but I've got an entire tunnel of 30+ layers of cage traps, and I've watched kobold thieves run in and out with impunity (though they've never made it through the war dog pit for obvious reasons).  Would stonefall / weapon traps work better, or are they just completely immune? &amp;amp;mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 03:59, 31 May 2009 (UTC)&lt;br /&gt;
:If I remember correctly, Kobold thieves will always walk right through traps regardless of type. I'm not sure if goblins will or not. Theres something in the raws like trap immune or something along those lines, so those creatures will only trigger traps by falling unconscious on them, if then. --[[User:Silver|Silver]] 06:17, 31 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47692</id>
		<title>40d Talk:Dual wielding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47692"/>
		<updated>2009-04-15T03:45:37Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;all combination dont matter, they only use one weapon to fight anyway, the second weapon is just for the case they lose the first one --[[User:Rhenaya|Rhenaya]] 17:06, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:then.. why won't a dwarf assigned two axes A) sling one over his back, and B) pick up a shield? infact, why would he pick up an axe in each hand? sword users pick up two swords and a shield when assigned two weapons, usually putting both swords in one hand, and the shield in the other. also, crossbows; why, when the marksdwarves are assigned two bows and have a quiver of arrows on them, wouldnt they put one crossbow away, and fire with the other? why do they (seem to) use both with the 'hammerdwarf' skill? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
::because its an '''alpha''' state game and not everything is working as intended. and dual wielding is stated as not ingame from the developer, also if you can read the comabt logs (with some tools) you will see they never use a second weapon... also you can wield two weapons in adventure mode but always attack with just one --[[User:Rhenaya|Rhenaya]] 05:18, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::i am fully aware that the game is still in alpha testing, thank you. :]  i am also lead to believe that dual wielding is to become part of the game. when? who knows. going from my (limited) experience in DF, axedwarves pick up two weapons (one in each hand), sacreficing their shield. if it wasnt at all possible to fight with an axe in either hand, why wouldnt they pick up an assigned shield instead? indeed, why would there be script to allow a dwarf to pick up an axe in each hand, if it then becomes useless? surely the script would read like &amp;quot;any axe-user holds the axe in his/her right hand&amp;quot;, and not &amp;quot;an axedwarf is allowed to hold an axe in either hand&amp;quot; perhaps the battle logs (no idea what they are; never used them) are only told that the dwarf is attacking with one weapon, but that doesnt imply that either A) the logs arent picking up the use of the second weapon, perhaps choosing to say it's the same weapon, or B) the damage done isnt a combined total of both weapons, as if they were one. i know the answer is probably going to be 'it's buggy', but that could also be true of the battle system in-game, allowing dwarves to dual-wield, in a sense, and the battle logs. who says they're the completed product? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
:::my legendary speardwarf was carrying two spears (both in the same hand, btw; his right one), even though he was assigned a shield. he was in battle not-so-long ago, and BOTH his weapons were covered in goblin blood (quote: &amp;quot;iron spear - contents: goblin blood covering&amp;quot;, not 'spatter' or whatever x]). it was a siege, so it could be that during the melee, blood was thrown all over the place, including the 'one on his back', but i'm starting to think that dual wielding is more and more possible.&amp;lt;br&amp;gt;of course, i followed him when i deselected 'number of weapons - 2', changed it back to '1', and he went to pick up a shield. he has no skill in shield user(not even 'dabbling'!), even though he's been sparring for years, and has been assigned a shield throughout.&amp;lt;br&amp;gt;on that note - he's also been assigned armour, and is only at 'talented armo(u)r user'. does armour/shield/weapon skill level up at the same time? 'cause, to me, 'talented' is about a quarter of the way to 'legendary', suggesting that he was levelling up double-quick on his weapon. (presuming, of course, that he'd hit some n00b axedwarf twice for every one he takes). i might need to add that he's up to '(no tag) wrestler', so he'll be dodging a few, but even so.. smells like someone's dual wielding to me! :D   -[[User:DJ Devil|DJ Devil]] 09:10, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'm fairly sure its mentioned somewhere in the combat mechanics or something that they will not fight with two weapons at the same time. If carrying a second weapon has other effects I dont recall; but I'm pretty sure that this is just excess. &lt;br /&gt;
&lt;br /&gt;
::::Ah here's the bit I was referencing; http://dwarf.lendemaindeveille.com/index.php/Talk:Military#Carrying_two_weapons. I doubt that it is going to change until more is done with the army arc and combat. May be as soon as next release but it doesn't work yet. --[[User:Silver|Silver]] 20:05, 17 March 2009 (UTC)&lt;br /&gt;
::::Upon having a bunch of free time and stumbling through edits I'm back to this. Armor user gets exp for getting hit. Wrestler gets exp for dodging or doing wrestling moves. Weapon user gets exp for every time you hit someone else. Shield user for every time you block a  hit. So on average the your probably looking at weapon exp if you only use one type being about the same as wrestler, armor user, and shield user added together.--[[User:Silver|Silver]] 03:44, 15 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47691</id>
		<title>40d Talk:Dual wielding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47691"/>
		<updated>2009-04-15T03:44:49Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;all combination dont matter, they only use one weapon to fight anyway, the second weapon is just for the case they lose the first one --[[User:Rhenaya|Rhenaya]] 17:06, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:then.. why won't a dwarf assigned two axes A) sling one over his back, and B) pick up a shield? infact, why would he pick up an axe in each hand? sword users pick up two swords and a shield when assigned two weapons, usually putting both swords in one hand, and the shield in the other. also, crossbows; why, when the marksdwarves are assigned two bows and have a quiver of arrows on them, wouldnt they put one crossbow away, and fire with the other? why do they (seem to) use both with the 'hammerdwarf' skill? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
::because its an '''alpha''' state game and not everything is working as intended. and dual wielding is stated as not ingame from the developer, also if you can read the comabt logs (with some tools) you will see they never use a second weapon... also you can wield two weapons in adventure mode but always attack with just one --[[User:Rhenaya|Rhenaya]] 05:18, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::i am fully aware that the game is still in alpha testing, thank you. :]  i am also lead to believe that dual wielding is to become part of the game. when? who knows. going from my (limited) experience in DF, axedwarves pick up two weapons (one in each hand), sacreficing their shield. if it wasnt at all possible to fight with an axe in either hand, why wouldnt they pick up an assigned shield instead? indeed, why would there be script to allow a dwarf to pick up an axe in each hand, if it then becomes useless? surely the script would read like &amp;quot;any axe-user holds the axe in his/her right hand&amp;quot;, and not &amp;quot;an axedwarf is allowed to hold an axe in either hand&amp;quot; perhaps the battle logs (no idea what they are; never used them) are only told that the dwarf is attacking with one weapon, but that doesnt imply that either A) the logs arent picking up the use of the second weapon, perhaps choosing to say it's the same weapon, or B) the damage done isnt a combined total of both weapons, as if they were one. i know the answer is probably going to be 'it's buggy', but that could also be true of the battle system in-game, allowing dwarves to dual-wield, in a sense, and the battle logs. who says they're the completed product? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
:::my legendary speardwarf was carrying two spears (both in the same hand, btw; his right one), even though he was assigned a shield. he was in battle not-so-long ago, and BOTH his weapons were covered in goblin blood (quote: &amp;quot;iron spear - contents: goblin blood covering&amp;quot;, not 'spatter' or whatever x]). it was a siege, so it could be that during the melee, blood was thrown all over the place, including the 'one on his back', but i'm starting to think that dual wielding is more and more possible.&amp;lt;br&amp;gt;of course, i followed him when i deselected 'number of weapons - 2', changed it back to '1', and he went to pick up a shield. he has no skill in shield user(not even 'dabbling'!), even though he's been sparring for years, and has been assigned a shield throughout.&amp;lt;br&amp;gt;on that note - he's also been assigned armour, and is only at 'talented armo(u)r user'. does armour/shield/weapon skill level up at the same time? 'cause, to me, 'talented' is about a quarter of the way to 'legendary', suggesting that he was levelling up double-quick on his weapon. (presuming, of course, that he'd hit some n00b axedwarf twice for every one he takes). i might need to add that he's up to '(no tag) wrestler', so he'll be dodging a few, but even so.. smells like someone's dual wielding to me! :D   -[[User:DJ Devil|DJ Devil]] 09:10, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Im fairly sure its mentioned somewhere in the combat mechanics or something that they will not fight with two weapons at the same time. If carrying a second weapon has other effects I dont recall; but I'm pretty sure that this is just excess. &lt;br /&gt;
&lt;br /&gt;
::::Ah heres the bit I was referencing; http://dwarf.lendemaindeveille.com/index.php/Talk:Military#Carrying_two_weapons&lt;br /&gt;
I doubt that it is going to change untill more is done with the army arc and combat. May be as soon as next release but it doesn't work yet. --[[User:Silver|Silver]] 20:05, 17 March 2009 (UTC)&lt;br /&gt;
::::Upon having a bunch of free time and stumbling through edits I'm back to this. Armor user gets exp for getting hit. Wrestler gets exp for dodging or doing wrestling moves. Weaponuser gets exp for every time you hit someone else. Shield user for every time you block a  hit. So on average the your probably looking at weapon exp if you only use one type being about the same as wrestler, armoruser, and shielduser added together.--[[User:Silver|Silver]] 03:44, 15 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47690</id>
		<title>40d Talk:Dual wielding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47690"/>
		<updated>2009-03-17T20:12:03Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;all combination dont matter, they only use one weapon to fight anyway, the second weapon is just for the case they lose the first one --[[User:Rhenaya|Rhenaya]] 17:06, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:then.. why won't a dwarf assigned two axes A) sling one over his back, and B) pick up a shield? infact, why would he pick up an axe in each hand? sword users pick up two swords and a shield when assigned two weapons, usually putting both swords in one hand, and the shield in the other. also, crossbows; why, when the marksdwarves are assigned two bows and have a quiver of arrows on them, wouldnt they put one crossbow away, and fire with the other? why do they (seem to) use both with the 'hammerdwarf' skill? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
::because its an '''alpha''' state game and not everything is working as intended. and dual wielding is stated as not ingame from the developer, also if you can read the comabt logs (with some tools) you will see they never use a second weapon... also you can wield two weapons in adventure mode but always attack with just one --[[User:Rhenaya|Rhenaya]] 05:18, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::i am fully aware that the game is still in alpha testing, thank you. :]  i am also lead to believe that dual wielding is to become part of the game. when? who knows. going from my (limited) experience in DF, axedwarves pick up two weapons (one in each hand), sacreficing their shield. if it wasnt at all possible to fight with an axe in either hand, why wouldnt they pick up an assigned shield instead? indeed, why would there be script to allow a dwarf to pick up an axe in each hand, if it then becomes useless? surely the script would read like &amp;quot;any axe-user holds the axe in his/her right hand&amp;quot;, and not &amp;quot;an axedwarf is allowed to hold an axe in either hand&amp;quot; perhaps the battle logs (no idea what they are; never used them) are only told that the dwarf is attacking with one weapon, but that doesnt imply that either A) the logs arent picking up the use of the second weapon, perhaps choosing to say it's the same weapon, or B) the damage done isnt a combined total of both weapons, as if they were one. i know the answer is probably going to be 'it's buggy', but that could also be true of the battle system in-game, allowing dwarves to dual-wield, in a sense, and the battle logs. who says they're the completed product? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
:::my legendary speardwarf was carrying two spears (both in the same hand, btw; his right one), even though he was assigned a shield. he was in battle not-so-long ago, and BOTH his weapons were covered in goblin blood (quote: &amp;quot;iron spear - contents: goblin blood covering&amp;quot;, not 'spatter' or whatever x]). it was a siege, so it could be that during the melee, blood was thrown all over the place, including the 'one on his back', but i'm starting to think that dual wielding is more and more possible.&amp;lt;br&amp;gt;of course, i followed him when i deselected 'number of weapons - 2', changed it back to '1', and he went to pick up a shield. he has no skill in shield user(not even 'dabbling'!), even though he's been sparring for years, and has been assigned a shield throughout.&amp;lt;br&amp;gt;on that note - he's also been assigned armour, and is only at 'talented armo(u)r user'. does armour/shield/weapon skill level up at the same time? 'cause, to me, 'talented' is about a quarter of the way to 'legendary', suggesting that he was levelling up double-quick on his weapon. (presuming, of course, that he'd hit some n00b axedwarf twice for every one he takes). i might need to add that he's up to '(no tag) wrestler', so he'll be dodging a few, but even so.. smells like someone's dual wielding to me! :D   -[[User:DJ Devil|DJ Devil]] 09:10, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Im fairly sure its mentioned somewhere in the combat mechanics or something that they will not fight with two weapons at the same time. If carrying a second weapon has other effects I dont recall; but I'm pretty sure that this is just excess. &lt;br /&gt;
&lt;br /&gt;
Ah heres the bit I was referencing; http://dwarf.lendemaindeveille.com/index.php/Talk:Military#Carrying_two_weapons&lt;br /&gt;
I doubt that it is going to change untill more is done with the army arc and combat. May be as soon as next release but it doesn't work yet. --[[User:Silver|Silver]] 20:05, 17 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47689</id>
		<title>40d Talk:Dual wielding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47689"/>
		<updated>2009-03-17T20:05:25Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;all combination dont matter, they only use one weapon to fight anyway, the second weapon is just for the case they lose the first one --[[User:Rhenaya|Rhenaya]] 17:06, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:then.. why won't a dwarf assigned two axes A) sling one over his back, and B) pick up a shield? infact, why would he pick up an axe in each hand? sword users pick up two swords and a shield when assigned two weapons, usually putting both swords in one hand, and the shield in the other. also, crossbows; why, when the marksdwarves are assigned two bows and have a quiver of arrows on them, wouldnt they put one crossbow away, and fire with the other? why do they (seem to) use both with the 'hammerdwarf' skill? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
::because its an '''alpha''' state game and not everything is working as intended. and dual wielding is stated as not ingame from the developer, also if you can read the comabt logs (with some tools) you will see they never use a second weapon... also you can wield two weapons in adventure mode but always attack with just one --[[User:Rhenaya|Rhenaya]] 05:18, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::i am fully aware that the game is still in alpha testing, thank you. :]  i am also lead to believe that dual wielding is to become part of the game. when? who knows. going from my (limited) experience in DF, axedwarves pick up two weapons (one in each hand), sacreficing their shield. if it wasnt at all possible to fight with an axe in either hand, why wouldnt they pick up an assigned shield instead? indeed, why would there be script to allow a dwarf to pick up an axe in each hand, if it then becomes useless? surely the script would read like &amp;quot;any axe-user holds the axe in his/her right hand&amp;quot;, and not &amp;quot;an axedwarf is allowed to hold an axe in either hand&amp;quot; perhaps the battle logs (no idea what they are; never used them) are only told that the dwarf is attacking with one weapon, but that doesnt imply that either A) the logs arent picking up the use of the second weapon, perhaps choosing to say it's the same weapon, or B) the damage done isnt a combined total of both weapons, as if they were one. i know the answer is probably going to be 'it's buggy', but that could also be true of the battle system in-game, allowing dwarves to dual-wield, in a sense, and the battle logs. who says they're the completed product? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
:::my legendary speardwarf was carrying two spears (both in the same hand, btw; his right one), even though he was assigned a shield. he was in battle not-so-long ago, and BOTH his weapons were covered in goblin blood (quote: &amp;quot;iron spear - contents: goblin blood covering&amp;quot;, not 'spatter' or whatever x]). it was a siege, so it could be that during the melee, blood was thrown all over the place, including the 'one on his back', but i'm starting to think that dual wielding is more and more possible.&amp;lt;br&amp;gt;of course, i followed him when i deselected 'number of weapons - 2', changed it back to '1', and he went to pick up a shield. he has no skill in shield user(not even 'dabbling'!), even though he's been sparring for years, and has been assigned a shield throughout.&amp;lt;br&amp;gt;on that note - he's also been assigned armour, and is only at 'talented armo(u)r user'. does armour/shield/weapon skill level up at the same time? 'cause, to me, 'talented' is about a quarter of the way to 'legendary', suggesting that he was levelling up double-quick on his weapon. (presuming, of course, that he'd hit some n00b axedwarf twice for every one he takes). i might need to add that he's up to '(no tag) wrestler', so he'll be dodging a few, but even so.. smells like someone's dual wielding to me! :D   -[[User:DJ Devil|DJ Devil]] 09:10, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Im fairly sure its mentioned somewhere in the combat mechanics or something that they will not fight with two weapons at the same time. If carrying a second weapon has other effects I dont recall; but I'm pretty sure that this is just excess.  --[[User:Silver|Silver]] 20:05, 17 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27182</id>
		<title>40d Talk:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27182"/>
		<updated>2009-02-26T07:06:49Z</updated>

		<summary type="html">&lt;p&gt;Silver: /* Prepared meal value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What makes something &amp;quot;minced?&amp;quot; And what are the values for each type of prepared meal? [[User:Schm0|Schm0]] 07:34, 18 November 2007 (EST)&lt;br /&gt;
:&amp;quot;Minced&amp;quot; is simply a description of food items that get added to a meal. If a cook grabs a plump helmet and a turtle, the resulting meal would be described as having &amp;quot;minced plump helmet&amp;quot; and &amp;quot;minced turtle&amp;quot;, or &amp;quot;finely minced&amp;quot; etc. based on the skill of the cook. [[User:Rpb|Rpb]] 12:48, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Best way to boost skill? ==&lt;br /&gt;
&lt;br /&gt;
Given that lavish meals will usually clutter the kitchen due to number of ingredients, what's the best way to boost a cook's skill? Repeatedly make easy or lavish meals? In fact, do the various levels of meal give different XP? [[User:Runspotrun|Runspotrun]] 01:37, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Never mind! Answered in [[Cook]]. [[User:Runspotrun|Runspotrun]] 01:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;job item lost or destroyed&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
My repeated &amp;quot;cook fine meal&amp;quot; or &amp;quot;cook easy meal&amp;quot; tasks keep getting halted when the cook loses or destroys the food he is trying to cook. Is this a result of some flaw in my fortress? [[User:Shoez|Shoez]] 03:09, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's due to people eating or drinking the things he tasks for cooking before he can cook them. I suggest putting cook tasks through the manager menu to deal with it. [[User:VengefulDonut|VengefulDonut]] 10:04, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Alternatively, for the massive-cooking that I've occasionally had to do (100+ meals!) I just queue up the task 10x with repeats on all of them. It's far easier/faster than doing a job order for all of them (for me anyways) and the multiple jobs means that odds are it won't get fully canceled until he gets to the actual end of the supply chain, rather than the occasional interruption. Either way, it'll work fine. If you have a couple dozen meals (or an exact amount at all) to make, VD's method is better. If it's more like a couple hundred, mine will probably work better. If it's a couple thousand... have you considered doing anything with your dwarves other than farming? :P  --[[User:N9103|Edward]] 18:22, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Prepared meal value ==&lt;br /&gt;
&lt;br /&gt;
This was sitting around in the talk section of [[item value]] for a while... if it's in the wrong spot, or if I've formatted it poorly, please fix it up!  --[[User:Jurph|Jurph]] 11:59, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:We should make a special note somewhere on the page that, for the current version {{v|0.28.181.40d}}, you still can not trade Prepared Meals due to bug 000072 but liaisons are still capable of listing them as potential Trade Agreement exports.  --[[User:FJH|FJH]] 13:33, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I might be mistaken, but I know i'm running 40d and I'm fairly certain the only thing I've exported is meals :/. I'll double check to make sure its working for me but it might somehow be through tiny mods I've done though I don't see how (more creatures tameable). Checked the exact bug list and it just says food inside prepared meal barrels, which would be easy enough to deal with if thats the case; just build a prepared meal only stockpile next to the normal one and allow no barrels then que up the take from pile task. Meals have such a broken value that it won't take that much space or that much hauling if your cooks and farmers are some level of skilled. --[[User:Silver|Silver]] 02:01, 26 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27181</id>
		<title>40d Talk:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27181"/>
		<updated>2009-02-26T07:01:52Z</updated>

		<summary type="html">&lt;p&gt;Silver: /* Prepared meal value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What makes something &amp;quot;minced?&amp;quot; And what are the values for each type of prepared meal? [[User:Schm0|Schm0]] 07:34, 18 November 2007 (EST)&lt;br /&gt;
:&amp;quot;Minced&amp;quot; is simply a description of food items that get added to a meal. If a cook grabs a plump helmet and a turtle, the resulting meal would be described as having &amp;quot;minced plump helmet&amp;quot; and &amp;quot;minced turtle&amp;quot;, or &amp;quot;finely minced&amp;quot; etc. based on the skill of the cook. [[User:Rpb|Rpb]] 12:48, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Best way to boost skill? ==&lt;br /&gt;
&lt;br /&gt;
Given that lavish meals will usually clutter the kitchen due to number of ingredients, what's the best way to boost a cook's skill? Repeatedly make easy or lavish meals? In fact, do the various levels of meal give different XP? [[User:Runspotrun|Runspotrun]] 01:37, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Never mind! Answered in [[Cook]]. [[User:Runspotrun|Runspotrun]] 01:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;job item lost or destroyed&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
My repeated &amp;quot;cook fine meal&amp;quot; or &amp;quot;cook easy meal&amp;quot; tasks keep getting halted when the cook loses or destroys the food he is trying to cook. Is this a result of some flaw in my fortress? [[User:Shoez|Shoez]] 03:09, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's due to people eating or drinking the things he tasks for cooking before he can cook them. I suggest putting cook tasks through the manager menu to deal with it. [[User:VengefulDonut|VengefulDonut]] 10:04, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Alternatively, for the massive-cooking that I've occasionally had to do (100+ meals!) I just queue up the task 10x with repeats on all of them. It's far easier/faster than doing a job order for all of them (for me anyways) and the multiple jobs means that odds are it won't get fully canceled until he gets to the actual end of the supply chain, rather than the occasional interruption. Either way, it'll work fine. If you have a couple dozen meals (or an exact amount at all) to make, VD's method is better. If it's more like a couple hundred, mine will probably work better. If it's a couple thousand... have you considered doing anything with your dwarves other than farming? :P  --[[User:N9103|Edward]] 18:22, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Prepared meal value ==&lt;br /&gt;
&lt;br /&gt;
This was sitting around in the talk section of [[item value]] for a while... if it's in the wrong spot, or if I've formatted it poorly, please fix it up!  --[[User:Jurph|Jurph]] 11:59, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:We should make a special note somewhere on the page that, for the current version {{v|0.28.181.40d}}, you still can not trade Prepared Meals due to bug 000072 but liaisons are still capable of listing them as potential Trade Agreement exports.  --[[User:FJH|FJH]] 13:33, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I might be mistaken, but I know i'm running 40d and I'm fairly certain the only thing I've exported is meals :/. I'll double check to make sure its working for me but it might somehow be through tiny mods I've done though I don't see how (more creatures tameable) --[[User:Silver|Silver]] 02:01, 26 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Silver&amp;diff=44217</id>
		<title>User talk:Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Silver&amp;diff=44217"/>
		<updated>2008-08-12T20:49:57Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. This is a template.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;--[[User:Savok|Savok]] 22:36, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah thanks man, I made some errors when i was first starting out. I've gotten kind of used to forums that actually have a standard though so I've been trying to get up to speed on they way things are supposed to get done. I think I've mostly got it down just need to remember to sign everything.--[[User:Silver|Silver]] 16:49, 12 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23941</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23941"/>
		<updated>2008-08-07T19:41:53Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
{{unsigned|Doler 12}}&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Noble children don't become nobles right? ==&lt;br /&gt;
&lt;br /&gt;
I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Happy to be free ==&lt;br /&gt;
&lt;br /&gt;
I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
&lt;br /&gt;
:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Child production ==&lt;br /&gt;
&lt;br /&gt;
Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Triplets... ==&lt;br /&gt;
&lt;br /&gt;
Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38022</id>
		<title>Talk:Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38022"/>
		<updated>2008-07-23T05:30:20Z</updated>

		<summary type="html">&lt;p&gt;Silver: /* [http://www.bay12games.com/forum/index.php?topic=19686.msg206978#msg206978 Too untasteful?] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How to add quotes:'''&lt;br /&gt;
* Go to the line of the last quote.&lt;br /&gt;
* Add a line immediately after it (this should be before the closing }} brackets)&lt;br /&gt;
* type &amp;quot;|&amp;amp;lt;!--YOUR-QUOTE-NUMBER--&amp;amp;gt;YOUR-QUOTE-HERE&amp;quot; on that line&lt;br /&gt;
:(The quote number is not functionally necessary, but it allows keeping track of how many quotes there are without counting)&lt;br /&gt;
* Look at the first line of the template&lt;br /&gt;
:It should look something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|37}}|{{#expr: ({{rand2|10}}+27)}} }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Adjust the number that is in the place of the 37 to reflect the number of quotes in the list.&lt;br /&gt;
*Adjust the number that is in the place of the 27 to reflect ten less than the number of quotes in the list. (in this case..  27)&lt;br /&gt;
:The purpose of the first number is to choose a random element from the list of quotes.&lt;br /&gt;
:The second lets us pick from among the last ten quotes in the list.&lt;br /&gt;
*Preview your reply to make sure nothing is broken (or someone will be able to see it on the main page before it gets fixed)&lt;br /&gt;
*Profit!&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:34, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For what it's worth, the nowiki formatting around square bracketed 'B' in the Toady quote about boats was simply in the interests of quoting accuracy; the original word was not capitalized and I still have that kind of formatting in my heart from college paper citations. --[[User:Alfador|Alfador]] 12:16, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah. It looked to me like a weird, failed boats/bloats pun. I don't think it really matters; you can change it back if you like. --[[User:Savok|Savok]] 17:19, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thank you! And done. --[[User:Alfador|Alfador]] 11:27, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quote removal ==&lt;br /&gt;
&lt;br /&gt;
Say, why was the &amp;quot;interrupted by carp&amp;quot; quote removed?  I loved that one. --[[User:JT|JT]] 02:58, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Blame Savok, he thought it was unfunny. --[[User:GreyMario|GreyMario]] 16:22, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
And regarding VengefulDonut stripping off that last one, PTTG's quote was simply hilarious.  If you can't laugh at yourself, who can you laugh at? --[[User:JT|JT]] 02:19, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thinking on this some more, the idea that anyone can just reverse a quote at their leisure strikes me as unusual.  If a quote is an obvious spam, that's one thing; if a quote is something that ''you'' don't think of as funny, I think there should be some sort of consensus system involved.  There are at least a couple existing quotes that I don't find funny in the slightest (Spiders Everywhere, you've been processed, GreyMario's), but I don't remove them. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
My 2☼ on the subject:&amp;lt;br&amp;gt;&lt;br /&gt;
Unless a quote is offensively directed at a particular user/person, I don't see how there are any grounds for removal.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is, it's perfectly acceptable for the addressed person to remove it, if they so choose.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you may remove quotes of yourself, whether or not they're offensive, regardless of who added the quote.&amp;lt;br&amp;gt;&lt;br /&gt;
In all cases, it's the sole responsibility of the addressed person to remove a quote, not someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
I think that makes sense.. but perhaps I'm too far off base? --[[User:N9103|Edward]] 07:37, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When anyone is able to add a quote at their leisure, we will naturally end up with plenty of quotes that aren't funny. If anyone is able to remove a quote at their leisure, quotes that aren't funny will disappear. This is parallel to the wikipedia editing process in general, and I think this kind of process has decent results. Although I am open to other proposals.&lt;br /&gt;
:On the topic of racy jokes: I'm sure there are plenty of group-targeted jokes that could be stated in DF terms that would be very funny; just pick a group, a metaphor, and a stereotype. But even if you tell a member of that group to grow a thicker skin or to stop taking themselves seriously or learn to take a joke, it doesn't turn the joke from something alienating to something entertaining. In the right context, those kinds of jokes can be very funny even to those on the butt end of them. Standup comedians succeed or fail based on their ability to create it. But I don't think that the front page is the right context. [[User:VengefulDonut|VengefulDonut]] 10:24, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unless its blantantly offensive I don't think &amp;quot;unfunny&amp;quot; is a reason to remove a quote, we each have our own sense of humour, such debate should be placed here on the discussion page imo. --[[User:Markavian|Markavian]] 20:30, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Bleh. I'd like to, but nobody answers most discussion page debates in reasonable time. If we become more regularly active in discussion page debates (which isn't hard - we've got several that any experienced player can add to), we might be able to do that. As it is, the responses are usually at least a few days, often months apart. And then, occasionally, we get one that has five people with fifteen comments in a day or two. --[[User:Savok|Savok]] 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As I've said before, if you want to revert those of my deletes that you really think should stay, that's fine. The way I see it, and the way some have said before me, anybody can, if they think it's funny enough, add a quote to the page. Of course, we will get some pretty poor quotes that way, so anyone can, if they dislike it enough, delete a quote from that page. If an edit war occurs, we can take it to the talk page (with the war attention, we'll actually have commenters), where it can be resolved. We Are Not Wikipedia. We're too small for that; everyone knows everyone else and anyone can monitor all edits if they have a little time to spend.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]], rambling at 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=19686.msg206978#msg206978 Too untasteful?] ==&lt;br /&gt;
&lt;br /&gt;
I found this on the forums:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 12em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;&lt;br /&gt;
Goatsects the Raw Red Anus of Stretching&amp;lt;/div&amp;gt;&lt;br /&gt;
For? Against? --[[User:Savok|Savok]] 22:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. DF has people exploding in gore. Besides, these words are in the game anyway.&lt;br /&gt;
-- [[User:InquisitorSaturn|InquisitorSaturn]] 01:44, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. Lets be honest; how many people are likely to come to this wiki that aren't mature enough to enjoy a little mature humor. If anything people are more likely to complain that it didn't make them laugh then that they are worried that kids might see it.   --[[User:Silver|Silver]] 01:29, 23 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38021</id>
		<title>Talk:Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38021"/>
		<updated>2008-07-23T05:29:49Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How to add quotes:'''&lt;br /&gt;
* Go to the line of the last quote.&lt;br /&gt;
* Add a line immediately after it (this should be before the closing }} brackets)&lt;br /&gt;
* type &amp;quot;|&amp;amp;lt;!--YOUR-QUOTE-NUMBER--&amp;amp;gt;YOUR-QUOTE-HERE&amp;quot; on that line&lt;br /&gt;
:(The quote number is not functionally necessary, but it allows keeping track of how many quotes there are without counting)&lt;br /&gt;
* Look at the first line of the template&lt;br /&gt;
:It should look something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|37}}|{{#expr: ({{rand2|10}}+27)}} }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Adjust the number that is in the place of the 37 to reflect the number of quotes in the list.&lt;br /&gt;
*Adjust the number that is in the place of the 27 to reflect ten less than the number of quotes in the list. (in this case..  27)&lt;br /&gt;
:The purpose of the first number is to choose a random element from the list of quotes.&lt;br /&gt;
:The second lets us pick from among the last ten quotes in the list.&lt;br /&gt;
*Preview your reply to make sure nothing is broken (or someone will be able to see it on the main page before it gets fixed)&lt;br /&gt;
*Profit!&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:34, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For what it's worth, the nowiki formatting around square bracketed 'B' in the Toady quote about boats was simply in the interests of quoting accuracy; the original word was not capitalized and I still have that kind of formatting in my heart from college paper citations. --[[User:Alfador|Alfador]] 12:16, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah. It looked to me like a weird, failed boats/bloats pun. I don't think it really matters; you can change it back if you like. --[[User:Savok|Savok]] 17:19, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thank you! And done. --[[User:Alfador|Alfador]] 11:27, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quote removal ==&lt;br /&gt;
&lt;br /&gt;
Say, why was the &amp;quot;interrupted by carp&amp;quot; quote removed?  I loved that one. --[[User:JT|JT]] 02:58, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Blame Savok, he thought it was unfunny. --[[User:GreyMario|GreyMario]] 16:22, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
And regarding VengefulDonut stripping off that last one, PTTG's quote was simply hilarious.  If you can't laugh at yourself, who can you laugh at? --[[User:JT|JT]] 02:19, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thinking on this some more, the idea that anyone can just reverse a quote at their leisure strikes me as unusual.  If a quote is an obvious spam, that's one thing; if a quote is something that ''you'' don't think of as funny, I think there should be some sort of consensus system involved.  There are at least a couple existing quotes that I don't find funny in the slightest (Spiders Everywhere, you've been processed, GreyMario's), but I don't remove them. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
My 2☼ on the subject:&amp;lt;br&amp;gt;&lt;br /&gt;
Unless a quote is offensively directed at a particular user/person, I don't see how there are any grounds for removal.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is, it's perfectly acceptable for the addressed person to remove it, if they so choose.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you may remove quotes of yourself, whether or not they're offensive, regardless of who added the quote.&amp;lt;br&amp;gt;&lt;br /&gt;
In all cases, it's the sole responsibility of the addressed person to remove a quote, not someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
I think that makes sense.. but perhaps I'm too far off base? --[[User:N9103|Edward]] 07:37, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When anyone is able to add a quote at their leisure, we will naturally end up with plenty of quotes that aren't funny. If anyone is able to remove a quote at their leisure, quotes that aren't funny will disappear. This is parallel to the wikipedia editing process in general, and I think this kind of process has decent results. Although I am open to other proposals.&lt;br /&gt;
:On the topic of racy jokes: I'm sure there are plenty of group-targeted jokes that could be stated in DF terms that would be very funny; just pick a group, a metaphor, and a stereotype. But even if you tell a member of that group to grow a thicker skin or to stop taking themselves seriously or learn to take a joke, it doesn't turn the joke from something alienating to something entertaining. In the right context, those kinds of jokes can be very funny even to those on the butt end of them. Standup comedians succeed or fail based on their ability to create it. But I don't think that the front page is the right context. [[User:VengefulDonut|VengefulDonut]] 10:24, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unless its blantantly offensive I don't think &amp;quot;unfunny&amp;quot; is a reason to remove a quote, we each have our own sense of humour, such debate should be placed here on the discussion page imo. --[[User:Markavian|Markavian]] 20:30, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Bleh. I'd like to, but nobody answers most discussion page debates in reasonable time. If we become more regularly active in discussion page debates (which isn't hard - we've got several that any experienced player can add to), we might be able to do that. As it is, the responses are usually at least a few days, often months apart. And then, occasionally, we get one that has five people with fifteen comments in a day or two. --[[User:Savok|Savok]] 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As I've said before, if you want to revert those of my deletes that you really think should stay, that's fine. The way I see it, and the way some have said before me, anybody can, if they think it's funny enough, add a quote to the page. Of course, we will get some pretty poor quotes that way, so anyone can, if they dislike it enough, delete a quote from that page. If an edit war occurs, we can take it to the talk page (with the war attention, we'll actually have commenters), where it can be resolved. We Are Not Wikipedia. We're too small for that; everyone knows everyone else and anyone can monitor all edits if they have a little time to spend.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]], rambling at 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=19686.msg206978#msg206978 Too untasteful?] ==&lt;br /&gt;
&lt;br /&gt;
I found this on the forums:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 12em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;&lt;br /&gt;
Goatsects the Raw Red Anus of Stretching&amp;lt;/div&amp;gt;&lt;br /&gt;
For? Against? --[[User:Savok|Savok]] 22:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. DF has people exploding in gore. Besides, these words are in the game anyway.&lt;br /&gt;
-- [[User:InquisitorSaturn|InquisitorSaturn]] 01:44, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. Lets be honest; how people are likely to come to this wiki that aren't mature enough to enjoy a little mature humor. If anything people are more likely to complain that it didn't make them laugh then that they are worried that kids might see it.   --[[User:Silver|Silver]] 01:29, 23 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8792</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8792"/>
		<updated>2008-07-23T02:40:23Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One-way corridor? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
&lt;br /&gt;
:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
&lt;br /&gt;
:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ramp action change? ==&lt;br /&gt;
&lt;br /&gt;
Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Obsidian&amp;diff=18392</id>
		<title>40d Talk:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Obsidian&amp;diff=18392"/>
		<updated>2008-07-21T05:22:04Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is Obsidian currently the only &amp;quot;sharpenable&amp;quot; rock? The fact that &amp;quot;create rock short sword&amp;quot; asks for sharpenable rock rather than obsidian specifically suggests other rocks may be usable (or become usable) for swords.&lt;br /&gt;
&lt;br /&gt;
:The [SHARP] tag in the raws controls whether you can use the rock for making swords. As far as I know, obsidian is the only type of rock that uses this tag, but you can mod in any number of custom rocks (or add the tag to all the existing rocks) hence why it doesn't ask for obsidian specifically. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
::You could just build an obsidian factory, if you have access to replenishing supplies of water and magma. --[[User:30 Second Artbomb|30 Second Artbomb]] 03:09, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Sadly, magma replenishes slowly. --[[User:Savok|Savok]] 09:56, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Mister, I wanna know what you're doing with obsidian so as to drain a magma vent and have to wait for it to replenish.  Do your Marksdwarves practice by firing obsidian swords instead of bolts? --[[User:Marble Dice|Marble Dice]] 15:30, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It replenishes fast enough while you're mining out the fresh obsidian to make the idea a viable one, though. A 10x10 obsidian generator is more than adequate for most obsidian needs anyway, assuming you're not running a gimmick fort where you don't use any magma-proof metals. --[[User:30 Second Artbomb|30 Second Artbomb]] 08:01, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a bit deceptive to say create rock short sword when it requires a very specific type of rock. &amp;quot;create obsidian short sword&amp;quot; would be better... or &amp;quot;create short sword&amp;quot; and then go to &amp;quot;obsidian&amp;quot; or something... --[[User:AlexFili|AlexFili]] 04:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Well, according to Wikipedia, the [http://en.wikipedia.org/wiki/Prismatic_blade prismatic blades] used in [http://en.wikipedia.org/wiki/Macuahuitl Aztec obsidian swords] can also be produced from chert, flint, and chalcedony. However, editing the DF raws to make this possible will make any seeds you generate incompatible with everyone else's installs if you don't share the entire region folder. --[[User:30 Second Artbomb|30 Second Artbomb]] 15:19, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Allright fresh question on this one for you guys; I haven't checked the RAW's; and it probably needs to get done again, but was damage for rock short swords ever confirmed to be the same as the damage for steel? It doesn't make much difference because im only using them for trap components to keep some stonecrafters working all the time and because it was an easy side effect to my screw the world device.  --[[User:Silver|Silver]] 01:22, 21 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weather&amp;diff=40971</id>
		<title>40d Talk:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weather&amp;diff=40971"/>
		<updated>2008-07-19T06:09:16Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is weather important thing? I haven't seen it doing anything other than: 1) Causing unhappy thoughts 2) Whitening floor tiles (snow) 3) &amp;quot;Blueing&amp;quot; tiles for a frame or so (rain). --[[User:Someone-else|Someone-else]] 13:21, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rain also cleans blood off of the ground, assuming it hits the blood.  I believe weather is also responsible for handling the drying of mud on the season changes.  It's not a very critical feature, though. --[[User:JT|JT]] 19:40, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does it clean all of the blood off the map in one go?--[[User:Richards|Richards]] 13:06, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay; just noticed this; but in the newest version I saw rain refilling a murky pool. That is that one of the little ponds that started on my map (generated on previous version) that dried out on the first summer; suddenly started generating depth one water on squares where rain was hitting. I checked all the other murky pools on the map and they too were beginning to refill. Someone please confirm this for me and if you don't feel like updating the information on this and relevant pages I'll get it done.   --[[User:Silver|Silver]] 01:59, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also; Im not aware if it matters if the square is technically indoors or outdoors at this time; but lava occupying exposed (still outside) squares seems to generate steam  but no obsidian. No squares that weren't ponds at the start of the map were seen to generate any water or any steam. If its indoors and still magically generates water when it rains is an important distinction. --[[User:Silver|Silver]] 02:09, 19 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weather&amp;diff=40970</id>
		<title>40d Talk:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weather&amp;diff=40970"/>
		<updated>2008-07-19T05:59:41Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is weather important thing? I haven't seen it doing anything other than: 1) Causing unhappy thoughts 2) Whitening floor tiles (snow) 3) &amp;quot;Blueing&amp;quot; tiles for a frame or so (rain). --[[User:Someone-else|Someone-else]] 13:21, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rain also cleans blood off of the ground, assuming it hits the blood.  I believe weather is also responsible for handling the drying of mud on the season changes.  It's not a very critical feature, though. --[[User:JT|JT]] 19:40, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does it clean all of the blood off the map in one go?--[[User:Richards|Richards]] 13:06, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay; just noticed this; but in the newest version I saw rain refilling a murky pool. That is that one of the little ponds that started on my map (generated on previous version) that dried out on the first summer; suddenly started generating depth one water on squares where rain was hitting. I checked all the other murky pools on the map and they too were begining to refill. Someone please confirm this for me and if you don't feel like updating the information on this and relevant pages I'll get it done.   --[[User:Silver|Silver]] 01:59, 19 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_atom_smasher&amp;diff=42627</id>
		<title>40d Talk:Dwarven atom smasher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_atom_smasher&amp;diff=42627"/>
		<updated>2008-07-15T02:15:53Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==smasher and demons==&lt;br /&gt;
surely that has been confirmed already? that demons will break the drawbridge? --[[User:Frostedfire|Frostedfire]] 07:45, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Whether or not they do so when being smashed between the top of the bridge and a wall/ceiling has not, to my knowledge, been confirmed --[[User:ShadowDragon8685|ShadowDragon8685]]&lt;br /&gt;
&lt;br /&gt;
-- Maybe this is just me being crazy here; But im quite sure that far more people drop a raised bridge on things then make a trench that will be filled with a wall when its stood up. Thats what prevents most creatures with building destroyer from getting through; they dont make contact with the trap until its erasing them from existence. --[[User:Silver|Silver]] 22:15, 14 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Miners_guild&amp;diff=37916</id>
		<title>40d Talk:Miners guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Miners_guild&amp;diff=37916"/>
		<updated>2008-07-09T21:34:30Z</updated>

		<summary type="html">&lt;p&gt;Silver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just read&lt;br /&gt;
&amp;quot;Mafol Altultun, Mayor has taken a request from the Miners Guild&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Drahflow|Drahflow]] 14:01, 24 February 2008 (EST) (194 Dwarfs, Metropolis, Exported Wealth 225240)&lt;br /&gt;
&lt;br /&gt;
[http://i218.photobucket.com/albums/cc259/Benitosimies/request.jpg Request screen], [http://i218.photobucket.com/albums/cc259/Benitosimies/mayorstats.jpg Mayor stats], [http://i218.photobucket.com/albums/cc259/Benitosimies/fortstats.jpg Fort stats]. What the eff is the Miners' Guild? --[[User:Benitosimies|Benitosimies]] 02:14, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does this still exist in .38c?  Because I've played numerous games at this point, including one where my fortress became the Mountainhome, and I've *never* seen anything related to a miner's guild.  If it does still exist, what triggers it? --[[User:Squirrelloid|Squirrelloid]] 02:04, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm not sure what the trigger is. It's still in 38c, I got it twice in one game after not mining for a long time (year six).--[[User:Richards|Richards]] 19:12, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just got on in my fortress for the masons guild; and I've been working those buggers to the bone; using smoothing on every clear surface of the map for stat boosting.   --[[User:Silver|Silver]] 17:34, 9 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31927</id>
		<title>40d Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31927"/>
		<updated>2008-07-09T21:18:28Z</updated>

		<summary type="html">&lt;p&gt;Silver: /* Hammerer and tax collector */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a Baron (and Hammerer and Tax Collector) arrive when my population was exactly 80 and when my population was capped in the init.txt file at 80.  I'm confident that the requirement of 100 people is wrong.  [[User:Bouchart|Bouchart]] 13:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Likewise, my current fortress has 134 people and 1.5M in created wealth, but no baron.  I'm reasonably certain this must be some sort of weighted random arrival. --[[User:Sebbekai|Sebbekai]] 18:22, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oops, I killed the consort ==&lt;br /&gt;
&lt;br /&gt;
The consort was making mandates I could not satisfy, so he had to go. This has caused some kind of problem though... my fortress will not upgrade to a county so I can get the king. I am considering killing my baroness as well, and attempting to reset the whole situation. Any suggestions? --[[User:Wafl|Wafl]] 01:15, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Kiilll them! Kiiilll them! Kiiilllll them alllll! --[[User:Savok|Savok]] 09:52, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hammerer and tax collector ==&lt;br /&gt;
&lt;br /&gt;
Do the hammerer and tax collector always arrive along with the Baron? --[[User:Strangething|Strangething]] 18:26, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Don't think that its Always the case but it seems to frequently be the case for me; all of my forts that I allow nobles they tend to show up together. --Silver&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39548</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39548"/>
		<updated>2008-06-08T17:15:19Z</updated>

		<summary type="html">&lt;p&gt;Silver: Another on the 3.5 bug list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&amp;lt;br&amp;gt;&lt;br /&gt;
Addendum: Rebooting on its own didn't help, but rebooting and aggressively killing running processes down to the bare-bones did... finally.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Shurhaian|Shurhaian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:That's some highly unusual behavior, and I would recommend a through virus and adware scan using atleast two versions of each.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Viruses, [http://housecall.trendmicro.com/ Trend Micro] has a good online scanner, and [http://free.grisoft.com/ AVG] is a good offline scanner.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Adware, [http://www.safer-networking.org/en/spybotsd/index.html Spybot S&amp;amp;D] is just about as good as it gets, and [http://www.microsoft.com/athome/security/spyware/software/default.mspx Microsoft] has a semi-decent one as well.&amp;lt;br&amp;gt;&lt;br /&gt;
:All of these are free. Hope this helps! If not, *could be* some core OS files have been damaged somehow, and *may* require a re-install. --[[User:N9103|Edward]] 21:40, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Another on the 3.5 bug list ==&lt;br /&gt;
&lt;br /&gt;
Allright; I have .net Framework 3.5 installed and its giving me the same error a guy midway up had;&lt;br /&gt;
the.......... IO.notfound thing&lt;br /&gt;
&lt;br /&gt;
Okay scratch that i unzipped tweak again and its running fine.&lt;br /&gt;
it seems tweak doesnt like XP.&lt;br /&gt;
&lt;br /&gt;
Your program has good tastes sir.&lt;/div&gt;</summary>
		<author><name>Silver</name></author>
	</entry>
</feed>