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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-10-04T15:40:30Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45707</id>
		<title>40d Talk:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45707"/>
		<updated>2009-04-03T23:15:23Z</updated>

		<summary type="html">&lt;p&gt;Tardface: /* Chit-chatting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pump operator notes=&lt;br /&gt;
Not sure the toughness note is really that important.  The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them.  It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else.  I've noticed gym graduates make fantastic hunters for example. --[[User:ThunderClaw|ThunderClaw]] 17:47, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year.  So if you have a finite number of dwarves you can spare for training, choose tough ones.  Strong ones can be put in plate and made to spar, or turned into siege operators.&lt;br /&gt;
&lt;br /&gt;
:Currently I'm training all my haulers, in shifts.  Ones that gain toughness get to keep pumping until they're ready for the military.  Strong ones get stone hauling duty.  Everyone else gets food, item, or refuse duty.--[[User:Maximus|Maximus]] 20:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I now give all my haulers the custom profession ''ROTC.'' --[[User:RomeoFalling|RomeoFalling]] 07:50, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Dwarf Powered Mill notes=&lt;br /&gt;
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. [[User:Denspb|Denspb]] 02:58, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Managing ==&lt;br /&gt;
&lt;br /&gt;
Assigning a dwarf to manager may be even better than clerking. I had two useless dwarves. Assigned one to clerk, another to manager+broker. Disabled hauling jobs for the manager. I then went to the manager screen and queued up a full screen of &amp;quot;Make Soap x30.&amp;quot; I chose soap because I don't even have an alchemist's workshop and I didn't want any jobs assigned to existing workshops and disrupting work flow. I lost track of how many times I had to go back in and cancel/re-issue the soap orders. The manager reached legendary while the clerk was still a pathetic high master. I didn't measure steps, but their offices and bedrooms were all very close together, should be around 5-10 steps difference for each dwarf to go get food/drink.&lt;br /&gt;
&lt;br /&gt;
Other factors:&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk has a husband (no kids), manager is single&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk went on break at least once&lt;br /&gt;
&amp;lt;br&amp;gt;-Hauling was still enabled for the clerk, not sure if she did any jobs though&lt;br /&gt;
&amp;lt;br&amp;gt;-At the beginning, Clerk had no skills, Manager had Normal Skill Wood Carving (not much good on my treeless map)&lt;br /&gt;
&amp;lt;br&amp;gt;-Manager met with human diplomat and traded at depot during training&lt;br /&gt;
&lt;br /&gt;
--[[User:Mjo625|Mjo625]] 17:18, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chit-chatting ==&lt;br /&gt;
&lt;br /&gt;
Having no meeting halls (well rooms, statue gardens etc) at all, and just having a single 1x1 meeting area REALLY boosted my haulers stats. I might not be the most efficient assigner of work orders, but some of the time most of my haulers were out of work and just spent their time at the meeting area chatting. I had a lot of proficient-or-higher in EVERY social skill within a couple of years. This might be an exploit. Thoughts? [[User:Tardface|Tardface]] 22:53, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes and no. Chatting dwarfs make friends... and if some dies... Well, you'll have a nice domino effect. Dwarf don't like to lose friends.  --[[User:Karl|Karl]] 23:12, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So, dwarves will actually be happier overall if you don't let them have any friends? :) [[User:Tardface|Tardface]] 23:15, 3 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tardface</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45705</id>
		<title>40d Talk:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45705"/>
		<updated>2009-04-03T22:53:13Z</updated>

		<summary type="html">&lt;p&gt;Tardface: /* Chit-chatting */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pump operator notes=&lt;br /&gt;
Not sure the toughness note is really that important.  The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them.  It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else.  I've noticed gym graduates make fantastic hunters for example. --[[User:ThunderClaw|ThunderClaw]] 17:47, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year.  So if you have a finite number of dwarves you can spare for training, choose tough ones.  Strong ones can be put in plate and made to spar, or turned into siege operators.&lt;br /&gt;
&lt;br /&gt;
:Currently I'm training all my haulers, in shifts.  Ones that gain toughness get to keep pumping until they're ready for the military.  Strong ones get stone hauling duty.  Everyone else gets food, item, or refuse duty.--[[User:Maximus|Maximus]] 20:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I now give all my haulers the custom profession ''ROTC.'' --[[User:RomeoFalling|RomeoFalling]] 07:50, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Dwarf Powered Mill notes=&lt;br /&gt;
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. [[User:Denspb|Denspb]] 02:58, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Managing ==&lt;br /&gt;
&lt;br /&gt;
Assigning a dwarf to manager may be even better than clerking. I had two useless dwarves. Assigned one to clerk, another to manager+broker. Disabled hauling jobs for the manager. I then went to the manager screen and queued up a full screen of &amp;quot;Make Soap x30.&amp;quot; I chose soap because I don't even have an alchemist's workshop and I didn't want any jobs assigned to existing workshops and disrupting work flow. I lost track of how many times I had to go back in and cancel/re-issue the soap orders. The manager reached legendary while the clerk was still a pathetic high master. I didn't measure steps, but their offices and bedrooms were all very close together, should be around 5-10 steps difference for each dwarf to go get food/drink.&lt;br /&gt;
&lt;br /&gt;
Other factors:&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk has a husband (no kids), manager is single&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk went on break at least once&lt;br /&gt;
&amp;lt;br&amp;gt;-Hauling was still enabled for the clerk, not sure if she did any jobs though&lt;br /&gt;
&amp;lt;br&amp;gt;-At the beginning, Clerk had no skills, Manager had Normal Skill Wood Carving (not much good on my treeless map)&lt;br /&gt;
&amp;lt;br&amp;gt;-Manager met with human diplomat and traded at depot during training&lt;br /&gt;
&lt;br /&gt;
--[[User:Mjo625|Mjo625]] 17:18, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chit-chatting ==&lt;br /&gt;
&lt;br /&gt;
Having no meeting halls (well rooms, statue gardens etc) at all, and just having a single 1x1 meeting area REALLY boosted my haulers stats. I might not be the most efficient assigner of work orders, but some of the time most of my haulers were out of work and just spent their time at the meeting area chatting. I had a lot of proficient-or-higher in EVERY social skill within a couple of years. This might be an exploit. Thoughts? [[User:Tardface|Tardface]] 22:53, 3 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tardface</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_snake&amp;diff=48078</id>
		<title>40d Talk:Fire snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_snake&amp;diff=48078"/>
		<updated>2009-03-21T13:19:53Z</updated>

		<summary type="html">&lt;p&gt;Tardface: Fire snakes and cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fire snakes and cats ==&lt;br /&gt;
&lt;br /&gt;
My cats seem to ignore the fire snakes. This makes me kind of scared.&lt;br /&gt;
Are they just busy doing other things, or are fire snakes cat-immune? [[User:Tardface|Tardface]] 13:19, 21 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tardface</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37839</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37839"/>
		<updated>2009-03-19T12:42:03Z</updated>

		<summary type="html">&lt;p&gt;Tardface: /* Elven diplomat, ...what? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
== Broker, not Leader? ==&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ditto, my broker keeps meeting with the Liasons (all of them, i think, certainly the human one) despite not having been mayor for something like 5 years (military dwarves always seem to get elected mayor...).  In fact, I just annoyed a human liason because my broker (not mayor) entered a strange mood just as the liason entered my fortress (thus promptly leaving).&lt;br /&gt;
::Now, Diplomats meet with the highest ranking leading noble you have (mayor/baron+/etc...), and I don't know why Diplomat redirects to Liason as humans and elves occasionally send a diplomat to make demands or merely comment 'this is a nice place you've carved out for yourself'.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 06:54, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok, I changed this so that it correctly says the human liason meets with your broker.  I left the dwarven liason as Mayor but I'm not certain that's true - my one still existent game which is suitably set up to check this otherwise is now the mountainhome, so I'm unable to verify at present. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Anecdotal evidence of dwarven liason using Mayor/Exp Leader - I got an initial set of dwarves where they made someone expedition leader who didn't have the broker skills, so exp leader and broker were different dwarves.  Dwarven Liason met with Exp Leader. --[[User:Squirrelloid|Squirrelloid]] 15:55, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Mine just set off a Trap too. Died. Running verson 40c for mac. --[[User:OmegaX|OmegaX]] 09:19, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
&lt;br /&gt;
Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;br /&gt;
:To clear up a point of confusion the job &amp;quot;Conduct Meeting&amp;quot; is the job assigned to the Mayor,Broker, or Baron/Count. After dwarven economy is running a dwarf might get the job &amp;quot;Attend Meeting&amp;quot;.  That dwarf seeks a meeting with the Mayor.  If the Mayor is busy he will continue to follow the Mayor around until he is free.  The solution I found is to switch off the Mayor's labors so he's free to conduct the meeting.  The meeting is usually quick and then you'll get the other dwarf working again.--[[User:Angus|Angus]] 20:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verified some embarrassment factors ==&lt;br /&gt;
From dwarfort.exe &lt;br /&gt;
(Name) was embarrassed to have to conduct an official meeting in a dining room.&lt;br /&gt;
(Name) was very embarrassed to have to conduct an official meeting in a bedroom.&lt;br /&gt;
[[User:Yvain|Yvain]] 19:58, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would be happier if someone could verify that it is actually _used_ in game, but, well. You see, my palace office never triggered any thought. --[[User:Koltom|Koltom]] 21:13, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Try giving them a dining room and no office, koltom. [[User:VengefulDonut|VengefulDonut]] 14:26, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I got these unhappy thoughts from meetings conducted in public dining halls that were also designated as meeting halls. (I do not know whether they also happen from nobles' personal dining rooms designated from private tables.) They seem to be very minor unhappy thoughts, so I'm not going out of my way to avoid such designations to keep my idlers from going to hang out by the wagon in the fortresses' early stages. --[[User:Brent Not Broken|Brent Not Broken]] 12:31, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Liaisons, zoo material? ==&lt;br /&gt;
&lt;br /&gt;
I want to know whether or not to trap the liaisons before they leave and have them in cages. Should I do this or not?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:17, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:hm..&lt;br /&gt;
: *You can't trap them (unless you mean locking them in a room)&lt;br /&gt;
: *You can't assign them to cages&lt;br /&gt;
: If u don't let them leave they will go crazy and your requests for trade items will most likely be ignored&lt;br /&gt;
: why do you want to trap them? (okay, they are annoying, but also useful) --[[User:Koltom|Koltom]] 08:41, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Diplomat==&lt;br /&gt;
Added information about the human diplomat, whom i've seen meeting with my Baron/Count/Duke often enough (4 different games, multiple times in each). They don't seem to do much at present - though I haven't tried to incur a human siege of my fortress to see if they sue for peace if you beat them.  I imagine they could theoretically make demands like the elven diplomat does, except they aren't picky about things like cutting down trees. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Meeting With Elves ==&lt;br /&gt;
&lt;br /&gt;
What happens if you choose different option instead of saying yes to whatever they say? The number of trees keep going lower...57....43...37...well they aren't the exact numbers but close to them. I might want to try to fight them once. I've got some ore to melt and I need a good amount of charcoal... They appear every year after cutting too much trees?--[[User:Seaneat|Seaneat]] 23:36, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
New meeting with elves craziness - i've seriously cut down like 10 cacti total, and that was over 5 years ago.  Wood imports have been more than sufficient since then.  The elf diplomat shows up for the first time and tells me I've been disrespecting the trees.  Does the diplomat always say the same thing?  Because he's making no sense whatsoever.  In addition to their being absolutely no trees on my map (Yay Saguaros?), I haven't even chopped any in ages.  I've bought 20x the amount I ever chopped from the elven caravans.  How have I been disrespecting the 'trees'? --[[User:Squirrelloid|Squirrelloid]] 02:28, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== liaison - dead and gone? (death of a salesman) ==&lt;br /&gt;
When in the first summer the dwarven caravan arrived with the outpost liaison at my latest fortress, the liason made it savely past the traps but seems to have died just in front of the depot - no blood to be seen, no message in the announcement, just as he had died a natural death.&lt;br /&gt;
Strange enough, but after I provided him a coffin, in the next year the dwarves came without another liaison. So I disposed the treacherous coffin and bones in my crush-o-mat. But that didn't have any effect either: There didn't come any liaison anymore.&lt;br /&gt;
In the first place I wonder why he died, and also why he isn't succeeded?!--[[User:Doub|Doub]]&lt;br /&gt;
&lt;br /&gt;
== Left Unhappily? ==&lt;br /&gt;
&lt;br /&gt;
I just got a message&lt;br /&gt;
&amp;quot;Diplomacy Stymied. A diplomat has left unhappy.&amp;quot;&lt;br /&gt;
The last part of the meeting never occured, and my mayor was unable to meet him, due to seige. Was the dwarven diplomat. --[[User:OmegaX|OmegaX]] 17:59, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Person to meet set when liaison arrives? ==&lt;br /&gt;
&lt;br /&gt;
When the human liaison arrived this year, I had &amp;quot;Trader Joe&amp;quot; Stukosshed as my Broker. Shortly after, the goblins sieged and Joe got hit by a stray arrow while evacuating. His arm is mangled, so he's resting. I assigned a new broker, but it looks like the Human liaison is holding vigil beside Joe's bed, waiting for him to wake up to run the meeting. -[[User:Fuzzy|Fuzzy]] 16:32, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Liaison dead??==&lt;br /&gt;
&lt;br /&gt;
The human guild representative was walking around my fort; he seemed all fine, did not set off any traps. Suddenly, a few (real-life) minutes later, I see a human corpse in my refuse stockpile. He also didn't even have a meeting (note: he died about 2 months after the caravan left). Should I expect a human siege?&lt;br /&gt;
&lt;br /&gt;
: Probably, yes. [[User:Timst|Timst]] 13:12, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 404 meeting not found ==&lt;br /&gt;
&lt;br /&gt;
Issue resolved. The problem was that my mayor wanted to update stockpile records instead of take the damn meeting. --[[User:GreyMario|GreyMaria]] 23:50, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==No Liaison?==&lt;br /&gt;
First year, rather rough terrain, dwarf caravan arrived just fine though but... no liaison?  At all? I kind of wanted to request bauxite... I guess I'm glad I brought some with me... Has anyone else had this happen?  What's going on? --[[User:Squirrelloid|Squirrelloid]] 14:15, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Liaison dead?, help==&lt;br /&gt;
My liaison died to a goblin ambush a few years back on his way out.. midwinter. Do I never get a new one or the chance to request stuff again?--[[User:Cultiststeve|cultiststeve]] 11:00, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Insane Liason==&lt;br /&gt;
How long does it take to drive a dwarven liason insane from being ingored? They guy's getting on my nerves, lurking outside the door and not letting poor Elfcrusher leave.&lt;br /&gt;
&lt;br /&gt;
:The timer only seems to start if he's met/seen the dwarf he wants to talk to.  I've had a Liaison wander around for 3 years because he couldn't get anywhere near my mayor/broker - enough time he should have gone insane otherwise.  --[[User:Squirrelloid|Squirrelloid]] 11:57, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Then I'm lucky the wolves decided to vist. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 14:22, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven diplomat, ...what? ==&lt;br /&gt;
&lt;br /&gt;
So, today an elven diplomat came to me and said I had carved a nice place out for myself. Then he left, which left me quite confused. Earlier an elven caravan arrived but was ambushed and brutally killed, is that why the diplomat came? If so, why didn't he say anything? [[User:Tardface|Tardface]] 12:42, 19 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tardface</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Refuse&amp;diff=34322</id>
		<title>40d Talk:Refuse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Refuse&amp;diff=34322"/>
		<updated>2009-03-15T22:26:25Z</updated>

		<summary type="html">&lt;p&gt;Tardface: /* Refuse Hauling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==chasm==&lt;br /&gt;
Is it possible to use a bottomless chasme as a refuse pit?[[User:GarrieIrons|GarrieIrons]] 08:22, 8 January 2008 (EST)&lt;br /&gt;
:Quite possible, and is the intended use for garbage dump zones, as evidenced by the {{k|o}}-&amp;gt;{{k|r}} menu that has &amp;quot;Chasm xxx&amp;quot; as opposed to &amp;quot;Dump xxx&amp;quot; or somesuch.  Just don't forget that you can't recover anything that gets tossed in there, (i.e. excess stone that you're simply moving out of the way, as opposed to say rotten food or other 'never useful' items.) --[[User:N9103|Edward]] 20:26, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Refuse Hauling==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any tips on refuse hauling? I have a refuse pit, quite close to my food stockpile but separated by doors. However, the dwarves will often leave the corpses of vermin lying around my food stockpile, generating [[miasma]] in the food stockpile, when I'd far rather they just cleaned up more quickly. Sometimes it helps to mark the vermin corpses for [[dump]]ing, but I'm not patrolling the food stockpile six times a season to look for corpses! Is there any way to make the dwarves prioritise [[clean]]ing higher? --[[User:AlexChurchill|AlexChurchill]] 05:55, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You could always give the cleaning labor to some peasants. You could have the entire floor as a retractable bridge, so you could dump all the rubbish below. --[[User:AlexFili|AlexFili]] 07:25, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::AFAIK, the cleaning labor causes dwarves to clean up mud, blood, and broken bolts. Refuse hauling makes them haul vermin corpses. --[[User:Savok|Savok]] 08:55, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make a dwarf focus on refuse hauling, if nothing else works. [[User:Tardface|Tardface]] 22:26, 15 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tardface</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18959</id>
		<title>40d:Jeweler's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18959"/>
		<updated>2009-03-13T16:02:39Z</updated>

		<summary type="html">&lt;p&gt;Tardface: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Jeweler's workshop|key=j|job=Gem cutting, Gem setting&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|use=&lt;br /&gt;
* Rough [[gem]]s&lt;br /&gt;
* Cut [[gem]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Cut [[gem]]s&lt;br /&gt;
* Encrusted objects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Jeweler's workshop''' is a [[workshop]] for a [[jeweler]]. A jeweler uses this workshop to&lt;br /&gt;
*cut rough [[gem]]s into something usable&lt;br /&gt;
*encrust [[Gem setter|certain]] objects with gems&lt;br /&gt;
&lt;br /&gt;
See [[Gem industry]] for the full flowchart.  When ordering gem setters to encrust goods with gems, you can choose between furniture, finished goods and ammo unlike other decorating jobs which will simply choose the nearest applicable object to decorate.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Tardface</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=16542</id>
		<title>40d:Refined coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=16542"/>
		<updated>2009-03-13T15:38:15Z</updated>

		<summary type="html">&lt;p&gt;Tardface: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Refined coal''', sometimes called fuel, is used to power high-temperature industries, namely metalworking and glassworking. One unit of refined coal is required for every task at a [[smelter]], [[metalsmith's forge]], [[kiln]], or [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Refined coal is either '''charcoal''', created by converting [[wood]] at the [[wood furnace]], or '''coke''', created by refining from [[bituminous coal]] or [[lignite]] at the [[smelter]].&lt;br /&gt;
&lt;br /&gt;
Also, refined coal is necessary in the production of [[steel]] and [[pig iron]], even if using a [[magma smelter]].&lt;br /&gt;
&lt;br /&gt;
Refined coal is stockpiled in the Bars/Block [[stockpile]] under the coal entry.&lt;br /&gt;
&lt;br /&gt;
== Charcoal ==&lt;br /&gt;
&lt;br /&gt;
:Required Building - [[Wood furnace]]&lt;br /&gt;
:Required Material - [[Wood]]&lt;br /&gt;
:Required Skill - [[Wood burner]]&lt;br /&gt;
&lt;br /&gt;
Charcoal can be created at a [[wood furnace]] using one [[wood]] log by a [[dwarf]] with the Wood Burning skill on.&lt;br /&gt;
&lt;br /&gt;
Charcoal is stored on [[Bar]]/[[Block]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
== Coke ==&lt;br /&gt;
&lt;br /&gt;
:Required Building - [[Smelter]]&lt;br /&gt;
:Required Material - [[Bituminous coal]] or [[lignite]]&lt;br /&gt;
::::: (refined coal will be needed to power this at a normal smelter)&lt;br /&gt;
:Required Skill - [[Furnace operating]]&lt;br /&gt;
&lt;br /&gt;
Coke is a type of refined coal used to fire non-magma [[furnace]]s. It is created at the [[smelter]] from [[bituminous coal]], yielding 3 coke, and [[lignite]], yielding 2. &lt;br /&gt;
&lt;br /&gt;
Veins of [[lignite]] and [[bituminous coal]] will be [[fire|ignited]] by [[magma]], destroying the whole thing in a raging inferno. The process takes a long time, you may want to look up [http://en.wikipedia.org/wiki/Mine_fire minefires] while you wait.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Tardface</name></author>
	</entry>
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