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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-15T00:23:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=251434</id>
		<title>Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=251434"/>
		<updated>2020-03-13T08:52:23Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: /* Severe bugs */ resolved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:36, 4 September 2013 (UTC)}}&lt;br /&gt;
{{av}}{{catbox|DF2014:Bugs}}&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Bugs&amp;quot; redirects here. For insects, see [[Vermin]] and [[Creature]].''&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a constant work-in-progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. Some of the best-known bugs are compiled below; an official compilation of all bugs, and their development status, can be found on the [https://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis Bug Tracker]. Please do '''not''' report bugs here; they should be reported on the [https://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] instead. If you have issues signing up for the bug tracker, see the [http://www.bay12forums.com/smf/index.php?board=6.0 forum bug tracker board] for instructions (but don't report bugs on the forum either).&lt;br /&gt;
&lt;br /&gt;
Some bugs {{dffd|6741|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; most of these fixes were rolled into v0.40.&lt;br /&gt;
&lt;br /&gt;
== Severe bugs ==&lt;br /&gt;
These bugs can significantly interfere with play.&lt;br /&gt;
&lt;br /&gt;
* {{bugl|11014}}: Crash from corrupted military equipment lists (v0.44)&lt;br /&gt;
**Workaround: refrain from [[raid]]ing&lt;br /&gt;
* {{bugl|10369}}: Crash when Dwarves return from mission (v0.44) -- one major cause fixed in v0.44.10&lt;br /&gt;
**Workaround: refrain from [[raid]]ing&lt;br /&gt;
* {{bugl|9905}}: Crash when filtering material type condition in work order&lt;br /&gt;
**Workaround: avoid using job manager material selection in large worlds&lt;br /&gt;
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death&lt;br /&gt;
**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone&lt;br /&gt;
* {{bugl|9593}}: Caravans/invasions sometimes get &amp;quot;stuck&amp;quot; off-map&lt;br /&gt;
**Workaround: teleport merchants on to map with dfhack&lt;br /&gt;
**Workaround: save prior to arrival, and reload until the caravan successfully appears&lt;br /&gt;
* {{bugl|7161}}: Morale is screwy -- saves demonstrating morale problems in v0.44.03+ requested &lt;br /&gt;
** Workaround: mod creatures to have natural Discipline skill&lt;br /&gt;
** Workaround: barracks training raises Discipline&lt;br /&gt;
** Workaround: continual exposure to sentient corpses raises Discipline (along with feelings of horror)&lt;br /&gt;
* {{bugl|7185}}: Scared traders immediately scuttle wagons and leave. &lt;br /&gt;
* {{bugl|9004}}: Items in containers are &amp;quot;unavailable&amp;quot; while a dwarf is hauling another item to store in the container&lt;br /&gt;
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.&lt;br /&gt;
** Workaround: clever [[stockpile design]]s can reduce the impact&lt;br /&gt;
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)&lt;br /&gt;
* {{bugl|7107}} Fighting berserk citizens and citizen werebeasts causes defenders to lose loyalty.&lt;br /&gt;
&lt;br /&gt;
== New bugs ==&lt;br /&gt;
These bugs are new in recent versions (v0.42+).  (There are many more; these are just a few of the most prominent.)&lt;br /&gt;
&lt;br /&gt;
* {{bugl|10878}}: &amp;quot;Civil war&amp;quot; with parent civilization&lt;br /&gt;
* {{bugl|10490}}: &amp;quot;Spies&amp;quot; arrive as part of migrant group&lt;br /&gt;
* {{bugl|10349}}: Were-dwarves stuck in weird spot between injured and healed&lt;br /&gt;
* {{bugl|10346}}: NPCs demanding other characters identify themselves in a loop&lt;br /&gt;
* {{bugl|9588}}: Animal people with [MEANDERER] tag move too slowly&lt;br /&gt;
* {{bugl|9221}}: Visiting scholars leave carrying fortress books/scrolls/copies/codices&lt;br /&gt;
&lt;br /&gt;
== Lingering bugs ==&lt;br /&gt;
These bugs are not new to v0.42/v0.44, but have been confirmed as still existing.  (Year numbers in parenthesis.)&lt;br /&gt;
&lt;br /&gt;
* {{bugl|1451}} (2010): Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both [[wood cutter|wood cutting]] and combat, or a single pick for both [[miner|mining]] and combat. Crossbows in the hands of [[hunter]]s can also cause problems.&lt;br /&gt;
* {{bugl|94}} (2010): Seriously wounded dwarfs sometimes don't get taken to bed.&lt;br /&gt;
* {{bugl|2712}} (2010): Weapons, especially whips, cut through steel armor like butter.&lt;br /&gt;
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons&lt;br /&gt;
* {{bugl|2780}} (2010): Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]&lt;br /&gt;
** Supposedly fixed in 0.40.01 but reported to still be happening with ponds&lt;br /&gt;
* {{bugl|535}} (2010): Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.&lt;br /&gt;
* {{bugl|296}} (2010): Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. [[Contaminant]] physics are strange in ''Dwarf Fortress''; instead of washing away, when exposed to running water, they will actually multiply to other tiles.&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]&lt;br /&gt;
* {{bugl|4550}} (2011): Dodging into river/lava/pit etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.&lt;br /&gt;
* {{bugl|425}} (2010): Dwarves perform [[cleaning]] erratically at best -- improved in v0.44.06&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]&lt;br /&gt;
* {{bugl|5986}} (2012): Designating large areas for smoothing slows game to a crawl.&lt;br /&gt;
* {{bugl|797}} (2010): Animals repeatedly path through &amp;quot;tightly closed&amp;quot; [[door]]s causing lag.&lt;br /&gt;
* {{bugl|4065}} (2011): Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].&lt;br /&gt;
* {{bugl|1582}} (2010): Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.&lt;br /&gt;
* {{bugl|5097}} (2012): Names overwriting text with TrueType and {{bugl|5696}} strange gaps in report texts.  &lt;br /&gt;
**Workaround: Hitting F12 to toggle TrueType can often get you around this problem.&lt;br /&gt;
* {{bugl|2587}} (2010): Saving fails silently when folder is not writeable (due to full disk, permissions, etc) &lt;br /&gt;
* {{bugl|8698}} (2015): Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag&lt;br /&gt;
* {{bugl|7872}} (2014): Trees grow through bridges, can make the bridge unusable.&lt;br /&gt;
* {{bugl|7760}} (2014): Dwarves construct walls from wrong side, wall themselves out of fortress or into alcove&lt;br /&gt;
* {{bugl|7423}} (2014): Embark-purchased fruit must be removed from bags before [[brewing]].&lt;br /&gt;
* {{bugl|9440}} (2016): Wounded dwarves die of dehydration if they grab a goblet they can't use&lt;br /&gt;
**Workaround: forbid all goblets so dwarves will drink straight from the barrels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Bugs| }}&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[ru:Known bugs and issues]]&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Aquamarine&amp;diff=178262</id>
		<title>v0.31:Aquamarine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Aquamarine&amp;diff=178262"/>
		<updated>2012-10-18T01:18:46Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|01:18, 18 October 2012 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hydra&amp;diff=172487</id>
		<title>v0.34:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hydra&amp;diff=172487"/>
		<updated>2012-05-31T05:10:36Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:10, 31 May 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=61-67&lt;br /&gt;
|tooth=21&lt;br /&gt;
|meat=130-459&lt;br /&gt;
|fat=49-71&lt;br /&gt;
|eye=14&lt;br /&gt;
|lung=8-10&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=15-16&lt;br /&gt;
|liver=5&lt;br /&gt;
|tripe=5&lt;br /&gt;
|sweetbread=1-2&lt;br /&gt;
|spleen=2&lt;br /&gt;
|kidney=4&lt;br /&gt;
|brain=28-35&lt;br /&gt;
|skull=7&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Lernaean Hydra&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Heads.png|thumb|left|Decapitation: the least efficient way to fight a Hydra, but excellent training for weapon skills.]]&lt;br /&gt;
&lt;br /&gt;
A hydra has the ability to [[Building destroyer|destroy buildings]]. It seems that it neither destroys nor avoids [[trap]]s, and can be eliminated just by having about 50 stone-fall traps in its way, or one simple cage trap. When a hydra appears, the game pauses just as it does when a [[forgotten beast]] appears.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Hydras are dangerous for several reasons including their massive size, inhuman strength and propensity for biting people in half. The main difficulty in killing a hydra lies in its many heads; like the [[Giant cave spider]], Hydras have the annoying habit of protecting their vital bits using walls of redundant flesh, their 6 superfluous necks in this case. This means that there is a very good chance that you'll be impotently hacking away at one head while another shakes you around by the bloody sieve that used to be your torso. &lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], the best thing to do is to set your [[combat]] preferences to &amp;quot;dodge&amp;quot; and attempt to break any bite the Hydra manages to get into you. Keep your back to a wall or tree so that a charging Hydra will get knocked down when you dodge out of the way. Rather than trying to dispatch the 7 heads one after another, stabbing the Hydra's upper body with a pike will bring about its demise much faster. The small contact area and high penetration depth of a pike will easily generate mortal wounds to the lungs, and with luck, can also damage the heart and spine too. Once its breathing is hindered by perforated lungs, the Hydra will suffocate to death in short order.&lt;br /&gt;
&lt;br /&gt;
In [[Dwarf fortress mode|fortress mode]], hydras are usually more than a match for any dwarf, and the difficulty is compounded by the lack of targeted attacks and limited availability of pikes. They are still quite slow and vulnerable to pain and bleeding however, so attacking en masse with edged weapons can still work if traps are not available. However, as is often the case, the best method to fell this beast is to use a cage trap. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hydra&amp;diff=172486</id>
		<title>v0.34:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hydra&amp;diff=172486"/>
		<updated>2012-05-31T05:08:58Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: Removed unnecessary d for dwarf section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:57, 23 June 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=61-67&lt;br /&gt;
|tooth=21&lt;br /&gt;
|meat=130-459&lt;br /&gt;
|fat=49-71&lt;br /&gt;
|eye=14&lt;br /&gt;
|lung=8-10&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=15-16&lt;br /&gt;
|liver=5&lt;br /&gt;
|tripe=5&lt;br /&gt;
|sweetbread=1-2&lt;br /&gt;
|spleen=2&lt;br /&gt;
|kidney=4&lt;br /&gt;
|brain=28-35&lt;br /&gt;
|skull=7&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Lernaean Hydra&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Heads.png|thumb|left|Decapitation: the least efficient way to fight a Hydra, but excellent training for weapon skills.]]&lt;br /&gt;
&lt;br /&gt;
A hydra has the ability to [[Building destroyer|destroy buildings]]. It seems that it neither destroys nor avoids [[trap]]s, and can be eliminated just by having about 50 stone-fall traps in its way, or one simple cage trap. When a hydra appears, the game pauses just as it does when a [[forgotten beast]] appears.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Hydras are dangerous for several reasons including their massive size, inhuman strength and propensity for biting people in half. The main difficulty in killing a hydra lies in its many heads; like the [[Giant cave spider]], Hydras have the annoying habit of protecting their vital bits using walls of redundant flesh, their 6 superfluous necks in this case. This means that there is a very good chance that you'll be impotently hacking away at one head while another shakes you around by the bloody sieve that used to be your torso. &lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], the best thing to do is to set your [[combat]] preferences to &amp;quot;dodge&amp;quot; and attempt to break any bite the Hydra manages to get into you. Keep your back to a wall or tree so that a charging Hydra will get knocked down when you dodge out of the way. Rather than trying to dispatch the 7 heads one after another, stabbing the Hydra's upper body with a pike will bring about its demise much faster. The small contact area and high penetration depth of a pike will easily generate mortal wounds to the lungs, and with luck, can also damage the heart and spine too. Once its breathing is hindered by perforated lungs, the Hydra will suffocate to death in short order.&lt;br /&gt;
&lt;br /&gt;
In [[Dwarf fortress mode|fortress mode]], hydras are usually more than a match for any dwarf, and the difficulty is compounded by the lack of targeted attacks and limited availability of pikes. They are still quite slow and vulnerable to pain and bleeding however, so attacking en masse with edged weapons can still work if traps are not available. However, as is often the case, the best method to fell this beast is to use a cage trap. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Megabeast&amp;diff=172485</id>
		<title>v0.34:Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Megabeast&amp;diff=172485"/>
		<updated>2012-05-31T04:59:32Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: Fixed broken edit by myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:15, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Mighty creatures that attack your fortress. When one enters your area, the game will announce its presence and its name.&lt;br /&gt;
&lt;br /&gt;
The type of megabeast appears to be random, but the timing may not be. A minimum wealth created of 100,000 or a population of 80 may trigger one. Force-quitting and loading a fortress from a few days before a megabeast attack may result in a different one arriving on the same day, depending on what has survived world generation.&lt;br /&gt;
&lt;br /&gt;
In [[World generation|worldgen]], all megabeasts claim and live in a [[lair]], sometimes raiding civilized settlements. A megabeast sharing it's lair with another megabeast of the other gender may produce [[children]].&lt;br /&gt;
&lt;br /&gt;
Included in this [[:Category:Megabeasts|category]] are the [[Bronze colossus]], [[Dragon]], [[Hydra]], [[Roc]], and various [[Titan]]s.&lt;br /&gt;
&lt;br /&gt;
After an attack on a settlement on worldgen, megabeasts tend to be worshipped by [[dwarves]], most likely out of fear and the hope that worshipping the megabeast may persuade it to not eat it's worshippers (Protip : this does not work at all). The megabeast is listed as ''object of worship'' on the dwarf's relations list. This does not change (yet?) your dwarves's behavior when confronted with an object of worship, and does not change the object of worship's behavior as well. &lt;br /&gt;
&lt;br /&gt;
Titans (and forgotten beasts) are randomly generated.  In addition, in legends there may appear randomly generated demons, who may look similar to Megabeasts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Creature]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Megabeast&amp;diff=172484</id>
		<title>v0.34:Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Megabeast&amp;diff=172484"/>
		<updated>2012-05-31T04:56:50Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: removed redlink.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:15, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Mighty creatures that attack your fortress. When one enters your area, the game will announce its presence and its name.&lt;br /&gt;
&lt;br /&gt;
The type of megabeast appears to be random, but the timing may not be. A minimum wealth created of 100,000 or a population of 80 may trigger one. Force-quitting and loading a fortress from a few days before a megabeast attack may result in a different one arriving on the same day, depending on what has survived world generation.&lt;br /&gt;
&lt;br /&gt;
In [[World Generation|worldgen]], all megabeasts claim and live in a [[lair]], sometimes raiding civilized settlements. A megabeast sharing it's lair with another megabeast of the other gender may produce [[children]].&lt;br /&gt;
&lt;br /&gt;
Included in this [[:Category:Megabeasts|category]] are the [[Bronze colossus]], [[Dragon]], [[Hydra]], [[Roc]], and various [[Titan]]s.&lt;br /&gt;
&lt;br /&gt;
After an attack on a settlement on worldgen, megabeasts tend to be worshipped by [[dwarves]], most likely out of fear and the hope that worshipping the megabeast may persuade it to not eat it's worshippers (Protip : this does not work at all). The megabeast is listed as ''object of worship'' on the dwarf's relations list. This does not change (yet?) your dwarves's behavior when confronted with an object of worship, and does not change the object of worship's behavior as well. &lt;br /&gt;
&lt;br /&gt;
Titans (and forgotten beasts) are randomly generated.  In addition, in legends there may appear randomly generated demons, who may look similar to Megabeasts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Creature]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Administrator&amp;diff=172394</id>
		<title>v0.34:Administrator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Administrator&amp;diff=172394"/>
		<updated>2012-05-28T14:57:04Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: Added skills as an internal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:07, 9 June 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Administrator''' is a category [[profession]]. It covers everything related to running the fortress, and also covers [[architecture|building design]], which is the only associated [[labor]]. Instead, most administrator [[skills]] are gained by dwarves working as appointed [[nobles]]. &lt;br /&gt;
&lt;br /&gt;
Once a dwarf has their highest skill in this category, they are known as an Administrator.&lt;br /&gt;
&lt;br /&gt;
Once he has achieved &amp;quot;grand master&amp;quot; skill in one of these skills, but not in the others, they will be known by that skill.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has experience in only one administrator skill he will be known by their highest skill.&lt;br /&gt;
&lt;br /&gt;
The Administrator skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Administrator|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Flour&amp;diff=172393</id>
		<title>v0.34:Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Flour&amp;diff=172393"/>
		<updated>2012-05-28T14:51:31Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: Headers!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|21:59, 4 July 2010 (UTC)}}&lt;br /&gt;
'''Flour''' is an ingredient in [[cooking]], made by [[milling]] one of the three available [[Plant|grains]] ([[cave wheat]], [[longland grass]] and [[whip vine]]) at a [[millstone]] or [[quern]]. Milling involves grinding the grains beneath the wheel, rendering it from an inedible plant to an edible [[powder]] suitable for cooking. Milling plants needs one [[bag]] for every job, and one plant will be processed to make one bag of flour. Flour in [[bag]]s or [[barrel|mill barrels]] do not [[Wear|wither]] like crops, and possess an indefinite shelf life if kept free of [[vermin]]. It is also a very efficient use of space, since a single barrel can store up to ten bags of flour. Given these attributes, flour serves as an excellent foodstuff. A relatively small [[stockpile]] can sustain a number of dwarves during a [[siege]] or the first few months of a new outpost.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Flour will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. Flour is more valuable than the raw [[crop]], (20☼ per unit for cave wheat flour and longland flour, 25☼ per unit for whip vine flour), and prepared meals made with flour have a higher value. Bags and barrels of flour are often quite [[Item value|valuable]] and suitable for export or import with [[caravan]]s; a single barrel of flour can easily be worth more than 200☼.&lt;br /&gt;
&lt;br /&gt;
== Associated Technology ==&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarven science continues to research improvements in the milling process. Dwarven histories give many examples of new and innovative [[Artifact|quern and millstone designs]], few of which are reproducible on an industrial scale, as well as [[Stupid dwarf trick|elaborate mechanical schemes]]. Research dwarves continue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as &amp;quot;bread&amp;quot; - some sort of solid beer - but they have been promising to produce this miracle substance for years and have not yet shown any progress.&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dungeon_master&amp;diff=172392</id>
		<title>v0.34:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dungeon_master&amp;diff=172392"/>
		<updated>2012-05-28T14:44:37Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: More links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:45, 10 April 2012 (UTC)}}{{av}}&lt;br /&gt;
The '''Dungeon Master''' does not exist since version 0.34.06. [[animal trainer|Animal training]] is done through the [[Animals]] menu, and does not require a specific [[noble]].&lt;br /&gt;
&lt;br /&gt;
Prior to 0.34.06, the Dungeon master appeared in the [[raw file|raw files]], but would never appear.&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Stone_industry&amp;diff=172338</id>
		<title>v0.34:Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Stone_industry&amp;diff=172338"/>
		<updated>2012-05-27T06:31:13Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: Removed the goods redlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:23, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
In most real dwarven outposts the '''stone industry''' is the first industry that will be set up.&lt;br /&gt;
&lt;br /&gt;
[[Stone]] can come from three places&lt;br /&gt;
&lt;br /&gt;
:1.  [[Mining]].  Vast quantities of stone are produced when mining in stone layers.&lt;br /&gt;
:2.  [[Trade]].  Stone can be requested from the [[liaison]].&lt;br /&gt;
:3.  [[Embark]].  Stone can be brought.  This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.  &lt;br /&gt;
&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with.  A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives.  Crafts often produce light [[finished goods|goods]].  The stone is also useful as it can produce most [[furniture]].  Finally, the stone can be used in [[constructions]].&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality.  [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[bed]]s, [[bin]]s or [[barrel]]s. However, large stone [[large pot|pots]] are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[Elf|Elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=154723</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=154723"/>
		<updated>2011-11-12T12:04:51Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:01, 4 July 2010 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements the {{L|liaison}} will approach you about becoming a barony. You will then have the option to promote a [[dwarf]] of your choice to the rank of '''baron''', which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  However, if you chose to promote a [[married]] dwarf, then his/her partner will become their consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a [[noble]] in the {{k|u}}nits menu). Also, the promotion of the baron will '''not''' usher in the {{L|economy}} as it did in older versions.&lt;br /&gt;
&lt;br /&gt;
The elected baron(ess) may still perform useful labour from his/her normal life (as a miner, for example).  &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Have a caravan leave when your pop is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created (Imported?) 100k wealth&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone_industry&amp;diff=154721</id>
		<title>v0.31:Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone_industry&amp;diff=154721"/>
		<updated>2011-11-12T09:46:33Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: Added some more links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:23, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
In most real dwarven outposts the '''stone industry''' is the first industry that will be set up.&lt;br /&gt;
&lt;br /&gt;
[[Stone]] can come from three places&lt;br /&gt;
&lt;br /&gt;
:1.  [[Mining]].  Vast quantities of stone are produced when mining in stone layers.&lt;br /&gt;
:2.  [[Trade]].  Stone can be requested from the [[liaison]].&lt;br /&gt;
:3.  [[Embark]].  Stone can be brought.  This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.  &lt;br /&gt;
&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with.  A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives.  Crafts often produce light [[goods]].  The stone is also useful as it can produce most [[furniture]].  Finally, the stone can be used in [[constructions]].&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality.  [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[beds]], [[bins]] or [[barrels]]. However, large stone {{L|large pot|pots}} are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[Elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone_industry&amp;diff=154720</id>
		<title>v0.31:Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone_industry&amp;diff=154720"/>
		<updated>2011-11-12T09:44:19Z</updated>

		<summary type="html">&lt;p&gt;VineFynn: Changed quality of article, after my IP edit, seems sufficient enough to qualify for exceptional now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:23, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
In most real dwarven outposts the '''stone industry''' is the first industry that will be set up.&lt;br /&gt;
&lt;br /&gt;
[[Stone]] can come from three places&lt;br /&gt;
&lt;br /&gt;
:1.  [[Mining]].  Vast quantities of stone are produced when mining in stone layers.&lt;br /&gt;
:2.  [[Trade]].  Stone can be requested from the liaison.&lt;br /&gt;
:3.  [[Embark]].  Stone can be brought.  This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.  &lt;br /&gt;
&lt;br /&gt;
After your fortress has been dug out you will likely have more stone than you know what to do with.  A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives.  Crafts often produce light goods.  The stone is also useful as it can produce most [[furniture]].  Finally, the stone can be used in [[constructions]].&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality.  [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[beds]], [[bins]] or [[barrels]]. However, large stone {{L|large pot|pots}} are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[Elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>VineFynn</name></author>
	</entry>
</feed>