https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Shagie&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T10:14:56ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=40d:Fire&diff=200440d:Fire2008-03-18T18:07:36Z<p>Shagie: convert to ol list (#). Consider ul list (*).</p>
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<div>A border of exclamation marks (!!) on an item or dwarf name indicates that it is on fire.<br />
Items on fire also release smoke and ignite adjacent items.{{verify}}<br />
<br />
This had problems in the old version, in that the burning items set other nearby items on fire. A good example:<br />
<br />
#Dwarf gets hit by fireball from fire imp at the magma forge<br />
#Dwarf runs around his business, as he takes burning damage he goes for a rest, and heads for the barracks<br />
#The dwarf dies on the way. someone comes and picks up his !!giant cave spider silk shoe!! and puts it on. His clothing catches on fire<br />
#This dwarf also feels hurt and heads for the barracks, but this one gets on the wooden bed, lighting that up.<br />
#Nearby beds light up; dwarves sleep on that bed and the others near it and get lit up themselves, as well as the dwarves going for the !!cave spider silk robe!!<br />
#Some of these dwarves go past the alcohol stores for a drink, these light up. now a fair portion of the fortress is on fire.<br />
#Remaining dwarves will have other barracks to sleep in, and some of them have rooms. they go back and set more of their stuff on fire<br />
#Three months later: everything is burning and all your dwarves are dead because none of them fell in the river.<br />
<br />
[[Category:Physics]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=Talk:Tileset_repository&diff=7200Talk:Tileset repository2008-03-12T21:52:51Z<p>Shagie: /* Length, and how we can decrease it */ sub pages and gallery tags</p>
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<div>AAHHH dangt! somebody's got to go download all those images and upload them again. Next time I get to my High-bandwith connection I'll try to do some of that. --[[User:PTTG]]<br />
<br />
:Done. I think i got em all. [[User:Lord Nightmare|Lord Nightmare]] 19:18, 9 December 2007 (EST)<br />
<br />
== Tiny tilesests ==<br />
<blockquote><br />
''Sets smaller than 8x8. Used for playing in tiny windows, '''display of massive maps''' and perhaps videos.''<br />
</blockquote><br />
<br />
I thought it wasnt possible to change the size of the map (number of tiles rendered on screen), am I wrong or does the author mean display of maps '''outside''' the game? --[[User:Mizipzor|Mizipzor]] 21:09, 4 November 2007 (EST)<br />
<br />
:I imagine the only current use is in exporting bitmaps from the game. &mdash;[[User:0x517A5D|0x517A5D]] 15:30, 14 November 2007 (EST)<br />
::I've used one of 'em to hide a DF window on my work computer, and they're fun to use at 4x size,too. But yeah, they make real nice maps. --[[User:Maus|Maus]] 09:10, 18 December 2007 (EST)<br />
<br />
Can anyone say PocketPC Dwarf Fortress? I imagine with a low popcap and a 3x3 or less area, it wouldn't be too bad on most PDAs out there. Now, if only someone would port the code... --[[User:N9103|Edward]] 20:40, 8 January 2008 (EST)<br />
<br />
== Page Split ==<br />
<br />
There are too many character sets on this one page, I propose splitting the page into twopages:<br />
* one for 'classic' code page 437 fonts/glyph sets/character sets with no graphical characters whatsoever<br />
* one for 'semigraphical' character sets which have one or more of the normal glyphs replaced with a df-specific graphic (a barrel instead of the division sign, for instance) - [[User:Lord Nightmare|Lord Nightmare]] 19:18, 9 December 2007 (EST)<br />
:I disagree; there's no reason to split content into two different areas when it's already easily comparable and all in one place. --[[User:Maus|Maus]] 09:12, 18 December 2007 (EST)<br />
<br />
== Why png? ==<br />
<br />
If they all have to be resaved as bmp, why the heck are they uploaded as png? These are small files, you're not saving significant disk or bandwidth by keeping them in png. This is particularly irritating since I can't seem to get any of these to work even after resaving/converting them -.- --[[User:Nunix|Nunix]] 14:14, 20 February 2008 (EST)<br />
:If you're not just renaming the files, then your problem isn't with the files being .png format. Making an exception to [[DwarfFortressWiki:Community_Portal|Rule I]] would only cause confusion as there are many images that are quite large indeed. --[[User:N9103|Edward]] 15:32, 20 February 2008 (EST)<br />
::No, it's not just a rename, I'm going into GIMP and doing a Save as... The file size changes, so it's doing SOMETHING, but when I go to use the font the screen comes up blank (but if I hit down twice and enter, I still exit, so everything works, there's just no display.) I hadn't seen the style guide/list, however, so that's fair enough. I'll post on the message boards and see if I can troubleshoot there. --[[User:Nunix|Nunix]] 16:58, 20 February 2008 (EST)<br />
<br />
If your having Problems with PNG, load the png up with ms paint, save it as a bitmap. Presto chang-o, its now a bitmap :)<br />
<br />
== Length, and how we can decrease it ==<br />
<br />
This page is the twelfth longest page in the wiki. Ten of the eleven pages longer than it are lists. It has forty tilesets, less than a third of which are at all good. This is obviously a problem &ndash; sludging through all forty of those is not at all fun and, for most of it, not at all useful.<br><br />
As a fix, I propose that we copy this page to "Full list of user character sets" and keep only the best fifteen (or maybe ten or maybe twenty) here. Of course, that brings up the difficult question "how do we determine which tilesets are best?" To determine that, we could try getting as many DF players as we can to tell us which tileset(s) they use. Of course, that would need some rules, a forum thread, etc.<br><br />
I'll write more about this later, assuming that some interest exists. The time is late and sleepiness impedes thought. --[[User:Savok|Savok]] 00:53, 12 March 2008 (EDT)<br />
<br />
:To solve [[User:Nunix|Nunix's]] '''Why png?''' problem and to determine the popularity, I suggest we upload all tilesets to [http://dffd.wimbli.com/index.php Dwarf Fortress File Depot] in .bmp format (so nobody have to convert images from .png anymore). Dwarf Fortress File Depot has download trackers for all its downloads. The end of the week, we can determine the 15 most popular based on the download count. Anybody interested can compare the download numbers and edit the 15 best list for the wiki anytime they feel like it to keep it updated often.<br />
<br />
:The current tileset Template will need a '''download''' bit added to it as well. [[User:Plac1d|Plac1d]] 17:01, 12 March 2008 (EDT)<br />
<br />
:: What about making one sub page per tile set. Classify each with 'size', 'shape' and 'style'. Use categories to navigate. Have each character set include a 64x64 pixel chunk of the screen - of these, then use gallery tags to browse with links to the sub page. The why png and link and supporting information for downloads is not a bad idea, but given the small DF playing population, the downloads are likely to be very skewed and cutting off at 15 may remove some very good ones that people have already downloaded and don't see a need to download again. --[[User:Shagie|Shagie]] 17:52, 12 March 2008 (EDT)</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&diff=3676240d Talk:Thought2008-03-12T20:43:28Z<p>Shagie: Layout</p>
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<div>does a dwarf's [[preferences]] effect their thoughts? ie: will having a room made out of gold increase the happiness of a dwarf that loves gold more than a dwarf who loves copper? --[[User:Kingzilla|Kingzilla]] 16:50, 7 February 2008 (EST)<br />
<br />
What are the effects of marriage, or starting a grudge, or other additions in 176.38a? --[[User:DDouble|DDouble]] 11:39, 20 February 2008 (EST)<br />
<br />
== Layout ==<br />
<br />
For the spoiler section, what about this layout rather than a large pre block?<br />
{|<br />
!colspan=2|Major events<br />
|-<br />
|is happy to be free<br />
|align="right"|+####<br />
|-<br />
|is quite pleased with making an artifact<br />
|align="right"|+####<br />
|-<br />
|was forced to eat a treasured pet to survive lately<br />
|align="right"|-####<br />
|-<br />
|has suffered the travesty of art defacement<br />
|align="right"|-####<br />
|-<br />
!colspan=2|Sleeping<br />
|-<br />
|colspan=2 align="center"|slept <place> recently<br />
|-<br />
|in the mud<br />
|align="right"|-##<br />
|-<br />
|in the grass<br />
|align="right"|-##<br />
|-<br />
|in the dirt<br />
|align="right"|-##<br />
|-<br />
|on rocks<br />
|align="right"|-#<br />
|-<br />
|on a rough cave floor<br />
|align="right"|-#<br />
|-<br />
|on the floor<br />
|align="right"|-#<br />
|-<br />
!colspan=2|Complaints<br />
|-<br />
|colspan=2 align=center|has <ailment> lately<br />
|-<br />
|complained of hunger<br />
|align="right"|-#<br />
|-<br />
|complained of thirst<br />
|align="right"|-#<br />
|-<br />
|been tired<br />
|align="right"|-#<br />
|-<br />
|}<br />
--[[User:Shagie|Shagie]] 16:43, 12 March 2008 (EDT)</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Insanity&diff=2937240d:Insanity2008-03-12T20:32:12Z<p>Shagie: ul -> dl style</p>
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<div>Certain events/conditions can drive a dwarf insane.<br />
* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].<br />
* A diplomat who is trapped inside the fortress for a long time.<br />
* Being very [[thought|unhappy]] for a long time.<br />
<br />
There are three types of insanity:<br />
<br />
; Stark, raving mad<br />
:The afflicted dwarf will drop all their items and stand around babbling until they die of hunger or thirst.<br />
; Melancholy<br />
:The afflicted dwarf refuses to eat or drink, and will eventually starve to death.<br />
:If possible, the dwarf will commit suicide by jumping off a cliff or into water/magma.<br />
; Berserk<br />
:The afflicted dwarf attacks randomly, this can be dangerous if it happens to an experienced dwarf; [[war dog]]s will quickly pull down an unskilled dwarf though.<br />
<br />
Insanity always ends in the death of the afflicted dwarf, which will upset their friends and family. This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends decaying on open air.<br />
<br />
<br />
In Adventure Mode, it is possible to have your adventurer become stark raving mad, this can be caused by extreme drowsiness. When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Strange_mood&diff=974040d:Strange mood2008-03-12T20:31:06Z<p>Shagie: link fix</p>
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<div>'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[carp]]!'''<br />
<br />
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly. They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within three months or so, they will go [[#Failure|insane]] and die soon afterward.<br />
<br />
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: "possessed" dwarves will create an artifact but gain no skill from it).<br />
<br />
For a mood to start, you should not have more than the maximum of (items created / 200) and (underground squares revealed / (48*48)) artifacts already created.<br />
<br />
== Strange-mood behavior ==<br />
<br />
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood. While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).<br />
<br />
=== Workshops ===<br />
<br />
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and "claim" it, kicking out any other dwarf who may be using it. The workshop a dwarf takes over will usually depend upon the dwarf's highest [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]]. <br />
<br />
However most farming-, fishing-, trapping-, and combat-related skills (grower, thresher, brewer, fish cleaner, animal trainer, axedwarf, etc.) do not count as skills here (although Tanners can enter strange moods, and will take over a [[tanner's shop]]).<br />
<br />
Active [[soldiers]] can enter a strange mood if they have any relevant skills from before they were conscripted. A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact. If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.<br />
<br />
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop. You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest relevant skill will dictate which workshop you should build for them. Be warned, however, that a moody dwarf will not help you construct a workshop. If you do not have another dwarf with the skills to construct it, you must enable the relevant skill on another dwarf.<br />
<br />
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]]. If your miners have found any [[magma]], a dwarf requiring a forge might insist on a [[magma forge]] rather than a regular charcoal-powered forge. Glassmakers will use either a charcoal- or a magma-fuelled glass furnace.{{verify}}<br />
<br />
=== Skills ===<br />
<br />
If a dwarf manages to successfully complete an artifact, the dwarf's highest skill will usually be elevated to "legendary". More specifically, 20,000 [[experience]] will be added to that skill. This will also give the dwarf several [[attribute]] boosts ("Possessed" dwarves, however, gain no experience). There have been a few exceptions in older versions, details for the current version have to be worked out yet (38c).<br />
<br />
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want. Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a "dabbling" skill is the highest they have, that is the skill that will be used.<br />
<br />
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc.<br />
<br />
Moody miners and engravers will usually take over a craftsdwarf's or mason's workshop, turn out a stone craft or piece of furniture, and gain legendary skill as miners or engravers respectively (not as stone crafters or masons). Furnace operators will turn out a metal craft or piece of furniture and become legendary furnace operators. Weavers will take over a [[clothier's shop]] and produce an article of clothing.<br />
<br />
Dwarves with no skills whatsoever (including [[children]], sometimes) can go into strange moods. Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).<br />
<br />
=== Materials ===<br />
<br />
In addition to requiring a specific workshop, dwarves will also demand specific raw [[material]]s in order to complete their artifact. Each artifact will require between one and ten items to complete.<br />
<br />
After claiming a workshop, a moody dwarf will set about collecting these materials. If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long.<br />
<br />
Jewelers will usually only require one item: a rough [[gem]], which they will fashion into a "perfect" gem.<br />
<br />
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time. The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an "Item [[hauling|Haul]]er" who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass. Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace). Glass will only be required if sand is available.<br />
<br />
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an "onyx bed". In addition to the primary substance, many other materials will often be used to construct an artifact. An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.<br />
<br />
It is recommended that you keep a small supply of unrefined materials such as gems and raw glass, as such things are often needed for the artifact's construction.<br />
<br />
A moody dwarf will ignore settings concerning [[economic stone]]s.<br />
<br />
==== Demands ====<br />
<br />
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of "waiting" for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)<br />
<br />
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as "Kerging". This word is the name of the artifact he or she intends to create.<br />
<br />
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. <br />
<br />
Things dwarves demand include:<br />
<br />
* [[Bones]] - "bones... yes", "pictures of skeletons"<br />
* [[Cloth]] (not thread) - "cloth... thread", "pictures of stacked cloth"<br />
* Cut [[gem]]s - "gems... shining", "gems". ''These must be ordinary cut gems, not "large" gems.''<br />
* [[Leather]] - "leather... skin", "pictures of stacked leather"<br />
* Metal [[ore]] - "ore... particular ore", "picture of an ore mine", "the correct ore"<br />
* Metal [[bar]]s - "shining bars... metal", "shining bars of metal"<br />
* Rough [[gem]]s - "rough... color". ''Sometimes when they request rough gems they are looking for a specific type of raw [[glass]].''<br />
* Raw crystal [[glass]] - "raw... crystal", "rough gems and glass" (I think this is right. I have raw types of both green and clear glass, but not crystal glass)<br />
* Raw clear [[glass]] - "raw... clear", "glass with burning wood"<br />
* [[Shell]] - "a shell"<br />
* [[Stone]] - "stone... rock", "pictures of a quarry", "the right stone"<br />
* Stone [[block]]s - "blocks... bricks", "the proper surface to work on", "square blocks" <br />
* [[Wood]] - "tree... life", "pictures of a forest", "a tree" <br />
* Dwarven bones/[[refuse|remains]] - "things... certain things". ''This demand is only seen during "Macabre" moods.'<br />
<br />
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf "has begun a mysterious construction!". The artifact should be completed within a day or two.<br />
<br />
Dwarves which have created an artifact will no longer hold on to it for a time but drop it instantly (38c). The following events therefore are not likely to happen anymore:<br />
<br />
The dwarf <br />
<br />
*can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}<br />
* Become nervous and hide the artifact.{{verify}}<br />
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}<br />
<br />
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.<br />
<br />
=== Failure ===<br />
<br />
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact. This [[insanity]] can take several forms:<br />
<br />
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point. They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.<br />
* Become a babbling wreck. A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.<br />
* Go on a murderous rampage.<br />
<br />
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.<br />
<br />
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.<br />
<br />
== Types of strange moods ==<br />
<br />
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed. All dwarves in a strange mood will have "Strange Mood" listed as their active task.<br />
<br />
=== Fey ===<br />
<br />
* ''Taken by a fey mood!''<br />
* ''Has the aspect of one fey!''<br />
<br />
This is the basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.<br />
<br />
=== Secretive ===<br />
<br />
* ''Withdraws from society...''<br />
* ''Peculiarly secretive...''<br />
<br />
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.<br />
<br />
=== Possessed ===<br />
<br />
* ''Has been possessed!''<br />
* ''Possessed by unknown forces!''<br />
<br />
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete. Their thoughts are also cryptic, but even harder to understand than those of dwarves who withdraw from society.<br />
<br />
<small>(please add information, if possible, under what circumstances a dwarf may become posessed)</small><br />
<br />
=== Fell ===<br />
<br />
* ''Looses a roaring laughter, fell and terrible!''<br />
* ''Has a horrible fell look!''<br />
<br />
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker. Strangely, none of the other dwarves seem to mind the murder. <br />
<br />
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only "fail" if a hermit has a horrible fell look or if the proper workshop does not exist.<br />
<br />
=== Macabre ===<br />
<br />
* ''Begins to stalk and brood...''<br />
* ''Brooding darkly...''<br />
<br />
Like a fell mood, above, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane.<br />
<br />
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.<br />
<br />
== Multiple Moods ==<br />
<br />
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods] two mood dwarves at once<br />
<br />
== Unresolved questions ==<br />
<br />
* ''Can the same dwarf go into a strange mood more than once?''<br />
** They can't.<br />
* ''Can an already legendary dwarf go into a strange mood?''<br />
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.<br />
* ''How many strange moods can occur in a single fortress?'' <br />
** The limit is equal to the number of subterranean squares you've unhidden divided by 2304 (48*48), or the quantity of items made divided per 200. The games selects the lowest of the two values.<br />
* ''How often do they happen?''<br />
** An internal counter is set to 1000 at first, and decremented regularly. When it hits zero, instead of being decremented, the probability to trigger a mood is 1/500 (every time). This process is performed between 11 or 12 times a day.<br />
[[Category:Dwarves]]<br />
[[Category:Thoughts]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Mechanic&diff=1154640d:Mechanic2008-03-12T20:26:33Z<p>Shagie: +link</p>
<hr />
<div>{{Skill<br />
| color = #f00<br />
| skill = Mechanic<br />
| speciality = Mechanic<br />
| profession = Mechanic<br />
| job name = Mechanics<br />
| tasks =<br />
* Construct Mechanisms<br />
* Machine construction<br />
* Trap construction<br />
* Link up lever/pressure plate<br />
* Load Trap<br />
| workshop = [[Mechanic's workshop]]<br />
}}<br />
{{Tile|☺|#F00|#000}} A '''mechanic''' is a talented [[dwarf]] with a degree of [[skill]] in the mechanics profession. In the game's default configuration mechanics are represented by a red civilian dwarf symbol. A dwarf with the mechanics skill enabled is capable of constructing [[mechanic's workshop]]s, [[mechanism]]s and all other [[building]]s that require mechanisms such as [[lever]]s, [[gear]]s, [[traps]], and [[menacing spike]]s. They are also responsible for linking up [[lever]]s or [[pressure plate]]s to objects such as [[bridge]]s, [[floodgate]]s and other contraptions.<br />
<br />
A dwarf will gain mechanics skill by building [[mechanism]]s in the [[workshop]]. A dwarf with a high skill in mechanics is able to construct mechanisms and link up objects faster than a novice. A dwarf with a high mechanics skill is also more likely to produce high [[quality]] mechanisms at the workshop which can be used for improving trap damage.<br />
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Building a mechanism at the [[mechanic's workshop]] is worth 30 [[skill point]]s.<br />
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[[Category:Skills]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=Skill_point&diff=39053Skill point2008-03-12T20:26:06Z<p>Shagie: redirect page</p>
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<div>#REDIRECT [[experience]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&diff=2724240d:Dwarven economy2008-03-10T21:31:34Z<p>Shagie: /* Effects */ megabeasts link to category megabeasts</p>
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<div>===Requirements===<br />
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The dwarven economy is unlocked when a [[baron]] arrives (or when a [[tax collector]] arrives; we're not quite certain). In order for a baron to show up, you need 80 dwarves and an unknown amount of either created or exported wealth{{verify}} and 4 of the following: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=6&t=002643] (note: As the details change from version to version, these numbers should be taken as approximate.)<br />
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You may turn off the economy by editing \data\init\init.txt; line "[ECONOMY:NO]".<br />
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===Effects===<br />
* Nobles and legendary dwarves may continue to appropriate anything they please, but all other dwarves get individual accounts. They earn money from performing most kinds of work and spend it on bedroom rent and food. Whatever's left over can be spent at [[shops]], which it now becomes possible to build. Dwarves can purchase useful or desirable goods at shops and get happy thoughts from doing so.<br />
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* The economy can be run with [[coins]], a locked vault of coins, or no coins at all. Coins are minted at a [[forge]] out of copper, silver, gold, and (depending on game version) other metals. In the current version (.32), it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make. The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up. Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress!<br />
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* Bedrooms may now only be assigned to noble or [[legendary]] dwarves; all others will pay rent on their current room and, if they cannot pay, will be evicted and must find a cheaper place to sleep. Make sure you have enough low-price rooms available (or at least beds in the [[barracks]]). The rental price can be seen when selecting the room with {{K|q}}; this figure is based on the total worth of furniture, smoothing and decoration, etc. in that room.<br />
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* Food must also be purchased. Dwarves that cannot afford quality meals must eat something of lower value (plump helmets or meat are common choices). Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.<br />
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* Either the dwarven economy or the baron are pre-requisites for many of the [[nobles]]. <br />
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* Whether it has any effect on the arrival of [[:category:megabeasts|megabeasts]], siege size, or other game features or challenges is unknown.<br />
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* It is possible to cause all rooms' rent to become 0 because rooms can become far too expensive otherwise, what with high quality furniture and the like. It's in the init under [ZERO_RENT:YES/NO].<br />
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{{Notice Box|In Progress|This page is (still) a stub. If you've verified that's something missing or incorrect here, add it in or discuss it on the talk page!}}</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d_Talk:Metal&diff=2207240d Talk:Metal2008-03-07T19:35:38Z<p>Shagie: Pewter values</p>
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<div>what does brittle mean. (For the game, I know what it means). --[[User:Soyweiser|Soyweiser]] 13:20, 6 November 2007 (EST)<br />
:Hey Soyweiser, if you look at the Raw file below there are tags for [BRITTLE] on some of the metals. I can only assume that this increases the chances of a weapon or other object breaking when in use; but that's just a guess. --[[User:Markavian|Markavian]]<br />
:: Yeah, I saw that in the raw files indeed. Perhaps it makes the items degrade faster. But we have no proof of this yet? nobody tested it? --[[User:Soyweiser|Soyweiser]] 06:47, 7 November 2007 (EST)<br />
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I'm pretty sure that the brittle flag means that you cannot make craft goods and furniture from it. Note that bismuth and pig iron cannot be made into any craft good or furniture item.<br />
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== Alloys ==<br />
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Alright, someone merged [[Alloy]] into this page, but there's also alloy information at [[smelting]]. If not its own page, where are we gonna put that info? --[[User:Turgid Bolk|Turgid Bolk]] 01:18, 7 November 2007 (EST)<br />
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== Counts ==<br />
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Is the number of resulting bars always the same as the one of used bars/ore pieces? There used to be some bugs, resulting in getting more or less bars, than expected. Has anyone checked this in the last version? [[User:Dorten|Dorten]] 04:06, 10 January 2008 (EST)<br />
:[[Galena]]. [[Tetrahedrite]]. [[User:VengefulDonut|VengefulDonut]] 10:27, 10 January 2008 (EST)<br />
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== Graph ==<br />
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Anyone want to make a graph like http://archive.dwarffortresswiki.net/images/9/9c/Metalchart.png ? If nobody says yes, I might give it a try. --[[User:Savok|Savok]] 15:58, 2 February 2008 (EST)<br />
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:That's pretty awesome... t'would be quite the undertaking to get it fully updated and still understandable though. The fuel flow is a tad bit confusing, but not very much so. --[[User:N9103|Edward]] 21:56, 2 February 2008 (EST)<br />
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::Additionally, width would have to be less than about 781px, which was the width of the old image and nigh horizontal scrollbar width. --[[User:Savok|Savok]] 22:02, 2 February 2008 (EST)<br />
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== Pewter values ==<br />
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Just making sure my math is right...<br />
Tin (2) Trifle pewter (4)<br />
Tin (2) ==> Trifle pewter (4)<br />
Copper (2) Trifle pewter (4)<br />
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6 units of wealth have been converted into 12 units of wealth. A 100% value increase.<br />
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Tin (2) Fine pewter (5)<br />
Tin (2) ==> Fine pewter (5)<br />
Tin (2) Fine pewter (5)<br />
Copper (2) Fine pewter (5)<br />
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8 units of wealth have been converted into 20 units of wealth. A 150% value increase.<br />
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Tin (2) Lay pewter (3)<br />
Tin (2) ==> Lay pewter (3)<br />
Lead (2) Lay pewter (3)<br />
Copper (2) Lay pewter (3)<br />
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8 units of wealth have been converted into 12 units of wealth. A 50% value increase.<br />
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The reason to do lay pewter over fine pewter or trifle pewter would be<br />
* More bars per smelting over trifle pewter. Potentially important if no magma.<br />
* Less tin consumption. Tin can be used for bronze alloys which are weapon capable.<br />
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Correct?<br />
--[[User:Shagie|Shagie]] 14:35, 7 March 2008 (EST)</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Starting_builds&diff=952940d:Starting builds2008-03-06T21:02:50Z<p>Shagie: /* Items */ plural</p>
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<div>'''Starting builds''' are different strategies that you can choose when starting a new game in [[fortress mode]]. The skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.<br />
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This page gives advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself - defined by who and what to take with you - as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.<br />
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* Your First Fortress?<br />
Note: If you are a new player looking for a solid basis to survive the first couple of months or years, check out [[Your_first_fortress|this guide]]. It includes a basic starting build similar to the one discussed below.<br />
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== Components of a Starting Build ==<br />
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=== Skills ===<br />
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Each dwarf can learn any of a large number of [[skills]]. <br />
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* Dwarves with little experience in a skill will work slowly and ineffectively.<br />
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* Inexperienced [[farming|farmers]] and [[herbalist|herbalists]], for example, will harvest stacks of only one or two items or even nothing, wasting the seed/shrub. This results in a small overall harvest which takes many [[container#container|containers]] to store in, less effective food preparation in the kitchen, and more space needed for [[stockpiles]].<br />
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* Inexperienced [[Miner|miners]] work very slowly. Mining can be levelled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in many cases.<br />
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* Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors enabled will, after a while, progress to Dabbling users of their skill, and continue to learn from performing that labor.<br />
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* Inexperienced dwarves who create items in nearly all [[workshops#workshops|workshops]] will create low [[quality#quality|quality]] goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items.<br />
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* [[Quality]] is a central concept in the game - it affects [[food]] and [[alcohol]], almost anything you will have your dwarves create in the game: [[trading]] goods, [[barrel|barrels]], [[clothing]], [[armor]], [[furniture]], [[weapons]], and so on. Quality also very much affects the worth of an item while [[trading]].<br />
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Overall, 'Levelling up' the dwarves' skills quickly is a good game goal to set. Doing so [[losing|may]] result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and furniture.<br />
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Using and seeing high-quality items gives dwarves happy [[thoughts]]. This tends to increase a fortress' [[tantrum|longevity]].<br />
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=== Which do I need, really? ===<br />
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Most builds recommend:<br />
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* 2 miners<br />
* 2 farmers<br />
* mason<br />
* mechanic<br />
* carpenter<br />
* woodcutter<br />
* brewer<br />
* cook<br />
* herbalist<br />
* plus some extra skills - to create trade goods, or build up a dwarven glass or steel industry.<br />
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==== Combining Skills ====<br />
Some [[skills]] are highly time-consuming, and working at different jobs levels up specific [[attribute]]s. One could level up a miner until hes becomes mighty and ultra-tough - and then turn him into a soldier. If you plan on doing so, it may not be a good idea to give this guy another critical job such as Trader and Record Keeper, but maybe military skills depending on how soon you intend to have [[soldier]]s.<br />
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Since tasks will take place in specific areas, it makes sense to combine tasks into dwarves who will take care of a specific industry - so Combine (indoor) farming with cooking (not mining), for example.<br />
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Most builds recommend combinations such as:<br />
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* Woodcutter/Carpenter. Add Axedwarf for added security.<br />
* Mason. Apparently, in most many fortresses, the Mason is a very busy man indeed. Recommendations include 'spare miner', 'rarely needed skills' or skills which are not very time-consuming.<br />
* Farmer/Cook, Farmer/Brewer. Basic two-person food team.<br />
* Farmer/Herbalist, Farmer/Brewer/Cook. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the still, kitchen, and indoor farms.<br />
* Noble/Boss: Novice [[Judge of intent]]/Novice [[Appraiser]]/Novice [[Organizer]]/Novice [[Record keeper]]. Combine this with a single time-intensive task such as Masonry or Mining, and optionally turn off all hauling tasks right at the start of the game. This results in an all-around Boss and Trader (who can usually be coerced into going to the trade depot and hold meetings just by turning the main profession off).<br />
* Craftsdwarf, depending on your strategy - e.g. [[glass]] maker, weapon smith or armor smith, sometimes combined with related tasks from that industry (furnace operating, wood burning). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.<br />
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=== Items ===<br />
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Some basics are recommended for all builds. You definitely need to bring one [[pick]] for each [[miner]], some [[food]], and some [[alcohol]]. Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.<br />
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Note: Many builds recommend that you bring many different cheap foods, with quantities ending in a "1" or a "6". This is to maximize the number of [[barrels]] you start with, since most foodstuffs fit five to a barrel. More barrels will let you build a larger stockpile for your first winter and conserves the [[wood]] you harvest in the early game for beds and other necessities.<br />
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== Fortress Sites ==<br />
Each fortress site offers particular challenges and opportunities. The starting builds below can and should be adjusted depending on the specific vision you have of your fortress ... and what it will take to stay [[losing|alive]] where you're going!<br />
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=== Mountains ===<br />
Most dwarven fortresses are founded along the edges of mountain ranges on sites that combine abundant ore and access to the outside world. Magma and rare metals lure settlers here, but [[goblins]], [[chasm]] dwellers, and even [[giant eagle]]s are potent threats.<br />
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Trees and plants do not grow at high elevations, so you'll want to include non-mountainous areas to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.<br />
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Other consideration is elevation range. The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area. The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).<br />
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Be sure to include a stream on the map; running water is (almost) essential for any fortress. In Cold and Freezing climates streams and lakes will often be frozen year-round and your dwarves may quickly die of exposure. Choose Temperate or tropical zones for an easier game.<br />
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=== Wooded Plains (with trees and plants) ===<br />
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses. <br />
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Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, fewer hostile fortresses and caves, and (unless frozen) more abundant water. There are even (rare) magma vents.<br />
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The greatest disadvantage is a lack of rock to mine. Fewer elevations means fewer exploitable z-levels. The first few levels below the surface are almost always soil, peat, loam, clay, or sand, none of which offers much (or any) gems, ore, or building material. An [[aquifer]], if present, may bar all access to stone until you freeze, pump out, or find a way through the water.<br />
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=== Desert, Glaciers, and Barren (few or no trees and plants) ===<br />
Treeless (or near-treeless) biomes are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants. However, near-lifeless zones such as glaciers are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock. Deserts and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.<br />
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=== Ocean Side ===<br />
An interesting combination of a few of the above locations, beaches are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a river.<br />
There is also a likelihood that the settlement will fall between two biomes, potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the ocean is full of amphibious zombie whales.<br />
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== Basic Build ==<br />
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The first order of business is simply to survive. Here is a simple, somewhat paranoid, way to do this.<br />
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==== Dwarves & skills ====<br />
On most (but not all) sites, you'll want to get food, brew drink, mine, make wood and stone items, and trade. Whatever additional skills you purchase, be sure to cover these. If you need more points to buy skills (and it's a good idea to buy lots of skills), remove a battle axe.<br />
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* 2 miners<br />
* 1 mason/mechanic<br />
* 1 carpenter/woodcutter<br />
* 1 grower/brewer/cook. He's responsible for making prepared meals and drinks.<br />
* either a herbalist/grower, or a fisherdwarf, or a hunter. The first gets you lots of brewable plants on maps with plants, the second gets you food and bones on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with animals. Herbalism is usually the safest of the three.<br />
* 1 spare dwarf. You might make him the leader and broker; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth. You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.<br />
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==== Items ====<br />
You want picks, food, and drink. Everything else is optional. The suggestions below assume you spent the maximum possible on skills. We'll pack lots just to be safe.<br />
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* 2 [[pick]]s - 1 per miner<br />
* 1 [[battle axe]] - so you can chop wood<br />
* 1 [[Anvil]] - so you can make weapons, trade crafts, and such<br />
* 20 units of drink: [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]] are all good. [[dwarven wine]] you'll get through brewing.<br />
* 30 [[plump helmets]] - They're good to eat and produce 5 units of booze for each one brewed at a [[still]].<br />
* 5 turtles - they get you bones and shells<br />
* 20 [[plump helmet spawn]] - for planting.<br />
* 2 dogs - to guard against thieves and help kill intruders.<br />
* (optional) other kinds of seeds and rock nuts<br />
* (optional) 1 of many different kinds of meats for extra barrels<br />
* (optional) some cheap (5 point) leather to make quivers and bags and such<br />
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If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).<br />
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If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or weapons.<br />
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=== '''Rapid Expansion''' ===<br />
A plan for quick growth followed up by heavy immigration works well both as an early game strategy and as an assist for a late game foundation. Starting off with the anvil is also much less troublesome if you drop both battleaxes and make your own picks too. Don't worry though, you'll be digging out cavernous villas in no time, and cheaply too, with this build. Food and stone will be in abundance and you'll have excellent worker time utilization. And due to the early metalworking and distributed skills your dwarves have, soon you'll have powerful steel-armored warrior workers that'll form the bedrock of a city guard.<br />
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Always build a wood burning furnace, Smelter and Metalsmith shop first, and take apart that wagon for extra logs. Either burn those logs into charcoal, or smelt coal into fuel, and then make your tools.<br />
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==== Dwarves & skills ====<br />
By dropping both picks and axes you'll be able to afford a lot of useful skills, and you'll be able to get a metalsmithing shop running within the first seconds of your game, so no precious time is lost. Your Dwarves are divided largely into two groups, your laborers (Butcher, Baker and candle--er, Brewer) and your craftsdwarves. Essentially a Blue collar/White collar divide to set up a nice class war later. Also, by having such wide assortments of skills, your dwarves will get lots of attribute bonuses and become extremely capable fighters by the time you need to worry about that.<br />
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Laborers are given mining and growing skills with some extra to cover food production. The Ranger is the oddball, but will spend his early days gathering plants and hauling items, so fits here. Your first order of business with them is to dig that top later out quickly and get some farms started and fully stocked. Then, as they grow, you can go back to digging out the rest of the base.<br />
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* The Baker: +5 Mining, +2 Growing, +3 Cooking.<br />
* The Brewer: +5 Mining, +2 Growing, +3 Brewing.<br />
* The Butcher: +5 Mining, +2 Growing, +1 Butchering, +1 Tanning, +1 Leatherworking. Make some bags for sand and the Quarry Bushes and a butcher's shop before the Ranger starts his hunts.<br />
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* The Ranger: +3 Woodcutter, +3 Carpenter, +1 Herbalist, +1 Ambusher, +2 Axedwarf. Be sure to assign a war dog or two to this guy, since he's the only one who needs to go outside. Once he gets an axe, he'll also be a competent fighter and hunter and will start with armor due to +1 ambusher.<br />
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Craftsdwarves focus on running shops, building trade goods, and making the outpost as profitable as possible in the first year, to attract additional immigrants that can be thrown into the mines or toil in the mushroom fields. They should have very broad skill bases, but the actual choice of leader is up to you.<br />
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* The Smithy: +1 Weaponsmith, Armorsmith, Metalsmith, Furnace Operator, Wood Burner, Stone Crafting, Bone Carving. This guy will cover all of your rarely needed creation skills, and make your picks and axes. After this he usually ends up making scads of stone crafts for sale. Glassworking, gem cutting, and potash making are good as well, and even with novice in all areas you'll build fast enough for these rare items.<br />
* The Foreman: +3 Building Design, +3 Mechanic, +1 Judge of Intent, Appraiser, Organizer, Record Keeper. Building design and mechanical work is extremely quick work, so instead give him nobleman skills to spend the rest of his work hours on. These are extremely useful in the long-term.<br />
* The Freemason: +5 Masonry. It seems a bit silly to give him just one primary skill, but Masons are usually working 24 hours a day on all variety of stone doors, chairs and tables.<br />
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There's a variation if you want a more 'compact' design of those last two:<br />
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* The Construction Worker: +5 Masonry, +3 Mechanic, +2 Building Design.<br />
* The Lazy Boss: +3 Fishing, +3 Fish Cleaning, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.<br />
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This is not as useful or safe, as Fishing is a time-intensive skill, so it takes him away from his record keeping job for extended periods and a Carp might kill him. It also forces your Mason to get behind on Queues every time someone needs a trap build or a workshop set up. Halting book-keeping doesn't slow down any production, so the original stat-spread can work out better.<br />
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==== Items ====<br />
The only thing you need is your anvil, a few stones and bars of metal, everything else is optional. A point of contention is the Iron Axe you'll be making, as some may prefer it to be steel. Steel Bars cost 150, which is three times the cost of iron, and only provide a small damage bonus and no chopping speed bonus. If you start in an area with [[Limestone]] or [[Chalk]] you'll soon be able to smelt Steel with your functioning metalsmith shop anyway. If you're on a map without trees, well, I suppose you don't need the axe at all. But in that case you'd be better off taking the picks, dropping the anvil, and buying a few hundred logs.<br />
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* 1 [[Anvil]] - this is what makes it all possible, and helps you get started faster.<br />
* 3 [[Copper|Copper bars]] - these cost 10 each, and will be your picks. Three for the price of one, literally.<br />
* 1 [[Iron|Iron bar]] - this costs 50, and will be your axe. The 40 extra is worth it for the damage increase you get over copper or bronze.<br />
* 2 [[Bituminous coal]] or [[Log]]s - you can smelt two coal into 4 fuel for the cost of 2 logs. Inexpensive at 3 each, one can afford to bring more.<br />
* 4 cheap stone - any sort works, such as inexpensive [[granite]]. You'll use these to make your first three buildings.<br />
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That's what you need to get started, but this is a guide for the items on your list. This build does not require or recommend bringing plump helmets due to their cost. Instead, encourage your dwarves to eat the turtles and meat out of the barrels and cook wine biscuits. Your farms will be running amazingly quickly anyway, and for half the cost of a single helmet you can make feed several dwarves on baked beer. You'll get enough seeds from brewing the [[plump helmets]] soon enough.<br />
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* 26 of [[Dwarven wine|Wine]], [[Dwarven rum|Rum]], [[Dwarven beer|Beer]] and [[Dwarven ale|Ale]]<br />
* 36 of [[rock nut]]s, [[Plump helmet spawn]] and [[Pig tail]] [[seed]]s<br />
* 11 [[turtle]]s - these hilarious little dudes are way better than the meat you usually set out with, what with all the bones they leave. I use these as 'before farming' rations and build up a good supply of bone bolts. Shells are also valuable to have around.<br />
* 1 of each other 2 cost meat, for extra empty barrels. Barrels cost 10, so getting any food below that can save you money.<br />
* 2 [[Dogs]] - preferably war dogs or hunting dogs. Assign these to your Ranger. Bring a pair so you can make more dogs.<br />
* 1 [[Horse]] - they're relatively inexpensive and will help you begin breeding horses faster, as you are nearly always getting a horse with your wagon. Livestock are a valuable commodity for meat and bones, and you want as many of these as possible 'emergency rations' on hand.<br />
* 4 [[Leather]] - you need leather bags to process [[quarry bush]]es and to gather sand for glass. Four will be enough, and you can get it for only 20.<br />
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If you do it exactly as written, you will end up with a few points left over. Grab some extra food or upgrade one of your copper bars to an actual copper pick, if you want a faster start. These foodstuffs will last a very long time if managed properly, so get your farms going and start preparing for next year now.<br />
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=== Metalbashing/Glassworking ===<br />
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials. Magma is ideal but large coal seams or a forest will also suffice. A site with either limestone or chalk means nearly unlimited steel. Any site with "sand" (not "loamy sand" or the like) will permit glassworking. Failing these, any place with lots of rock, trees, and preferably sand will work fine. Your biggest choice when setting up is whether to optimize for a fast start or long-term success.<br />
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==== Dwarves & Skills ====<br />
Unless you're trying a low-skills challenge, each dwarf should get the maximum possible number (currently 10) of skill boosts; remove a battle axe to free up needed points. Individual preferences can be mighty handy; if you have a dwarf who likes steel, clear glass, crossbows, siege engine parts, or something else equally interesting, he's an ideal candidate for matching skills.<br />
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* A Carpenter/Leader: Points into Carpenter, Wood Cutter, and a bunch of nobles' skills, including at least novice Negotiator and Appraiser. This dwarf should have good inter-personal thoughts/preferences.<br />
* A Mason/Mechanic: Points into Mason, Building Designer, and Mechanic. Adding more points to Mason gets construction materials and furniture faster. More points to Mechanic allows faster trap-setting. Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker. A boost to [[Wrestling]] gets you better on-call defense.<br />
* A Farmer/Herbalist (assumes the site has at least some plants): This dwarf will gather the plant material you need to brew drinks. Points into Grower and Herbalist. Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].<br />
* A Farmer/Brewer/Cook: This dwarf is responsible for keeping your community fed and liquored up. Points into Grower, Brewer, and (optionally) Cook. Leftover skill raises should be invested as for the Farmer/Herbalist.<br />
* A Craftsdwarf: Points into whatever hard-to-raise skills you most want. [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup. If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.<br />
* 2 Miners/Soldiers: Points into both mining and military skills. The miners first get legendary and then become extremely powerful fighters. Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.<br />
<br />
With this setup, you have several ways to make the trade goods you'll need to buy what you lack. Metal goblets, stone mugs, handwear, footwear, mechanisms, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.<br />
<br />
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.<br />
<br />
==== Items (all starts) ====<br />
* 2 [[pick]]s<br />
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]]. With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.<br />
* at least 11 [[plump helmet]]s. Bring a lot more if you anticipate problems with gathering brewable plants.<br />
* at least 6 [[turtle]]s. Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s.<br />
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use. If you don't like this feature, bring more turtles or plump helmets instead.<br />
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well. A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, sweet pod seeds, pig tail seeds, and cave wheat seeds will diversify your meals and drinks and let you set up for clothes-making. Seeds are packed in bags.<br />
* (optional) some cheap (5 point) leather to make quivers and bags and such<br />
<br />
===== Items (fast start) =====<br />
* 1 [[Anvil]]<br />
* no [[battle axe]] - you'll save points by making it yourself.<br />
* only a few logs (just enough to get started with), unless the map has no trees<br />
<br />
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.<br />
<br />
===== Items (moderate start) =====<br />
Warning: Going without an anvil will slow you down until you get one in trade (which normally takes about 6 or 7 seasons) and might even cost you a failed [[strange mood]].<br />
* no [[Anvil]]<br />
* 1 [[battle axe]] (at present, steel is the only option)<br />
* few or no logs, unless the map has no trees<br />
* with the points you save by not bringing an anvil, buy logs, bars of base metals you expect your site to lack, and (if needed) coal (for fuel and coke) and/or dolomite (for flux).<br />
<br />
===== Items (slow start) =====<br />
* no [[Anvil]]<br />
* no [[battle axe]]s<br />
* lots of logs - at least 25 on a heavily forested map. You can survive without them, but it's a lot cheaper to buy logs to make barrels than to bring more drink.<br />
<br />
<br />
=== Free Equipment ===<br />
<br />
Dwarves who start with the ambusher skill get some leather armor, a crossbow and some bolts for free. <br />
<br />
<br />
=== Challenge Builds ===<br />
If you want a challenge try some [[Challenge_Builds]].<br />
<br />
{{Starting FAQ}}</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Barrel&diff=223440d:Barrel2008-03-06T21:02:10Z<p>Shagie: plural</p>
<hr />
<div>Barrels are used for storing things such as [[food]], [[seed]]s and [[alcohol]]. They can be made out of [[wood]] or [[metal]]. Making a barrel from wood requires one log, and making a barrel from metal requires three [[bar]]s of the same type.<br />
<br />
A barrel is also used in the construction of a [[dyer's shop]] and an [[ashery]].<br />
<br />
If the "Mix Food" toggle is on (from the {{k|o}}rders menu - default is on), then dwarves will store similar food into the same barrel, resulting in "Plant Barrel", "Meat Barrel", etc. Turning off this toggle will force the dwarves to store food more explicitly ("Plump Helmet Barrel", etc.), possibly demanding more barrels. Turning off "Mix Food" is primarily useful if you have [[stockpile]]s that specialize based on plant type; for instance, a [[pig tail]] stockpile near the weaver, a [[cave wheat]] stockpile near the mill, etc.<br />
<br />
[[Category:Furniture]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Kitchen&diff=1854740d:Kitchen2008-03-06T21:01:43Z<p>Shagie: /* Prepared Meals */ plural</p>
<hr />
<div>{{workshop|name=Kitchen|key=z|job=Cooking<br />
|construction=<br />
1 of<br />
* [[Block]]<br />
* [[Stone]]<br />
* [[Wood]]<br />
|construction_job=<br />
* [[Cooking]]<br />
|use=<br />
* [[Alcohol]]<br />
* [[Meat]]<br />
* [[Fish]]<br />
* [[Flour]]<br />
* [[Food]]<br />
* [[Seeds]]<br />
* [[Dwarven sugar]]<br />
* [[Dwarven syrup]]<br />
* [[Tallow]]<br />
* [[Fat]]<br />
|production=<br />
* Prepared meal<br />
* [[Tallow]]<br />
}}<br />
<br />
A '''Kitchen''' is a [[workshop]] used by a [[cook]]. The cook uses this [[workshop]] primarily to combine base ingredients (meat, plump helmets, ect.) into prepared [[food]]. It is also used to render [[fat]] into [[tallow]].<br />
<br />
== Prepared Meals ==<br />
<br />
On the '''Kitchen''' submenu of the Overall Status screen ({{key|z}}), you can specify which foods the kitchen is allowed to cook (and also which plants the [[still]] is allowed to brew). Blue means "cook this food"; red means "do not cook".<br />
<br />
There are three grades of meals you can prepare at a kitchen:<br />
<br />
* '''Easy''' (biscuit) requires two cookable items.<br />
* '''Fine''' (stew) requires three cookable items.<br />
* '''Lavish''' (roast) requires four cookable items.<br />
<br />
The items to be cooked do not have to be different: for instance, a cook might combine two plump helmet spawn into a stack of two "plump helmet spawn biscuits", or four spawn into four "plump helmet spawn roasts". The amount of food produced always equals the total number of food items used. <br />
<br />
If large stacks of food are used as the ingredients, a large stack of meals will be produced. For instance, 22 "Minced cave fish roasts" would be created from "minced cave fish [5], minced turtle, minced dwarven wine [14], and minced turtle [2]". <br />
<br />
Prepared meals do not produce any byproducts such as [[seed]]s, [[shell]]s, or [[bone]]s when cooked or eaten. This makes them ideal for placement in dining rooms located far away from your main population because food and refuse haulers will not have to trek long distances to retrieve the seeds or bones left after a meal, and a single enormous meal stack can feed several dwarves for a year or more.<br />
<br />
Regardless of the type of meal you produce, a stack of prepared meals has a base value of 10 for each meal in the stack, multiplied by quality ratings as other objects are. There may be a bug in calculating the quality of a stack of meals, however.{{verify}}<br />
<br />
{{Workshops}}<br />
[[Category:Buildings]]<br />
[[Category:Workshops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Bismuth&diff=1649040d:Bismuth2008-03-06T20:54:36Z<p>Shagie: case, spelling</p>
<hr />
<div>{{Metal|name=Bismuth|color=#F0F|bgcolor=#808<br />
|uses=<br />
* Make [[bismuth bronze]] at [[smelter]]<br />
|ore=<br />
* [[Bismuthinite]]<br />
|properties=<br />
* [[Material value]] 2<br />
}}<br />
<br />
'''Bismuth''' is a naturally occurring [[metal]] that cannot be forged into anything at a [[metalsmith's forge]] due to being too brittle. It is obtained through smelting [[bismuthinite]]. It can be used in the following Recipe at a [[smelter]]:<br />
<br />
*[[Bismuth bronze]] = bismuth + [[tin]] + 2x [[copper]]<br />
<br />
[[category:metals]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Tin&diff=1412040d:Tin2008-03-04T23:20:53Z<p>Shagie: case</p>
<hr />
<div>{{Metal|name=Tin|color=#CCC|bgcolor=#088<br />
|ore=<br />
* [[Cassiterite]]<br />
|uses=<br />
* Make [[lay pewter]] at [[smelter]]<br />
* Make [[fine pewter]] at [[smelter]]<br />
* Make [[trifle pewter]] at [[smelter]]<br />
* Make [[bronze]] at [[smelter]]<br />
* Make [[bismuth bronze]] at [[smelter]]<br />
* [[Metalsmith's forge|Metal crafting]]<br />
|properties=<br />
* [[Material value]] 2<br />
}}<br />
[[category:metals]]<br />
<br />
A naturally occurring [[metal]] in Dwarf Fortress, it is smelted from [[cassiterite]]. <br />
<br />
Tin can be used to make [[furniture]] and 'other objects' at a [[metalsmith's forge]] (with a base value of 2), but it is primarily used to combine with other materials at a [[smelter]]. The following is a list of Recipes involving Tin:<br />
<br />
* [[Lay Pewter]] = 2x Tin + [[Copper]] + [[Lead]]<br />
* [[Fine Pewter]] = 3x Tin + [[Copper]]<br />
* [[Trifle Pewter]] = 2x Tin + [[Copper]]<br />
* [[Bronze]] = Tin + [[Copper]]<br />
* [[Bismuth Bronze]] = Tin + 2x [[Copper]] + [[Bismuth]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Iron&diff=460940d:Iron2008-03-04T23:01:14Z<p>Shagie: fix case</p>
<hr />
<div>{{Metal|name=Iron|color=#888|bgcolor=#CCC<br />
|ore=<br />
* [[Hematite]]<br />
* [[Limonite]]<br />
* [[Magnetite]]<br />
|uses=<br />
* Make [[pig iron]] at [[smelter]]<br />
* Make [[steel]] at [[smelter]]<br />
* [[weapon|Melee Weapons]]<br />
* [[Crossbow]]s<br />
* [[Bolt]]s<br />
* [[Pick]]s<br />
* [[Armor]]<br />
* [[Anvil]]s<br />
* [[Metalsmith's forge|Metal crafting]]<br />
|properties=<br />
* [[Magma]] proof<br />
* [[Armor|Block]]% 100<br />
* [[Damage]]% 100<br />
* [[Material value]] 10}}<br />
<br />
'''Iron''' bars can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated. Iron occurs naturally, and can be achieved from any of three separate ores: [[Hematite]], [[magnetite]] and [[limonite]].<br />
<br />
<br />
Iron makes high-quality [[weapon]]s and [[armor]], and can be used to make a wide variety of other crafts. It serves as a decent base material for forging other crafts, since it has a base value of 10.<br />
<br />
Iron is used in the following Recipes at a [[Smelter]]:<br />
<br />
*[[Pig iron]] = Iron + [[Flux]]<br />
*[[Steel]] = Iron + [[Pig iron]] + [[Flux]] + [[Coal]]<br />
<br />
<br />
[[category:metals]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&diff=746740d Talk:World generation2008-02-29T22:26:04Z<p>Shagie: on random seeds and pocket worlds.</p>
<hr />
<div>If you guys can think of anything to add to this, let me know. [[User:Schm0|Schm0]] 19:58, 30 October 2007 (EDT)<br />
<br />
:I would suggest changing the region numbers to 101-107 etc, as they're unlikely to be already used, and most pregen maps (packs and non-packs) are unlikely to ever use that range either. --[[User:N9103|Edward]] 23:01, 3 January 2008 (EST)<br />
<br />
Oh yeah, and I can't get the last graphic to show, even though it exists. [[User:Schm0|Schm0]] 20:17, 30 October 2007 (EDT)<br />
<br />
It took me *way* too long to figure out, but I know why the last picture isnt showing. It has "ad" in the URL, and you are using AdBlock.<br />
:Thank you, anonymous. :)<br />
<br />
From my own little experiments, it looks like the /wait commands aren't needed. There may be a difference in OS here, but under Windows XP Home SP2, I can create a .bat file with<br />
<br />
dwarfort.exe -gen 1<br />
<br />
dwarfort.exe -gen 2<br />
<br />
right after the other. When one creation ends, the window closes and the next begins. The two [RANDOM]s aren't required, either. If the .bat is in the same folder as your executable, you don't have to go through the whole "C:\df\whatever" tree, either. [[User:Mephisto|Mephisto]] 16:08, 9 November 2007 (EST)<br />
<br />
:Well, like I said, it's for you to use or modify if necessary. I know that it will be compatible on all copies of XP and beyond... I don't care to bother and check what version of XP I have, but the batch program will not function correctly unless I use the /wait commands. Obviously you wouldn't need to include the directory of the files, unless you ran it from the desktop. Some good observations, nonetheless. [[User:Schm0|Schm0]] 22:15, 5 December 2007 (EST)<br />
<br />
::I just tried this without the "start /wait" part, and it didn't work for me (Win XP SP1) - it generates only one map, then stops. Leave the code as it is.--[[User:Siliziumleben|Siliziumleben]] 21:32, 2 January 2008 (EST)<br />
<br />
::Like it more this way. If you'll have any problems with 'wait's, just add it.--[[User:Dorten|Dorten]] 01:42, 11 January 2008 (EST)<br />
<br />
i dont get seeds.. sure theyre not random... but what do they do? a list of different seeds and what they create? [[User:Twiggie|Twiggie]] 10:16, 5 December 2007 (EST)<br />
<br />
seeds define the world that is generated; unless you want a world that somebody else has generated, then using the 'random seed' option will give you a more-or-less random map, (don't be confused by all the pseudorandom stuff, it's random enough -_-) well, I doubt anybody has a list of pregenerated worlds and their seeds, but I think it'd be better to create your own. There'll be areas with low difficulty and areas with high difficulty, so there's no problem there.<br />
[[User:Jc100|Jc100]] 06:18, 12 December 2007 (EST)<br />
<br />
On random seeds... It is very difficult to make a number that is truly random on a computer. Instead of doing something like hooking up a Geiger counter and a source[http://www.imagesco.com/geiger/geiger-counter-kits.html#rngad] to generate a pseudo random number, you pick a starting point - a seed. You can run this number through a function[http://en.wikipedia.org/wiki/Mersenne_twister] and get another number. This new number is returned and used in the next iteration. This is a pseudo random number sequence[http://en.wikipedia.org/wiki/Pseudorandom_number_generator]. One of the things that is useful about a pseudo random number sequence is that it is deterministic - if you start with the same seed, you will get the same random numbers. Thus, when you use the seed someone has provided, you will get the same world generated. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)<br />
<br />
[[Image:Pocket example.png]]<br /><br />
With v0.27.176.38c, in world generation you can now select the size of the world. For example - a pocket world (above) - thats it, thats the whole thing. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)</div>Shagiehttps://dwarffortresswiki.org/index.php?title=File:Pocket_example.png&diff=38239File:Pocket example.png2008-02-29T22:24:26Z<p>Shagie: An example of a pocket world - much smaller and faster to generate.</p>
<hr />
<div>An example of a pocket world - much smaller and faster to generate.</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Water_depth&diff=3140840d:Water depth2007-12-17T20:34:15Z<p>Shagie: spell out word rather than symbol</p>
<hr />
<div>You can find out how deep water is by examining it with the Loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.<br />
<br />
Water depth ranges from 0-7, the following is a qualitative description of how deep the water is relative to a dwarf.<br />
<br />
<ol start="0"><br />
<li>Not a true value (you will never see it displayed), there is no water on this tile.</li><br />
<li>A puddle.</li><br />
<li>Knee deep.</li><br />
<li>Waist deep, your dwarves are now wading and [[water wheel]]s will begin spinning slowly.</li><br />
<li>Neck height, your dwarves will be coloured blue to indicate they are underwater, and will begin [[swimmer|swimming]].</li><br />
<li>Over a dwarf's head.</li><br />
<li>Very deep.</li><br />
<li>The tile is full to the brim of water.</li><br />
</ol><br />
<br />
<i>This all needs verification</i><br />
<br />
<br />
{{Water FAQ}}</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Dwarven_syrup&diff=2870240d:Dwarven syrup2007-12-17T20:31:59Z<p>Shagie: link to singular</p>
<hr />
<div>'''Dwarven Syrup''' is a special [[cooking]] item. It is made from [[sweet pod]]s and is processed to a [[barrel]] at the [[farmer's workshop]]. It cannot be eaten by itself; it must be [[cook]]ed.</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Dwarven_sugar&diff=2865440d:Dwarven sugar2007-12-17T20:31:30Z<p>Shagie: link to singular</p>
<hr />
<div>'''Dwarven Sugar''' is a special [[cook|cookable]] item. It is made from [[milled]] [[sweet pod]]s. It is not eaten raw, but used as an ingredient in cooking.</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Water_depth&diff=3140640d:Water depth2007-12-07T21:29:56Z<p>Shagie: template and list magic.</p>
<hr />
<div>You can find out how deep water is by examining it with the Loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.<br />
<br />
Water depth ranges from 0-7, the following is a qualitative description of how deep the water is relative to a dwarf.<br />
<br />
<ol start="0"><br />
<li>Not a true value (you will never see it displayed), there is no water on this tile.</li><br />
<li>A puddle.</li><br />
<li>Knee deep.</li><br />
<li>Waist deep, your dwarves are now wading & water wheels will begin spinning slowly.</li><br />
<li>Neck height, your dwarves will be coloured blue to indicate they are underwater, and will begin [[swimmer|swimming]].</li><br />
<li>Over a dwarf's head.</li><br />
<li>Very deep.</li><br />
<li>The tile is full to the brim of water.</li><br />
</ol><br />
<br />
<i>This all needs verification</i><br />
<br />
<br />
{{Water FAQ}}</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Currency&diff=2606240d:Currency2007-12-06T23:56:19Z<p>Shagie: fix case</p>
<hr />
<div>The game's currency is measured in monies (☼). Each item has a specific trade [[value]] in ☼.<br />
<br />
When [[dwarven economy]] sets in, coins you make will have monetary value in addition to their trade value. Copper coins are worth 1☼, silver coins are worth 15☼ and gold coins are worth 30☼.<br />
<br />
Dwarven coins are minted at the [[Metalsmith's forge]].<br />
[[Category:Trade]][[Category:Economy]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=User_talk:Senso&diff=765User talk:Senso2007-12-06T23:52:56Z<p>Shagie: Database wiredness</p>
<hr />
<div>I used to go by the name Admin on the previous wiki.<br />
<br />
Contact Info<br />
<br />
- sensoz@gmail.com<br />
<br />
- PM me on SA: Senso<br />
<br />
== A request ==<br />
<br />
Hullo! I've got a request that's fairly minor, though it's something only doable by an admin - copying the 'collapsible tables' code from Wikipedia's [http://en.wikipedia.org/wiki/MediaWiki:Common.js MediaWiki:Common.js] to [[MediaWiki:Common.js]] (or might have to be [[MediaWiki:Monobook.js]], I'm not sure if the configuration on this particular install is different). This would mainly be for the benefit of things like [[Template:Creatures]], to keep them as useful (go directly to related pages without loading a category page in-between) but without taking so much space on the screen. --[[User:Sukael|Sukael]] 15:50, 29 October 2007 (EDT)<br />
<br />
: Done. --[[User:Senso|Senso]] 16:20, 29 October 2007 (EDT)<br />
<br />
:: Thanks! As you can see at [[Template:Creatures]], it looks to be working perfectly. --[[User:Sukael|Sukael]] 21:12, 29 October 2007 (EDT)<br />
<br />
:::That's pretty fucking sweet. I didn't even know you could do that with MediaWiki. :)<br />
<br />
== Wikipedia links ==<br />
<br />
I've just noticed that when I'm not logged in, a link to a random Wikipedia help topic appears on every page in small font in the upper right. Is there any way to disable it? Most of the topics I've seen so far are pretty specific to Wikipedia and don't really belong here. --[[User:Peristarkawan|Peristarkawan]] 15:28, 1 November 2007 (EDT)<br />
<br />
:Yes, it's annoying - I'll look into it. It seems to be well hidden into an obscure CSS file. --[[User:Senso|Senso]] 16:33, 1 November 2007 (EDT)<br />
<br />
== Old Bloodline article in main namespace ==<br />
<br />
There is probably an article named [[Bloodline:Outpost Ducimemal]] in the main namespace that redirects to Outpost Ducimemal, which in turn redirects to the Bloodline namespaced Outpost Ducimemal. This is causing some confusion on the double redirects page. Is there any way to fix this? I can't seem to get at the mainspaced article to fix the redirect (though it would probably best be just to delete it). --[[User:Shagie|Shagie]] 20:20, 6 November 2007 (EST)<br />
<br />
:Thanks, I've deleted [[Outpost Ducimemal]], which was a redirect to [[Bloodline:Outpost Ducimemal]] since I added the namespace. I don't think [[Bloodline:Outpost Ducimemal]] redirects to anything. --[[User:Senso|Senso]] 22:27, 6 November 2007 (EST)<br />
:: It now shows up in [[Special:BrokenRedirects]]. This page exists from prior to the bloodline namespace being created and thus was in the main namespace but is now effectively masked by the bloodline namespace article. --[[User:Shagie|Shagie]] 13:32, 7 November 2007 (EST)<br />
:::The MediaWiki manual has some instructions on [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces#Dealing_with_existing_pages dealing with this]. --[[User:Peristarkawan|Peristarkawan]] 15:11, 7 November 2007 (EST)<br />
::::Even easier: I've manually deleted the redirects in MySQL. --[[User:Senso|Senso]] 15:35, 7 November 2007 (EST)<br />
<br />
== Database wiredness ==<br />
<br />
Since you've fixed this before...<br />
<br />
[[Special:Special pages]] -> [[Special:Lonelypages|Orphaned Pages]] -> How do I stop my retarded miners falling in channels as they dig them?<br />
<br />
This gets redirected to ''How do I stop miners from falling in channels as they dig them?'' - however, it is not the same one you go to if you hit that page directly or through the FAQ. --[[User:Shagie|Shagie]] 18:52, 6 December 2007 (EST)</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&diff=1973040d:Adventurer mode2007-12-06T23:33:19Z<p>Shagie: /* Summary */ wikify list</p>
<hr />
<div>In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.<br />
<br />
== Your first adventure ==<br />
<br />
=== Picking a race ===<br />
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.<br />
<br />
=== Choosing skills ===<br />
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.<br />
<br />
=== Setting out ===<br />
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.<br />
<br />
=== Trading ===<br />
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.<br />
<br />
=== Equipping your adventurer === <br />
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|p}}ut it on, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.<br />
<br />
== Travelling the world ==<br />
<br />
=== How-to ===<br />
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|>}}.<br /><br />If you are entering a site you've been at before, you might be able to select a point of interest (like at the main location or near a creature) on where to start at.<br />
<br />
Jumping off cliffs is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.<br />
<br />
=== Finding quest locations ===<br />
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.<br />
<br />
=== Visiting abandoned fortresses ===<br />
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.<br />
<br />
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal a lot more specific information about the event that is engraved.<br />
<br />
== Combat ==<br />
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.<br />
<br />
=== Ranged ===<br />
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.<br />
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose wich item to throw, then choose the victim.<br />
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''<br />
<br />
=== Close combat ===<br />
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.<br />
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.<br />
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.<br />
<br />
=== Wounds ===<br />
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then. Read more about wounds [[Wound|HERE]].<br />
<br />
== Tips for survival ==<br />
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.<br />
<br />
=== <s>Living Shields</s> Companions ===<br />
<br />
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!<br />
When you first start out, the easiest <s>human shields</s> friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.<br />
<br />
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.<br />
<br />
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.<br />
<br />
=== Avoid the impossible ===<br />
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.<br />
<br />
==== Giant Cave Spiders ====<br />
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.<br />
<br />
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.<br />
<br />
==== Arrows ====<br />
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.<br />
<br />
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.<br />
<br />
=== Training yourself ===<br />
Gaining stats ([[Attributes|strength, agility, toughness]]) helps alot when fighting. How to best train yourself?<br />
<br />
==== Throwing ====<br />
While walking around on a creature-less place, you should occasionally press {{key|g}} to check for rocks. Rocks are practically free ammo. When you find a tile with rocks, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill "Throwing", and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).<br />
<br />
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.<br />
<br />
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.<br />
<br />
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).<br />
<br />
==== Bow/Crossbow-skill ====<br />
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill. Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.<br />
<br />
Make sure to take extra <s>meat shields</s> companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.<br />
<br />
==== Wrestling ====<br />
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your wrestling? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per "hit". Wrestling also handles dodging skill which is very handy to have.<br />
<br />
==== Swimming ====<br />
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.<br />
<br />
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.<br />
<br />
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.<br />
<br />
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.<br />
<br />
==== Ambushing ====<br />
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.<br />
<br />
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.<br />
<br />
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.<br />
<br />
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.<br />
<br />
=== Summary ===<br />
*Recruit some living spearcatchers<br />
*Avoid flying arrows<br />
*Throw rocks/statues/socks/bugs at enemies that still haven't reached you<br />
*Train your stats before taking on your first quest-monster<br />
<br />
[[Category:Guides]]<br />
[[Category:Adventurer mode]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=How_do_I_get_my_dwarves_to_haul_ores_and_ignore_useless_stones&diff=30597How do I get my dwarves to haul ores and ignore useless stones2007-12-06T23:26:46Z<p>Shagie: link and key template</p>
<hr />
<div>What you want to do is create a stone [[stockpile]] that doesn't allow normal stones to be carried to it.<br />
<br />
*When you have the stockpile menu open {{k|p}}, select ''Custom stockpile settings'' {{k|t}}.<br />
*Scroll down to Stone and {{k|e}}nable it.<br />
*You will see three categories appear in the middle column, 'Metal Ores', 'Economic stones', and 'Other'.<br />
*Scroll across to the stone categories and {{k|f}}orbid 'Economic stones' and 'Other'.<br />
*Now exit out of the settings menu, and you will be able to place a stockpile that will only store 'Metal Ores'.<br />
<br />
<br />
'''Unique ores'''<br />
<br />
You can choose to create a stockpile that only stores one kind of ore - for instance, just copper nuggets.<br />
*Forbid 'Metal Ores'.<br />
*Now scroll across to Metal Ore types.<br />
*Now scroll down to 'Copper nuggets' and press enter - you will notice that both 'Copper nuggets' and 'Metal Ores' becomes a lighter shade of grey. Note you can have more than one type of ore selected if you wish.<br />
*Exit out of the menu and place the stockpile.<br />
<br />
<br />
'''Changing stockpile settings'''<br />
<br />
You can alter a stockpiles settings at any time by using the examine buildings menu {{k|q}}. Simply hover over it and you will see a number of options come up on the right hand window, including 'stockpile settings' {{k|s}}. This will take you to the same menu as you saw earlier.<br />
<br />
<br />
{{Mining FAQ}}</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:How_do_I_arm_my_dwarves&diff=3121840d:How do I arm my dwarves2007-12-06T20:51:25Z<p>Shagie: +template</p>
<hr />
<div>In the [[military]] screen ({{K|m}}), you can set the preferred [[weapon]], [[armor]] and [[shield]] for each dwarf. Alternatively, you can {{K|v}}iew a dwarf and use the {{K|p}}references - {{K|s}}oldiering and hunting.<br />
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon.<br />
<br />
{{Military FAQ}}</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&diff=680040d:Metalsmith's forge2007-12-04T19:45:29Z<p>Shagie: removing spaces forcing preformatting</p>
<hr />
<div><div style="width: 80%; background: #eee; border-left: 7px solid {{{1|#00f}}}; margin: 1em auto"><br />
<div style="border: 1px solid #aaa; border-left: none; padding: 0 0.5em"><br />
{{{2|This page should be merged with [[Metalsmith]]. Please see [[Talk:Metalsmith's forge|talk page]] for more information.}}}<br />
</div><br />
</div><br />
<br />
{{Workshop|name=Metalsmith's forge|key=f|job= [[Weaponsmith]], [[Armorsmith]], [[Metalsmith]], [[Crossbow-making]]<br />
|construction=<br />
* [[Stone]] or [[block|Stone blocks]]{{verify}}<br />
|construction_job=<br />
* [[Weaponsmith|Weaponsmithing]]<br />
* [[Armorsmith|Armoring]]<br />
* [[Metalsmith|Blacksmithing]]<br />
* [[Metal crafter|Metalcrafting]]<br />
* [[Crossbow-making]]<br />
|use=<br />
* [[metal|Metal bars]]<br />
|production=<br />
*[[Chain]]<br />
*[[Crafts]] - X3 from one metal bar.<br />
*[[Goblet]]<br />
*[[Toy]]<br />
*[[Instrument]]<br />
*[[Flask]]<br />
*[[Coins]]<br />
*[[Stud]]<br />
}}<br />
<br />
The '''metalsmith's forge''' is a [[workshop]] used by dwarves to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment, [[traps|trap components]], and other [[Finished Goods|finished goods]]. To build a forge, you must have an [[anvil]] which you start with by default, using 1000 [[starting points]]. If you don't bring an anvil, you may be able to trade with dwarven and human [[caravan]]s, who often carry iron anvils at a cost of 1000☼, and steel anvils at a cost of 3000☼. You may request one from the [[dwarven liaison]] or human [[guild representative]] if you are willing to pay an increased price to guarantee that at least one anvil arrives. Note that it is presently useless to request the more-expensive steel anvil as there is no difference in productivity.{{version|0.27.169.33a}}<br />
<br />
<br />
==Workshop Skills==<br />
The metalsmith's forge supports multiple skills, so dwarves will need the correct skill for the item you want them to create. The skills available are:<br />
*[[Weaponsmith|Weaponsmithing]] -- weapons<br />
*[[Armorsmith|Armoring]] -- armor<br />
*[[Metalsmith|Blacksmithing]] -- [[Iron]] working<br />
*[[Metal crafter|Metalcrafting]] -- [[Craft|Crafts]] and [[Coins]]<br />
*[[Crossbow-making]] -- crossbows{{Verify}}<br />
<br />
==Finished goods==<br />
*[[Chain]]<br />
*[[Crafts]] - Three crafts will be made from each metal bar used.<br />
*[[Goblet]]<br />
*[[Toy]]<br />
*[[Instrument]]<br />
*[[Flask]]<br />
*[[Coins]]<br />
*[[Stud]]<br />
<br />
{{Workshops}}<br />
[[Category:Buildings]]<br />
[[Category:Workshops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=Set_traffic_areas&diff=12545Set traffic areas2007-11-28T21:24:22Z<p>Shagie: fix case and plural</p>
<hr />
<div>'''Traffic areas''' are used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path.<br />
<br />
For example, a dwarf will choose a 14 tile high traffic route (14*1=14) over a 3 tile low traffic route (3*5=15).{{verify}}<br />
<br />
Setting Restricted does not forbid a dwarf from travelling over those squares, but rather makes them willing to walk around them - for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. <br />
<br />
It is often a good idea to set any water source in a biome with seasonal freezing to restricted so your dwarves will be less likely to be caught on it when it melts.<br />
<br />
If you have an area that absolutely must not be stepped on by dwarves, consider [[wall]]s.<br />
==Default Traffic Weights==<br />
These numbers have been taken from /data/init.txt<br />
{|cellpadding="2" border="1"<br />
!Designation!!Cost<br />
|-<br />
| High || 1<br />
|-<br />
| Normal || 2<br />
|-<br />
| Low || 5<br />
|-<br />
| Restricted || 25<br />
|-<br />
|}<br />
<br />
[[category:designations]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Cage&diff=1857840d:Cage2007-11-13T19:21:37Z<p>Shagie: </p>
<hr />
<div>A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]] and [[metal]]. A cage made of glass is called a terrarium. Cages can hold an unlimited number of [[animals]] at once. Placing animals in a cage can reduce lag and reduce [[traffic]] in your hallways.<br />
<br />
The cage can be used in a few ways:<br />
<br />
* A [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.<br />
* Animal restraining device, where you simply plant it and allocate any animals you want in it. Particularly handy for keeping track of mating animals. Just assign ({{k|q}} on a cage that has been built in a room) all the animals of one type in a cage and let them sit. Soon stray deer fawns will be all over your fortress<br />
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.<br />
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Economics&diff=2188640d:Economics2007-11-12T20:36:52Z<p>Shagie: /* Raw Materials */ format</p>
<hr />
<div>=== Overall Economic Flowchart ===<br />
<br />
All buildings require Building Design to go up, most require stone and/or wood, some require other orders or materials (listed in parens after the building).<br />
<br />
Each process on the economic flowchart has the following components:<br />
* Inputs (on left) - the process will use up these raw materials.<br />
* Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. Following the slash is a job title - this job must be enabled on a dwarf or that dwarf will not participate in that level of the economic path.<br />
<br />
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).<br />
* Outputs (on right) - These are the goods that are produced by the economic activity in question.<br />
<br />
== Raw Materials ==<br />
<br />
assign these jobs through the designate or zone options.<br />
<br />
[[Walls]] -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]]<br />
:(designate -> Mine)<br />
<br />
[[Chop down trees|Trees]] -> <I>[[Battle axe]]</I>/[[Wood Cutter]] -> [[Wood]]<br />
:(designate -> Chop Trees)<br />
<br />
[[Walls]] -> none/[[Engraving|Stone Detailing]] -> [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)<br />
:(designate -> Smooth Stone) and (designate -> Engrave Stone)<br />
<br />
[[Water]] -> none/[[Fishing]] -> [[Fish]]<br />
:(designate -> Fish, do this at the level above the water)<br />
<br />
[[Animals]] -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpse|Corpses]]<br />
:(assign any dwarf the hunt job)<br />
<br />
[[Bush|Bushes]] -> none/[[Gather Plants]] -> [[Crops]]<br />
:(designate -> Gather Plants)<br />
<br />
== Second Tier Materials ==<br />
(only raw materials needed as input)<br />
<br />
[[Stone]] -> [[Mason's workshop]]/[[construction|Masonry]] -> [[Furniture]], [[Blocks]]<br />
<br />
[[Wood]] -> [[Carpenter's workshop]]/[[construction|Carpentry]] -> [[Furniture]], [[Blocks]], [[Barrels]]<br />
<br />
[[Stone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -> [[Craft]], [[Decoration]], <br />
<br />
[[Wood]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -> [[Craft]], [[Bolts]]<br />
<br />
[[Bone]] or [[Shell]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Craft]], [[Bolts]], [[Armor]]<br />
<br />
Raw [[Fish]] -> [[Fishery]]/[[Fish Cleaning]] -> [[Fish]]<br />
<br />
[[Stone]] -> [[Mechanic's workshop]]/[[Mechanics]] -> [[Mechanism]]<br />
<br />
[[Wood]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Wooden Crossbow]]<br />
<br />
[[Wood]] -> [[Wood furnace]]/[[Wood burning]] -> [[Charcoal]]<br />
:(note - the Wood Furnace is a Furnace, not a workshop)<br />
<br />
[[Wood]] -> [[Carpenter's workshop]]/[[Skills|Trapping]] -> [[Animal Trap]]<br />
<br />
== Higher Tier Materials ==<br />
[[Stone]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal Bars]]<br />
:(the stone must be an ore of the given type)<br />
:(fuel can be charcoal or coal)<br />
<br />
[[Iron Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Pig Iron]]<br />
:(fuel can be charcoal or coal)<br />
<br />
[[Pig Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Steel Bars]]<br />
:(A Magma Forge does not require the fuel)<br />
<br />
[[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]]<br />
<br />
[[Metal|Metal Bars]] + [[Fuel]] -> [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -> [[Metal Item]]<br />
<br />
[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]]<br />
<br />
[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Weaponsmith]] -> [[Weapon]]<br />
:(A Magma Forge does not require the fuel)<br />
<br />
[[Seed]] -> [[Farm plot]]/[[Farming|Farming(fields)]] -> [[Crops]]<br />
:(note that the Farm Plot while it is a building is not a workshop)<br />
<br />
[[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -> <br />
<br />
Wild [[Animals]], <I>[[Animal Trap]]</I> -> none/[[Trapping]] -> Captured [[Animals]]<br />
<br />
Captured [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Tame [[Animals]]<br />
<br />
Tame [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Trained [[Animals]]<br />
:(note that the Kennels while it is a building is not a workshop)<br />
<br />
Tame [[Animal]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Corpse]]<br />
({{K|Z}}-Animals-Ready for Slaughter)<br />
<br />
[[Corpse]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Meat]]<br />
<br />
[[Barrel]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seed|Seeds]]<br />
<br />
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]]<br />
<br />
[[Crops]] -> [[Farmer's workshop]]/[[Threshing]] -> [[Thread]]<br />
<br />
[[Thread]] -> [[Loom]]/[[Weaving]] -> [[Cloth]]<br />
<br />
[[Cloth]] -> [[Clothier's shop]]/[[Clothesmaking]] -> [[Clothes]]<br />
<br />
[[category: Economy]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Economics&diff=2188540d:Economics2007-11-12T20:36:06Z<p>Shagie: formatting</p>
<hr />
<div>=== Overall Economic Flowchart ===<br />
<br />
All buildings require Building Design to go up, most require stone and/or wood, some require other orders or materials (listed in parens after the building).<br />
<br />
Each process on the economic flowchart has the following components:<br />
* Inputs (on left) - the process will use up these raw materials.<br />
* Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. Following the slash is a job title - this job must be enabled on a dwarf or that dwarf will not participate in that level of the economic path.<br />
<br />
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).<br />
* Outputs (on right) - These are the goods that are produced by the economic activity in question.<br />
<br />
== Raw Materials ==<br />
<br />
assign these jobs through the designate or zone options.<br />
<br />
[[Walls]] -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]]<br />
:(designate -> Mine)<br />
<br />
[[Chop down trees|Trees]] -> <I>[[Battle axe]]</I>/[[Wood Cutter]] -> [[Wood]]<br />
:(designate -> Chop Trees)<br />
<br />
[[Walls]] -> none/[[Engraving|Stone Detailing]] -> [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)<br />
:(designate -> Smooth Stone) and (designate -> Engrave Stone)<br />
<br />
[[Water]] -> none/[[Fishing]] -> [[Fish]]<br />
:(designate -> Fish, do this at the level above the water)<br />
<br />
[[Animals]] -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpse|Corpses]]<br />
:(assign any dwarf the hunt job)<br />
<br />
[[Bush|Bushes]] -> none/[[Gather Plants]] -> [[Crops]]<br />
:(designate -> Gather Plants)<br />
<br />
== Second Tier Materials ==<br />
(only raw materials needed as input)<br />
<br />
[[Stone]] -> [[Mason's workshop]]/[[construction|Masonry]] -> [[Furniture]], [[Blocks]]<br />
<br />
[[Wood]] -> [[Carpenter's workshop]]/[[construction|Carpentry]] -> [[Furniture]], [[Blocks]], [[Barrels]]<br />
<br />
[[Stone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -> [[Craft]], [[Decoration]], <br />
<br />
[[Wood]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -> [[Craft]], [[Bolts]]<br />
<br />
[[Bone]] or [[Shell]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Craft]], [[Bolts]], [[Armor]]<br />
<br />
Raw [[Fish]] -> [[Fishery]]/[[Fish Cleaning]] -> [[Fish]]<br />
<br />
[[Stone]] -> [[Mechanic's workshop]]/[[Mechanics]] -> [[Mechanism]]<br />
<br />
[[Wood]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Wooden Crossbow]]<br />
<br />
[[Wood]] -> [[Wood furnace]]/[[Wood burning]] -> [[Charcoal]]<br />
:(note - the Wood Furnace is a Furnace, not a workshop)<br />
<br />
[[Wood]] -> [[Carpenter's workshop]]/[[Skills|Trapping]] -> [[Animal Trap]]<br />
<br />
== Higher Tier Materials ==<br />
[[Stone]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal Bars]]<br />
:(the stone must be an ore of the given type)<br />
:(fuel can be charcoal or coal)<br />
<br />
[[Iron Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Pig Iron]]<br />
:(fuel can be charcoal or coal)<br />
<br />
[[Pig Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Steel Bars]]<br />
:(A Magma Forge does not require the fuel)<br />
<br />
[[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]]<br />
<br />
[[Metal|Metal Bars]] + [[Fuel]] -> [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -> [[Metal Item]]<br />
<br />
[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]]<br />
<br />
[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Weaponsmith]] -> [[Weapon]]<br />
:(A Magma Forge does not require the fuel)<br />
<br />
[[Seed]] -> [[Farm plot]]/[[Farming|Farming(fields)]] -> [[Crops]]<br />
:(note that the Farm Plot while it is a building is not a workshop)<br />
<br />
[[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -> <br />
<br />
Wild [[Animals]], <I>[[Animal Trap]]</I> -> none/[[Trapping]] -> Captured [[Animals]]<br />
<br />
Captured [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Tame [[Animals]]<br />
<br />
Tame [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Trained [[Animals]]<br />
:(note that the Kennels while it is a building is not a workshop)<br />
<br />
Tame [[Animal]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Corpse]]<br />
({{K|Z}}-Animals-Ready for Slaughter)<br />
<br />
[[Corpse]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Meat]]<br />
<br />
[[Barrel]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seed|Seeds]]<br />
<br />
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]]<br />
<br />
[[Crops]] -> [[Farmer's workshop]]/[[Threshing]] -> [[Thread]]<br />
<br />
[[Thread]] -> [[Loom]]/[[Weaving]] -> [[Cloth]]<br />
<br />
[[Cloth]] -> [[Clothier's shop]]/[[Clothesmaking]] -> [[Clothes]]<br />
<br />
[[category: Economy]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Fire&diff=199940d:Fire2007-11-12T20:18:50Z<p>Shagie: replace inline with template</p>
<hr />
<div>A border of exclamation marks (!!) on an item or dwarf name indicates that it is on fire.<br />
Items on fire also release smoke and ignite adjacent items.{{verify}}<br />
[[Category:World]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Decoration&diff=1614040d:Decoration2007-11-12T05:48:16Z<p>Shagie: Formatting, add version template for bug note.</p>
<hr />
<div>A decorative image raises the [[value]] of an object by adding another material to the base item. Decorations have quality levels.<br />
<br />
An object may be decorated with any number of materials, provided the materials are of different types. For example, you can decorate an object with turtle shell and cave lobster shell, but you can't decorate it with turtle shell twice.<br />
<br />
You cannot specify an specific object for a dwarf to specify. Dwarves will use the closest object that has not already been decorated with the material they intend to decorate the next object with. The exception is with encrusting gems, where you are able to specify a category of goods to be decorated.<br />
<br />
;Bone, Shell<br />
: Objects can be decorated with bone or shell at a craftdwarf's workshop. Requires [[bone carving]].<br />
<br />
;Gem<br />
: Objects can be encrusted with cut gems (and cut glass) at a jeweler's workshop. You may specifiy whether to decorate furniture, finished goods or ammo. Requires [[gem setting]].<br />
<br />
;Metal studs<br />
: Objects can be studded with various metals at a metalsmith's forge. Requires [[metal crafting]].<br />
<br />
;Cloth<br />
: Cloth images (both plant fiber and silk) can be sewn onto clothing items and bags at a clothier's shop. Requires [[clothier]]. Currently this is bugged and causes a crash to desktop.{{version|0.27.169.33a}}<br />
<br />
;Leather<br />
: Leather images can be sewn onto clothing items in the same manner as cloth. Requires [[leatherworking]] and a leatherworker's shop. (This is not bugged like sewing cloth images).</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Decoration&diff=1613740d:Decoration2007-11-11T22:49:59Z<p>Shagie: needs a bit more work for formatting and style - not certain how to present it</p>
<hr />
<div>A decorative image raises the [[value]] of an object by adding another material to the base item.<br />
<br />
* Bone<br />
* Shell<br />
* Gem<br />
* Glass<br />
* Cloth<br />
* Leather</div>Shagiehttps://dwarffortresswiki.org/index.php?title=Category:Fall_crops&diff=10794Category:Fall crops2007-11-11T22:37:34Z<p>Shagie: redirect</p>
<hr />
<div>#REDIRECT [[:Category:Autumn crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=Category:Autumn_crops&diff=25453Category:Autumn crops2007-11-11T22:37:27Z<p>Shagie: New page: These crops may be planted and harvested in the autumn. Category:Crops</p>
<hr />
<div>These crops may be planted and harvested in the [[autumn]].<br />
<br />
[[Category:Crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Whip_vine&diff=1605940d:Whip vine2007-11-11T22:35:48Z<p>Shagie: </p>
<hr />
<div>You can't eat a '''whip vine''', and although they do brew, you don't want to drink the whip wine that comes out unless the alternative is going sober. Whip vines are strange plants that only grow in the wildest areas, so what, you must wonder, is the point of them? The point is whip vine flour, a flour above all the other flours. The king of flours. These can be collected by [[Gathering plants]].<br />
<br />
*Value: 2<br />
*Drink value: 1<br />
*Mill product: Whip vine flour. Value of 25.<br />
<br />
<br />
[[Category:Crops]]<br />
[[Category:All terrain crops]]<br />
[[Category:Spring crops]]<br />
[[Category:Summer crops]]<br />
[[Category:Autumn crops]]<br />
[[Category:Winter crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Quarry_bush&diff=1471440d:Quarry bush2007-11-11T22:35:37Z<p>Shagie: </p>
<hr />
<div>One of the six known subterranean crops, as such may only be grown underground. Quarry Bush seeds are known as '''rock nuts'''. They can be planted in Spring, Summer and Autumn. <br />
<br />
Quarry Bushes may processed at a [[farmer's workshop]] into [[bag]]s of quarry bush leaves, which then must be cooked at the [[kitchen]] to be edible. You will need an empty bag to be available for this task. <br />
<br />
Processing quarry bushes will produce 5 quarry bush leaves for every plant in a given stack of Quarry Bushes. Cooking quarry bush leaves can result in 20-100 meals in a single unit of Prepared Food, thus saving space and barrels. <br />
<br />
Rock nuts may now be purchased in your starting build. <br />
<br />
Quarry Bushes cannot be [[still|brewed]] into [[alcohol]]. <br />
<br />
[[Category:Crops]]<br />
[[Category:Indoor crops]]<br />
[[Category:Spring crops]]<br />
[[Category:Summer crops]]<br />
[[Category:Autumn crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&diff=483040d:Plump helmet2007-11-11T22:35:23Z<p>Shagie: recat</p>
<hr />
<div>''Plump helmets'' are fast-growing purple mushrooms which are the staple [[food]] crop of most fortresses and one of the six known subterranean crops. They are edible raw, but can also be [[cook|cooked]] in a [[kitchen]] or [[brewer|brewed]] into [[dwarven wine]]. Keep in mind that cooking the plants destroys their seeds, or in this case their spawn. Out-of-hand eating and brewing leave a plump helmet spawn behind, which can then be transferred to a seed bag and used to grow crops.<br />
<br />
You should note that although it is possible to make farm plots in the sunshine, plump helmets won't grow outside a cave.<br />
<br />
[[Category:Crops]]<br />
[[Category:Indoor crops]]<br />
[[Category:Spring crops]]<br />
[[Category:Summer crops]]<br />
[[Category:Autumn crops]]<br />
[[Category:Winter crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Pig_tail&diff=799940d:Pig tail2007-11-11T22:35:09Z<p>Shagie: recat</p>
<hr />
<div>One of the six known subterranean [[crop]]s, as such may only be grown underground. Pig tails are a quickly maturing crop, taking only 25 days to produce a [[harvest]].<br />
<br />
Pig tails may be [[process]]ed at a [[Farmer's workshop|farmer's workshop]] into thread, then used to produce [[cloth]] at a [[Loom|loom]]. <br />
Otherwise, they may be [[brewery|brewed]] into Dwarven Ale.<br />
<br />
If you're planting pig tail for cloth, you might consider planting [[dimple cup]]s during the spring and winter.<br />
<br />
[[Category:Crops]]<br />
[[Category:Indoor crops]]<br />
[[Category:Summer crops]]<br />
[[Category:Autumn crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Muck_root&diff=1588840d:Muck root2007-11-11T22:34:56Z<p>Shagie: recat</p>
<hr />
<div>Ah, the humble '''muck root''', and well it should be, for it has much to be humble about. One of the [[crops]] available for farming. An inferior plant in most regards, with little culinary value, even when brewed. It produces foul swamp whiskey. To be fair, it grows during all seasons, and can be eaten raw, so this humble plant could save your starving fortress during winter.<br />
<br />
*Value: 2<br />
*Drink value: 1<br />
<br />
[[Category:Crops]]<br />
[[Category:Wetland crops]]<br />
[[Category:Spring crops]]<br />
[[Category:Summer crops]]<br />
[[Category:Autumn crops]]<br />
[[Category:Winter crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Fisher_berry&diff=1597140d:Fisher berry2007-11-11T22:34:42Z<p>Shagie: recat</p>
<hr />
<div>'''Fisher berries'''<br />
<br />
Fisher berries are a good crop, but nothing special. Brew to make berry wine.<br />
<br />
<br />Value: 4<br />
<br />Drink value: 2<br />
<br />Seasons: All<br />
[[Category:Crops]]<br />
[[Category:Spring crops]]<br />
[[Category:Summer crops]]<br />
[[Category:Autumn crops]]<br />
[[Category:Winter crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Dimple_cup&diff=1584740d:Dimple cup2007-11-11T22:34:25Z<p>Shagie: recat</p>
<hr />
<div>'''Dimple Cups'''<br />
<br />
Dimple cups are one of the six known subterranean [[crops]]. Dimple cups are not edible in any form. They do not make [[alcohol|beer]]. What, then, you ask, is the modest dimple cup good for? Well, [[dimple dye]], of course, so you can turn your +pig tail cloth+ midnight blue.<br />
<br />
<br />Grow time: 500<br />
<br />Value: 4<br />
<br />Mill product: Dimple dye. Value of 20.<br />
<br />Dye color: Midnight blue.<br />
<br />Seasons: All<br />
<br />
[[Category:Crops]]<br />
[[Category:Indoor crops]]<br />
[[Category:Spring crops]]<br />
[[Category:Summer crops]]<br />
[[Category:Autumn crops]]<br />
[[Category:Winter crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Cave_wheat&diff=1466940d:Cave wheat2007-11-11T22:34:08Z<p>Shagie: recat</p>
<hr />
<div>One of the six known subterranean crops, as such may only be grown underground.<br />
<br />
Cave Wheat needs to be ground into [[dwarven flour]] at a [[mill]] or [[quern]] and cooked at the [[kitchen]] before it can be eaten. Because of the many steps, cave wheat is one of the more high-yeild crops (you get 3 flour for each wheat).<br />
Otherwise, they may be [[brewery|brewed]] into [[dwarven beer]].<br />
<br />
*Grow time: 500<br />
*Value: 4<br />
*Drink value: 2<br />
*Mill product: Cave wheat flour. Value of 20.<br />
<br />
[[Category:Crops]]<br />
[[Category:Indoor crops]]<br />
[[Category:Summer crops]]<br />
[[Category:Autumn crops]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=Category_talk:Fall_crops&diff=25361Category talk:Fall crops2007-11-11T22:33:41Z<p>Shagie: </p>
<hr />
<div>The game refers to it as autumn, so shouldn't we do the same?--[[User:Trukkle|Trukkle]] 15:07, 11 November 2007 (EST)<br />
: yep. --[[User:Shagie|Shagie]] 17:33, 11 November 2007 (EST)</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&diff=2298140d Talk:Gem2007-11-10T08:22:06Z<p>Shagie: On glass</p>
<hr />
<div>So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)<br />
:Large gems are a "finished produce." Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)<br />
<br />
<br />
<br />
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)<br />
<br />
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)<br />
<br />
== Glass bar ==<br />
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''<br />
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.<br />
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&diff=1568140d:Dungeon master2007-11-10T08:17:07Z<p>Shagie: format</p>
<hr />
<div>The dungeon master is a [[noble]] and, like the [[expedition leader]], is not a position that can be replaced by the player. S/he arrives as an immigrant and is not elected.{{verify}}<br />
<br />
The dungeon master also arrives with skills from both the metalsmith and ranger groups, this reflects how the presence of this noble allows training of exotic animals and production of electrum coins.{{verify}} These skills are:<br />
*Animal trainer<br />
*Animal caretaker<br />
*Furnace operator<br />
*Metal crafter<br />
<br />
<br />
Requires: <br />
*Office<br />
*Quarters<br />
*Dining Room<br />
*Burial Chamber<br />
*1 Chests<br />
*1 Cabinet<br />
*1 Weapon Rack<br />
*1 Armor Stand<br />
<br />
<br />
<br />
[[Image:Dungeonmaster.png]]<br />
<br />
[[Category:Nobles]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=40d:Fortification&diff=2009040d:Fortification2007-11-08T19:41:38Z<p>Shagie: Outermost layer refers to old DF</p>
<hr />
<div>[[Category:Military]]<br />
<br />
Fortifications are arrow slits used in the [[defense]] of your fortress. They are most commonly used along the outside walls of your fortress, so that [[Marksdwarf|marksdwarves]] and [[siege engine]]s can fire at enemies from within the mountain. They can be carved from cave walls or built like any other [[construction]].<br />
<br />
== Carving ==<br />
Damaged rock cannot be used for fortifications. <br />
<br />
A fortified wall can only be one tile wide. What this means is that you need to hollow out a room directly behind the wall you want to fortify. It is smartest to set this room up as a [[barracks]], or to put an [[archery target]] in there. That way, off-duty soldiers will be milling about at all times, and they will be ready to fire upon anyone who gets too close to the fortress.<br />
<br />
Once you have chosen the wall you want to carve, smooth the stone along its length using {{K|d}} -> {{K|s}}. After it has been smoothed, re-designate the same wall for fortifications using {{K|d}} -> {{K|a}}. Stone smoothing and fortification require a dwarf that does [[stone detailing]]. <br />
<br />
After completion, marksdwarves, [[ballista]]s, and even [[catapult]]s will be able to fire through the fortifications. However, enemy ranged attackers can attack you from either side of the fortification, no matter which side was fortified.<br />
<br />
Note: A fortified tile cannot contain [[gem]]s.<br />
<br />
== Construction ==<br />
Fortifications can also be constructed from [[block]]s, [[wood]] or [[stone]] using {{K|b}} -> {{K|C}} -> {{K|F}}. They must be built tile by tile as there is no way to build more than one at a time.{{ver|0.27.169.33a}} Construction of wooden fortifications require the [[Carpentry]] skill, while fortifications made of block or stone require the [[Masonry]] skill. <br />
<br />
{{Buildings}}</div>Shagiehttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&diff=332Dwarf Fortress Wiki:Community Portal2007-11-08T18:10:30Z<p>Shagie: /* We are doing this! Let us do it right. */ formatting and spelling</p>
<hr />
<div>This page is for organizing the war effort against entropy.<br />
<br />
== We are doing this! Let us do it right. ==<br />
<br />
* '''A'''lphabet: OK, the first rule is that there must be a rule for each letter of the alphabet. Now only 7 rules to go. (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [http://en.wikipedia.org/wiki/Nomic nomic] instincts)<br />
<br />
* '''B'''lood line games: Any game, or story, relating to a [[:Category:Bloodline Games|bloodline games]]. (succession) game should use the special Bloodline:article_name namespace. This has been especially created for all you bloodline fans to scribble onwards without tying up articles in the main namespace. <br />
<br />
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist.<br />
<br />
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned.<br />
<br />
* '''E'''dit If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Be bold, feel free to make changes. If you think an article needs a major rewrite, you can use your personal page or the discussion (talk) page to post edits or suggestions.<br />
<br />
* '''F'''acts: Keep your information factual. If you haven't confirmed something, post it on the discussion page. Do not create one-liner pages without links (unless its a stub). Add as much pertinent information as you can and avoid conjecture (possibly, maybe, could be, likely) by providing concrete examples from the game or links to other parts of the wiki.<br />
<br />
* '''G'''old. Always mine it, never let it leave your sight, sing songs about it whenever possible.<br />
<br />
* '''H'''eadings: Organize the content of each page into sections of related information. After the introduction, use appropriate headings for each section, and follow the '''N'''aming style of this guide. Keep headings to a minimum, consider a list or a table if you have many repetitive facts.<br />
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* '''I'''mages: Images and screenshots should use the default [[tilesets]] for clarity. Small diagrams should be constructed with [[Template:RT]], for easy editing, and to save on space. Exceptions are pages ''about'' tilesets and story pages like [[:Category:Bloodline Games|bloodline games]]. Images should always be in .png format. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like "1", "screenshot", and "untitled" should be avoided.<br />
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* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article, your hard work is not lost. Post up suggestions on the discussion page and talk about the issue. All versions are stored in the history, so theres always the chance your material can be reused or merged with existing content.<br />
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* '''K'''eys: Special to this wiki; Key commands from the game should be written using the [[:Template:K|k]] or [[:Template:Key|key]] templates. For example, the syntax <span style="font-family:monospace"><nowiki>{{k|q}}</nowiki></span> will generate {{k|q}}, a standardized and visually pleasing representation of the "q" key.<br />
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* '''L''': ?<br />
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* '''M'''ore: More people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. It has loads of good information, that the game actually uses.<br />
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* '''N'''aming: The titles of new pages should be <u>singular</u> nouns, with <u>only the first word capitalized</u>. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. The exceptions to these rules are for terms that are always plural and for proper nouns. Getting the wrong naming means extra redirects. Screw pump is ''not the same'' as Screw Pump.<br />
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* '''O''': ?<br />
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* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.<br />
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* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:DoubleRedirects|Double redirects]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally.<br />
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* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other.<br />
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* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''. <br />
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* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like "now marble can be used to make steel" or "before, farms required two floodgates", etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, "[[Cave-in]]s are buggy right now{{version|0.27.169.33a}}" using the <nowiki>version template, {{version|0.27.169.33a}}</nowiki>.<br />
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* '''U'''ser pages: Introduce your self, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page (and they'll get notified next time they login). However, keep this place civilized; avoid flamewars, personal attacks and insults.</strike><br />
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* '''V''': ?<br />
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* '''W''': ?<br />
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* '''X''': ?<br />
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* '''Y''': ?<br />
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* '''Z''': ?<br />
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__TOC__<br />
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== Enforcing consistency in screenshots? ==<br />
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Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)<br />
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:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)<br />
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::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)<br />
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:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]<br />
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::::The rule as written already exempts bloodline games. The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)<br />
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Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)<br />
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How about this?<br />
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[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]<br />
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It's clean, neat and doesn't warp the page. :) The obvious drawback is file size is not monitored. Can't we edit the file upload settings to measure pixels? Nothing over 800x600? [[User:Schm0|Schm0]] 19:16, 7 November 2007 (EST)<br />
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== Redirects and article titles ==<br />
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How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)<br />
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:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you. Otherwise, just edit [[Elephants]] to read: <nowiki>#REDIRECT [[Elephant]]</nowiki> --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)<br />
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::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)<br />
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:::Just FYI, if at all possible, ''do not create pages as plurals''. Use the following syntax: <nowiki>[[Elephant]]s</nowiki>: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)<br />
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What about titles that are verbs? Should they be in "base-form"? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)<br />
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:Based on the Wikipedia style, titles should be nouns. So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)<br />
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::What about skills and professions? Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant? I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form. Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)<br />
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:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)<br />
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Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)<br />
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:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)<br />
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== Tutorials ==<br />
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New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some "getting started" or "surviving your first winter" type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)<br />
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:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)<br />
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== Categories ==<br />
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I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)<br />
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:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.<br />
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)<br />
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::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)<br />
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:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change. However, MediaWikis aggressively cache pages. It's also possible you're looking a client-side cached page of it. Finally, I don't see any content in that category so it's possible it's being ignored. See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)<br />
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== Deletion ==<br />
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We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)<br />
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:Anyone can mark a page for deletion using the <nowiki>{{del}}</nowiki> tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The <nowiki>{{del}}</nowiki> tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)<br />
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== Water level style ==<br />
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I think we should have a standard style for talking about water level. We could say it various ways, such as "6/7 water," "water with a depth of 6," "a depth of 6 pool," or "water with a depth of six." It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)<br />
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:I'm not sure. The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)? If not "Water 6" and "Magma 5" seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)<br />
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::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)<br />
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:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)<br />
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:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)<br />
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:I think "depth of 7" works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; "a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3". --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)<br />
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== Templates? ==<br />
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Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)<br />
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:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)<br />
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== Forum references ==<br />
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Where there is a bit saying "Toady said this", what is the best way to link to the forum? Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504] (not ''too'' bad). Is there a better way of doing it akin to Wikipedia with <ref>something</ref>? Maybe something like [[Template:version]] for future (but that doesn't cover the "this is how it works now" type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)<br />
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: IIRC the <ref> system on Wikipedia requires an extension to be installed. --[[User:Rick|Rick]] 17:48, 7 November 2007 (EST)<br />
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== Crops categories ==<br />
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My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.<br />
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Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)<br />
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== Rule discussion == <br />
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=== A ===<br />
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How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)<br />
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:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.<br />
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:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)<br />
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::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)<br />
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:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)<br />
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=== B and E ===<br />
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How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)<br />
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:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)<br />
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::Well, the Alphabet rule does describe them as rules. But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)<br />
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:They will simply be replaced by "real" rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)<br />
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:I think of them more as "guidelines" ;) [[User:Turgid Bolk|Turgid Bolk]] 20:22, 7 November 2007 (EST)<br />
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:I put strikes through B and E and wrote more helpful ones (along the same lines) --Me<br />
:Gravitas was a silly word. What do you think of the new rules? --[[User:Markavian|Markavian]]</div>Shagiehttps://dwarffortresswiki.org/index.php?title=Plump_helmet_spawn&diff=23178Plump helmet spawn2007-11-07T22:50:58Z<p>Shagie: spelled correctly...</p>
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<div>#REDIRECT: [[list of crops]]</div>Shagie