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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sludge+Man</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-02T07:47:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Grand_treasurer&amp;diff=24020</id>
		<title>Grand treasurer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Grand_treasurer&amp;diff=24020"/>
		<updated>2007-11-08T20:26:12Z</updated>

		<summary type="html">&lt;p&gt;Sludge Man: Redirecting to Bookkeeper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bookkeeper]]&lt;/div&gt;</summary>
		<author><name>Sludge Man</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3437</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3437"/>
		<updated>2007-11-08T20:25:12Z</updated>

		<summary type="html">&lt;p&gt;Sludge Man: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nobles are dwarves that have special duties in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[Room#Room_grades|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the Nobles &amp;amp; Administrators screen, accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
* [[Expedition leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]]. Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&amp;lt;br /&amp;gt;Note that if there is no obvious candidate for Expedition Leader, it is chosen randomly. Additionally, if your Expedition Leader is slain and you do not choose a new one, a random dwarf will be volunteered for the job after about half a season.&lt;br /&gt;
** [[Mayor]]: Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: Utilizes the [[appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost manager]]: Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
** Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
** [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for animals and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
&lt;br /&gt;
There is substantial overlap between the expedition leader and the outpost broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Sludge Man</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5761</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5761"/>
		<updated>2007-11-08T20:24:06Z</updated>

		<summary type="html">&lt;p&gt;Sludge Man: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bookkeeper is an appointed [[noble]] position. It keeps track of the numbers of items in your stockpiles.&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper uses the [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
To be effective, you must go into the &amp;quot;nobles&amp;quot; screen, highlight the Bookkeeper position, and enter the &amp;quot;settings&amp;quot; screen. You can set a desired precision for your Bookkeeper's counts. The higher this is set, the more work is required. Above the lowest precision, your bookkeeper will also require a meager [[office]].&lt;br /&gt;
&lt;br /&gt;
Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
As of version 0.27.169.33a, the Bookkeeper when set on the highest precision level gains record keeper skill extremely fast. Your Bookkeeper can reach legendary status within a season, and achieve all skill gains associated with the position. At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
&lt;br /&gt;
* Meager [[Office]]&lt;br /&gt;
&lt;br /&gt;
== Upgraded titles ==&lt;br /&gt;
&lt;br /&gt;
* '''Treasurer''' at 100,000 fortress wealth&lt;br /&gt;
* '''Grand Treasurer''' at 200,000 fortress wealth&lt;br /&gt;
* '''Hoardmaster''' at 300,000 fortress wealth&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Sludge Man</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19548</id>
		<title>40d:Fire imp</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19548"/>
		<updated>2007-11-08T08:56:49Z</updated>

		<summary type="html">&lt;p&gt;Sludge Man: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire imps are nasty little creatures that live in [[magma]] vents.  They usually don't roam far from the vent, but they will surface and attack the odd dwarf who dares use their vent to fuel his [[magma smelter]].  They are rather small and easy to kill, but able to breathe fire that deals high damage and sets objects and creatures on fire, so can be dangerous to any dwarf.  If you insist on using imp-infested magma for your metalworks, consider setting traps or stationing marksdwarves around the furnaces.  They cannot be butchered, but once killed their corpses will decay.  Crafts made from their bones are quite valuable.&lt;br /&gt;
&lt;br /&gt;
== Upon Decay ==&lt;br /&gt;
&lt;br /&gt;
* fire imp [[bone]]s [3]&lt;br /&gt;
* fire imp [[skull]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:IMP_FIRE]&lt;br /&gt;
 [NAME:fire imp:fire imps:fire imp]&lt;br /&gt;
 [TILE:'i'][COLOR:6:0:1]&lt;br /&gt;
 [MODVALUE:10]&lt;br /&gt;
 [LARGE_ROAMING][FREQUENCY:20]&lt;br /&gt;
 [FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [GENPOWER:5]&lt;br /&gt;
 [BLOODTYPE:0]&lt;br /&gt;
 [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 [BONECARN]&lt;br /&gt;
 [CANOPENDOORS]&lt;br /&gt;
 [PREFSTRING:terrifying features]&lt;br /&gt;
 [BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 [NOBREATHE]&lt;br /&gt;
 [SIZE:3]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [EQUIPS]&lt;br /&gt;
 [FAT:1]&lt;br /&gt;
 [ALL_ACTIVE]&lt;br /&gt;
 [NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
 [POPULATION_NUMBER:15:30]&lt;br /&gt;
 [CLUSTER_NUMBER:3:5]&lt;br /&gt;
 [BIOME_SUBTERRANEAN_LAVA]&lt;br /&gt;
 [NO_GENDER]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10095]&lt;br /&gt;
 [SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
 [HEATDAM_POINT:13000]&lt;br /&gt;
 [IGNITE_POINT:13500]&lt;br /&gt;
 [LEATHER_HEATDAM_POINT:13000]&lt;br /&gt;
 [LEATHER_IGNITE_POINT:13500]&lt;br /&gt;
 [BONE_HEATDAM_POINT:14000]}}{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sludge Man</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7604</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7604"/>
		<updated>2007-11-03T05:47:24Z</updated>

		<summary type="html">&lt;p&gt;Sludge Man: /* The Stone method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An aquifer is a subterrainean layer of water-bearing rock.  Attempts to mine through them will result in the mined-out squares immediately filling with water, effectively halting excavation at or below their level.  This, in conjunction with the fact that they are often located in areas rich in clay, loam, and sand, makes it difficult to find great quantities of stone in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dealing with Aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways.  Firstly, much more of your equipment will likely be made from wood, especially early on, so it may help to be in a heavily forested area.  Once you've established your fortress a bit, you will also be able to trade for stone and metals if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it is by no means impossible to find stone on these maps, it is simply much rarer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will flood if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The Stone method===&lt;br /&gt;
It is apparently possible on some maps to find patches of rock on the aquifers level these can be dug through to the level below with no ill effects. This method is the simplest method but relies on luck and some searching, and makes it hard to plan ahead since you dont know where the rock may be. Useful for newer players but more experienced players will probably find other methods easier.&lt;br /&gt;
&lt;br /&gt;
===The Pump Method===&lt;br /&gt;
It is possible to pump the water out of an aquifer, although the supply is apparently unlimited it can be pumped faster than the water seeps out of the stone alowing for a fairly safe area on the z level - see forums for info. This method is somewhat dangerous since problems with your pumps can lead to drowning however it allows a larger area to be cleared than the ice method and can be done anywhere, it is easier to plan around a series of pumps than hoping to hit rock&lt;br /&gt;
&lt;br /&gt;
===The Ice Method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted do a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*8 lots of building material&lt;br /&gt;
*1 dwarf (with a skill related to the building materials, eg carpenter for wood mason for stone.)&lt;br /&gt;
*1 miner&lt;br /&gt;
*2 grates&lt;br /&gt;
*a map which freezes during winter&lt;br /&gt;
&lt;br /&gt;
steps:&lt;br /&gt;
#dig channels in a 5x5 square, but leave the middle square un-dug.&lt;br /&gt;
#build 2 grates so you can access the undug central square&lt;br /&gt;
#Dig stairs down a level ensuring you build&lt;br /&gt;
#Dig channels underneath all the other channels and build another down stair on the un-channeled pillar&lt;br /&gt;
#continue down in this way until you reach the water table&lt;br /&gt;
#wait for the water to freeze&lt;br /&gt;
#dig down the stair again the ice will prevent water from flooding the hole dig out the ice in a 3x3 area centered on the stairs, now build walls in the 8 squares bordering the stairs.&lt;br /&gt;
#you can now dig down another square to rock below the aquifier&lt;br /&gt;
#this system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - grate&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
&lt;br /&gt;
First level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCGCC&lt;br /&gt;
CCGCC&lt;br /&gt;
CC&amp;gt;CC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermidiate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCxCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWxWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages of Aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area underground but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and more easily.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing wells a simpler task, as well as ensuring easy access to subterrainean water supplies.&lt;/div&gt;</summary>
		<author><name>Sludge Man</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8649</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8649"/>
		<updated>2007-11-02T16:47:00Z</updated>

		<summary type="html">&lt;p&gt;Sludge Man: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;/div&gt;</summary>
		<author><name>Sludge Man</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Machine&amp;diff=2252</id>
		<title>Machine</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Machine&amp;diff=2252"/>
		<updated>2007-10-31T17:59:10Z</updated>

		<summary type="html">&lt;p&gt;Sludge Man: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently, machines are very limited, but can be accessed by {{k|b}}uild-&amp;gt;{{k|M}}achine components.&lt;br /&gt;
&lt;br /&gt;
This menu contains:&lt;br /&gt;
* [[Screw pump]] {{k|s}}&lt;br /&gt;
* [[Water wheel]] {{k|w}}&lt;br /&gt;
* [[Windmill]] {{k|m}}&lt;br /&gt;
* [[Gear assembly]] {{k|g}}&lt;br /&gt;
* [[Horizontal axle]] {{k|h}}&lt;br /&gt;
* [[Vertical axle]] {{k|v}}&lt;br /&gt;
&lt;br /&gt;
Windmills and Water Wheels provide power, everything else takes power to work.  Screw pumps may use dwarf labor instead of mechanical power.&lt;br /&gt;
&lt;br /&gt;
Power generators can be chained together using axles to combine power.&lt;/div&gt;</summary>
		<author><name>Sludge Man</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4165</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4165"/>
		<updated>2007-10-31T17:58:25Z</updated>

		<summary type="html">&lt;p&gt;Sludge Man: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Takes 4 wood to produce, creates 100 units of power, must be built in a flow.&lt;br /&gt;
&lt;br /&gt;
The flow need only be one square underneath the three squares of the water wheel.&lt;/div&gt;</summary>
		<author><name>Sludge Man</name></author>
	</entry>
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