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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-27T04:18:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ali0sha/Reignroofs&amp;diff=49935</id>
		<title>User:Ali0sha/Reignroofs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ali0sha/Reignroofs&amp;diff=49935"/>
		<updated>2009-07-05T11:41:44Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been far too long since I actually lost a game of DF; lethargy has been a far harder challenge to overcome than food or sieges. Thus I begin a game which I shall record assiduously until either my computer of my fortress bites the dust.&lt;br /&gt;
&lt;br /&gt;
The version is a completely vanilla 0.28.181.40d13 with the Herrbdog tilesets ([[List_of_user_character_sets#Herrbdog|small]] and [[List_of_user_character_sets#Herrbdog_2|Large]]).&lt;br /&gt;
&lt;br /&gt;
Where it says SNAPSHOT## i'm going to upload a file when i get 'round to it :) I'm working on the rivercross challenge for a while.&lt;br /&gt;
&lt;br /&gt;
==Embarking==&lt;br /&gt;
===Choosing a location===&lt;br /&gt;
I found a nice 3x3 square with running water, sand, marble, sedimentary, igneous and metamorphic rock, no aquifers, heavy forest, and a little bit of mountains, on the border of 'The Youthful Swamp.' Optimistic about the site, I prepared my dwarves for the journey.&lt;br /&gt;
[[Image:Reignroofs1.png]]&lt;br /&gt;
&lt;br /&gt;
===Preparing my Dwarves===&lt;br /&gt;
I decided to try and form some semblance of organisation, giving dwarves kindly nicknames and helpful proffessions. I shall give similar proffession titles to immigrants and this should help things to run smoothly. My preferred skillset is:&lt;br /&gt;
*Miner - Miner(5)&lt;br /&gt;
*Mason - Mason(5) Building designer(5)&lt;br /&gt;
*Grower - Grower(5) Herbalist(5)&lt;br /&gt;
*Brewer - Brewer(5)&lt;br /&gt;
*Cook - Cook(5)&lt;br /&gt;
*Carpenter - Carpenter(5) Woodcutter(5)&lt;br /&gt;
*Walking God - 1 each of: Persuader, Negotiator, Liar, Intimidator, Judge of Intent, Appraiser, Organiser, Record Keeper, Conversationalist, Pacifier.&lt;br /&gt;
As may be gathered by the nickname and skillset, the Walking God is me, and my eventual aim is for him to be proficient in at least all of the social skills as well as engraving, mining, and a few others.&lt;br /&gt;
[[Image:Reignroofs2.png]]&lt;br /&gt;
&lt;br /&gt;
===Equiping the Expedition===&lt;br /&gt;
A pick, an axe, and an anvil were first on the list, then 11 of each drink and 6 of each herb. After 2 horses were added to supplement the diet of the fortress later on, the remaining space was filled with turtles for their lovely skells and bones, as well as the meat.&lt;br /&gt;
&lt;br /&gt;
==205: The First Year==&lt;br /&gt;
===Granite===&lt;br /&gt;
[[image:Reignroofs4.png|thumb|1st Granite 205 - Starting a new outpost!]]&lt;br /&gt;
; 1st :The land is quite flat for the main part, spanning only a couple of levels, but in the corner is a bit of a mountain. There are pools everywhere, which could disrupt the order a little, but I've spotted a promisingly sized gap into which to put a few workshops and so on. I'm a fan of the [[Bedroom_Design#Decentralized_living|modular fortress plan]] proposed on the wiki, so I'm going to try and implement it with only a few editions.&lt;br /&gt;
:We're going to start by delving a small hall for temporary storage and so on before Rach starts on the real mining she's itching to do, and gather wood and plants to get things underway. For the moment, Izzy, Sally, Holly and me are so many hauling tools. We've small food, refuse and wood stockpiles to keep us going for now.&lt;br /&gt;
&lt;br /&gt;
; 12th :The first hall is now finished - Rach was good and quick because it was only loam she was digging through. I've made some indoor stockpiles and told the dwarves to hang around indoors, but I don't think they will until Cathy's taken down the wagon. Time to set Rach on some real digging, I think.&lt;br /&gt;
&lt;br /&gt;
[[image:Reignroofs7.png|frame|left|24th Granite 205 - The first hall]]&lt;br /&gt;
; 24th :I finally got my office, even if it is a little pathetic - I'll have to fix this later. I'm hard at work becoming legendary at record-keeping. the entryway for the main tunnel has been finished, and some progress has been made with the tunnel itself, in which Rach found some Sard!&lt;br /&gt;
&lt;br /&gt;
; 27th :The tunnel is finished! On to the workshops! The workshops should all be sand, which is good both for storage and speed. I've told Izzy to do nothing but create rock doors, to fill the doorways in the workshop area.&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
===Felsite===&lt;br /&gt;
; 9th :Over a month digging, chopping, crafting and brewing, and the workshop area is almost mined out! Rach found another group of sard, which will look very good on a table for my study, I'm sure. I've got the dwarves to start putting the doors in, and Alan got his beloved plump helmet patch going, complete with a stockpile for spawn right next door.&lt;br /&gt;
&lt;br /&gt;
[[image:Reignroofs10.png|thumb|15th Felsite 205 - A workshop area]]&lt;br /&gt;
; 15th :Huzzah, the workshop area is finished! I've put in an optimistic prepared food stockpile right next to the new kitchen, and a still near the plump helmet patch. I'm saving the rest of the space for when I grow; milling and threshing will take up the remaining two quadrants. For now, time to dig deeper!&lt;br /&gt;
&lt;br /&gt;
===Hematite===&lt;br /&gt;
; 7th :Half of another workshop area is now complete: I'm going to put Cathy and Izzy in here, mainly because the level below is going to be quarters for my dwarves. Rach found some picture jaspars! This soil is obviously better for gems than mushrooms, because my plump helmets are stubbornly refusing to grow.&lt;br /&gt;
&lt;br /&gt;
;12th :Rach beat me to first legendary dwarf! She's a legendary miner. Meanwhile, the others go on strike and spend a week having a break.&lt;br /&gt;
[[image:Reignroofs12.png]]&lt;br /&gt;
; 27th : A second workshop area all mined out. Next step should probably to delve some quarters - not only is Rach bored, but Izzy's just about out of rock, and I hear murmerings about sleeping without a proper room.&lt;br /&gt;
SNAPSHOT13&lt;br /&gt;
&lt;br /&gt;
===Malachite===&lt;br /&gt;
; 3rd : I became legendary too, only a couple of weeks after Rach. Finally!&lt;br /&gt;
&lt;br /&gt;
; 22nd : Verily has fortune favoured Rach, who bumped into a lignite vein, and, following it, found hematite and tiger iron! I have great hopes for her, and for my budding fortress.&lt;br /&gt;
SNAPSHOT14&lt;br /&gt;
&lt;br /&gt;
; 26th : The lignite and Hematite that she's mining would keep even a hardworking smelter occupied foro a while, and she just excavated another picture jaspar cluster.&lt;br /&gt;
&lt;br /&gt;
===Galena===&lt;br /&gt;
; 4th : At last the veins are exhausted.&lt;br /&gt;
SNAPSHOT15&lt;br /&gt;
&lt;br /&gt;
; 24th :Some bedrooms have been finished, and I have become bored, so to relieve the tedium of updating stockpile records, I've allowed myself to smooth walls. I also let Rach dig a spiral stairwell down as far as shw liked, to see if she bumped into anything interesting.&lt;br /&gt;
&lt;br /&gt;
===Limestone===&lt;br /&gt;
; 1st : Well, the arrival of autumn not only prompted me to worry about not having a trade depot, but also heralded the arrival of horse foals and the striking of native gold! Dwarven wine all 'round. I'm also beginning to worry  about the lack of security - I might activate Cathy and get her to wave her axe around the entrance hall a little.&lt;br /&gt;
&lt;br /&gt;
; 17th : Just as Izzy slid the last block of the Trade Depot into place, a caravan showed up on the horizon. I wonder whether they have anything worth buying, or whether I have anything worth selling! I've ordered Sally to cook up a lavish meal for the traders, but she's too busy stacking seeds.&lt;br /&gt;
&lt;br /&gt;
===Sandstone===&lt;br /&gt;
; 5th : Sally finally got around to cooking!&lt;br /&gt;
&lt;br /&gt;
; 12 : I traded 2 stacks of meals for sundry bags and meats, but didn't have any more goods with which to buy cheese - maybe I'll have to wait a year for the 10,000 gold stacks of food.&lt;br /&gt;
&lt;br /&gt;
; 14th : Just in time, Sally cooked a 2400 gold meal, which bought me all the cheese in the caravan. Woot!&lt;br /&gt;
&lt;br /&gt;
; 16th : My first thief. Dispatched efficiently by an axedwarf.&lt;br /&gt;
SNAPSHOT16 &lt;br /&gt;
:My second wasn't so lucky&lt;br /&gt;
SNAPSHOT17 &lt;br /&gt;
&lt;br /&gt;
; 23rd : The most ominous message yet: Some immigrants have arrived.&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ali0sha/Reignroofs&amp;diff=49934</id>
		<title>User:Ali0sha/Reignroofs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ali0sha/Reignroofs&amp;diff=49934"/>
		<updated>2009-07-05T09:36:28Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: /* Hematite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been far too long since I actually lost a game of DF; lethargy has been a far harder challenge to overcome than food or sieges. Thus I begin a game which I shall record assiduously until either my computer of my fortress bites the dust.&lt;br /&gt;
&lt;br /&gt;
The version is a completely vanilla 0.28.181.40d13 with the Herrbdog tilesets ([[List_of_user_character_sets#Herrbdog|small]] and [[List_of_user_character_sets#Herrbdog_2|Large]]).&lt;br /&gt;
&lt;br /&gt;
==Embarking==&lt;br /&gt;
===Choosing a location===&lt;br /&gt;
I found a nice 3x3 square with running water, sand, marble, sedimentary, igneous and metamorphic rock, no aquifers, heavy forest, and a little bit of mountains, on the border of 'The Youthful Swamp.' Optimistic about the site, I prepared my dwarves for the journey.&lt;br /&gt;
[[Image:Reignroofs1.png]]&lt;br /&gt;
&lt;br /&gt;
===Preparing my Dwarves===&lt;br /&gt;
I decided to try and form some semblance of organisation, giving dwarves kindly nicknames and helpful proffessions. I shall give similar proffession titles to immigrants and this should help things to run smoothly. My preferred skillset is:&lt;br /&gt;
*Miner - Miner(5)&lt;br /&gt;
*Mason - Mason(5) Building designer(5)&lt;br /&gt;
*Grower - Grower(5) Herbalist(5)&lt;br /&gt;
*Brewer - Brewer(5)&lt;br /&gt;
*Cook - Cook(5)&lt;br /&gt;
*Carpenter - Carpenter(5) Woodcutter(5)&lt;br /&gt;
*Walking God - 1 each of: Persuader, Negotiator, Liar, Intimidator, Judge of Intent, Appraiser, Organiser, Record Keeper, Conversationalist, Pacifier.&lt;br /&gt;
As may be gathered by the nickname and skillset, the Walking God is me, and my eventual aim is for him to be proficient in at least all of the social skills as well as engraving, mining, and a few others.&lt;br /&gt;
[[Image:Reignroofs2.png]]&lt;br /&gt;
&lt;br /&gt;
===Equiping the Expedition===&lt;br /&gt;
A pick, an axe, and an anvil were first on the list, then 11 of each drink and 6 of each herb. After 2 horses were added to supplement the diet of the fortress later on, the remaining space was filled with turtles for their lovely skells and bones, as well as the meat.&lt;br /&gt;
&lt;br /&gt;
==205: The First Year==&lt;br /&gt;
===Granite===&lt;br /&gt;
[[image:Reignroofs4.png|thumb|1st Granite 205 - Starting a new outpost!]]&lt;br /&gt;
; 1st :The land is quite flat for the main part, spanning only a couple of levels, but in the corner is a bit of a mountain. There are pools everywhere, which could disrupt the order a little, but I've spotted a promisingly sized gap into which to put a few workshops and so on. I'm a fan of the [[Bedroom_Design#Decentralized_living|modular fortress plan]] proposed on the wiki, so I'm going to try and implement it with only a few editions.&lt;br /&gt;
:We're going to start by delving a small hall for temporary storage and so on before Rach starts on the real mining she's itching to do, and gather wood and plants to get things underway. For the moment, Izzy, Sally, Holly and me are so many hauling tools. We've small food, refuse and wood stockpiles to keep us going for now.&lt;br /&gt;
&lt;br /&gt;
; 12th :The first hall is now finished - Rach was good and quick because it was only loam she was digging through. I've made some indoor stockpiles and told the dwarves to hang around indoors, but I don't think they will until Cathy's taken down the wagon. Time to set Rach on some real digging, I think.&lt;br /&gt;
&lt;br /&gt;
[[image:Reignroofs7.png|frame|left|24th Granite 205 - The first hall]]&lt;br /&gt;
; 24th :I finally got my office, even if it is a little pathetic - I'll have to fix this later. I'm hard at work becoming legendary at record-keeping. the entryway for the main tunnel has been finished, and some progress has been made with the tunnel itself, in which Rach found some Sard!&lt;br /&gt;
&lt;br /&gt;
; 27th :The tunnel is finished! On to the workshops! The workshops should all be sand, which is good both for storage and speed. I've told Izzy to do nothing but create rock doors, to fill the doorways in the workshop area.&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
===Felsite===&lt;br /&gt;
; 9th :Over a month digging, chopping, crafting and brewing, and the workshop area is almost mined out! Rach found another group of sard, which will look very good on a table for my study, I'm sure. I've got the dwarves to start putting the doors in, and Alan got his beloved plump helmet patch going, complete with a stockpile for spawn right next door.&lt;br /&gt;
&lt;br /&gt;
[[image:Reignroofs10.png|thumb|15th Felsite 205 - A workshop area]]&lt;br /&gt;
; 15th :Huzzah, the workshop area is finished! I've put in an optimistic prepared food stockpile right next to the new kitchen, and a still near the plump helmet patch. I'm saving the rest of the space for when I grow; milling and threshing will take up the remaining two quadrants. For now, time to dig deeper!&lt;br /&gt;
&lt;br /&gt;
===Hematite===&lt;br /&gt;
; 7th :Half of another workshop area is now complete: I'm going to put Cathy and Izzy in here, mainly because the level below is going to be quarters for my dwarves. Rach found some picture jaspars! This soil is obviously better for gems than mushrooms, because my plump helmets are stubbornly refusing to grow.&lt;br /&gt;
&lt;br /&gt;
;12th :Rach beat me to first legendary dwarf! She's a legendary miner. Meanwhile, the others go on strike and spend a week having a break.&lt;br /&gt;
[[image:Reignroofs12.png]]&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Reignroofs12.png&amp;diff=49938</id>
		<title>File:Reignroofs12.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Reignroofs12.png&amp;diff=49938"/>
		<updated>2009-07-05T09:35:27Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ali0sha/Reignroofs&amp;diff=49933</id>
		<title>User:Ali0sha/Reignroofs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ali0sha/Reignroofs&amp;diff=49933"/>
		<updated>2009-07-05T09:33:34Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been far too long since I actually lost a game of DF; lethargy has been a far harder challenge to overcome than food or sieges. Thus I begin a game which I shall record assiduously until either my computer of my fortress bites the dust.&lt;br /&gt;
&lt;br /&gt;
The version is a completely vanilla 0.28.181.40d13 with the Herrbdog tilesets ([[List_of_user_character_sets#Herrbdog|small]] and [[List_of_user_character_sets#Herrbdog_2|Large]]).&lt;br /&gt;
&lt;br /&gt;
==Embarking==&lt;br /&gt;
===Choosing a location===&lt;br /&gt;
I found a nice 3x3 square with running water, sand, marble, sedimentary, igneous and metamorphic rock, no aquifers, heavy forest, and a little bit of mountains, on the border of 'The Youthful Swamp.' Optimistic about the site, I prepared my dwarves for the journey.&lt;br /&gt;
[[Image:Reignroofs1.png]]&lt;br /&gt;
&lt;br /&gt;
===Preparing my Dwarves===&lt;br /&gt;
I decided to try and form some semblance of organisation, giving dwarves kindly nicknames and helpful proffessions. I shall give similar proffession titles to immigrants and this should help things to run smoothly. My preferred skillset is:&lt;br /&gt;
*Miner - Miner(5)&lt;br /&gt;
*Mason - Mason(5) Building designer(5)&lt;br /&gt;
*Grower - Grower(5) Herbalist(5)&lt;br /&gt;
*Brewer - Brewer(5)&lt;br /&gt;
*Cook - Cook(5)&lt;br /&gt;
*Carpenter - Carpenter(5) Woodcutter(5)&lt;br /&gt;
*Walking God - 1 each of: Persuader, Negotiator, Liar, Intimidator, Judge of Intent, Appraiser, Organiser, Record Keeper, Conversationalist, Pacifier.&lt;br /&gt;
As may be gathered by the nickname and skillset, the Walking God is me, and my eventual aim is for him to be proficient in at least all of the social skills as well as engraving, mining, and a few others.&lt;br /&gt;
[[Image:Reignroofs2.png]]&lt;br /&gt;
&lt;br /&gt;
===Equiping the Expedition===&lt;br /&gt;
A pick, an axe, and an anvil were first on the list, then 11 of each drink and 6 of each herb. After 2 horses were added to supplement the diet of the fortress later on, the remaining space was filled with turtles for their lovely skells and bones, as well as the meat.&lt;br /&gt;
&lt;br /&gt;
==205: The First Year==&lt;br /&gt;
===Granite===&lt;br /&gt;
[[image:Reignroofs4.png|thumb|1st Granite 205 - Starting a new outpost!]]&lt;br /&gt;
; 1st :The land is quite flat for the main part, spanning only a couple of levels, but in the corner is a bit of a mountain. There are pools everywhere, which could disrupt the order a little, but I've spotted a promisingly sized gap into which to put a few workshops and so on. I'm a fan of the [[Bedroom_Design#Decentralized_living|modular fortress plan]] proposed on the wiki, so I'm going to try and implement it with only a few editions.&lt;br /&gt;
:We're going to start by delving a small hall for temporary storage and so on before Rach starts on the real mining she's itching to do, and gather wood and plants to get things underway. For the moment, Izzy, Sally, Holly and me are so many hauling tools. We've small food, refuse and wood stockpiles to keep us going for now.&lt;br /&gt;
&lt;br /&gt;
; 12th :The first hall is now finished - Rach was good and quick because it was only loam she was digging through. I've made some indoor stockpiles and told the dwarves to hang around indoors, but I don't think they will until Cathy's taken down the wagon. Time to set Rach on some real digging, I think.&lt;br /&gt;
&lt;br /&gt;
[[image:Reignroofs7.png|frame|left|24th Granite 205 - The first hall]]&lt;br /&gt;
; 24th :I finally got my office, even if it is a little pathetic - I'll have to fix this later. I'm hard at work becoming legendary at record-keeping. the entryway for the main tunnel has been finished, and some progress has been made with the tunnel itself, in which Rach found some Sard!&lt;br /&gt;
&lt;br /&gt;
; 27th :The tunnel is finished! On to the workshops! The workshops should all be sand, which is good both for storage and speed. I've told Izzy to do nothing but create rock doors, to fill the doorways in the workshop area.&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
===Felsite===&lt;br /&gt;
; 9th :Over a month digging, chopping, crafting and brewing, and the workshop area is almost mined out! Rach found another group of sard, which will look very good on a table for my study, I'm sure. I've got the dwarves to start putting the doors in, and Alan got his beloved plump helmet patch going, complete with a stockpile for spawn right next door.&lt;br /&gt;
&lt;br /&gt;
[[image:Reignroofs10.png|thumb|15th Felsite 205 - A workshop area]]&lt;br /&gt;
; 15th :Huzzah, the workshop area is finished! I've put in an optimistic prepared food stockpile right next to the new kitchen, and a still near the plump helmet patch. I'm saving the rest of the space for when I grow; milling and threshing will take up the remaining two quadrants. For now, time to dig deeper!&lt;br /&gt;
&lt;br /&gt;
===Hematite===&lt;br /&gt;
; 7th :Half of another workshop area is now complete: I'm going to put Cathy and Izzy in here, mainly because the level below is going to be quarters for my dwarves. Rach found some picture jaspars! This soil is obviously better for gems than mushrooms, because my plump helmets are stubbornly refusing to grow.&lt;br /&gt;
&lt;br /&gt;
;12th :Rach beat me to first legendary dwarf! She's a legendary miner. Meanwhile, the others go on strike and spend a week having a break.&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Reignroofs10.png&amp;diff=49937</id>
		<title>File:Reignroofs10.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Reignroofs10.png&amp;diff=49937"/>
		<updated>2009-07-05T09:32:05Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Reignroofs7.png&amp;diff=49936</id>
		<title>File:Reignroofs7.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Reignroofs7.png&amp;diff=49936"/>
		<updated>2009-07-05T09:20:41Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ali0sha/Reignroofs&amp;diff=49932</id>
		<title>User:Ali0sha/Reignroofs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ali0sha/Reignroofs&amp;diff=49932"/>
		<updated>2009-07-05T09:17:15Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: Created page with 'It's been far too long since I actually lost a game of DF; lethargy has been a far harder challenge to overcome than food or sieges. Thus I begin a game which I shall record assi...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been far too long since I actually lost a game of DF; lethargy has been a far harder challenge to overcome than food or sieges. Thus I begin a game which I shall record assiduously until either my computer of my fortress bites the dust.&lt;br /&gt;
&lt;br /&gt;
The version is a completely vanilla 0.28.181.40d13 with the Herrbdog tilesets([[List_of_user_character_sets#Herrbdog|small]] and [[List_of_user_character_sets#Herrbdog_2|Large]])&lt;br /&gt;
&lt;br /&gt;
==Embarking==&lt;br /&gt;
===Choosing a location===&lt;br /&gt;
I found a nice 3x3 square with running water, sand, marble, sedimentary, igneous and metamorphic rock, no aquifers, heavy forest, and a little bit of mountains, on the border of 'The Youthful Swamp.' Optimistic about the site, I prepared my dwarves for the journey.&lt;br /&gt;
[[Image:Reignroofs1.png]]&lt;br /&gt;
&lt;br /&gt;
===Preparing my Dwarves===&lt;br /&gt;
I decided to try and form some semblance of organisation, giving dwarves kindly nicknames and helpful proffessions. I shall give similar proffession titles to immigrants and this should help things to run smoothly. My preferred skillset is:&lt;br /&gt;
*Miner - Miner(5)&lt;br /&gt;
*Mason - Mason(5) Building designer(5)&lt;br /&gt;
*Grower - Grower(5) Herbalist(5)&lt;br /&gt;
*Brewer - Brewer(5)&lt;br /&gt;
*Cook - Cook(5)&lt;br /&gt;
*Carpenter - Carpenter(5) Woodcutter(5)&lt;br /&gt;
*Walking God - 1 each of: Persuader, Negotiator, Liar, Intimidator, Judge of Intent, Appraiser, Organiser, Record Keeper, Conversationalist, Pacifier.&lt;br /&gt;
As may be gathered by the nickname and skillset, the Walking God is me, and my eventual aim is for him to be proficient in at least all of the social skills as well as engraving, mining, and a few others.&lt;br /&gt;
[[Image:Reignroofs2.png]]&lt;br /&gt;
&lt;br /&gt;
===Equiping the Expedition===&lt;br /&gt;
A pick, an axe, and an anvil were first on the list, then 11 of each drink and 6 of each herb. After 2 horses were added to supplement the diet of the fortress later on, the remaining space was filled with turtles for their lovely skells and bones, as well as the meat.&lt;br /&gt;
&lt;br /&gt;
==205: The First Year==&lt;br /&gt;
===Granite===&lt;br /&gt;
; 1st :The land is quite flat for the main part, spanning only a couple of levels, but in the corner is a bit of a mountain. There are pools everywhere, which could disrupt the order a little, but I've spotted a promisingly sized gap into which to put a few workshops and so on. I'm a fan of the [[Bedroom_Design#Decentralized_living|modular fortress plan]] proposed on the wiki, so I'm going to try and implement it with only a few editions.&lt;br /&gt;
:We're going to start by delving a small hall for temporary storage and so on before Rach starts on the real mining she's itching to do, and gather wood and plants to get things underway. For the moment, Izzy, Sally, Holly and me are so many hauling tools. We've small food, refuse and wood stockpiles to keep us going for now.[[image:Reignroofs4.png|frame|Starting a new outpost!]]&lt;br /&gt;
&lt;br /&gt;
; 12th :The first hall is now finished - Rach was good and quick because it was only loam she was digging through. I've made some indoor stockpiles and told the dwarves to hang around indoors, but I don't think they will until Cathy's taken down the wagon. Time to set Rach on some real digging, I think.&lt;br /&gt;
&lt;br /&gt;
; 24th :I finally got my office, even if it is a little pathetic - I'll have to fix this later. I'm hard at work becoming legendary at record-keeping. the entryway for the main tunnel has been finished, and some progress has been made with the tunnel itself, in which Rach found some Sard!&lt;br /&gt;
&lt;br /&gt;
; 27th :The tunnel is finished! On to the workshops! The workshops should all be sand, which is good both for storage and speed. I've told Izzy to do nothing but create rock doors, to fill the doorways in the workshop area.&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
===Felsite===&lt;br /&gt;
; 9th :Over a month digging, chopping, crafting and brewing, and the workshop area is almost mined out! Rach found another group of sard, which will look very good on a table for my study, I'm sure. I've got the dwarves to start putting the doors in, and Alan got his beloved plump helmet patch going, complete with a stockpile for spawn right next door.&lt;br /&gt;
&lt;br /&gt;
; 15th :Huzzah, the workshop area is finished! I've put in an optimistic prepared food stockpile right next to the new kitchen, and a still near the plump helmet patch. I'm saving the rest of the space for when I grow; milling and threshing will take up the remaining two quadrants. For now, time to dig deeper!&lt;br /&gt;
&lt;br /&gt;
===Hematite===&lt;br /&gt;
; 7th :Half of another workshop area is now complete: I'm going to put Cathy and Izzy in here, mainly because the level below is going to be quarters for my dwarves. Rach found some picture jaspars! This soil is obviously better for gems than mushrooms, because my plump helmets are stubbornly refusing to grow.&lt;br /&gt;
&lt;br /&gt;
;12th :Rach beat me to first legendary dwarf! She's a legendary miner. Meanwhile, the others go on strike and spend a week having a break.&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Reignroofs4.png&amp;diff=49931</id>
		<title>File:Reignroofs4.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Reignroofs4.png&amp;diff=49931"/>
		<updated>2009-07-05T09:06:03Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Reignroofs2.png&amp;diff=49930</id>
		<title>File:Reignroofs2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Reignroofs2.png&amp;diff=49930"/>
		<updated>2009-07-05T08:48:44Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Reignroofs1.png&amp;diff=49929</id>
		<title>File:Reignroofs1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Reignroofs1.png&amp;diff=49929"/>
		<updated>2009-07-05T08:48:27Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Wood_FAQ&amp;diff=29645</id>
		<title>Template:Wood FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Wood_FAQ&amp;diff=29645"/>
		<updated>2009-02-24T19:44:45Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[How long do tower-caps take to grow]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Wood FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Do I really need wood|Do I really need wood?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood|Where can I get wood?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower-cap|Is it possible to grow trees underground?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[How long do tower-caps take to grow]]&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Wood_FAQ|Add a question to the Wood FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Wood]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2178</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2178"/>
		<updated>2009-02-22T21:40:43Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: /* Increasing yield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress. Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] are also the only source of [[alcohol]] and [[dye]] other than [[trading]]. Some can be turned into [[clothing]].&lt;br /&gt;
&lt;br /&gt;
== Finding farmland ==&lt;br /&gt;
&lt;br /&gt;
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soft, arable soil, which is available in great quantity outside the fortress on most maps (the notable exceptions being mountainous maps). If arable soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit mud on the bare rock, which can then have farm plots placed upon it.&lt;br /&gt;
&lt;br /&gt;
== Aboveground or underground? ==&lt;br /&gt;
&lt;br /&gt;
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground. If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted. Caravans will also sometimes bring additional bags of seeds.&lt;br /&gt;
&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&lt;br /&gt;
&lt;br /&gt;
=== Greenhouses ===&lt;br /&gt;
&lt;br /&gt;
If you want a secure way to farm outdoor plants indoors build a greenhouse!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Channel]] out a square area, you can also use the remains of a dried up pond.&amp;lt;br&amp;gt;&lt;br /&gt;
Now build [[floor]]s out of [[Glass]] [[block]]s, this will allow light to pass through, but not invaders. This can in fact be done with any kind of floor, including raw [[stone]], since the area beneath the floor will still receive light and while still being indoors. This may be an exploit. Though to legitimately get some of the security benefit if you have no access to glass or sand, you could consider using grates&amp;lt;br&amp;gt;&lt;br /&gt;
You can now Plant above ground plants like strawberries or Long Land grass in the light, underground.&amp;lt;br&amp;gt;&lt;br /&gt;
CAUTION,&lt;br /&gt;
You must channel out the area first then make the floor, it won't work if you make the block floor and mine underneath.&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{k|b}}uild menu and place farm {{k|p}}lots. Use {{k|u}} and {{k|k}} to increase the size of the plot, and {{k|m}} and {{k|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{k|Enter}} will place it. Your grower(s) will now rush in and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot manned by dabbling farmers will provide enough food to feed and water 30 dwarves. The use of [[Exploits#Cooking_alcohol|boozecooking]] will stretch this to 75 dwarves. If you have decently skilled farmers, the same 5x5 plot (with boozecooking) will feed over 200 dwarves! However, you may wish to increase food production way beyond anything your dwarves could ever consume to create large amounts of valuable trade goods.&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{k|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{k|a}}, {{k|b}}, {{k|c}}, {{k|d}} from the plot selection screen. You do not have to plant the same thing each season and can change planting orders at anytime, even mid-season. Some plants are only available during certain seasons.&lt;br /&gt;
&lt;br /&gt;
On a farm that is built but not planted, each tile will look like a solid (not blinking) double tilde (~). Once a square has been planted, it will look like a double line. Once the square has been harvested, it will return to the previous state (double tilde).&lt;br /&gt;
&lt;br /&gt;
In the first year, you may want to focus your production on berries aboveground, or fast growing [[plump helmets]] underground, because they can be brewed and eaten raw or cooked. [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten and take longer to grow. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively, so grow these later. Dimple cups are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds quality levels to your food and in the case of quarry bushes and sweet pods quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later.&lt;br /&gt;
&lt;br /&gt;
You cannot buy outdoor seeds upon embarking. If you choose to plant outdoor crops, designate a dwarf with [[plant gathering]] to gather plants outside until you get some suitable plants, then brew them to get the seeds. You may also [[trading|trade]] for outdoor seeds directly from a non-dwarven [[caravan]], which can be a very effective way of getting a lot very quickly. The biome the farm plot is in might have an effect on the plants permitted in the plot.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing for a season, you can select {{k|z}} &amp;quot;fallow&amp;quot; from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).&lt;br /&gt;
&lt;br /&gt;
== Increasing yield ==&lt;br /&gt;
&lt;br /&gt;
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work on one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and somehow squeeze it all into a single barrel. &lt;br /&gt;
&lt;br /&gt;
The yield from a single seed depends on the farmers' [[skill]] and, if above ground, on whether the plot was fertilized.&lt;br /&gt;
&lt;br /&gt;
* '''skill''': no particular skill is checked when harvesting. Only the [[grower]] skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants. Legendary growers will often produce &amp;quot;plant name [5]&amp;quot; and rarely even &amp;quot;plant name [6]&amp;quot; stacks from a single seed on a non fertilized field.&lt;br /&gt;
&lt;br /&gt;
*'''fertilization''': Fertilization increases yield up to about 1.5 times{{Verify}}. The amount of [[potash]] needed to fully fertilize a field depends on its size and whether it is indoor or outdoor. Outdoor farms require much more fertilizer. Using {{k|q}} to view the farm plot, look for the field that looks like &amp;quot;''n''/''N'' ft.&amp;quot; ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{k|f}}'''ertilize''' command. The {{k|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. You can only fertilize some farming set ups: muddy farm plots, [[light|light above ground]] plots, [[irrigation]]-enhanced farms. The exact parameters are unknown.{{verify}} One potash is required for every three squares of plot (with fractions ignored).&lt;br /&gt;
&lt;br /&gt;
In a discussion concerning the chances to get stacks of 6 plants, [[Toady]] has mentioned:&lt;br /&gt;
 Yeah, even a novice farmer will get 6 of them once out of every 12000000 attempts. &lt;br /&gt;
 I think the most you can get is 11 with full fertilization and good farming skill rolls (and some luck).&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant and less skill gains for your planters.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{k|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{k|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{k|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
=== Storage === &lt;br /&gt;
&lt;br /&gt;
It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods. Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile). In the {{k|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks. Leaves, sugar, and flour are not edible; to use them up and free their bags, you must cook. You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy. Make sure not to cook your last crop seed!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Skills#Growing|Farmers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2177</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2177"/>
		<updated>2009-02-22T21:38:02Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: /* Increasing yield */  Tested multiple damp walls on plots - still no fertilisation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress. Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] are also the only source of [[alcohol]] and [[dye]] other than [[trading]]. Some can be turned into [[clothing]].&lt;br /&gt;
&lt;br /&gt;
== Finding farmland ==&lt;br /&gt;
&lt;br /&gt;
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soft, arable soil, which is available in great quantity outside the fortress on most maps (the notable exceptions being mountainous maps). If arable soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit mud on the bare rock, which can then have farm plots placed upon it.&lt;br /&gt;
&lt;br /&gt;
== Aboveground or underground? ==&lt;br /&gt;
&lt;br /&gt;
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground. If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted. Caravans will also sometimes bring additional bags of seeds.&lt;br /&gt;
&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&lt;br /&gt;
&lt;br /&gt;
=== Greenhouses ===&lt;br /&gt;
&lt;br /&gt;
If you want a secure way to farm outdoor plants indoors build a greenhouse!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Channel]] out a square area, you can also use the remains of a dried up pond.&amp;lt;br&amp;gt;&lt;br /&gt;
Now build [[floor]]s out of [[Glass]] [[block]]s, this will allow light to pass through, but not invaders. This can in fact be done with any kind of floor, including raw [[stone]], since the area beneath the floor will still receive light and while still being indoors. This may be an exploit. Though to legitimately get some of the security benefit if you have no access to glass or sand, you could consider using grates&amp;lt;br&amp;gt;&lt;br /&gt;
You can now Plant above ground plants like strawberries or Long Land grass in the light, underground.&amp;lt;br&amp;gt;&lt;br /&gt;
CAUTION,&lt;br /&gt;
You must channel out the area first then make the floor, it won't work if you make the block floor and mine underneath.&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{k|b}}uild menu and place farm {{k|p}}lots. Use {{k|u}} and {{k|k}} to increase the size of the plot, and {{k|m}} and {{k|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{k|Enter}} will place it. Your grower(s) will now rush in and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot manned by dabbling farmers will provide enough food to feed and water 30 dwarves. The use of [[Exploits#Cooking_alcohol|boozecooking]] will stretch this to 75 dwarves. If you have decently skilled farmers, the same 5x5 plot (with boozecooking) will feed over 200 dwarves! However, you may wish to increase food production way beyond anything your dwarves could ever consume to create large amounts of valuable trade goods.&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{k|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{k|a}}, {{k|b}}, {{k|c}}, {{k|d}} from the plot selection screen. You do not have to plant the same thing each season and can change planting orders at anytime, even mid-season. Some plants are only available during certain seasons.&lt;br /&gt;
&lt;br /&gt;
On a farm that is built but not planted, each tile will look like a solid (not blinking) double tilde (~). Once a square has been planted, it will look like a double line. Once the square has been harvested, it will return to the previous state (double tilde).&lt;br /&gt;
&lt;br /&gt;
In the first year, you may want to focus your production on berries aboveground, or fast growing [[plump helmets]] underground, because they can be brewed and eaten raw or cooked. [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten and take longer to grow. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively, so grow these later. Dimple cups are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds quality levels to your food and in the case of quarry bushes and sweet pods quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later.&lt;br /&gt;
&lt;br /&gt;
You cannot buy outdoor seeds upon embarking. If you choose to plant outdoor crops, designate a dwarf with [[plant gathering]] to gather plants outside until you get some suitable plants, then brew them to get the seeds. You may also [[trading|trade]] for outdoor seeds directly from a non-dwarven [[caravan]], which can be a very effective way of getting a lot very quickly. The biome the farm plot is in might have an effect on the plants permitted in the plot.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing for a season, you can select {{k|z}} &amp;quot;fallow&amp;quot; from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).&lt;br /&gt;
&lt;br /&gt;
== Increasing yield ==&lt;br /&gt;
&lt;br /&gt;
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work on one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and somehow squeeze it all into a single barrel. &lt;br /&gt;
&lt;br /&gt;
The yield from a single seed depends on the farmers' [[skill]] and, if above ground, on whether the plot was fertilized.&lt;br /&gt;
&lt;br /&gt;
* '''skill''': no particular skill is checked when harvesting. Only the [[grower]] skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants. Legendary growers will often produce &amp;quot;plant name [5]&amp;quot; and rarely even &amp;quot;plant name [6]&amp;quot; stacks from a single seed on a non fertilized field.&lt;br /&gt;
&lt;br /&gt;
*'''fertilization''': Fertilization increases yield up to about 1.5 times{{Verify}}. The amount of [[potash]] needed to fully fertilize a field depends on its size and whether it is indoor or outdoor. Outdoor farms require much more fertilizer. Using {{k|q}} to view the farm plot, look for the field that looks like &amp;quot;''n''/''N'' ft.&amp;quot; ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{k|f}}'''ertilize''' command. The {{k|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. You can only fertilize some farming set ups: muddy farm plots, [[irrigation]]-enhanced farms. The exact parameters are unknown.{{verify}} One potash is required for every three squares of plot (with fractions ignored).&lt;br /&gt;
&lt;br /&gt;
In a discussion concerning the chances to get stacks of 6 plants, [[Toady]] has mentioned:&lt;br /&gt;
 Yeah, even a novice farmer will get 6 of them once out of every 12000000 attempts. &lt;br /&gt;
 I think the most you can get is 11 with full fertilization and good farming skill rolls (and some luck).&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant and less skill gains for your planters.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{k|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{k|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{k|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
=== Storage === &lt;br /&gt;
&lt;br /&gt;
It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods. Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile). In the {{k|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks. Leaves, sugar, and flour are not edible; to use them up and free their bags, you must cook. You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy. Make sure not to cook your last crop seed!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Skills#Growing|Farmers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Dwarf_Fortress:About&amp;diff=937</id>
		<title>Talk:Dwarf Fortress:About</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Dwarf_Fortress:About&amp;diff=937"/>
		<updated>2009-02-12T21:10:40Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: /* Steep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this be moved to [[DwarfFortressWiki:About]], to be in the same location as that link in the footer? --[[User:Sukael|Sukael]] 15:56, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well this page is about the game, and the other page is about the wiki, right? --[[User:BahamutZERO|BahamutZERO]] 15:59, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::True. I'm not sure what you could really say about the wiki independently, though, given that it's pretty much completely focused on the game. --[[User:Sukael|Sukael]] 16:01, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steep ==&lt;br /&gt;
&lt;br /&gt;
The common usage currently is correct as it is presented in this article, but this is not correct with respect to the metaphor or the original usage. A learning curve is measured as skill in the vertical (Y) axis, over time in the horizontal (X) axis. Thus a steep learning curve implies that one gains in skill very quickly, and while one might argue that this is true of Dwarf Fortress it is probably not what was intended in the article. To &amp;quot;correct&amp;quot; this would result in greater confusion than to leave it incorrect (since anyone who knows the correct usage is almost certainly aware of the incorrect but more common usage.) Still it irks me to see incorrect usage propagated. Should this be replaced with another metaphor? --[[User:Wattj|wattj]] 21:29, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I would actually assert that the learning curve is steep, as you describe, and that the common usage is correct, as the users' skill is required to rise rapidly in order to not die. [[User:Ali0sha|Ali0sha]] 16:10, 12 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=193</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=193"/>
		<updated>2009-02-06T11:38:40Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
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Welcome to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Linux, Mac and Windows, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious schools of [[carp]]. The wiki currently has '''{{NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Your first fortress]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds|Seeds and Pregenerated Worlds]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] (recent)&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
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| [[Maximizing framerate]]&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums],  [http://forums.somethingawful.com/showthread.php?threadid=2917631 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=72813 Penny-Arcade Thread],  [http://forums.facepunchstudios.com/showthread.php?t=654791 Facepunch Studios Thread], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931 Ars Technica Thread],  [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked.com Forum Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion (temporary forum)]&lt;br /&gt;
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[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12261</id>
		<title>40d:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12261"/>
		<updated>2009-01-22T22:52:39Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: /* Alloys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]]. It is then sometimes combined with other materials to form an '''alloy''' metal. An alloy usually improves on the properties of its components to give more uses and [[Item value|value]]. The metal bars resulting from the [[smelting]] are used to make items such as [[weapon]]s, [[armor]], and [[furniture]] at a [[Metalsmith's forge|forge]]. Smelting pure ores into the corresponding bars raises the base value from 3 (for stone) to 5. This value is then multiplied against the base value of the metal (except adamantine, which produces wafers instead of bars).&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
Many metals can be mixed together to create alloys. In a few cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armour. Many alloys result in no overall increase in wealth. The main use of these alloys is to allow you to dilute any valuable metals you import, or to create items with interesting colours: for instance, [[rose gold]] is purple. An additional benefit is reduced fuel use.&lt;br /&gt;
&lt;br /&gt;
In terms of maximizing total material value, currently{{version|0.28.181.40d}} [[tin]] should be made into [[fine pewter]] or [[bronze]] (depending on availability of copper), and [[zinc]] should be made into [[brass]]. If [[copper]] is limited, it should be used for fine pewter. [[Nickel]] and [[lead]] do not form valuable alloys: &lt;br /&gt;
&lt;br /&gt;
*2 tin, 1 copper, and 1 lead can form 4 [[lay pewter]] worth 12, or 3 [[trifle pewter]] and 1 lead worth 14.&lt;br /&gt;
*2 nickel, 1 copper, and 1 zinc can form 4 [[nickel silver]] worth 12, or 2 nickel and 2 [[brass]] worth 18.&lt;br /&gt;
&lt;br /&gt;
On the other hand, nickel silver is [[magma-safe]], so it can be useful if you're short on nickel and [[iron]] and haven't found any [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reaction&amp;quot; indicates the recipe for an alloy metal; this does not include the [[fuel]] used in their creation.  &amp;quot;Profit&amp;quot; indicates the value gained per bar of metal and total value gained by performing this reaction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Colors&lt;br /&gt;
! Value&lt;br /&gt;
! Density&lt;br /&gt;
! Weapon/Armor&lt;br /&gt;
! Other uses&lt;br /&gt;
! Reaction&lt;br /&gt;
! Profit&lt;br /&gt;
|-&lt;br /&gt;
![[Copper]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||2||8.93||66%/66%||Ranged weapons, ammo, picks&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||8.80&lt;br /&gt;
|-&lt;br /&gt;
![[Zinc]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.13&lt;br /&gt;
|-&lt;br /&gt;
![[Tin]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.28&lt;br /&gt;
|-&lt;br /&gt;
![[Lead]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||2||11.34&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||2||9.78||||Only used to make Bismuth Bronze&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||3||8.65||||||Nickel x2 + Copper + Zinc||+1/+4&lt;br /&gt;
|-&lt;br /&gt;
![[Lay pewter]]&lt;br /&gt;
|{{Tile|*|#008080|#c0c0c0}}||3||7.28||||||Tin x2 + Copper + Lead||+1/+4&lt;br /&gt;
|-&lt;br /&gt;
![[Trifle pewter]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||4||7.28||||||Tin x2 + Copper||+2/+6&lt;br /&gt;
|-&lt;br /&gt;
![[Fine pewter]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||5||7.28||||||Tin x3 + Copper||+3/+12&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||5||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper||+3/+6&lt;br /&gt;
|-&lt;br /&gt;
![[Billon]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||6||8.93||||||Copper + Silver||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth bronze]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||6||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper x2 + Bismuth||+4/+16&lt;br /&gt;
|-&lt;br /&gt;
![[Brass]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||7||8.55||||||Zinc + Copper||+5/+10&lt;br /&gt;
|-&lt;br /&gt;
![[Sterling silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||8||10.49||||||Silver x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Pig iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||||Only used to make steel||Iron + [[Flux]] stone + Coal||+0/-2&lt;br /&gt;
|-&lt;br /&gt;
![[Iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||100%/100%||Ranged weapons, ammo, picks, anvils&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||10||10.49||50%/-||&lt;br /&gt;
|-&lt;br /&gt;
![[Black bronze]]&lt;br /&gt;
|{{Tile|*|#800080|#808000}}||11||8.93||||||Copper x2 + Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Electrum]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||20||8.65||||||Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Rose gold]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||23||19.32||||||Gold x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||30||7.85||133%/133%||Ranged weapons, ammo, picks, anvils||Iron + Pig iron + Flux stone + Coal||+20/+38&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||30||19.32&lt;br /&gt;
|-&lt;br /&gt;
![[Aluminum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||2.70&lt;br /&gt;
|-&lt;br /&gt;
![[Platinum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||21.40&lt;br /&gt;
|-&lt;br /&gt;
![[Adamantine]]&lt;br /&gt;
|{{Tile|*|#0ff|#008080}}||300||0.200||500%/500%||Everything except beds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''(Silver has a 50% armor multiplier, but can't be used to make armor. However, a dwarf with a [[strange mood]] can forge a silver armor.)'' &amp;lt;!-- Yes, the former statement is correct. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Raw file ==&lt;br /&gt;
&lt;br /&gt;
This is for reference until the metal articles are written. Then, it will be deleted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;matgloss_metal&lt;br /&gt;
&lt;br /&gt;
[OBJECT:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:IRON]&lt;br /&gt;
[NAME:iron][ADJ:iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:450]&lt;br /&gt;
[MELTING_POINT:12768]&lt;br /&gt;
[BOILING_POINT:15150]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:100]&lt;br /&gt;
[BLOCK_PERC:100]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:GOLD]&lt;br /&gt;
[NAME:gold][ADJ:golden][COLOR:6:6:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:SILVER]&lt;br /&gt;
[NAME:silver][ADJ:silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[WEAPON][AMMO]&lt;br /&gt;
[SOLID_DENSITY:10490]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:COPPER]&lt;br /&gt;
[NAME:copper][ADJ:copper][COLOR:6:4:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:66]&lt;br /&gt;
[BLOCK_PERC:66]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:NICKEL]&lt;br /&gt;
[NAME:nickel][ADJ:nickel][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8800]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ZINC]&lt;br /&gt;
[NAME:zinc][ADJ:zinc][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:390]&lt;br /&gt;
[MELTING_POINT:10755]&lt;br /&gt;
[BOILING_POINT:11633]&lt;br /&gt;
[SOLID_DENSITY:7135]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRONZE]&lt;br /&gt;
[NAME:bronze][ADJ:bronze][COLOR:6:4:0]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRASS]&lt;br /&gt;
[NAME:brass][ADJ:brass][COLOR:6:6:1]&lt;br /&gt;
[VALUE:7]&lt;br /&gt;
[SPEC_HEAT:377]&lt;br /&gt;
[MELTING_POINT:11656]&lt;br /&gt;
[BOILING_POINT:14068]&lt;br /&gt;
[SOLID_DENSITY:8550]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:STEEL]&lt;br /&gt;
[NAME:steel][ADJ:steel][COLOR:0:7:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12718]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:133]&lt;br /&gt;
[BLOCK_PERC:133]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PIG_IRON]&lt;br /&gt;
[NAME:pig iron][ADJ:pig iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12106]&lt;br /&gt;
[BOILING_POINT:13968]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PLATINUM]&lt;br /&gt;
[NAME:platinum][ADJ:platinum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:13182]&lt;br /&gt;
[BOILING_POINT:16885]&lt;br /&gt;
[SOLID_DENSITY:21400]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ELECTRUM]&lt;br /&gt;
[NAME:electrum][ADJ:electrum][COLOR:6:6:1]&lt;br /&gt;
[VALUE:20]&lt;br /&gt;
[SPEC_HEAT:180]&lt;br /&gt;
[MELTING_POINT:11828]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:TIN]&lt;br /&gt;
[NAME:tin][ADJ:tin][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_FINE]&lt;br /&gt;
[NAME:fine pewter][ADJ:fine pewter][COLOR:7:7:1]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_TRIFLE]&lt;br /&gt;
[NAME:trifle pewter][ADJ:trifle pewter][COLOR:7:3:0]&lt;br /&gt;
[VALUE:4]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_LAY]&lt;br /&gt;
[NAME:lay pewter][ADJ:lay pewter][COLOR:3:7:0]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:LEAD]&lt;br /&gt;
[NAME:lead][ADJ:lead][COLOR:0:7:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:10589]&lt;br /&gt;
[BOILING_POINT:13148]&lt;br /&gt;
[SOLID_DENSITY:11340]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ALUMINUM]&lt;br /&gt;
[NAME:aluminum][ADJ:aluminum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:900]&lt;br /&gt;
[MELTING_POINT:11188]&lt;br /&gt;
[BOILING_POINT:14534]&lt;br /&gt;
[SOLID_DENSITY:2700]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used nickel&lt;br /&gt;
[MATGLOSS_METAL:NICKEL_SILVER]&lt;br /&gt;
[NAME:nickel silver][ADJ:nickel silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
[MATGLOSS_METAL:BILLON]&lt;br /&gt;
[NAME:billon][ADJ:billon][COLOR:7:3:0]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930] used copper&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used silver&lt;br /&gt;
value is weighted average of 3 silver and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:STERLING_SILVER]&lt;br /&gt;
[NAME:sterling silver][ADJ:sterling silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:8]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[SOLID_DENSITY:10490] used silver&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
also called shakudo or hepatizon depending on the proportions&lt;br /&gt;
(some have no silver)&lt;br /&gt;
got the name from black corinthian bronze, though these proportions&lt;br /&gt;
are more like regular corinthian bronze/brass&lt;br /&gt;
I just wanted the liver-colored one, dropped &amp;quot;corinthian&amp;quot;&lt;br /&gt;
because it sounds too location/culture specific&lt;br /&gt;
value of 11 is the weighted average value of 2copper/1silver/1gold components&lt;br /&gt;
[MATGLOSS_METAL:BLACK_BRONZE]&lt;br /&gt;
[NAME:black bronze][ADJ:black bronze][COLOR:5:6:0]&lt;br /&gt;
[VALUE:11]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used gold&lt;br /&gt;
value is weighted average of 3 gold and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:ROSE_GOLD]&lt;br /&gt;
[NAME:rose gold][ADJ:rose gold][COLOR:5:5:1]&lt;br /&gt;
[VALUE:23]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320] used gold&lt;br /&gt;
&lt;br /&gt;
bismuth itself is brittle, but you can alloy it with tin/copper to make a light-colored bronze&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH]&lt;br /&gt;
[NAME:bismuth][ADJ:bismuth][COLOR:5:5:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:123]&lt;br /&gt;
[MELTING_POINT:10488]&lt;br /&gt;
[BOILING_POINT:12815]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:9780]&lt;br /&gt;
&lt;br /&gt;
you can make a lighter colored bronze by adding bismuth,&lt;br /&gt;
used temp values from bronze, used by incas, at least according to one source ha ha&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH_BRONZE]&lt;br /&gt;
[NAME:bismuth bronze][ADJ:bismuth bronze][COLOR:6:6:1]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250] used bronze&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ADAMANTINE]&lt;br /&gt;
[NAME:adamantine][ADJ:adamantine][COLOR:3:3:1]&lt;br /&gt;
[VALUE:300]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:25000]&lt;br /&gt;
[BOILING_POINT:50000]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL][ANY_USE]&lt;br /&gt;
[WAFERS]&lt;br /&gt;
[DAMAGE_PERC:500]&lt;br /&gt;
[BLOCK_PERC:500]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Metals]][[Category:Materials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Металл]]&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9372</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9372"/>
		<updated>2009-01-22T09:34:39Z</updated>

		<summary type="html">&lt;p&gt;Ali0sha: /* How can I curb immigration? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any [[season]]. A '''migrant''' is a member of a wave of immigration.&lt;br /&gt;
&lt;br /&gt;
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. They will travel single file from this one location until the last one of this wave has arrived.&lt;br /&gt;
&lt;br /&gt;
If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a [[job]]. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your [[fortress]], they will sit and wait until one is opened up or until they go crazy and die. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one.&lt;br /&gt;
&lt;br /&gt;
The total number of [[dwarves]] in your fort is limited to 200, but you can change this in the init file. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
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&lt;br /&gt;
== When does Immigration usually occur? ==&lt;br /&gt;
If your dwarves are very industrious &amp;lt;small&amp;gt;numbers would be helpful here&amp;lt;/small&amp;gt;, you can expect to receive ten or more migrants in the first immigration wave, which can occur in [[autumn]] or even in [[summer]] of your first year. Immigration does usually occur from mid-spring of the second year on.&lt;br /&gt;
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Migrants seem to have a tendency to arrive in [[spring]] but can arrive in any season.&lt;br /&gt;
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== How immigration is calculated ==&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created [[Wealth]]&amp;quot; (visible on the Status (['''z''']) screen once you get a [[broker]] with the [[appraiser]] skill). All objects with any [[value]] (including mined-out areas, [[bridge]]s, and just about every kind of created [[crafts|good]]) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily [[decoration|decorated]] can potentially double fortress wealth early in the game. Forbidden items however are not added to your wealth; it is unclear if they still influence immigration. [[Toady]] has said [http://www.bay12games.com/dwarves/dev_now.html] (09/02/2008) that he fixed the problem.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]]. If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures.{{verify}}. This is not the only factor that influences immigration though. &lt;br /&gt;
&lt;br /&gt;
Immigration is rarely greater than 24 dwarves per wave, not including [[pet]]s, [[children|kids]] and spouses.&lt;br /&gt;
&lt;br /&gt;
Also constant [[siege]]s by [[goblin]]s will make immigrating dwarves too scared to move into your fortress.&lt;br /&gt;
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==Immigrants' skills==&lt;br /&gt;
Migrants come with no skills at all (peasants), novice level of two or three skills from a single profession, or a (no adjective) level of a single [[skill]]. Migrants will sometimes bring their spouses, [[child]]ren, and even their [[pet]] [[animal]]s.  A migrant may not always come with the necessary equipment to perform their jobs.  For example, a [[Wood cutter]] may come without a [[battle axe]].  Inversely, a migrant may come with equipment they ''don't'' need to do their jobs.  For example, a [[Carpenter]] may come with a [[battle axe]].&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
Note that the greater the number of dwarven [[civilization]]s, the greater your ability to influence immigration.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The immigrants' [[skills]]/[[jobs|careers]] might be influenced by the type and number of [[workshops]] available, but also might be influenced by the population of the surviving dwarven civilizations. (Similar to that [[goblin]]s sometimes have [[human]]s in their armies, that were previously snatched from you!)&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of [[weapon]]; if you make one [[battle axe]], you will only get [[axedwarf|axedwarves]]. If you make a [[crossbow]] and a [[war hammer]], you will get [[marksdwarf|marksdwarves]] and [[hammerdwarf|hammerdwarves]]. This is not affected by weapons brought to your fort; getting immigrant [[carpenter]]s won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.{{verify}}&lt;br /&gt;
&lt;br /&gt;
When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making [[dye]]d [[cloth]], and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional [[bedroom]]s, workshops, and [[alcohol|booze]] before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
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&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed [[room]]s, then locking the [[door]] on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]]. Lock the door at your own discretion.&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Large numbers of deaths will lead to the event announcement &amp;quot;Some immigrants have arrived&amp;quot; changing to &amp;quot;Some immigrants have arrived, dispite the danger!&amp;quot; Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap! &lt;br /&gt;
Killing nobles seems to have a magnified effect here, and killing even a single noble can cause no immigrants to arrive in the next [[season]].&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Adventure Mode]] ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes [[goblin]]s and [[kobold]]s. Such bands will consist of non-specialized adults and children.&lt;br /&gt;
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&lt;br /&gt;
== Migration Effects on the World ==&lt;br /&gt;
It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Ali0sha</name></author>
	</entry>
</feed>