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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-22T18:42:10Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Outpost_manager&amp;diff=5792</id>
		<title>Outpost manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Outpost_manager&amp;diff=5792"/>
		<updated>2008-02-29T23:01:18Z</updated>

		<summary type="html">&lt;p&gt;Amazingloller: added village manager info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Manager&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Manage bulk job orders&lt;br /&gt;
}}&lt;br /&gt;
The Outpost Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
If this position is left vacant, the Manager screen at {{K|j}} -&amp;gt; {{K|m}} says &amp;quot;A manager is required to coordinate work orders&amp;quot;, which seems to imply that they will not be performed.  &lt;br /&gt;
&lt;br /&gt;
After the outpost has a population of over 20 dwarves, the position is renamed &amp;quot;Town Manager,&amp;quot; and all the tasks require the manager to sign off on them before they can be started, and that the manager window displays a list of checkmarks to signify the tasks he/she has signed off on.  He/she needs an office to sign off on the tasks. After 50 dwarves, the position is again renamed to &amp;quot;Village Manager&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Amazingloller</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36228</id>
		<title>Challenge Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36228"/>
		<updated>2008-02-20T15:01:24Z</updated>

		<summary type="html">&lt;p&gt;Amazingloller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exiled Warlord ===&lt;br /&gt;
* Seven starting dwarves with no military skills&lt;br /&gt;
* All immigrants immediately activated into the military&lt;br /&gt;
* No killing them off on purpose!&lt;br /&gt;
&lt;br /&gt;
=== Hermit ===&lt;br /&gt;
&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Outcast ===&lt;br /&gt;
 &lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them.&lt;br /&gt;
&lt;br /&gt;
=== Roughing it ===&lt;br /&gt;
&lt;br /&gt;
* No picks&lt;br /&gt;
&lt;br /&gt;
Don't [[dig]] or build at all. Bring no [[pick]]s, and don't ask for them in [[Trade depot|trade]]. Watch as the more &amp;quot;weather-averse&amp;quot; dwarves slowly go mad.&lt;br /&gt;
&lt;br /&gt;
=== Gone to the dogs ===&lt;br /&gt;
&lt;br /&gt;
* One [[pick]]&lt;br /&gt;
* A ton of [[animals]]&lt;br /&gt;
&lt;br /&gt;
Replace the starting equipment with an equal value in [[dog]]s or [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
=== ASPCA ===&lt;br /&gt;
&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Luddite ===&lt;br /&gt;
&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
=== City-States ===&lt;br /&gt;
&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;insert material&amp;gt; Fort ===&lt;br /&gt;
&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.&lt;br /&gt;
&lt;br /&gt;
=== Dieting Dwarves ===&lt;br /&gt;
&lt;br /&gt;
'''Fishing Village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
* Obviously, no meat, fish, or dairy&lt;br /&gt;
* Also, no leather, silk, or shell&lt;br /&gt;
* In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]&lt;br /&gt;
&lt;br /&gt;
A fairly easy challenge. Take no meat and buy no meat. Butcher no animals. Gut no fish. Use no animal products like the [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
=== Hunting Party ===&lt;br /&gt;
&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
=== Immigration and Customs Enforcement ===&lt;br /&gt;
&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfsicles ===&lt;br /&gt;
&lt;br /&gt;
Select a map region in the northern extremities (or another very cold area), where water is frozen for much or all of the year. All construction that can be undertaken with stone must use [[ice]], instead. Be sure to bring plenty of [[Plump helmet|Plump Helmets]] for brewing drinks!&lt;br /&gt;
&lt;br /&gt;
For an insane challenge, forbid yourself from digging in any material that can yield resources other than ice.&lt;br /&gt;
&lt;br /&gt;
=== This. Is. SPARTAAAA ===&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and wrestling. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. You should forbid the use of gold and silver, the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. &amp;lt;!-- why? --Savok --&amp;gt; You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]&lt;br /&gt;
&lt;br /&gt;
=== The Mad Butcher ===&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Start with a normal build except:&lt;br /&gt;
   * One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
   * buy minimal food&lt;br /&gt;
   * bring as many puppies or kittens as possible&lt;br /&gt;
3. Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
6. At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
8. As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
9. See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Amazingloller</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Experience&amp;diff=26354</id>
		<title>40d Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Experience&amp;diff=26354"/>
		<updated>2008-02-20T14:36:02Z</updated>

		<summary type="html">&lt;p&gt;Amazingloller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Until experience points have been re-verified, this page should be marked as having been copied from the old Wiki.  I don't know how to do that and am too tired to research it right now.&lt;br /&gt;
&lt;br /&gt;
I will add that I intend to re-verify experience fairly soon.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:52, 14 November 2007 (EST)&lt;br /&gt;
:Done [[User:VengefulDonut|VengefulDonut]] 09:42, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since I had a pile of Adamantine around, I decided to do the Extraction experiment.  It took a dwarf who had never extracted adamantine before 17 iterations to reach novice.  That makes it more than 29 and at most 32 xp per action.  I expect that it's a 30xp task, like so many others. [[User:Doctorlucky|Doctorlucky]] 05:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've now taken the dwarf to named level (Strand Extractor) with exactly 37 tasks, so it's 30xp. [[User:Doctorlucky|Doctorlucky]] 18:14, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Heh. On the Real Wiki, it's right about now that you'd be shot down for doing primary research! [[User:Runspotrun|Runspotrun]] 14:17, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Then we're the exact opposite of them: primary research is 99% of what we post. (The rest being essentially divine scripture--verifiably from the creator of the subject of our wiki.) --[[User:Alfador|Alfador]] 12:21, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...but 27% of the time when Legendary+5, based off of a random d20 roll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
27% on a d20?  You mean like rolling a 5.4 and below?  I'm curious how one can roll higher than a 5 and lower than a 6 on an integer-numbered die.--[[User:Draco18s|Draco18s]] 17:41, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Rather easy when you consider that more than one test should be done and 27% ends up being the average. Odds are that if the game actually uses a d20 roll, then the programmed average is 25% with 2% margin of error in the experiment, well within acceptable margin. --[[User:N9103|Edward]] 18:20, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It is not calculated from a d20 roll.  It is calculated from rolls of a d5, d10, d15, d20, d25, and potentially a d3.  And a quite complicated formula.  At least it was back in the 2D version.  Gory details in the [http://archive.dwarffortresswiki.net/index.php/Item_Quality archive].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:24, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mining and legendary +1,+2, ect. ==&lt;br /&gt;
&lt;br /&gt;
Do miners get any bonus for reaching legendary +1-5? --[[User:Heliopios|Heliopios]] 14:55, 1 December 2007 (EST)&lt;br /&gt;
:a legendary+5 will be faster than a legendary, but I don't know if that is just because of the 5 stat bumps that all classes get for moving from legendary to legendary+5.  I may look into it, but no promises.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:53, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
whats the experience gain for a pump operator? this would be interesting to see. Also, how long does a single pump operation take?&lt;/div&gt;</summary>
		<author><name>Amazingloller</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Power&amp;diff=4478</id>
		<title>40d:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Power&amp;diff=4478"/>
		<updated>2008-02-20T02:27:43Z</updated>

		<summary type="html">&lt;p&gt;Amazingloller: /* Power Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Power]] is used to drive devices such as [[pump]]ing [[water]] using a [[screw pump]] or [[mill]]ing certain types of [[food]] into [[flour]] at a [[millstone]].  Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power Requirements==&lt;br /&gt;
*[[Axle]]: (1) per tile&lt;br /&gt;
*[[Gear assembly]]: (5)&lt;br /&gt;
*Large machine bits: (10)&lt;br /&gt;
*[[Screw pump]]: (10)&lt;br /&gt;
*[[Water wheel]]: (10) (When not generating power)&lt;br /&gt;
*[[Millstone]]: (10)&lt;br /&gt;
&lt;br /&gt;
==Power Generation==&lt;br /&gt;
*[[Water wheel]]: (100), flow required&lt;br /&gt;
*[[Windmill]]: variable, above ground only.  Values of (0), (20), and (40) have been reported.&lt;br /&gt;
&lt;br /&gt;
==Power Transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transfered between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Gear assemblies take up a single tile and connect power to any device within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gears assemblies (5), axles are more appropriate and convinient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. A an axle 5 tiles long will use (5) power. Axles can be directly attached to widmills, waterwheels and screw pumps in order to provide power. &lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transfering it. Adjacent screw pumps will transfer power betweem themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
&lt;br /&gt;
==Power Control==&lt;br /&gt;
&amp;lt;!-- How to turn power on and off --&amp;gt;&lt;br /&gt;
Connecting a power source such as a windmill directly to a screw pump will force the device to be in constant operation, causing a [[flood]] if connected to a river. To stop the screw pump either the power source or the pump must be dismantled.&lt;br /&gt;
&lt;br /&gt;
A better alternative is to use a [[lever]] connected to a [[gear assembly]]. Levers can be used to move the gear assembly between a working state and deconstructed state. Note: any hanging devices being supported by the gear assembly will collapse to their base materials when it is disabled{{version|0.27.169.33f}}. To prevent this from happening, hook up the lever to a second gear assembly attached to the supporting one.&lt;br /&gt;
&lt;br /&gt;
[[category:physics]]&lt;/div&gt;</summary>
		<author><name>Amazingloller</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Flood&amp;diff=19445</id>
		<title>40d:Flood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Flood&amp;diff=19445"/>
		<updated>2008-02-17T21:15:52Z</updated>

		<summary type="html">&lt;p&gt;Amazingloller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the previous version of the game, a tile was either flooded or it wasn't.  Now, there can be up to seven units of [[water]] in a tile:  1/7 is ankle-deep, while at 7/7, water fills up to the ceiling. At depths below 4/7, dwarves can walk freely, but if the depth is greater than 4/7, dwarves must swim. At 4/7, a dwarf chooses whether he or she walks or swims.{{verify}} A dwarf who can't swim can [[drowning|drown]] in a tile with too much water in it.&lt;br /&gt;
&lt;br /&gt;
A tile will flood if there is a water source adjacent to it, which can potentially lead to fatal accidents. Deliberately flooding squares can be useful for [[farming]], but can cause you to lag from all the water movement.&lt;/div&gt;</summary>
		<author><name>Amazingloller</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37488</id>
		<title>40d:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37488"/>
		<updated>2008-02-16T22:00:33Z</updated>

		<summary type="html">&lt;p&gt;Amazingloller: brief summary of relationships from limited knowledge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves can have relationships with each other. I dont know what they are for, but two are &amp;quot;long term acquaintance&amp;quot; and &amp;quot;friend&amp;quot; They probably use skills such as conversationalist, intimidator, pacifier, comedian, negotiator, flatterer, consoler, persuader, and judge of intent.&lt;/div&gt;</summary>
		<author><name>Amazingloller</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21417</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21417"/>
		<updated>2008-02-13T22:42:47Z</updated>

		<summary type="html">&lt;p&gt;Amazingloller: singing doesnt chop down trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Across the world, '''trees''' can found littering the landscape. They are a great renewable source of [[wood]], and there are many different varieties that grow in different [[biomes]]. &lt;br /&gt;
&lt;br /&gt;
''Trees'' are a type of [[map tile]], not [[construction]]s, similar to solid [[rock]] or [[bush]]es. They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct dwarves with the woodcutter skill to grab an [[axe]] and begin singing merilly. (while also chopping down the tree)&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one tile above look like coloured stone blocks floating in the air.&lt;br /&gt;
&lt;br /&gt;
Trees also gain names near elven settlements. Although it is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Amazingloller</name></author>
	</entry>
</feed>