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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Anonymousphrase</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T20:43:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploit&amp;diff=40576</id>
		<title>40d:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploit&amp;diff=40576"/>
		<updated>2008-05-28T02:58:51Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: /* Cooking alcohol */  Linked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic.  Exploits are distinct from [[cheating]] because they occur within the game as written and do not need any external [[utilities]] or [[modding]].  Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, no one is actually harmed when you use an exploit.&lt;br /&gt;
&lt;br /&gt;
Some exploits are listed below.&lt;br /&gt;
&lt;br /&gt;
== Self-powered pumps ==&lt;br /&gt;
&lt;br /&gt;
It is possible to produce a perpetual motion water pump where the act of pumping actually powers itself!  See [[screw pump]] and [[water wheel]] for details.&lt;br /&gt;
&lt;br /&gt;
== Corpse mashers ==&lt;br /&gt;
&lt;br /&gt;
A [[drawbridge]], when rapidly triggered on and off, can be used to crush anything beneath it.  Nothing, ranging from an [[elephant]] to an [[adamantine]] [[sword]] to a [[tentacle demon]] {{Verify}}, is capable of withstanding a drawbridge crush.&lt;br /&gt;
&lt;br /&gt;
== Trap fields ==&lt;br /&gt;
&lt;br /&gt;
Laying a field of [[trap]]s with a significant-enough depth can protect your fortress from all invaders with no need to maintain a [[military]].  Traps are somehow intelligent enough to distinguish between [[pet]]s and allies while being dangerous to enemies and wild animals.&lt;br /&gt;
&lt;br /&gt;
Many players do not consider this an exploit.&lt;br /&gt;
&lt;br /&gt;
== Get back to work! ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is &amp;quot;On Break&amp;quot;, it is possible to draft this civilian into the military and then undraft the civilian in order to get him to cancel the break.  This does give an unhappy [[thought]] (but only if the dwarf has no military and/or civilian skills), so it is not a significant exploit and some may consider it a perfectly acceptable gameplay method.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
By designating a garbage pit [[zone]] instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave.&lt;br /&gt;
&lt;br /&gt;
== Cooking alcohol ==&lt;br /&gt;
&lt;br /&gt;
[[Alcohol]] can be cooked without requiring many other ingredients, producing solid food that is eaten and not imbibed.  Doing so is a highly efficient means of producing food, as each plant produces five units of alcohol.&lt;br /&gt;
&lt;br /&gt;
Though undeniably an exploit, many people make use of this feature.  It will eventually be plugged with [http://www.bay12games.com/dwarves/dev_req_101-150.html| Req129]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Anonymousphrase&amp;diff=41909</id>
		<title>User:Anonymousphrase</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Anonymousphrase&amp;diff=41909"/>
		<updated>2008-05-28T02:53:12Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An on again, off again Dwarf Fortress player since Spring 2007.&lt;br /&gt;
&lt;br /&gt;
Currently playing a no plump helmet game on a scorching sinister swamp with lava, chasm, and underground lake.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Anonymousphrase&amp;diff=41908</id>
		<title>User:Anonymousphrase</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Anonymousphrase&amp;diff=41908"/>
		<updated>2008-05-28T02:52:30Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Dwarf Fortress player since Spring 2007.&lt;br /&gt;
&lt;br /&gt;
Currently playing a no-plump-helmet game on a scorching, sinister swamp with lava, chasm, and underground lake.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18439</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18439"/>
		<updated>2008-05-28T02:50:26Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: /* berserk dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? {{Unsigned|Lordmick134}}&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Pet_setting_off_trap.png&amp;diff=41910</id>
		<title>File:Pet setting off trap.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Pet_setting_off_trap.png&amp;diff=41910"/>
		<updated>2008-05-28T02:44:16Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Anonymousphrase&amp;diff=41907</id>
		<title>User:Anonymousphrase</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Anonymousphrase&amp;diff=41907"/>
		<updated>2008-05-28T02:43:56Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On a possibly related note, pets CAN set off traps.  At least, when they've lost a leg and are passing out on occasion they may. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Anonymousphrase&amp;diff=41906</id>
		<title>User:Anonymousphrase</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Anonymousphrase&amp;diff=41906"/>
		<updated>2008-05-28T02:43:38Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: New page: On a possibly related note, pets CAN set off traps.  At least, when they've lost a leg and are passing out on occasion they may. ~~~~  [image:Pet_setting_off_trap.png]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On a possibly related note, pets CAN set off traps.  At least, when they've lost a leg and are passing out on occasion they may. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[image:Pet_setting_off_trap.png]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20134</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20134"/>
		<updated>2008-01-16T14:30:26Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In fortress mode, some migrant dwarves are married and may have children on occasion.  This generally does not happen very often.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned any labors, but can still perform some tasks:&lt;br /&gt;
&lt;br /&gt;
* harvesting crops, if the 'All dwarves harvest' option is on;&lt;br /&gt;
* remove constructions (such as walls, floors, ramps);&lt;br /&gt;
* pull levers;&lt;br /&gt;
* haul items to the trade depot;&lt;br /&gt;
* eat, drink, and sleep as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to any administrator positions.&lt;br /&gt;
&lt;br /&gt;
Children may enter a [[strange mood]].  When the child becomes an adult, the child will gain legendary skill in wood carving, bone carving or stone crafting, depending on the artifact made.&lt;br /&gt;
&lt;br /&gt;
Children will grow into adults after twelve years.  They then become unskilled peasants, unless they successfully completed a strange mood other than possession, or received experience points towards [[grower]] by harvesting plants.  Children who immigrate to your fortress might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
Children are also the target of [[goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap the young dwarf in a sack.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2864</id>
		<title>40d:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2864"/>
		<updated>2007-11-27T11:05:55Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soil is the name for the various kinds of ground that can be planted on without [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
(Possibly partial list of) farmable soils:&lt;br /&gt;
* Loam&lt;br /&gt;
* Clay Loam&lt;br /&gt;
* Loamy Sand&lt;br /&gt;
* Sandy Clay&lt;br /&gt;
* Silt&lt;br /&gt;
* Sand&lt;br /&gt;
* Peat&lt;br /&gt;
* Sandy Clay Loam&lt;br /&gt;
&lt;br /&gt;
Loam does not appear to support trees or plants. Loam can be found adjacent to rivers and brooks, along with [[pebbles]].&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to rock types, soil type names appear in the same shade of brown as farm plots, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only plant cave flora if the tile is marked &amp;quot;Indoors.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in rock, which makes it much easier to create storerooms and other large areas of empty space.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only minerals that can be found in soil are [[gold nuggets|gold]], [[cassiterite]], and [[platinum nuggets|platinum]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mandrill&amp;diff=29754</id>
		<title>40d:Mandrill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mandrill&amp;diff=29754"/>
		<updated>2007-11-27T10:29:52Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: New page: {{CreatureInfo|name=Mandrill|symbol=m|color=rgb(0,0, 192)| bones=5|chunks=5|meat=5|skulls=1|fat=1|skin=Yes|}}  The largest of the monkeys.  Like their cousins the rhesus macaque will a...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Mandrill|symbol=m|color=rgb(0,0, 192)|&lt;br /&gt;
bones=5|chunks=5|meat=5|skulls=1|fat=1|skin=Yes|}}&lt;br /&gt;
&lt;br /&gt;
The largest of the monkeys.  Like their cousins the [[rhesus macaque]] will attempt to raid your fortress' exterior for food and crafts.  Unfortunately, the mandrill is a much nastier beast easily capable of overwhelming a solitary dwarf.  Attacks in packs of 5 to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MANDRILL]&lt;br /&gt;
[NAME:mandrill:mandrills:mandrill]&lt;br /&gt;
[TILE:'m'][COLOR:1:0:1]&lt;br /&gt;
[LARGE_ROAMING][FREQUENCY:10][LOOSE_CLUSTERS]&lt;br /&gt;
[POPULATION_NUMBER:20:50]&lt;br /&gt;
[CLUSTER_NUMBER:5:10]&lt;br /&gt;
[PETVALUE:50]&lt;br /&gt;
[CURIOUSBEAST_ITEM]&lt;br /&gt;
[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
[PREFSTRING:colorful faces]&lt;br /&gt;
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
[SIZE:5]&lt;br /&gt;
[MAXAGE:15:25]&lt;br /&gt;
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
[CHILD:3]&lt;br /&gt;
[FAT:1]&lt;br /&gt;
[DIURNAL]&lt;br /&gt;
[BIOME_FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
[STANDARD_FLESH]&lt;br /&gt;
[HOMEOTHERM:10069]&lt;br /&gt;
[LAYERING:100]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19331</id>
		<title>40d Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19331"/>
		<updated>2007-11-08T14:42:09Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5848</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5848"/>
		<updated>2007-11-07T16:14:07Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: /* Living among them */  Cleaned and clarified.  Added Reclaiming info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
== Living among them ==&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart.  If you take on this challenge, be careful in choosing a starting position; if your wagon starts inside the stronghold, your dwarves will come to a brief and bloody end.  Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers.&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This article needs to be expanded. Please add appropriate information.}}&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19185</id>
		<title>40d:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19185"/>
		<updated>2007-11-05T01:42:04Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain jobs (when completed) will generate '''noise''' that will cause your dwarves to &amp;quot;sleep uneasily&amp;quot; and give them unhappy [[thoughts]].  Building or destroying [[building]]s causes noise within 16 tiles, as does firing [[siege engines]].  [[Mining]] and [[wood cutting]] causes noise within 8 tiles{{verify}}.  Jobs performed at [[workshops]] cause noise within 4 tiles, and most other jobs cause noise within 4 or 2 tiles.&lt;br /&gt;
&lt;br /&gt;
Neither walls nor doors will insulate dwarves from sound.  Distance is the only factor in whether a dwarf's sleep will be disturbed.&lt;br /&gt;
&lt;br /&gt;
When noise radiates from buildings, it radiates from the center tile, like this:&lt;br /&gt;
&lt;br /&gt;
 ....*....&lt;br /&gt;
 ...***...&lt;br /&gt;
 ..*****..&lt;br /&gt;
 .**WWW**.&lt;br /&gt;
 ***WWW***&lt;br /&gt;
 .**WWW**.&lt;br /&gt;
 ..*****..&lt;br /&gt;
 ...***...&lt;br /&gt;
 ....*....&lt;br /&gt;
 &lt;br /&gt;
 W - Workshop, * - Noise, . - No noise&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bituminous_coal&amp;diff=8533</id>
		<title>40d:Bituminous coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bituminous_coal&amp;diff=8533"/>
		<updated>2007-11-04T22:20:22Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the two mineral sources of [[Fuel|fuel]].  Produces 3 [[coke]] for each unit of coal processed at the [[Smelter|smelter]].  However, this processing consumes a unit of [[Fuel|fuel]], leaveing a net production of 2 [[Fuel|fuel]].&lt;br /&gt;
&lt;br /&gt;
Found in veins in [[:Category:Sedimentary Stone Layers|sedimentary stone layers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Raw Data==&lt;br /&gt;
*COAL_BITUMINOUS&lt;br /&gt;
*bituminous coal&lt;br /&gt;
*ENVIRONMENT:SEDIMENTARY:VEIN:100&lt;br /&gt;
*SPEC_HEAT:409&lt;br /&gt;
*IGNITE_POINT:11440&lt;br /&gt;
*MELTING_POINT:NONE&lt;br /&gt;
*BOILING_POINT:16708&lt;br /&gt;
*SOLID_DENSITY:1346&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=19367</id>
		<title>40d Talk:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=19367"/>
		<updated>2007-11-04T20:51:54Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So is it possible to easily procure an anvil within the first 1-2 years? because if it is, then I'm going to ditch it on the embark screen and spend those 1000pts on turtles.&lt;br /&gt;
:Thats a lot of turtles. Get dogs instead. Imagine a swarm of pooches descending on a goblin fortress, taking no prisoners, and leaving no goblin child behind! --[[User:Ikkonoishi|Ikkonoishi]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
:In my experience the first dwarven caravan brings one.  However they will charge you dearly for it (~1000$), moreso if the anvil is steel (~3000$). Prices are from memory. [[User:Anonymousphrase|Anonymousphrase]] 15:51, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16781</id>
		<title>40d:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16781"/>
		<updated>2007-11-04T20:43:18Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: added butchery yields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolves are predators which are living in many [[regions]]. They have more chance to appear in the winter than in other [[seasons]]. Wolves are social animals living in groups. This can be a problem for your hunters or adventurers. One on one a hunter or adventurer will likely kill the wolf, but if a group gangs up on the hapless [[dwarf]] there is a good chance he will be killed, especial of he doesn’t have [[armour]] or experience.&lt;br /&gt;
&lt;br /&gt;
== Butchered Yield ==&lt;br /&gt;
&lt;br /&gt;
* wolf [[chunks]] [5]&lt;br /&gt;
* wolf [[food|meat]] [5]&lt;br /&gt;
* wolf [[bone]]s [5]&lt;br /&gt;
* wolf [[skin]]&lt;br /&gt;
* wolf [[skull]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19184</id>
		<title>40d:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19184"/>
		<updated>2007-11-04T19:50:16Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain jobs (when completed) will generate '''noise''' that will cause your dwarves to &amp;quot;sleep uneasily&amp;quot; and give them unhappy [[thoughts]].  Building or destroying [[building]]s causes noise within 16 tiles, as does firing [[siege engines]].  [[Mining]] and [[wood cutting]] causes noise within 8 tiles{{verify}}.  Jobs performed at [[workshops]] cause noise within 4 tiles, and most other jobs cause noise within 4 or 2 tiles.&lt;br /&gt;
&lt;br /&gt;
Neither walls nor doors will insulate dwarves from sound.  Distance is the only factor in whether a dwarf's sleep will be disturbed.&lt;br /&gt;
&lt;br /&gt;
When noise radiates from buildings, it radiates from the center tile, like this:&lt;br /&gt;
&lt;br /&gt;
 ....*....&lt;br /&gt;
 ...***...&lt;br /&gt;
 ..*****..&lt;br /&gt;
 .**WWW**.&lt;br /&gt;
 ***WWW***&lt;br /&gt;
 .**WWW**.&lt;br /&gt;
 ..*****..&lt;br /&gt;
 ...***...&lt;br /&gt;
 ....*....&lt;br /&gt;
 &lt;br /&gt;
 W - Workshop, * - Noise, . - No noise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noise does not propagate in the [[Z-axis]].&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19330</id>
		<title>40d Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19330"/>
		<updated>2007-11-04T19:49:15Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: New page: Do noise events still have the same values?  I've had to mine as close as 2 tiles (using diagonal counting, 3 by old DF standards) away from a sleeping dwarf to get the noise complaint. ~~...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do noise events still have the same values?  I've had to mine as close as 2 tiles (using diagonal counting, 3 by old DF standards) away from a sleeping dwarf to get the noise complaint. [[User:Anonymousphrase|Anonymousphrase]] 14:49, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19183</id>
		<title>40d:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19183"/>
		<updated>2007-11-04T19:43:31Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Added Z-axis info, briefly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain jobs (when completed) will generate '''noise''' that will cause your dwarves to &amp;quot;sleep uneasily&amp;quot; and give them unhappy [[thoughts]].  Building or destroying [[building]]s causes noise within 16 tiles, as does firing [[siege engines]].  [[Mining]] and [[wood cutting]] causes noise within 8 tiles.  Jobs performed at [[workshops]] cause noise within 4 tiles, and most other jobs cause noise within 4 or 2 tiles.&lt;br /&gt;
&lt;br /&gt;
Neither walls nor doors will insulate dwarves from sound.  Distance is the only factor in whether a dwarf's sleep will be disturbed.&lt;br /&gt;
&lt;br /&gt;
When noise radiates from buildings, it radiates from the center tile, like this:&lt;br /&gt;
&lt;br /&gt;
 ....*....&lt;br /&gt;
 ...***...&lt;br /&gt;
 ..*****..&lt;br /&gt;
 .**WWW**.&lt;br /&gt;
 ***WWW***&lt;br /&gt;
 .**WWW**.&lt;br /&gt;
 ..*****..&lt;br /&gt;
 ...***...&lt;br /&gt;
 ....*....&lt;br /&gt;
 &lt;br /&gt;
 W - Workshop, * - Noise, . - No noise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noise does not propagate in the [[Z-axis]].&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Deer&amp;diff=19310</id>
		<title>40d:Deer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Deer&amp;diff=19310"/>
		<updated>2007-11-04T19:22:31Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skittish.&lt;br /&gt;
&lt;br /&gt;
=== Butchered Yield ===&lt;br /&gt;
* deer [[chunks]] [5]&lt;br /&gt;
* deer [[meat]] [5]&lt;br /&gt;
* deer [[fat]] [2]&lt;br /&gt;
* deer [[bones]] [5]&lt;br /&gt;
* deer [[skin]]&lt;br /&gt;
* deer [[skull]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fox&amp;diff=19319</id>
		<title>40d:Fox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fox&amp;diff=19319"/>
		<updated>2007-11-04T19:21:22Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Creation, butcher data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Butchered Yield ===&lt;br /&gt;
* fox [[chunks]] [2]&lt;br /&gt;
* fox [[meat]] [2]&lt;br /&gt;
* fox [[fat]] &lt;br /&gt;
* fox [[bones]] [2]&lt;br /&gt;
* fox [[skin]]&lt;br /&gt;
* fox [[skull]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Deer&amp;diff=19309</id>
		<title>40d:Deer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Deer&amp;diff=19309"/>
		<updated>2007-11-04T19:16:22Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Creation, butcher data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skittish.&lt;br /&gt;
&lt;br /&gt;
=== Butchered Yield ===&lt;br /&gt;
* mountain goat [[chunks]] [5]&lt;br /&gt;
* mountain goat [[meat]] [5]&lt;br /&gt;
* mountain goat [[fat]] [2]&lt;br /&gt;
* mountain goat [[bones]] [5]&lt;br /&gt;
* mountain goat [[skin]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cougar&amp;diff=19287</id>
		<title>40d:Cougar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cougar&amp;diff=19287"/>
		<updated>2007-11-04T19:13:42Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Creation, butcher data, and some observations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A sizable carnivorous cat.  Found in a wide range in biomes.  No match for steel bolts.  Resulting meat and leather of better than average value (6$ and 15$ respectively).&lt;br /&gt;
&lt;br /&gt;
==== Butchering yields ====&lt;br /&gt;
&lt;br /&gt;
* cougar [[skull]] [1] &lt;br /&gt;
* cougar [[chunks]] [7] &lt;br /&gt;
* cougar [[meat]] [7]&lt;br /&gt;
* cougar [[fat]] [2]&lt;br /&gt;
* cougar [[bones]] [7]&lt;br /&gt;
* cougar [[skin]] [1]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=2955</id>
		<title>40d:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=2955"/>
		<updated>2007-11-04T03:33:12Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wood''' is produced by [[designations|['''d''']esignating]] ['''t''']rees to be chopped down.  Any dwarf with the [[Wood Cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees (which will turn them into '''logs''', the raw form of wood). &lt;br /&gt;
&lt;br /&gt;
[[Trees]] start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which takes three years.  Saplings will randomly appear in appropriate outdoors soil to provide a slow (but steady) supply of wood. If certain underground features exist and have been found (ie [[Cave Pool|cave pool]], or [[Cave River|cave river]]), muddy, [[detailing|unsmoothed]] areas underground will spawn [[tower-cap]] mushrooms, which can also be harvested for wood.  Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
All Woods/Biomes are taken directly from the Raws&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Temperate Forest]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Tropical Forest]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Taiga]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Flatland]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Swamp]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Desert]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Technical_tricks&amp;diff=14648</id>
		<title>40d:Technical tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Technical_tricks&amp;diff=14648"/>
		<updated>2007-11-04T03:26:50Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: /* Game Changers and Performance Enhancers */ added G_FPS_CAP trick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Configuring Dwarf Fortress =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In order to configure Dwarf Fortress to your liking you need to edit a text-file containing the settings, namely '''init.txt''', or the ''init file''.&lt;br /&gt;
&lt;br /&gt;
== Locating your configuration file ==&lt;br /&gt;
Your configuration file is called ''init.txt'' and is stored in the ''[installation folder]\data\init'' folder ([installation folder] is the folder where you installed Dwarf Fortress).&lt;br /&gt;
&lt;br /&gt;
== Editing the configuration file ==&lt;br /&gt;
You can edit the file with any text editor of your choice, Notepad works very well.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
There are a number of settings in Dwarf Fortress that you can alter to your liking:&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
*[SOUND:ON]&lt;br /&gt;
Change this to ''OFF'' in order to turn off the sound and music.&lt;br /&gt;
&lt;br /&gt;
=== Intro ===&lt;br /&gt;
*[INTRO:ON]&lt;br /&gt;
Change this to ''OFF'' in order to skip the intro movies.\&lt;br /&gt;
&lt;br /&gt;
===Windowed/Fullscreen===&lt;br /&gt;
[WINDOWED:PROMPT]&lt;br /&gt;
Can be YES, NO or PROMPT.  YES sets the game to Windowed mode.&lt;br /&gt;
&lt;br /&gt;
=== Screen sizes ===&lt;br /&gt;
*[WINDOWEDX:640]&lt;br /&gt;
*[WINDOWEDY:300]&lt;br /&gt;
*[FONT:curses_640x300.bmp]&lt;br /&gt;
This is the size and font for windowed mode. You can alter this however you want but please note that you do not change the viewport of the game, you are still limited to a fixed amount of characters on screen. All you do is increase the size of the characters.&lt;br /&gt;
&lt;br /&gt;
In order to keep aspect ratio, multiply the value of WINDOWEDY with 2.133333333 to get the correct WINDOWEDX. You can also multiply WINDOWEDX with 0.46875 to get the correct WINDOWEDY value.&lt;br /&gt;
&lt;br /&gt;
You should change the font to ''curses_800x600.bmp'' if you increase the windowed size considerably. Despite the name, the font works both with 800x600 and 800x300 aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Running in a 1280x600 window, using the 'curses_640x300.bmp' font, will give an evenly stretched font, and an almost square aspect ratio. For an even more square aspect ratio, try 1600x600 (or 800x300) with the 'curses_800x600.bmp' font.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENX:800]&lt;br /&gt;
*[FULLSCREENY:600]&lt;br /&gt;
*[FULLFONT:curses_800x600.bmp]&lt;br /&gt;
&lt;br /&gt;
The same as above, only for fullscreen mode. Be sure you only use modes supported by your monitor!&lt;br /&gt;
&lt;br /&gt;
There are also several custom [[tilesets]] available on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== The look of the game ===&lt;br /&gt;
*[VARIED_GROUND_TILES:YES]&lt;br /&gt;
Set this to ''NO'' in order to only have periods (.) as ground tiles. If set to ''YES'' the game will randomly use ,.`' to represent ground.&lt;br /&gt;
&lt;br /&gt;
*[EXTENDED_ASCII:YES]&lt;br /&gt;
If you turn this off, you'll see some atrocious 128 character mode crap. There is no reason to turn this off.&lt;br /&gt;
(As of at least v0.23.130.23a, this no longer appears to do anything.)&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS:NO]&lt;br /&gt;
*[GRAPHICS_WINDOWEDX:1280]&lt;br /&gt;
*[GRAPHICS_WINDOWEDY:400]&lt;br /&gt;
*[GRAPHICS_FONT:curses_square_16x16.bmp]&lt;br /&gt;
*[GRAPHICS_FULLSCREENX:1280]&lt;br /&gt;
*[GRAPHICS_FULLSCREENY:800]&lt;br /&gt;
*[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&lt;br /&gt;
*[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.&lt;br /&gt;
&lt;br /&gt;
*[NICKNAME_DWARF:CENTRALIZE]&lt;br /&gt;
*[NICKNAME_ADVENTURE:CENTRALIZE]&lt;br /&gt;
*[NICKNAME_LEGENDS:CENTRALIZE]&lt;br /&gt;
Use these settings to configure how nicknames are displayed in each mode of the game. REPLACE_FIRST replaces the first name of the dwarf with its nickname, CENTRALIZE puts the nickname between the first and last name of the dwarf and REPLACE_ALL replaces the original name completely with the nickname.&lt;br /&gt;
&lt;br /&gt;
*[SKY:178:3:0:0]&lt;br /&gt;
This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
*[CHASM:250:0:0:1]&lt;br /&gt;
As above, for inside/subterranean areas.&lt;br /&gt;
&lt;br /&gt;
*[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&lt;br /&gt;
&lt;br /&gt;
=== Colors ===&lt;br /&gt;
&lt;br /&gt;
All the color values at the end of the ''init.txt'' file is used to control how the game represents that particular color. If you for instance alter [BLACK_R], [BLACK_G] and [BLACK_B] to 255 the color black will be represented by white in the game.&lt;br /&gt;
&lt;br /&gt;
You can replace your colors with any scheme you would like.  There are a variety of pre-made schemes available on the [[color schemes]] page.&lt;br /&gt;
&lt;br /&gt;
=== Input ===&lt;br /&gt;
* [KEY_HOLD_MS:150]&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game. Increase this if the game seems to repeat your instructions even if you only (intended to) press the key once.&lt;br /&gt;
&lt;br /&gt;
Recent versions of the game have been tweaked to ignore repeat presses in most situations (outside of menus and scrolling), so this isn't so important now.&lt;br /&gt;
&lt;br /&gt;
If you do need to adjust this, do so in small increments. A change of 25-50 should be more than enough. Any more and you slow down your scrolling considerably.&lt;br /&gt;
&lt;br /&gt;
*[MORE:YES]&lt;br /&gt;
*[DISPLAY_LENGTH:23]&lt;br /&gt;
This controls &amp;quot;more&amp;quot; in adventure mode. If MORE is set to ''NO'', all announcements will be skipped. DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&lt;br /&gt;
&lt;br /&gt;
*[MOUSE:YES]&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
=== Game Changers and Performance Enhancers ===&lt;br /&gt;
&lt;br /&gt;
*[TEMPERATURE:YES]&lt;br /&gt;
*[WEATHER:YES]&lt;br /&gt;
*[ECONOMY:YES]&lt;br /&gt;
*[INVADERS:YES]&lt;br /&gt;
*[CAVEINS:YES]&lt;br /&gt;
*[ARTIFACTS:YES]&lt;br /&gt;
&lt;br /&gt;
Do exactly what they say, turn on or off temp, weather, economy, invaders, caveins, and artifacts.  It has been suggested to turn off Temperature and Weather for increased performance, as both do have every-frame calculations (temperatures are flows!)&lt;br /&gt;
&lt;br /&gt;
Disabling Caveins and Invaders would be considered cheating.&lt;br /&gt;
&lt;br /&gt;
*[PATH_COST:1:2:5:25]&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
These can be changed ingame, this is just the default setting for new forts.&lt;br /&gt;
&lt;br /&gt;
*[G_FPS_CAP:50]&lt;br /&gt;
Determines the rate at which changes in game state are updated to screen.  This does not directly effect the underlying engine's actions (governed by FPS).  However, lowering this value (say, to 10) may result in improved performance, but will lead to a choppier visual appearance.  Systems with older video cards are likely to be most affected by this change.&lt;br /&gt;
&lt;br /&gt;
== Editing Creatures ==&lt;br /&gt;
Check [[Creature_standard.txt]] for further information.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wood&amp;diff=18046</id>
		<title>40d Talk:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wood&amp;diff=18046"/>
		<updated>2007-11-04T03:17:09Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: New page: Tower caps now only spawn in mud on maps with underground rivers now, confirm/edit? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower caps now only spawn in mud on maps with underground rivers now, confirm/edit? [[User:Anonymousphrase|Anonymousphrase]] 23:17, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lignite&amp;diff=8553</id>
		<title>40d:Lignite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lignite&amp;diff=8553"/>
		<updated>2007-11-04T03:15:01Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Added brief intro in english (vs. raw)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the two mineral sources of [[Fuel|fuel]].  Produces 2 coke for each unit of coal processed at the [[Smelter|smelter]].  However, this processing consumes a unit of [[Fuel|fuel]].   This leaves a net production of 1 [[Fuel|fuel]].&lt;br /&gt;
&lt;br /&gt;
Found in veins in [[:Category:Sedimentary Stone Layers|sedimentary stone layers]].&lt;br /&gt;
&lt;br /&gt;
==Raw Data==&lt;br /&gt;
*LIGNITE&lt;br /&gt;
*lignite&lt;br /&gt;
*ENVIRONMENT:SEDIMENTARY:VEIN:100&lt;br /&gt;
*SPEC_HEAT:409&lt;br /&gt;
*IGNITE_POINT:11440&lt;br /&gt;
*MELTING_POINT:NONE&lt;br /&gt;
*BOILING_POINT:16708&lt;br /&gt;
*SOLID_DENSITY:1346&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bituminous_coal&amp;diff=8532</id>
		<title>40d:Bituminous coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bituminous_coal&amp;diff=8532"/>
		<updated>2007-11-04T03:13:58Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Added brief intro in english (vs. raw)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the two mineral sources of [[Fuel|fuel]].  Produces 3 coke for each unit of coal processed at the [[Smelter|smelter]].  However, this processing consumes a unit of [[Fuel|fuel]], leaveing a net production of 2 [[Fuel|fuel]].&lt;br /&gt;
&lt;br /&gt;
Found in veins in [[:Category:Sedimentary Stone Layers|sedimentary stone layers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Raw Data==&lt;br /&gt;
*COAL_BITUMINOUS&lt;br /&gt;
*bituminous coal&lt;br /&gt;
*ENVIRONMENT:SEDIMENTARY:VEIN:100&lt;br /&gt;
*SPEC_HEAT:409&lt;br /&gt;
*IGNITE_POINT:11440&lt;br /&gt;
*MELTING_POINT:NONE&lt;br /&gt;
*BOILING_POINT:16708&lt;br /&gt;
*SOLID_DENSITY:1346&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bituminous_Coal&amp;diff=18043</id>
		<title>40d Talk:Bituminous Coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bituminous_Coal&amp;diff=18043"/>
		<updated>2007-11-04T02:52:02Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: New page: Don't delete.  Redirecting to Bituminous coal.  ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't delete.  Redirecting to [[Bituminous coal]].  [[User:Anonymousphrase|Anonymousphrase]] 22:52, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cook&amp;diff=9598</id>
		<title>40d:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cook&amp;diff=9598"/>
		<updated>2007-11-03T08:54:27Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cooks combine ingredients at kitchens to produce finished meals. Dwarves with more skill at cooking work faster, and produce higher quality meals.&lt;br /&gt;
&lt;br /&gt;
Dwarven cooks use two, three, or four ingredients per meal, adding their quantities to produce the quantity of the finished product. This does have the potential to increase the total amount of food a fortress has access to, since some cookable items are not edible raw. (Quarry bush leaves, seeds, flour, and alcohol are examples.) Cooking these ingredients is an excellent way to cater to the tastes of dwarves who prefer foods that are inedible when raw. Examining a finished meal will allow you to view the ingredients it contains.&lt;br /&gt;
&lt;br /&gt;
Preparing easy meals will combine two ingredients, preparing fine meals will combine three, and lavish meals require four ingredients to prepare.  If you want your dwarves to gain skill as cooks you should only prepare easy meals, since this gives them the most practice per ingredient used.  If you want to maximize your storage space, use lavish meals, since these combine a large number of ingredients into a single stack.&lt;br /&gt;
&lt;br /&gt;
If food supplies are tight, [[Brewer|brewing]] plants into alcohol and subsequently cooking the alcohol will effectively multiply food stocks fivefold. Brewing the plants first will also yield seeds, which cooking plants destroys.&lt;br /&gt;
&lt;br /&gt;
Cooking can also turn raw ingredients, which never have quality, into high-quality meals, which increase dwarven happiness. &lt;br /&gt;
&lt;br /&gt;
===Hauling and Kitchens===&lt;br /&gt;
&lt;br /&gt;
When cooks have large stacks of ingredients to work with, kitchens get cluttered quickly. (When cooking large stacks of alcohol brewed from starting supplies or from skilled growers' crops, it is not uncommon to end up with quantities such as &amp;quot;Dwarven Wine Stew [75].&amp;quot;) If they stay in the kitchen, finished meals like this will slow down your cooks' work, and may rot if left too long. It is worthwhile to keep an eye on kitchen clutter levels, and to micromanage food haulers if necessary, to ensure that everything ends up in a food stockpile quickly.&lt;br /&gt;
[[Category:Skills]][[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2860</id>
		<title>40d:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2860"/>
		<updated>2007-11-03T03:17:44Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soil is the name for the various kinds of ground that can be planted on without [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
(Possibly partial list of) farmable soils:&lt;br /&gt;
* Loam&lt;br /&gt;
* Clay Loam&lt;br /&gt;
* Loamy Sand&lt;br /&gt;
* Sandy Clay&lt;br /&gt;
* Silt&lt;br /&gt;
* Sand&lt;br /&gt;
* Peat&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to rock types, soil type names appear in the same shade of brown as farm plots, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only plant cave flora if the tile is marked &amp;quot;Indoors.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in rock, which makes it much easier to create storerooms and other large areas of empty space.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be smoothed.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pig_tail&amp;diff=7993</id>
		<title>40d:Pig tail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pig_tail&amp;diff=7993"/>
		<updated>2007-10-31T06:44:09Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: wrong grow rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the five known subterranean crops, as such may only be grown underground.  Pig tails are a quickly maturing crop, taking only 25 days to produce a harvest.&lt;br /&gt;
&lt;br /&gt;
Pig tails may processed at a [[Farmer's workshop|farmer's workshop]] into thread.  Then used to produce cloth at a [[Loom|loom]]. &lt;br /&gt;
Otherwise, they may be [[brewery|brewed]] into Dwarven Ale.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pig_tails&amp;diff=8018</id>
		<title>Pig tails</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pig_tails&amp;diff=8018"/>
		<updated>2007-10-31T06:43:48Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Redirecting to Pig tail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[pig tail]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=4823</id>
		<title>40d:Plump helmet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=4823"/>
		<updated>2007-10-31T06:42:53Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: wrong grow rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plump helmets are commonly the main source of the nutrition of the dwarves as they grow quickly (~25 days), and are edible with as soon as plucked from the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should note that although it is possible to make farm plots in the sunshine, plump helmets won't grow outside a cave.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pig_tail&amp;diff=7992</id>
		<title>40d:Pig tail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pig_tail&amp;diff=7992"/>
		<updated>2007-10-31T06:31:12Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: New page: One of the five known subterranean crops, as such may only be grown underground.  Pig tails are a quickly maturing crop, taking only 28 days to produce a harvest.  Pig tails may processed ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the five known subterranean crops, as such may only be grown underground.  Pig tails are a quickly maturing crop, taking only 28 days to produce a harvest.&lt;br /&gt;
&lt;br /&gt;
Pig tails may processed at a [[Farmer's workshop|farmer's workshop]] into thread.  Then used to produce cloth at a [[Loom|loom]]. &lt;br /&gt;
Otherwise, they may be [[brewery|brewed]] into Dwarven Ale.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=4822</id>
		<title>40d:Plump helmet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plump_helmet&amp;diff=4822"/>
		<updated>2007-10-31T06:19:51Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plump helmets are commonly the main source of the nutrition of the dwarves as they grow quickly( ~28 days), and are edible with as soon as plucked from the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should note that although it is possible to make farm plots in the sunshine, plump helmets won't grow outside a cave.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plump_helmets&amp;diff=7953</id>
		<title>Plump helmets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plump_helmets&amp;diff=7953"/>
		<updated>2007-10-31T06:13:18Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Redirecting to Plump helmet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Plump helmet]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf_fortress_mode&amp;diff=1639</id>
		<title>40d:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf_fortress_mode&amp;diff=1639"/>
		<updated>2007-10-30T21:07:12Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: corrected farming info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After creating a new world, most new users will play in fortress mode.  In fortress mode, you pick a location in your world, then assign your seven initial dwarves some starting skills and pick items and animals to bring along.  When the game starts, unlike previous versions, you will not be presented with the typical |river|field|cliff| layout that we are all used to, but instead with whatever area of the map you picked.  There is a new Z axis (up and down) which you probably have to use if you picked a non mountainous area.  You can get to the different layers using {{K|&amp;gt;}} (down) and {{K|&amp;lt;}} (up).  To dig to other layers first designate a down staircase, then go down a layer and designate and up staircase below it.  You can then build buildings and workshops in the space you have dug out.&lt;br /&gt;
&lt;br /&gt;
There is no promise of finding a Cave River, however [[farming]] may now be performed in any [[soil]], such as loam or sand.  Complex [[irrigation]] systems are only a requirement for farming on bare rock, which must first be covered in mud.&lt;br /&gt;
&lt;br /&gt;
It has been suggested that digging downwards to get further in the game is to replace digging to the right in the older versions, and that better stones and ore can be found lower down.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5846</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5846"/>
		<updated>2007-10-30T19:32:37Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Living Nearby==&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not recommended.  And choosing to place you fortress so that the starting wagon is inside the stronghold leads to a very brief (but bloody game).&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gear_assembly&amp;diff=4425</id>
		<title>40d:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gear_assembly&amp;diff=4425"/>
		<updated>2007-10-30T13:27:21Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gear Assembly]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4278</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4278"/>
		<updated>2007-10-30T13:24:40Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Screw Pump]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hide_root&amp;diff=3746</id>
		<title>40d:Hide root</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hide_root&amp;diff=3746"/>
		<updated>2007-10-30T13:22:12Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: Redirecting to Hide Root&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hide Root]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5844</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5844"/>
		<updated>2007-10-30T12:01:15Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: New page: ==Living Nearby== Starting a fortress with a goblin stronghold in the local area is not recommended.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Living Nearby==&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not recommended.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5751</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5751"/>
		<updated>2007-10-30T10:55:06Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: added Record Keeper skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bookkeeper is an appointed [[noble]] position.  It keeps track of the numbers of items in your stockpiles.&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper uses the [[Clerk]] and [[Record Keeper]] skills.&lt;br /&gt;
&lt;br /&gt;
To be effective, you must go into the 'nobles' screen, highlight the Bookkeeper position, and enter the 'settings' screen.  You can set a desired precision for your Bookkeeper's counts; the higher this is set, the more work is required.  Above the lowest precision, your bookkeeper will also require a meager [[office]].&lt;br /&gt;
&lt;br /&gt;
Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
As of version 0.27.169.32a, the Bookkeeper when set on the highest precision level gains Clerk skill extremely fast:  Your Bookkeeper can reach legendary status within a season, and achieve all skill gains associated with the position.  At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgraded Titles:&lt;br /&gt;
*[[Treasurer]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pipe&amp;diff=5830</id>
		<title>40d:Pipe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pipe&amp;diff=5830"/>
		<updated>2007-10-30T10:47:51Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: New page: Created from any metal bars at your forge.  Used in the construction of screw pumps and little else.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created from any [[Metal|metal]] bars at your [[Forge|forge]].  Used in the construction of [[Screw pump|screw pumps]] and little else.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5750</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5750"/>
		<updated>2007-10-30T10:40:06Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bookkeeper is an appointed [[noble]] position.  It keeps track of the numbers of items in your stockpiles.&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper uses the [[Clerk]] skill.&lt;br /&gt;
&lt;br /&gt;
To be effective, you must go into the 'nobles' screen, highlight the Bookkeeper position, and enter the 'settings' screen.  You can set a desired precision for your Bookkeeper's counts; the higher this is set, the more work is required.  Above the lowest precision, your bookkeeper will also require a meager [[office]].&lt;br /&gt;
&lt;br /&gt;
Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
As of version 0.27.169.32a, the Bookkeeper when set on the highest precision level gains Clerk skill extremely fast:  Your Bookkeeper can reach legendary status within a season, and achieve all skill gains associated with the position.  At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgraded Titles:&lt;br /&gt;
*[[Treasurer]]&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Record_keeper&amp;diff=4446</id>
		<title>40d:Record keeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Record_keeper&amp;diff=4446"/>
		<updated>2007-10-30T10:36:41Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The record keeper skill is used by the [[Bookkeeper|bookkeeper]] [[Nobles|noble]] to keep track of the stocks menu.&lt;br /&gt;
&lt;br /&gt;
Gained by:&lt;br /&gt;
*Performing task &amp;quot;Update Stockpile Records&amp;quot; when in office.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Power&amp;diff=4463</id>
		<title>40d:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Power&amp;diff=4463"/>
		<updated>2007-10-30T10:33:28Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: added power generation, linkafied&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Power''' is used to [[pump]] [[water]] using a [[screw pump]] or [[mill]] certain types of [[food]] into [[flour]] using a [[Workshops#Millstone|millstone]].  It is produced by [[Windmill|windmills]] and [[Water wheel|water wheels]].&lt;br /&gt;
&lt;br /&gt;
==Power Requirements (per [[Toady]])==&lt;br /&gt;
*[[Axle]]: 1 per tile&lt;br /&gt;
*[[Gear Assembly|Gear assembly]]: 5&lt;br /&gt;
*'Large machine bits': 10&lt;br /&gt;
*[[Waterwheel]]: 10 &lt;br /&gt;
&lt;br /&gt;
==Power Generation==&lt;br /&gt;
*[[Waterwheel]]: 100, flow required&lt;br /&gt;
*[[Windmill]]: 40, above ground only&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5798</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5798"/>
		<updated>2007-10-30T09:53:59Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Living Underneath ==&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages.  First the human soldiers and guards, in the process of protecting their town, also protect your fortress.  In addition the total wealth of all the objects present in the town are assumed to be your property.  This provides your fortress with a huge starting value boost.  You may also reclaim the items present inside various buildings giving you a nice early cache of weapons, trade objects and furniture.&lt;br /&gt;
&lt;br /&gt;
And finally the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5797</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5797"/>
		<updated>2007-10-30T09:51:31Z</updated>

		<summary type="html">&lt;p&gt;Anonymousphrase: creation.  added some observations from living under humans&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Living Underneath ==&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages.  First the human soldiers and guards, in the process of protecting their town, also protect your fortress.  In addition the total wealth of all the objects present in the town are assumed to be your property.  This provides your fortress with a huge starting value boost.  You may also reclaim the items present inside various buildings giving you a nice early cache of weapons, trade objects and furniture.&lt;br /&gt;
&lt;br /&gt;
And finally the wood from the buildings may be acquired by deconstructing them, or undermining the structure.&lt;/div&gt;</summary>
		<author><name>Anonymousphrase</name></author>
	</entry>
</feed>