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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Feldspar</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T00:14:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21419</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21419"/>
		<updated>2008-02-21T14:05:33Z</updated>

		<summary type="html">&lt;p&gt;Feldspar: saplings&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 grow from saplings, which start growing randomly on outdoor soil tiles. Saplings can be destroyed by heavy [[traffic]]. To grow from a sapling to a tree takes three years.&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>Feldspar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sheriff&amp;diff=34444</id>
		<title>40d Talk:Sheriff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sheriff&amp;diff=34444"/>
		<updated>2008-02-13T14:28:47Z</updated>

		<summary type="html">&lt;p&gt;Feldspar: Relevant skills?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Will anyone be unhappy if there is no sheriff/fortress guards?  My new fortress is 93 dwarves large, and they seem to be just so happy (ecstatic really) without one. The dwarveses were much more upset with sheriff.&lt;br /&gt;
[[User:Dorten|Dorten]] 23:57, 8 January 2008 (EST)&lt;br /&gt;
:One of the problems with not having a sheriff would be leaving the actual troublemakers free for the sake of saving a few innocents. As the game progresses, the dwarves that anger easily or cannot handle stress will become increasingly likely to tantrum in times of strife, possibly upsetting other dwarves in the process. You must judge for yourself if protecting honest dwarves from unreasonable noble demands is worth letting potential murderers/vandals run wild. --[[User:Jackard|Jackard]] 02:56, 9 January 2008 (EST)&lt;br /&gt;
::OK, understood. For murderers and vandals I prefer having a couple dozens war dogs, who will never hurt innocent ;) [[User:Dorten|Dorten]] 04:01, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anybody know what the relevant skills are for a sheriff? [[User:Feldspar|Feldspar]] 09:28, 13 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Feldspar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13585</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13585"/>
		<updated>2008-02-08T15:32:39Z</updated>

		<summary type="html">&lt;p&gt;Feldspar: slight reorganisation, added an intro, mentioned dwarfs walking slowly past each other&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a settlement begins to grow in size '''traffic''' may become an issue. Movement in narrow hallways are slowed by dwarfs moving past each other and vegetation will tend to die in outdoor areas with high traffic, eventually exposing bare soil.&lt;br /&gt;
&lt;br /&gt;
Some traffic problems can be prevented by good fortress design, such as making hallway which are likely to be high use double width and placing [[stockpile]]s close to relevant [[workshop]]s. Other difficulties may be reduced by setting traffic areas.&lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, normal (the default, and unmarked) costs 2 points per square, low costs 5, and restricted costs 25. You can change these values in [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any water source in a biome with seasonal freezing to restricted so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may with to designate as restricted the shop.&lt;br /&gt;
* If an area occasionally gets flooded, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting high traffic areas along [[road]]s outdoors prevents vegetation from being needlessly trampelled.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a dwarf from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Feldspar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Galena&amp;diff=3924</id>
		<title>40d:Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Galena&amp;diff=3924"/>
		<updated>2008-02-07T13:00:32Z</updated>

		<summary type="html">&lt;p&gt;Feldspar: deleted additional in addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Galena|tile=£|color=#FFF&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[lead]]&lt;br /&gt;
* [[Ore]] of [[silver]] (50%)&lt;br /&gt;
* Make [[electrum]] bars at [[smelter]] (with [[gold nuggets]])&lt;br /&gt;
* Make [[billon]] bars at [[smelter]] (with [[copper nuggets]], [[malachite]] or [[tetrahedrite]])&lt;br /&gt;
|location =&lt;br /&gt;
* [[Igneous extrusive layer]]s&lt;br /&gt;
* [[Metamorphic layer]]s&lt;br /&gt;
* [[Granite]]&lt;br /&gt;
* [[Limestone]]&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 5&lt;br /&gt;
}}&lt;br /&gt;
Galena ore can be smelted into [[lead]] and [[silver]] bars at a [[Smelter]].&lt;br /&gt;
&lt;br /&gt;
When galena ore is smelted, it will always produce one unit of [[lead]] bars.  There is a fifty percent chance that the smelting operation will also produce one unit of [[silver]] bars in addition to the lead which it always produces.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Feldspar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Feldspar&amp;diff=36489</id>
		<title>User:Feldspar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Feldspar&amp;diff=36489"/>
		<updated>2008-02-07T12:54:29Z</updated>

		<summary type="html">&lt;p&gt;Feldspar: New page: In the late Autumn of 1054 the town of Ilralbesmar has a population of 89. The people are happy and spend most of their time partying. We won't mention the Craftsdwarf who went mad and had...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the late Autumn of 1054 the town of Ilralbesmar has a population of 89. The people are happy and spend most of their time partying. We won't mention the Craftsdwarf who went mad and had to be shot by the militia in in a crowded walkway. Or the miner I severely injured by encouraging him to mine the entire underside of an outcropping of rock. No we're all happy here and if you don't like it you can go off with that elven caravan that I accidentally of a goblin bone scepter to.&lt;br /&gt;
&lt;br /&gt;
Losing is fun, but it sometimes makes you feel a little stupid.&lt;/div&gt;</summary>
		<author><name>Feldspar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13583</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13583"/>
		<updated>2008-02-06T14:35:45Z</updated>

		<summary type="html">&lt;p&gt;Feldspar: moved some things to set traffic areas, and mentioned vegetation die back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is not always desirable for dwarves to take the shortest path between two points.  With the designation of [[set traffic areas]]: {{K|d}} - {{K|o}}, it is possible to make movement through that area cost more (in terms of path finding, not in terms of how difficult it is to actually move through).&lt;br /&gt;
&lt;br /&gt;
Vegetation will tend to die back in outdoor areas with high traffic, eventually exposing bare soil.&lt;/div&gt;</summary>
		<author><name>Feldspar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Set_traffic_areas&amp;diff=12547</id>
		<title>Set traffic areas</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Set_traffic_areas&amp;diff=12547"/>
		<updated>2008-02-06T14:25:57Z</updated>

		<summary type="html">&lt;p&gt;Feldspar: Created Reasons for Setting Traffic Areas section and moved some stuff there&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You set '''Traffic areas''' via {{K|d}}-{{K|o}} combination.&lt;br /&gt;
Traffic areas are used to manipulate the movements of dwarves.  Traffic areas can be designated as high, normal, low or restricted.  When walking from one point to another, dwarves consider these designations in finding the shortest path.&lt;br /&gt;
&lt;br /&gt;
For example, a dwarf will choose a 14 tile high traffic route (14*1=14) over a 3 tile low traffic route (3*5=15).{{verify}}&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a dwarf from travelling over those squares, but rather makes them willing to walk around them - for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. &lt;br /&gt;
&lt;br /&gt;
==Default Traffic Weights==&lt;br /&gt;
These numbers have been taken from /data/init.txt&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Designation!!Cost&lt;br /&gt;
|-&lt;br /&gt;
| High || 1&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 5&lt;br /&gt;
|-&lt;br /&gt;
| Restricted || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reasons for Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
Reasons for a player wishing to set traffic areas include the following&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any water source in a biome with seasonal freezing to restricted so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* For a [[butcher's shop]] that has possible thoroughfare; some dwarves get disturbed if they walk through it and see an animal being slaughtered.&lt;br /&gt;
* Reducing traffic through an area that will occasionally get flooded, routing dwarves around it in preference.&lt;br /&gt;
* Encouraging Dwarves outside to walk on existing paths to allow trees to grow in areas that would otherwise have too much [[traffic]].&lt;br /&gt;
&lt;br /&gt;
If you have an area that absolutely must not be stepped on by dwarves, consider [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Feldspar</name></author>
	</entry>
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